crodo_mud/cnf/
crodo_mud/lib/
crodo_mud/lib/house/
crodo_mud/lib/misc/
crodo_mud/lib/plralias/F-J/
crodo_mud/lib/plralias/U-Z/
crodo_mud/lib/plrobjs/
crodo_mud/lib/plrvars/A-E/
crodo_mud/lib/plrvars/F-J/
crodo_mud/lib/plrvars/K-O/
crodo_mud/lib/plrvars/P-T/
crodo_mud/lib/plrvars/U-Z/
crodo_mud/lib/text/
crodo_mud/lib/text/help/
crodo_mud/lib/world/
crodo_mud/src/
#12500
Valley Overlook~
   This is a point on the southeast edge of a valley in the mountains
which seems perfectly positioned for viewing the whole of the valley.
Most of it is taken up by a small town, with some terraced fields on
the north side. There is a path downward to the north. The valley rim
rises precariously on the west, but can be safely reached by a rugged
path around to the south.
~
125 c 4
D0
~
~
0 -1 12515
D2
~
~
0 -1 12624
S
#12501
Valley Rim~
   This is the south end of a walkable path along the eastern rim of
the valley. Stairs lead down to the west. A tower from the valley floor
pokes up by the path to the north. To the east is a path that leads
into an icy crevice.
~
125 c 4
D0
~
~
0 -1 12502
D1
~
~
0 -1 12013
D3
~
~
0 -1 12514
S
#12502
Valley Rim~
   A large watchtower protrudes out of the valley directly west of
here. The edge of the valley rim has been artificially extended to
reach the tower where a door has been built to open on this level.
The path continues north and south.
~
125 c 4
D0
~
~
0 -1 12503
D2
~
~
0 -1 12501
D3
~
door~
2 12590 12560
S
#12503
Valley Rim~
   This is part of a walkable path along the eastern rim of the valley.
Below can be seen the spectacular roof, spires, and courtyards of a
palace. The path continues north and south.
~
125 0 4
D0
~
~
0 -1 12504
D2
~
~
0 -1 12502
S
#12504
Valley Rim~
   This is part of a walkable path along the northeast rim of the valley.
The path continues around the valley to the south and leads out to the
north. It is possible to scamper down to a terraced field west of here.
~
125 0 4
D0
~
~
0 -1 12505
D2
~
~
0 -1 12503
D3
~
~
0 -1 12531
S
#12505
Valley Entrance~
   This is a common place for entering the valley of Anapest, to the
south. Trails lead north into the mountains, and east to the quarry.
~
125 a 4
D0
~
~
0 -1 12255
D1
~
~
0 -1 12256
D2
~
~
0 -1 12504
S
#12506
Valley Entrance~
   This way in and out of the valley of Anapest isn't too commonly used,
but it does allow passage for those who bother. A single path leads
north, away from the valley to the south.
~
125 a 4
D0
~
~
0 -1 12200
D2
~
~
0 -1 12507
S
#12507
Valley Rim~
   This is part of a walkable path along the northwest rim of the valley.
The path continues around the valley to the south and leads out to the
north. It is possible to scamper down to a terraced field east of here.
~
125 0 4
D0
~
~
0 -1 12506
D1
~
~
0 -1 12532
D2
~
~
0 -1 12508
S
#12508
Valley Rim~
   This is part of a walkable path along the western rim of the valley.
Below can be seen the roofs, streets, and general activity of the
town. The path continues north and south.
~
125 0 4
D0
~
~
0 -1 12507
D2
~
~
0 -1 12509
S
#12509
Valley Rim~
   A large watchtower protrudes out of the valley directly east of
here. The edge of the valley rim has been artificially extended to
reach the tower where a door has been built to open on this level.
The path continues north and south.
~
125 c 4
D0
~
~
0 -1 12508
D1
~
door~
2 12590 12550
D2
~
~
0 -1 12510
S
#12510
Valley Rim~
   This is the part of a walkable path along the western rim of the
valley. Stairs lead down to the east. A tower from the valley floor
pokes up by the path to the north.
~
125 c 4
D0
~
~
0 -1 12509
D1
~
~
0 -1 12511
D2
~
~
0 -1 12620
S
#12511
Stairway~
   The sides of this valley are steep enough to require a considerable
effort to climb, and apparently the locals have built these stairs
to make the going easier. The valley rim lies to the west and there
is a landing east of here.
