/
Archipelago/
Archipelago/doc/
Archipelago/lib/misc/
Archipelago/lib/plrobjs/
Archipelago/lib/plrobjs/P-T/
Archipelago/lib/world/mob/
Archipelago/lib/world/obj/
Archipelago/lib/world/shp/
Archipelago/lib/world/wld/
Archipelago/lib/world/zon/
Archipelago/slave/
#1800
The Black Pig~
   The noise and furore dies as you enter the tavern. All the patrons turn and
look at you. Then, as suddenly as it all stopped, the frenzied activity starts
up again and you are ignored. Looking around you realise just what a vipers
den you have stumbled into. The floor is covered with foul rotting rushes,
stained with blood, vomit and many other indescribable fluids. All around the
room degenerates from every race and corner of the world vie with each other
in grim competitions of depravity. Several sullen, sullied lasses flounce
about serving ale and trying to stay (mostly) in their clothing.
   At the back of the room you can see a staircase leading up to a balcony.
Lounging around the balcony are several bored-looking semidressed women.
Occassionally a drunked sailor will stumble up the stairs, to be led off into
the shadows by one of the women. A hard nosed bartender watches you carefully
and yet somehow manages to never take his eyes off a small door leading north.
~
18 8 0
D0
You see a small door way.
~
door small~
1 0 1801
D1
You see a dark corner.
~
~
0 0 1821
D2
You see the tavern door.
~
tavern door~
1 0 2086
D4
You see a balcony.
~
~
0 0 1807
T
1800 10
You hear someone quietly puking in a corner.
~
~
~
S
#1801
A Narrow Passage~
   This is a narrow and dimly lit passageway at the back of the inn.  The
hallway is strewn with trash and other debris.  To the south is a small
wooden doorway.  This passageway runs east and west.
~
18 12 0
D1
You see a narrow passage.
~
~
0 0 1802
D2
You see a small door.
~
door small~
1 0 1800
D3
You see a narrow passage.
~
~
0 0 1803
S
#1802
A Narrow Passage~
      You are at the eastern end of a narrow passage. The passage extends to
the west, but a small set of stairs leads down from here. You think you can
make out the sound of laughter from below.
~
18 8 0
D3
You see a narrow passage.
~
~
0 0 1801
D5
You see a narrow stair.
~
~
0 0 1804
S
#1803
A Narrow Passage~
   This is a narrow passageway little used save as a toilet for a desperate
few.  The plaster walls of this hallway are cracked and chipping.  Large
chunks of plaster are scattered here on the floor among piles of trash and
debris.  There is a door to the west leading outside.  This hallway continues
east.
~
18 8 0
D1
You see a narrow passage.
~
~
0 0 1801
D3
You see a narrow doorway.
~
door~
1 0 1825
S
#1804
The Inn's Cellar~
      This must be a cellar below the inn. Stairs lead up, but there are two
other doors, one to the west and one to the south. Each door is guarded by a
sturdy looking thug.
~
18 8 0
D2
You see a thick wooden door.
~
wooden door~
1 0 1805
D3
You see an iron bound door.
~
iron door~~
1 1800 1806
D4
You see a narrow stair.
~
~
0 0 1802
E
door wooden~
This stout wooden door is shabby and worn-down.  It is set on creaky wooden
hinges which creak ever so eerily.  The door never fully closes, it is left
slightly ajar allowing only a dim shaft of light to escape from the room beyond.~
S
#1805
Headquarters of the Royal Inquisitors~
   You can only imagine the terror which must normally assail the people who
do not come willingly to this room.  The room is dimly lit, you imagine all
sorts of torture instrument half seen amidst the flickering shadows.  Oddly
enough the room seems devoid of life.
~
18 9 0
D0
You see a wooden door.
~
wooden door~
1 0 1804
E
door wooden~
This door is shabby and worn-down.  It is set on rusty iron hinges which
creak ever so eerily.  The door never fully closes, but left ajar with only
a shaft of dim light to escape from the room beyond.~
S
#1806
The Inn's Cell~
      This room is very dark, and you can hear moaning coming from the corner.
Judging by the overpowering stench in here, this must be some sort of prison
cell.
~
18 9 0
D1
You see and iron bound door.