~
125 0 1
D1
~
~
0 -1 12512
D3
~
~
0 -1 12510
S
#12512
Landing~
   This large stone platform rests on a vaguely level part of the
valley wall between two levels of stairs. From here it is possible
to see several rickity roofs and an alley directly below, though
too far down to jump. The stairs lead to the top of the valley to
the west and to the valley floor to the east.
~
125 0 1
D1
~
~
0 -1 12513
D3
~
~
0 -1 12511
S
#12513
Stairway~
   The sides of this valley are steep enough to require a considerable
effort to climb, and apparently the locals have built these stairs
to make the going easier. The valley floor lies to the east and there
is a landing west of here.
~
125 0 1
D1
~
~
0 -1 12545
D3
~
~
0 -1 12512
S
#12514
Stairway~
   The sides of this valley are steep enough to require a considerable
effort to climb, and apparently the locals have built these stairs
to make the going easier. The valley rim lies to the east and there
is a landing west of here.
~
125 0 1
D1
~
~
0 -1 12501
D3
~
~
0 -1 12515
S
#12515
Landing~
   This large stone platform rests on a vaguely level part of the
valley wall between two levels of stairs. From here it is possible
to see several rickity roofs and an alley directly below, though
too far down to jump. The stairs lead to the top of the valley to
the east and to the valley floor to the west. A path leads south
to a high point overlooking the entire valley.
   A signpost has been roughly nailed onto a section of the
handrail here.
~
125 0 1
D1
~
~
0 -1 12514
D2
~
~
0 -1 12500
D3
~
~
0 -1 12516
E
sign signpost~
      West - Town of Anapest
      East - Valley Rim, Crevices, Glacier
     South - Wilderness, The Great Northern Road
~
S
#12516
Stairway~
   The sides of this valley are steep enough to require a considerable
effort to climb, and apparently the locals have built these stairs
to make the going easier. The valley floor lies to the west and there
is a landing east of here.
~
125 0 1
D1
~
~
0 -1 12515
D3
~
~
0 -1 12518
S
#12517
Smychka Avenue~
   This is the southern end of Smychka Avenue, which extends quite
a ways to the north. Temple Hill is west of here and there is an
importer's shop to the east.
~
125 0 1
D0
~
~
0 -1 12518
D1
~
~
0 -1 12573
D3
~
~
0 -1 12547
S
#12518
Smychka Avenue~
   This wide bricked street extends north and south through the
town of Anapest. In this block, a stairway leads up to the
eastern rim of the valley.
~
125 0 1
D0
~
~
0 -1 12519
D1
A flight of stairs~
~
0 -1 12516
D2
~
~
0 -1 12517
S
#12519
Smychka Avenue~
   This wide bricked street extends north and south through the
town of Anapest. There is a shop on the west side of the
street sporting a sign, "Pastry 'N Things".
~
125 0 1
D0
~
~
0 -1 12520
D2
~
~
0 -1 12518
D3
Pastry 'N Things~
~
0 -1 12574
S
#12520
Intersection of Mrin and Smychka~
   The differing brick layouts of these two roads evidently
confused the person in charge of laying them out, for there
is no consistent pattern here, and there are lots of spaces
between the bricks where the edges just wouldn't line up.
~
125 0 1
D0
~
~
0 -1 12521
D1
~
~
0 -1 12556
D2
~
~
0 -1 12519
D3
~
~
0 -1 12555
S
#12521
Smychka Avenue~
   This wide bricked street extends north and south through the
town of Anapest. To the west is the Fighter's Guild.
~
125 0 1
D0
~
~
0 -1 12522
D2
~
~
0 -1 12520
D3
The Fighter's Guild~
~
0 -1 12575
S
#12522
Smychka Avenue~
   This wide bricked street extends north and south through the
town of Anapest. It seems that someone named Albert has taken
over this block, there being an "Albert's Fine Restaurant" on
the west side and "Albert's Clothier" on the east.
~
125 0 1
D0
~
~
0 -1 12523
D1
Albert's Clothier~
~
0 -1 12577
D2
~
~
0 -1 12521
D3
Albert's Fine Restaurant~
~
0 -1 12576
S
#12523
Intersection of Sysphia and Smychka~
   The differing brick layouts of these two roads evidently
confused the person in charge of laying them out, for instead
of just fitting the patterns together, the entire intersection
has been covered with asphault.