~
iron door~
1 1800 1804
S
#1807
On the Balcony~
      You are on the balcony overlooking the tavern. Several half undressed
women standing here trying to catch your eye. There are stairs leading down to
the tavern and the balcony continues west.
~
18 8 0
D3
You see the balcony.
~
~
0 0 1808
D5
You see the tavern.
~
~
0 0 1800
S
#1808
On the Balcony~
      The balcony comes to an end here, there is a door leading north and the
balcony extends to the east. You think you can hear moaning coming from the
other side if the door.
~
18 12 0
D0
You see a door.
~
door~
1 0 1809
D1
You see the balcony.
~
~
0 0 1807
S
#1809
A Passageway~
You are in a narrow passage. There are doors to the south and west. The
passage continues north. Through the door to the south you can hear the
raucous din of a tavern. You think you can hear moaning coming from the
one of the other doors.
~
18 8 0
D0
You see a passageway.
~
~
0 0 1811
D2
You see a door.
~
door~
1 0 1808
D3
A wood door serves as an exit from here.
~
door~
1 0 1810
S
#1810
A Bedroom~
  Oops, this appears to be someone's bedroom.  They probably wouldn't be too
pleased to have you snooping about.  Hope you haven't disturbed anything
or they are certain to notice.
~
18 8 0
D1
A wood door serves as an exit from here.
~
door~
1 0 1809
S
#1811
A Passageway~
   You are in a narrow passageway upstairs in a brothel.  The dirty wooden
floor is creaky and covered in a fine layer of silt.  To the north is a
plain wooden door.  This passageway continues around the corner to the east
and south.
~
18 8 0
D0
You see a door.
~
door~
1 0 1812
D1
You see a passageway.
~
~
0 0 1813
D2
You see a passageway.
~
~
0 0 1809
S
#1812
A Bedroom~
   Oops, you seem to have stumbled into someone's bedroom.  Hope you haven't
disturbed anything?  In the middle of the room, there is a large bed with a
soft, fuzzy, pink comforter thrown across it.  The scent of cheap perfume
lingers in the stuffy air.
~
18 8 0
D2
You see a door.
~
door~
1 0 1811
S
#1813
A Passageway~
      You are standing in a narrow passageway running east and west. All around
you, you can hear vague human noises. The whole corridor is suffused with a
strange musty scent you can't quite place.
~
18 8 0
D1
You see a passageway.
~
~
0 0 1814
D3
You see a passageway.
~
~
0 0 1811
S
#1814
A Passageway~
   You find yourself in a narrow passageway inside a shabby brothel.  You
hear giggling and deep moaning sounds from behind doors to the north and
east.  This passageway continues around the corner to the south and west.
~
18 8 0
D0
You see a door.
~
door~
1 0 1815
D1
You see a door.
~
door~
1 0 1816
D2
You see a passageway.
~
~
0 0 1817
D3
You see a passageway.
~
~
0 0 1813
S
#1815
A Bedroom~
This bedroom looks like it hasn't been used in quite some time.  The
air is stale, and there is a layer of dust on all the furnishings.  There
is a faded covelet on the bed - also covered in dust.
~
18 8 0
D2
You see a door.
~
door~
1 0 1814
S
#1816
A Bedroom~
This room is really messy,  there are stockings and bits of lingerie
lying all over the place.  There is a bed, unmade, it's sheets rumpled
and stained.  Whoever sleeps here is obviously not too fussy.
~
18 8 0
D3
You see a door.
~
door~
1 0 1814
S
#1817
A Passageway~
   This is a narrow dimly lit passageway.  The air is a bit warm, and you
feel a bit uncomfortable as you listen to all the deep moaning sounds and
smell the perfumes emanating from all corners inside this brothel.  To the
east is a doorway.  There is a set of stairs leading up.  This passageway
continues north.
~
18 8 0
D0
You see a passageway.
~
~
0 0 1814
D1
You see a door.
~
door~
1 0 1818
D4
You see a narrow stair.
~
~
0 0 1819
S
#1818
A Bedroom~
The lighting in this room is subdued, a soft pink light suffuses the
room. Cool air circulates from the outside mingled with the sounds
of the quay.  There is a neatly made bed in the middle of the north wall.
~
18 8 0
D3
You see a door.