~
125 0 1
D0
~
~
0 -1 12524
D1
~
~
0 -1 12569
D2
~
~
0 -1 12522
D3
~
~
0 -1 12570
S
#12524
Smychka Avenue~
   This wide bricked street extends north and south through the
town of Anapest. A small store, with a deeply ornate sign
proclaiming "Lapidary" and thick bars on the windows is west
of here. To the east is the west wall of the palace ground,
replete with ornamented spikes along the top.
~
125 0 1
D0
~
~
0 -1 12525
D2
~
~
0 -1 12523
D3
Lapidary~
~
0 -1 12578
S
#12525
Smychka Avenue~
   This wide bricked street extends north and south through the
town of Anapest. There is a pond northeast of here and the
naturally corresponding park is to the west. The Palace Gates
are east of here.
~
125 0 1
D0
~
~
0 -1 12526
D1
The Palace Gates~
~
0 -1 12579
D2
~
~
0 -1 12524
D3
Pond Park~
~
0 -1 12600
S
#12526
Smychka Avenue~
   The avenue bends here in deference to a pleasant medium sized
pond spreading from the north to the west.
~
125 0 1
D1
~
~
0 -1 12527
D2
~
~
0 -1 12525
S
#12527
Smychka Avenue~
   The road ends here at the foot of a series of terraced fields to
the north. The Farmer's Guild is east of here, and the road
leads off west.
~
125 0 1
D0
The terraced fields~
~
0 -1 12529
D1
The Farmer's Guild~
~
0 -1 12528
D3
~
~
0 -1 12526
S
#12528
Farmer's Guild~
   Decorated in a neo-cow and colored in off-wheat, this place
would seem to be the kind of place for down-to-earth people
to hang out in. The exit is west.
~
125 d 0
D3
~
~
0 -1 12527
S
#12529
Eastern Lower Terrace~
   This is a long, flat area formed out of the sloping side of the
valley for agricultural purposes. The field is interrupted on the
west by a waterfall which cuts a drastic gash in the north side of
the valley. There are steps at intervals along the terrace which
allow travel to the next terrace just north of here and down to
the street below.
~
125 c 2
D0
Another terrace~
~
0 -1 12530
D2
A paved road~
~
0 -1 12527
S
#12530
Eastern Middle Terrace~
   This is a long, flat area formed out of the sloping side of the
valley for agricultural purposes. The field is interrupted on the
west by a waterfall which cuts a drastic gash in the north side of
the valley. There are steps at intervals along the terrace which
allow travel to the next terrace just north of here and down to
one below.
~
125 0 2
D0
Another terrace~
~
0 -1 12531
D2
Another terrace~
~
0 -1 12529
S
#12531
Eastern Upper Terrace~
   This is a long, flat area formed out of the sloping side of the
valley for agricultural purposes. The field is interrupted on the
west by a waterfall which cuts a drastic gash in the north side of
the valley. There are steps at intervals along the terrace which
allow travel to the next terrace down, just south of here. A
little used path leads to the rim of the valley to the east.
~
125 0 2
D1
The valley rim~
~
0 -1 12504
D2
Another terrace~
~
0 -1 12530
S
#12532
Western Upper Terrace~
   This is a long, flat area formed out of the sloping side of the
valley for agricultural purposes. The field is interrupted on the
east by a waterfall which cuts a drastic gash in the north side of
the valley. There are steps at intervals along the terrace which
allow travel to the next terrace down, just south of here. A
little used path leads to the rim of the valley to the west.
~
125 0 2
D2
Another terrace~
~
0 -1 12533
D3
The valley rim~
~
0 -1 12507
S
#12533
Western Middle Terrace~
   This is a long, flat area formed out of the sloping side of the
valley for agricultural purposes. The field is interrupted on the
east by a waterfall which cuts a drastic gash in the north side of
the valley. There are steps at intervals along the terrace which
allow travel to the next terrace just north of here and down to
one below. A lonely hut stands at the western end of the terrace.
~
125 0 2
D0
Another terrace~
~
0 -1 12532
D2
Another terrace~
~
0 -1 12534
D3
A small hut~
~
0 -1 12535
S
#12534
Western Lower Terrace~
   This is a long, flat area formed out of the sloping side of the
valley for agricultural purposes. The field is interrupted on the
east by a waterfall which cuts a drastic gash in the north side of
the valley. There are steps at intervals along the terrace which
allow travel to the next terrace just north of here and down to
the street below.
~
125 c 2
D0
Another terrace~
~
0 -1 12533
D2
A paved road~
~
0 -1 12536
S
#12535
Hut~
   This seems to be an undersized supply/equipment hut with its sole
exit being east. There appears to be little organization or
security here.