~
door~
1 0 1817
S
#1819
An Opulent Bedroom~
      This is clearly the personal bedroom of the owner of the Inn. Lavish
furnishings fill the room, and exotic incence fills the air with a seductive
aroma. There is a large canopy covered bed in the corner.
~
18 262152 0
D5
You see a narrow stair.
~
~
0 0 1817
S
#1820
On a Large Bed~
      This must be the most decadent bed you have ever seen. Leather thongs are
fastened at strategic places on the frame, and the deep feather matress is
covered in red silk sheets. Pillows, also silk covered are scattered all
around.
~
18 262152 0
S
#1821
A Dark Corner~
      The moment you set foot here you feel uneasy. There is a large table here
surrounded by some desperate looking characters, all drinking heavily.
Belatedly you realise this might not be such a good idea as you sense that you
have become the center of attention.
~
18 12 0
D3
You see the main tavern.
~
~
0 0 1800
S
#1822
Wharf Lane~
   Wharf Lane runs between a derelict warehouse to the west and a rather
rowdy inn to the east.  The lane is narrow and constantly shadow cast due
to the great height of the buildings on either side of the lane.  This
perpetual semi-darkness is ideal for unsavory characters to lurk about in
and conduct business.
~
18 4 1
D0
You can't see much in the hazy darkness.
~
~
0 0 1823
D2
You can't see much in the hazy darkness.
~
~
0 0 2087
S
#1823
Wharf Lane~
   Wharf Lane is narrow and dark.  Looking about you notice you haven't seen
any of the city watch for quite a while.  An uneasy feeling begins to creep
into your mind... this place doesn't seem to be very safe.  You notice a
dark alley opening up to the east.
~
18 0 2
D0
You can't see much in the hazy darkness.
~
~
0 0 1826
D1
You see a dark alley.
~
~
0 0 1824
D2
You can't see much in the hazy darkness.
~
~
0 0 1822
S
#1824
In a Dark Alley~
      This place is realy dark and spooky. Looking up between the buildings you
can just make out the sky. You notice a peculiar odour, it seems to be coming
from the east.
~
18 1 3
D1
You see a dark alley.
~
~
0 0 1825
D3
You see Wharf Lane.
~
~
0 0 1823
S
#1825
In a Dark Alley~
   This is a filthy alleyway you find yourself in.  The air smell strongly
of urine and excrement as countless number of people have used this alley-
way as a convenient toilet to pee and sh*t in semi-darkness.  There is a
door to the east.  This alleyway runs out west.
~
18 1 3
D1
You see a narrow doorway.
~
door~
1 0 1803
D3
You see a dark alley.
~
~
0 0 1824
S
#1826
Wharf Lane~
   North from here you can see a small square with a fountain.  Wharf Lane
continues to the south.  You have the suspicion that you are being watched.
~
18 0 2
D0
You see a small square.
~
~
0 0 1827
D2
You can't see much in the hazy darkness.
~
~
0 0 1823
S
#1827
A Small Square~
   A deserted crossroads is probably a better description for this lonely
place.  The city wall itself lies to the north, while tall creepy buildings
all around you hem in the square.  A strange grilled door is sunk deep in
the city wall and seems to provide access to a dark tunnel.  There is a small
water fountain set in the middle of the square splashing water onto the
dingy flagstones.  One of the flagstones near the fountain is much different
than the rest.  It is an upraised squarish block of polished granite.
Examining the stone carefully, you find a small map inscribed on it.  A road
runs east from here, while a shadowy lane extends to the west.  Wharf Lane
lies to the south.
~
18 8196 2
D0
A heavy iron yett hangs in the doorway, keeping out intruders.
~
yett iron~
1 0 1886
D1
You see Skree Street.
~
~
0 0 1838
D2
Wharf Lane is to the south.
~
~
0 0 1826
D3
You see the Troll Ghetto.
~
~
0 0 1828
E
yett door~
   This door is made of iron bars crossing each other to form a long grille
that hangs from heavy hinges in a vaulted stone doorway sunk deep into the
middle of the northern wall.  This yett is a massive iron grille and a strong
draw-bars slide across the inside, as to secure it from being opened.
~
E
map stone granite block~
MAP OF THE CITY OF LAMMAN (see 'legend' for details)
                                         |
                                       North
                                   War  Gate          Arm  Bard Weap
                                  Guild  |             +----+----+
                                    |    |             |   The   | Magik  East
         Coven            Ship------+----+   Temple----+-Parade--+--+--+--Gate--
           |              Yard           |    |        |  Ground |     |
       +---+---+-------+   |         Lib-+    | Thrift +----+----+    City
       |   | Hotel     |   |             |    |   |    |              Gaol
     Troll |      Orph-+   |    Inn-+----+----+---+----+
    Ghetto |           |   | Mail | |   The   |        |
       |   +--+   Arm2-+   +--+---+-+--Market-+-Sigur  +-- Palace
  West |   |  |        |   Tegl     |  Square | Durrin |   Gardens
--Gate-+-+ | Pig  Trona+       Bake-+----+----+ Smithy-+
         | |  |    |   |            |    |    |        |
         +-+--+----+---+-Red Bridge-+----+----+----+---+
            The Quay   |          Herb Coutt Mink  Fish
                     Harbor       Shop Bank  Shop  Market
                     Master
~
E
legend~
Legend to the Map of the City of Lamman
 ______________________________________________________________________________
|                                        |                                     |
| Inn   - The Warrior's Widow Inn        |  Arm2  - Stonehelm's Armour Shoppe  |
| Magik - Yemor's Magikal Imporium       |  Fish  - Fabulous Fendle's Fish Mkt |
| War   - Warriors Guild                 |  Mink  - Minka's Specialty Shop     |
| Bank  - Coutts' Royal Bank of Lamman   |  Herb  - Tethra's Well              |
| Mail  - The City of Lamman Post Office |  Tegl  - Tegl's Stable Yard         |
| Ship  - Ahab's New-N-Used Boats        |  Thieves - Thieves Guild = ???      |
| Thrift - Disabled Mil. Veteran's Shop  |  Bard  - The Storyteller's Circle   |
| Trona - Trona's Workshop               |  Lib   - The Lamman Public Library  |
| Sigur - Sigur the Armorsmith's Shop    |  Hotel - Schist Hotel               |
| Durrin - Durrin the Blacksmith's Shop  |  Orph  - The Orphanage              |
| Arm   - Hurgoods House of Armor        |  Pig   - The Black Pig Inn          |
| Weap  - Jurt's Weapons of War          |  Coven - Nouveau Magicien Covenant  |
| Bake  - Sardo's Golden Harvest Bakery  |  Temple - Temple of Small Gods      |
|________________________________________|_____________________________________|
~
S
#1828
The Troll Ghetto~
      You are standing at the entry to the troll ghetto. Trolls provide most
of the unskilled labour force in town, especially on the waterfront. The 
ghetto consists mainly of houses with open doorways and no windows, and holes
cut into the sides of the massive city wall. The old saying 'you can take the
Troll from the cave, but you can't take the cave from the Troll' seems to hold
true. As they provide a valuable service, by doing jobs no-one else will touch,
they are left to pretty well live as they choose.
~
18 0 1
D0
You see a troll hole.
~
~
0 0 1829
D1
You see a small square.
~
~
0 0 1827
D3
You see the Troll Ghetto.
~
~
0 0 1830
S
#1829
A Troll Hole~
      Your average troll isn't one for creature comforts. In fact, if he didn't
break a chair by sitting on it, he would probably just eat it. The Troll Hole
is big, but barren. There is a firepit near the center of the cave, the lack 
of adequate ventilation, however, means that the wholecave is full of smoke.
~
18 9 0
D2
You see the entrance to the Ghetto.
~
~
0 0 1828
D3
You see the Troll's sleeping area.
~
~
0 0 1831
S
#1830
In the Troll Ghetto~
      You are in the Troll Ghetto in the city of Lamman. To the south you can
see the entrance to a Troll's house. To the west you can see that the street
turns south to follow the city wall. This close to the city wall not much light
ever gets down here, mosses and lichens cover the walls and flagstones. It must
make the Trolls feel at home.
~
18 0 1
D0
~
~
0 0 1883
D1
You see the Troll Ghetto.
~
~
0 0 1828
D2
You see a Troll's House.
~
~
0 0 1832
D3
You see the Troll Ghetto.
~
~
0 0 1834
S
#1831
A Troll Sleeping Room~
      There are rocks scattered hither and thither, they must be pillows you
realise. Other than the pillow rocks the room if devoid of furnishings. Most
times of the day or night you will find trolls here sleeping. You can hear what
might be the sound of several trolls snoring, reverberating through the cave.