~
125 d 0
D1
A terraced field~
~
0 -1 12533
S
#12536
Miranda Avenue~
   The northern part of Miranda coms to a stop here, tucked
up next to the first level of the terraced fields to the north.
The avenue curves east before assuming its normally southern
heading. The low profile of the Slop Joint rises on the south
and a path leads around it to the west.
~
125 0 1
D0
A terraced field~
~
0 -1 12534
D1
~
~
0 -1 12537
D2
The Slop Joint~
~
0 -1 12604
D3
~
~
0 -1 12608
S
#12537
Miranda Avenue~
   The bricks of the road curve here from the south off toward
the west, impinged by the presence of a large pond occupying the
northern part of the valley. The pond is filled by an impressive
waterfall which cuts the north wall of the valley in two.
~
125 0 1
D2
~
~
0 -1 12538
D3
~
~
0 -1 12536
S
#12538
Miranda Avenue~
   This part of town has an almost tangible feeling of strangeness
to it. The bricks of the road appear darker, and fit together in
a sharp and angular fashion. The streetlamps seem to loom overhead,
ready to strike, rather than illuminate the area...but none of this
is a truely objective impression, just a feeling.
   The Chemist's is on the west side of the road and there is a park
to the east.
~
125 0 1
D0
~
~
0 -1 12537
D1
Pond Park~
~
0 -1 12600
D2
~
~
0 -1 12539
D3
The Chemist's~
~
0 -1 12580
S
#12539
Miranda Avenue~
   This part of town has an almost tangible feeling of strangeness
to it. The bricks of the road appear darker, and fit together in
a sharp and angular fashion. The streetlamps seem to loom overhead,
ready to strike, rather than illuminate the area...but none of this
is a truely objective impression, just a feeling.
   On the west side of the street is the imposing facade of the
Mage's Guild. On the east is a tiny shop called The Book Nook.
~
125 0 1
D0
~
~
0 -1 12538
D1
The Book Nook~
~
0 -1 12582
D2
~
~
0 -1 12540
D3
The Mage's Guild~
~
0 -1 12581
S
#12540
Intersection of Sysphia and Miranda~
   The street layout chief of Anapest pulled off a rather
strange way of avoiding the problem of meshing together the
different brick patterns of the streets here. Instead of trying
to preserve a pattern north-south and one east-west, the pattern
on Miranda to the south turns here and becomes the pattern of
Sysphia to the east. There is a similar turn going from north
to west. A diagonal between the two brick patterns is filled
in with gravel.
~
125 0 1
D0
~
~
0 -1 12539
D1
~
~
0 -1 12570
D2
~
~
0 -1 12541
D3
~
~
0 -1 12571
S
#12541
Miranda Avenue~
  This wide, bricked street leads north and south through the
town of Anapest. The impressive facade of the town courthouse
dominates the west side of the street.
~
125 0 1
D0
~
~
0 -1 12540
D2
~
~
0 -1 12542
D3
~
~
0 -1 12601
S
#12542
Miranda Avenue~
  This wide, bricked street leads north and south through the
town of Anapest. This is part of the administrative section
of town, the tax office being on the east and an entrance to
the police station on the west.
~
125 0 1
D0
~
~
0 -1 12541
D1
The Tax Office~
~
0 -1 12583
D2
~
~
0 -1 12543
D3
The Police Station~
~
0 -1 12584
S
#12543
Intersection of Mrin and Miranda~
   Apparently, the confused person in charge of laying out
these roads decided to give up trying to mesh together the
two different brick designs that meet here. Instead, he or
she used square bricks to fill out the area, preventing any
possible kind of confusion, though the resulting grid may
be less aesthetic - it WOULD be good for some kind of large
scale chess game, though.
~
125 0 1
D0
~
~
0 -1 12542
D1
~
~
0 -1 12555
D2
~
~
0 -1 12544
D3
~
~
0 -1 12554
S
#12544
Miranda Avenue~
  This wide, bricked street leads north and south through the
town of Anapest. On the west side of the street is a gaudily
adorned building with a large bloated sign reading "Lucky Hotel".
~
125 0 1
D0
~
~
0 -1 12543
D2
~
~
0 -1 12545
D3
The Lucky Hotel
~
~
0 -1 12586
S
#12545
Miranda Avenue~
  This wide, bricked street leads north and south through the
town of Anapest. A wide staircase leads up the steep side of the
valley to the west. The end of the avenue can be seen to the
south.
~
125 0 1
D0
~
~
0 -1 12544
D2
~
~
0 -1 12546
D3
A wide staircase
~
~
0 -1 12513
S
#12546
Miranda Avenue~
   This is the southern end of Miranda Avenue, which extends
quite some distance north from here. The religious part of
town is hereabouts, the large polished structure of the Cleric's
Guild is west of here, and Temple Hill is just to the east.
~
125 0 1
D0
~
~
0 -1 12545
D1
Temple Square
~
~
0 -1 12547
D3
The Cleric's Guild
~
~
0 -1 12587
S
#12547
Temple Hill~
   The center of religious life in Anapest is atop this little
hill, not because of any particular structure here, but because
of a particular isolation from the rest of Anapest and a feeling
of closeness to the sun, moon, stars, clouds, and all of nature
itself. The cheerfully imposing Temple of Anapest is a few steps
north of here, while the Spiritual Garden is to the south. Paths
lead down the hill to the west and east.
~
125 ce 1
D0
The Temple of Anapest
~
~
0 -1 12548
D1
Smychka Avenue
~
~
0 -1 12517
D2
The Spiritual Garden
~
~
0 -1 12591
D3
Miranda Avenue
~
~
0 -1 12546
S
#12548
Temple~
   Rings of gold and silver encircle this large dome. The whole
room resounds in symmetry from the round skylight at the top
of the dome, to a line of round windows about midway up the dome,
to the rows of pews surrounding the central dias. In fact, the
only non-symmetric feature is the exit in the south wall.
~
125 de 0
D2
Temple Hill
~
~
0 -1 12547
S
#12549
West Tower Roof~
   From this point on the western tower, it is possible to defend
Anapest from attackers along the entire western rim, which is
clearly visible not far below. Anapest itself, is much too far down,
being inside the valley, for any but the vaguest detail to be
discerned. A shaky flight of stairs leads down into the tower.
~
125 0 4
D5
~
~
0 -1 12550
S
#12550
West Tower Bunk Room~
   This is a place for the tower guards to sleep or just hang
around when not on duty. The furnishings are sparse and not
at all noteworthy, which may reflect on the average lifestyle
of those in this profession.
   There is a door in the west wall of the room, and a shaky
set of stairs leads both farther up and down in the tower.
~
125 d 0
D3
~
door~
2 12590 12509
D4
~
~
0 -1 12549
D5
~
~
0 -1 12551
S
#12551
West Tower Armoury~
   There is no real furniture here, just lots of room to hang,
horde, and stockpile weapons. The security of this room, apparently,
has not always been very tight, and the probability of there being
any significant selection is low.
   A rickity staircase leads toward the top of the tower and there is
a door in the south wall.
~
125 d 0
D2
~
door~
2 12590 12552
D4
~
~
0 -1 12550
S
#12552
Mrin Street~
   The west end of Mrin halts at the valley wall here. The bricks
of the road extend east toward the other side of the valley. To
the north is the door to the West Tower, which extends quite a
distance above the rim of the valley.
~
125 0 1
D0
The West Tower
~
door~
2 12590 12551
D1
~
~
0 -1 12553
S
#12553
Mrin Street~
   This wide bricked road extends east and west across the town
of Anapest. A dark alley leads south from here, and a snack bar
has been built against the side of the jail to the north.
~
125 0 1
D0
~
~
0 -1 12603
D1
~
~
0 -1 12554
D2
~
~
0 -1 12592
D3
~
~
0 -1 12552
S
#12554
Mrin Street~
   This wide bricked road extends east and west across the town
of Anapest. An entrance to the police station lies north of here.
~
125 0 1
D0
~
~
0 -1 12584
D1
~
~
0 -1 12543
D3
~
~
0 -1 12553
S
#12555
Mrin Street~
   This wide bricked road extends east and west across the town
of Anapest. This is a particularly bleak section between Smychka
and Miranda avenues.
~
125 0 1
D1
~
~
0 -1 12520
D3
~
~
0 -1 12543
S
#12556
Mrin Street~
   This wide bricked road extends east and west across the town
of Anapest. There is a supply store north of here.
~
125 0 1
D0
Supply Store
~
~
0 -1 12593
D1
~
~
0 -1 12557
D3
~
~
0 -1 12520
S
#12557
Mrin Street~
   This wide bricked road extends east and west across the town
of Anapest. There is a twisty alley north of here and a humble
building to the south with a sign declaring, "Shaky Knees Inn".