~
18 13 0
D1
You see a Troll Hole.
~
~
0 0 1829
S
#1832
A Troll House~
      This house clearly is the abode of an affluent troll clan, though to
the untrained eye it looks just like a cave, no windows and no door - just
a hole in the wall, more careful inspection would reveal several refinements.
Consider, for example, the running water. It's not every troll family that can
afford water running down their cave walls. To the south you can see the Troll
sleeping chamber.
~
18 9 0
D0
You see the Troll Ghetto.
~
~
0 0 1830
D2
You see the sleeping chamber.
~
~
0 0 1833
S
#1833
A Troll Sleeping Room~
      There are rocks scattered hither and thither, they must be pillows you
realise. Other than the pillow rocks the room if devoid of furnishings. Most
times of the day or night you will find trolls here sleeping. You can hear what
might be the sound of several trolls snoring, reverberating through the cave.
~
18 13 0
D0
You see a Troll's House.
~
~
0 0 1832
S
#1834
In the Troll Ghetto~
   This is a dark and narrow alleyway you find yourself in.  It winds its
way south and east under the shadows of the city wall.  The dirt pathway
here is strewn with trash and debris.  It is a neglected section of town.
To the west you notice someone had removed a few bricks comprising the
city wall to create a hole large enough to crawl into.
~
18 0 1
D1
You see the Troll Ghetto.
~
~
0 0 1830
D2
You see the Entrance to the Troll Ghetto.
~
~
0 0 1837
D3
You see a large hole in the wall.
~
~
0 0 1835
S
#1835
The Troll's Temple~
      Well, well, who would have thought that trolls would have gone in for
organised religion. There are several bench like rocks arranged in rows and
a stone altar, stained darkly. To the north you can see a small chamber and
to the east you can return to the street.
~
18 8 0
D0
You see The Shaman's Chamber.
~
~
0 0 1836
D1
You see the Troll Ghetto.
~
~
0 0 1834
E
altar~
Eeeeuuuueeeww! the altar is covered in blood and bones!
~
E
bones~
Hey those look like human bones!
~
S
#1836
The Shaman's Chamber~
      This is the personal room of the Troll Shaman. There is the ubiquitous
rock pillow in the corner. As befits his status, there is a nail hammered into
the rock for him to hang up his official robes - when not officiating over
a ceremony.
~
18 8 0
D2
You see the Troll Temple.
~
~
0 0 1835
S
#1837
Entrance to the Troll's Ghetto~
      North from here you will enter the troll's ghetto, the home for the 
trolls that provide the menial labour force for the city. To the south lies
Great Western Road.
~
18 0 1
D0
You see the Troll Ghetto.
~
~
0 0 1834
D2
You see Great Western Road.
~
~
0 0 2092
S
#1838
Skree Street~
   Skree street is the demesne of the dwarven population in the city of Lamman.
Few of the dwarves actually live here permanently, usually they come as young
dwarves sent to the big city to make their way in the world, earning their
fortunes and hopefully sending most of it back home.  The dwarves usually
stay in one of many dwarf hostels, run by elderly dwarven ladies of good
character.  Skree street is lined by these hostels, accessible by small 
doorways on either side of the road.
~
18 0 1
D0
You see a small doorway.
The sign above the door reads:
   "Granite House (No Vacancies)"
~
door small~
1 0 1839
D1
You see Skree Street.
~
~
0 0 1858
D2
You see a small doorway.
The sign above the door reads:
    "Schist Hotel (No Vacancies)"
~
door small~
1 0 1840
D3
You see a small square.
~
~
0 0 1827
S
#1839
The Main Room in Granite House~
      The ceiling is very low in here. There are several low tables which fill
the center of the room. By the door is a row of neat coat hooks set about 3
feet from the floor. In one corner there is a large stove with several pots
bubbling, the delicious smell of stewed rat fills the room. There is a stair in
one corner leading down.
~
18 2097160 0
D2
You see a small doorway.
~
door small~
1 0 1838
D5
You see the foot of the stairs.
~
~
0 0 1841
S
#1840
The Public Room of the Schist Hotel~
      The ceiling is very low as befits a dwarven residence.  There are several
small comfortable looking chairs arranged about a large fireplace. To the east
you can see a small dining room and a set of stairs leads down. judging by the
neatness and decor this is clearly a superior quality establishment.