~
125 0 1
D0
~
~
0 -1 12562
D1
~
~
0 -1 12558
D2
The Shaky Knees Inn
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0 -1 12594
D3
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0 -1 12556
S
#12558
Mrin Street~
   This is the east end of Mrin Street, which continues well off
to the west. The door to the impressive East Tower is to the 
north, and an unassuming knife shop is buried in the valley wall
to the east.
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125 0 1
D0
~
door~
2 12590 12559
D1
The Knife Shop
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0 -1 12595
D3
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0 -1 12557
S
#12559
East Tower Armoury~
   There is no real furniture here, just lots of room to hang,
horde, and stockpile weapons. The security of this room, apparently,
has not always been very tight, and the probability of there being
any significant selection is low.
   A rickity staircase leads toward the top of the tower and there is
a door in the south wall.
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125 d 0
D2
~
door~
2 12590 12558
D4
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0 -1 12560
S
#12560
East Tower Bunk Room~
   This is a place for the tower guards to sleep or just hang
around when not on duty. The furnishings are sparse and not
at all noteworthy, which may reflect on the average lifestyle
of those in this profession.
   There is a door in the east wall of the room, and a shaky
set of stairs leads both farther up and down in the tower.
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125 d 0
D1
~
door~
2 12590 12502
D4
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0 -1 12561
D5
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0 -1 12559
S
#12561
East Tower Roof~
   From this point on the eastern tower, it is possible to defend
Anapest from attackers along the entire eastern rim, which is
clearly visible not far below. Anapest itself, is much too far down,
being inside the valley, for any but the vaguest detail to be
discerned. A shaky flight of stairs leads down into the tower.
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125 0 4
D5
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0 -1 12560
S
#12562
Alley~
   For an alley, this is a rather wide one, at least here at its
southern end, where it opens up on Mrin Street. It looks narrower,
darker, and generally less safe to the north.
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125 0 1
D0
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0 -1 12563
D2
Mrin Street
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0 -1 12557
S
#12563
Alley Corner~
   The alley twists from the east to the south here, finding its
way between buildings with no entrances on this side. The area has
been littered with a passion.
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125 0 1
D1
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0 -1 12564
D2
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0 -1 12562
S
#12564
Alley~
   This is a particularly dark part of the alley, probably so
even on the brightest day of the year. The litter here has
piled up so significantly it's only possible to get through in
single file. The alley extends west and east here.
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125 an 1
D1
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0 -1 12565
D3
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0 -1 12563
S
#12565
Alley Corner~
   The alley twists from the west to the north here, finding its
way between buildings with no entrances on this side. The area has
been littered with a passion.
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125 0 1
D0
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0 -1 12566
D3
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0 -1 12564
S
#12566
Alley~
   This end of the alley opens up on the end of Sysphia Street
to the north. To the south, the alley becomes darker and narrower.
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125 0 1
D0
Sysphia Street
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0 -1 12567
D2
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0 -1 12565
S
#12567
Sysphia Street~
   The east end of Sysphia Street is here, where the palace wall
meets the side of the valley. To the south is a dark alley.
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125 0 1
D2
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0 -1 12566
D3
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0 -1 12568
S
#12568
Sysphia Street~
   This bricked road runs east to west through Anapest. In this
eastern part of the city, it lies just south of the palace wall.
To the south is an armoury.
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125 0 1
D1
~
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0 -1 12567
D2
The Armoury
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0 -1 12597
D3
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0 -1 12569
S
#12569
Sysphia Street~
   This bricked road runs east to west through Anapest. In this
eastern part of the city, it lies just south of the palace wall.
To the north is the weaponry.
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125 0 1
D0
~
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0 -1 12609
D1
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0 -1 12568
D3
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0 -1 12523
S
#12570
Sysphia Street~
   This bricked road runs east to west through Anapest. To the
north is a pet shop.
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125 0 1
D0
The Pet Shop
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0 -1 12610
D1
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0 -1 12523
D3
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0 -1 12540
S
#12571
Sysphia Street~
   This bricked road runs east to west through Anapest. To the
north is a furrier's.
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125 0 1
D0
The Furrier
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0 -1 12599
D1
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0 -1 12540
D3
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0 -1 12572
S
#12572
Sysphia Street~
   This is the west end of Sysphia Street. This area could really
use some development.
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125 0 1
D1
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0 -1 12571
S
#12573
Far Places Importers~
   True to its name, the walls, floor, and ceiling of this place
are covered with items which clearly do not originate from this
region, perhaps some not from this reality. The sole exit is
west.
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125 dh 0
D3
~
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0 -1 12517
S
#12574
Pastry 'N' Things~
   Warm wafts of aroma filter through this room, ready to send
any visitor into calorific ecstasy. The doorway to leave this
wonderful place is to the east.
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125 d 0
D1
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0 -1 12519
S
#12575
Fighter's Guild~
   This place smells of sweat and a boastful attitude - just the
right atmosphere to practice the valiant and true profession of
being violent. The air is clearer outside to the east.
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125 d 0
D1
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0 -1 12521
S
#12576
Albert's Fine Restaurant~
   The floor is deep-pile anti-stain carpeting. There are silk
curtains over the windows, and masterpieces of art on the walls.
The tables have been luxuriently covered by fine cloths with
intricate patterns in violet and maroon. Whatever the food tastes
like, there certainly has been an effort to please the customer's
eyes. The highly decorative entrance is east. There is no sign
of a kitchen.
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125 dh 0
D1
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0 -1 12522
S
#12577
Albert's Fine Clothiers~
   When it is necessary to attend any formal occasion in Anapest,
this is the place to come to be fitted with the best possible
attire. The prices may be steep, but the results are impressive.
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125 d 0
D3
~
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0 -1 12522
S
#12578
Lapidary~
   The several glass cases in this room are filled with rows of
gemstones, cut and uncut, some in settings, some not. There is
a sign on the wall which looks important. The single exit is east.
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125 dh 0
D1
~
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0 -1 12524
E
case cases glass~
The glass cases look very, very secure.
~
E
sign~
The sign is framed by a lavender doily and reads: We are proud
of the wide selection of fine jewelry and gemstones we can
offer you. Ask us about our rings, necklaces, bracelets, cut
and uncut stones.
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S
#12579
Palace Gates~
   Anapest has been ruled for centuries by royalty, and
naturally, they need someplace to stay, so it might as
well be opulent and walled off. The gates here are the
only entrance and exit for the palace, at least the only
public ones. This area amounts to a square cut in the
perimeter of the palace grounds, making it easier to
defend against hostile people. A party trying to force
its way in, even if it defeated the guards, would have
to fear forces at the top of the walls, ready to riddle
a body with arrows.
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125 0 1
D1
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gate~
1 0 12700
D3
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0 -1 12525
S
#12580
The Chemist's~
   This room is dark and smoky, in such a way as to nearly
induce vomiting. There are desks covered with tubes, bottles,
and little bags, and there's a chart of some sort hanging
crooked on the wall. Relief can be found to the east.
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125 d 0
D1
~
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0 -1 12538
E
chart~
It's incomprehensible.
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S
#12581
Mage's Guild~
   The walls of this room are covered by tapestries featuring
intricate symbols which can only be understood through long
hours of study and concentration. The main problem with that
is the general darkness and murkiness of the room, which
would make such study difficult on the eyes. The exit is to the
east.
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125 d 0
D1
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0 -1 12539
E
tapestry wall walls~
The designs are a bit like the effects of a firm hand pressed
into an eyeball, but a bit more structured, like a shattered
piece of glass.
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S
#12582
Book Store~
   There are shelves on shelves and shelves beside shelves and
shelves in front of shelves and shelves stuck whereever they
would fit...almost a Shelf Store, in fact. There aren't, however,
enough books to fit on all the shelves. The shelves let up to the
west.
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125 dh 0
D3
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0 -1 12539
S
#12583
Tax Office~
   This is a small little room with a desk, a painting of King
Byron nailed to the wall, and a drop box strapped to the middle
of the floor. It would seem an average room, but the fact that
most townspeople have to fork over a hefty percentage of their
money here each year rather makes this place depressing. The
view is more uplifting to the west.
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125 dh 0
D3
~
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0 -1 12542
E
painting portrait byron king picture~
It's quite flattering.
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S
#12584
Police Station~
   There are two ways into this important building, one from
Miranda Avenue to the east, the other from Mrin Street to the
south. There is also a doorway into the courthouse to the
north. The walls are covered with both fresh and yellowing
posters of wanted criminals and a painting of King Byron,
which seems almost to blend in with them, though he surely
is not wanted himself. The bars of the lockup form the west
wall of the room.