~
18 2097160 0
D0
You see a small doorway.
~
door small~
1 0 1838
D1
You can see the dining room.
~
~
0 0 1845
D5
You see a small Hallway.
~
~
0 0 1847
S
#1841
A Small Hallway~
      You are standing in a small hallway at the foot of a set of stairs. To
the north and west there are doorways. To the south you see a particularly
strong looking door.
~
18 2097160 0
D0
You see a small doorway.
~
small door~
1 0 1842
D2
You see a sturdy doorway.
~
sturdy door~
1 1808 1844
D3
You see a small doorway.
~
small door~
1 0 1843
D4
You see the top of the stairs.
~
~
0 0 1839
S
#1842
A Dwarven Dormitory~
      You are in a low ceilinged room full of small beds. The beds line the
walls, each has a small table next to it and a candle holder fixed to the wall.
Everything is very neat and tidy, clearly Ms. Raspite takes good care of
everyone.
~
18 2097160 0
D2
You see a small doorway.
~
small door~
1 0 1841
S
#1843
A Small Bedroom~
      You are standing in a small bedroom, very tidy and quite feminine. This
is probably the personal chamber of Ms. Raspite the hostel's proprieter. There
is feather bed in one corner, and a smaller bed in another corner, probably
for the Ms. Raspite's pet styral.
~
18 2097160 0
D1
You see a small doorway.
~
small door~
1 0 1841
S
#1844
A Store Room~
      This is the cellar where Ms. Raspite stores all her supplies. With a 
large number of hungry young dwarves about, its not suprising that she keeps
it locked.
~
18 2097161 0
D0
You see a sturdy doorway.
~
sturdy door~
1 1808 1841
D1
~
nail~
1 0 1863
S
#1845
The Schist Hotel Dining Room~
      The room is dominated by a large low table. There is space for about
six dwarves to sit around it. There is a small door leading south to what
must be the kitchen. to the west you can see the main sitting room of the 
hotel.
~
18 2097160 0
D2
You see a small doorway.
~
door kitchen small~
1 0 1846
D3
You see the sitting room.
~
~
0 0 1840
S
#1846
The Schist Hotel's Kitchen~
      Cooking smells overwhelm you as you enter the kitchen. Looking about
you realise you have entered the realm of a true master cook. All about there
are bundles of herbs and spices hanging, along with bundles of dried rat
and other dwarven delicasies. The cooking of Mrs Jarosite, proprieter of the
Schist Hotel in Lamman, is famed the length of the land.
~
18 2359304 0
D0
You see a small doorway.
~
kitchen door small~
1 0 1845
S
#1847
A Hallway~
      You are in a low hallway below the sitting room of the Schist Hotel.
There are doors leading east, north and south. The hallway extends to the 
west and a staircase leads up.
~
18 2097160 0
D0
You see a small doorway.
~
bedroom door small~
1 0 1848
D1
You see a small doorway.
~
bedroom door small~
1 0 1849
D2
You see a small doorway.
~
bedroom door small~
1 0 1850
D3
You see the Hallway.
~
~
0 0 1851
D4
You see the sitting room.
~
~
0 0 1840
S
#1848
A Bedroom~
      The bedrooms in the schist hotel are mainly for single occupancy, though
arrangements can be made for visitor who wish to house their pets with them.
There is a single bed against one wall, a low table and candle holder sit next
to the bed.
~
18 2097160 0
D2
You see a small doorway.
~
bedroom door small~
1 0 1847
S
#1849
A Bedroom~
      You are in a small bedroom, there is one small bed against the north 
wall and another against the south wall. There is a small desk in one corner
with a cadle holder on it.
~
18 2097160 0
D3
You see a small doorway.
~
bedroom door small~
1 0 1847
S
#1850
A Bedroom~
      Against the east wall there is a small bed, next to the bed there is 
a small basket, presumably a bed for a pet styral. In the south east corner
there is a desk and candle holder.
~
18 2097160 0
D0
You see a small doorway.
~
bedroom door small~
1 0 1847
S
#1851
A Hallway~
      You are in a low hallway in the sleeping quarters of the Schist Hotel.
To the west you can see some stairs leading down, there are doors noth and 
south and the hallway extends to the east.