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125 dh 0
D0
The Courthouse
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0 -1 12601
D1
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0 -1 12542
D2
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0 -1 12554
D3
Lockup
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2 12585 12585
E
painting portrait byron~
It's quite flattering.
~
E
posters criminals wanted~
There's a lot of them. What do you suppose the chances are
that you're among them?
~
S
#12585
Lockup~
   The cumulative years served by the convicted have resulted
in quite a lot of timekeeping scratches on the walls. There
are no furnishing with which prisoners could hurt themselves
or others. The bars of the east wall make the sole entertainment
the activity of those with freedom in the rest of the station.
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125 cdh 0
D1
Freedom...
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door~
2 12585 12584
E
scratches writing graffiti~
The cumulative marks seems to add up to many years of wasted human
time. There are occasional remarks about finding ways out of lockup,
and several rudimentary, yet definitely obscene, drawings.
~
S
#12586
Lucky Hotel~
   A dump, but cheap. The rooms are, however, quite cramped.
Miranda Avenue lies east of here.
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125 d 0
D1
~
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0 -1 12544
S
#12587
Anteroom~
   This is a small reception-type room which the clerics like
to call an "Anteroom". The confessional, to the south, is open
to all. The rest of the building, to the west, is only for
those who belong to the profession. The real world is to the
east.
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125 d 0
D1
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0 -1 12546
D2
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0 -1 12588
D3
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0 -1 12589
S
#12588
Confessional~
   The lights are dim here. There is a screen, behind which a
kind, benevolent figure sits, ready to listen to any confession,
at any time.
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125 dhl 0
D0
~
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0 -1 12587
S
#12589
Hall~
   This is a wide long space leading from the Anteroom, to the
east, to the Meditation room west of here. The walls, for some
reason, are painted peach.
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125 d 0
D1
~
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0 -1 12587
D3
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0 -1 12590
S
#12590
Meditation Room~
   All sound and light are muffled in this room, to increase
the reception of the mind to study and meditation on the
aspects of being a priest. There is a slight smell of flowers
and the air is a bit thinner. The world is more confusing to
the east.
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125 dl 0
D1
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0 -1 12589
S
#12591
Statuary~
   In between various small shrubs and trees are scores of
statues of people in different states of repose. There is
a certain feeling of safety and unworldliness here. Temple
Hill lies to the north and to the south you see the entry
to the Donation rooms.
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125 ce 1
D0
Temple Hill
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0 -1 12547
D2
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0 0 12625
S
#12592
Dead End Alley~
   Just what every town or city needs is a useless bit of
road that leads nowhere, and that's what this is. A street
of greater utility lies north.
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125 0 1
D0
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0 -1 12553
S
#12593
Supply Shop~
   This place specializes in those things that might be 
necessary for anything from a long journey to a guild
picnic. If it's not here, it's probably nowhere.
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125 d 0
D2
~
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0 -1 12556
S
#12594
Shaky Knees Inn~
   This place is manages to keep its prices low by providing
no amenities whatsoever. On the other hand, this allows them
to rent out slightly larger rooms. The exit is to the north.
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125 dl 0
D0
~
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0 -1 12557
S
#12595
Knife Shop~
   The displays of rare and nasty knives here could be a bit
more professional looking, and there really ought to be some
prices on the items, but there aren't. This whole place just
comes off as unprofessional. Perhaps the real business of the
shop happens in the room to the south, which is partially
hidden by a curtain.
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125 d 0
D2
~
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0 -1 12596
D3
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0 -1 12558
S
#12596
Thieves' Guild~
   Extravagence was obviously not a goal in the decoration
of the room, since anything worth something would be stolen.
In fact, the only actually interesting thing about the room
is the series of instructive drawings for the various thiefly
functions - picking pockets or locks, hiding, backstabbing,
and so on. The Knife Shop is behind a curtain north of here.
There is a door reinforced with wrought iron in the east wall.
~
125 d 0
D0
The Knife Shop
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~
0 -1 12595
D1
~
door~
1 12591 12100
S
#12597
The Armoury~
   This is mostly an anonymously empty room. The major
identifying characteristic are the various swatches of cloth
and bits of shaved metal scattered about the floor.
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125 d 0
D0
~
~
0 -1 12568
S
#12599
Furrier~
   In this part of the worlds, most people do not have
enough body hair to get around comfortably in the cold.
This shop has specialized entirely in recycling furs, so
that people can benefit from the warm furs that animals
had used.
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125 d 0
D2
~
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0 -1 12571
S
$~