~
18 2097160 0
D0
You see a small doorway.
~
bedroom door small~
1 0 1852
D1
You see the Hallway.
~
~
0 0 1847
D2
You see a small doorway.
~
bedroom door small~
1 0 1853
D3
You see the Hallway.
~
~
0 0 1854
S
#1852
A Bedroom~
      You are standing in a small bedroom in the Schist Hotel. Like the rest 
of the accomodation here everything is neat and tidy. Unlike most of the rooms
this room is designed for two. There is a relativly large double bed against 
the west wall.
~
18 2097160 0
D2
You see a small doorway.
~
bedroom door small~
1 0 1851
S
#1853
A Bedroom~
      This room must be Mrs. Jarosite's own bedroom. The room is decorated to
suit the tastes of an elderly dwarven widow. There are familty portraits on 
the walls, some unfinished needlepoint lying on a comfortable looking chair
and a fairly large, comfortable looking bed in the corner.
~
18 2097160 0
D0
You see a small doorway.
~
bedroom door small~
1 0 1851
S
#1854
A Hallway~
      You are at the western end of a hallway in the Schist Hotel. There is
a small door to the north and a set of stairs leads down. The hallway extends
to the east.
~
18 2097160 0
D0
You see a small doorway.
~
bedroom door small~
1 0 1855
D1
You see the Hallway.
~
~
0 0 1851
D5
You see a Hallway.
~
~
0 0 1856
S
#1855
Opal's Bedroom~
      This is the bedroom of Mrs. Jarosite's granddaughter Opal. Opal is a
young dwarf barely 50 years old and the decor of her room reflects her
adolescence. There are posters on the wall and the whole room is a bit 
untidy.
~
18 2097160 0
D2
You see a small doorway.
~
bedroom door small~
1 0 1854
E
poster posters~
The posters are typical crude street sketches of various Lamman teen idols.
There is one of Corporal Carrot, and another of Rogan the Pie seller.
~
S
#1856
A Hallway~
      This is the deepest level of the Schist Hotel, where the best rooms
are to be found. To a dwarf the deeper the room the better. There is a door to
the north and the stairs lead up.
~
18 2097160 0
D0
You see a small doorway.
~
bedroom door small~
1 0 1857
D4
You see the Hallway.
~
~
0 0 1854
S
#1857
A Large Bedroom~
      You are standing in a very large bedroom in the Schist Hotel. Clearly
this is the most luxurious accomodation the hotel offers. There are thick
rugs on the floor, a large feather bed in the corner and a large splendid oak
table which dominates the center of the room. Only the wealthiest of dwarves
could afford such splendid luxury.
~
18 2097160 0
D2
You see a small doorway.
~
bedroom door small~
1 0 1856
S
#1858
Skree Street~
      Skree street runs east west through the dwarven section of town. Either
side of the street is lined by low houses. The city wall towers over the houses
to the north.
~
18 0 1
D1
You see Skree Street.
~
~
0 0 1859
D3
You see Skree Street.
~
~
0 0 1838
S
#1859
Skree Street~
      You are standing on Skree Street in the heart of the Dwarven enclave.
To the north you can see the entrance to Hornblende's stables, where visiting
dwarves will come to house their beasts. Skree street runs west from here, to
the east you can see an intersection.
~
18 0 1
D0
You see a low gate.
~
gate low~
1 0 1867
D1
You see an intersection.
~
~
0 0 1860
D3
You see Skree Street.
~
~
0 0 1858
S
#1860
Intersection of Lime and Skree Streets~
      You stand at the intersection of Lime street to the south and Skree
street to the west. There is a narrow alleyway running north from here it
seems to be full of trash. There is a strange building to the east that seems
to jut out over the river.
~
18 0 1
D0
You see a grubby alley.
~
~
0 0 1865
D2
You see Lime Street.
~
~
0 0 1861
D3
You see Skree Street.
~
~
0 0 1859
S
#1861
Lime Street~
       Lime Street runs north and south along the banks of the river Ronnan.
You can tell you are now in the dwarven section of town by the height of the 
buildings and their doorways. To the north you can see an intersection of some
sort, there is a small door to the west and Lime street continues to the south.
~
18 0 1
D0
You see an intersection.
~
~
0 0 1860
D2
You see Lime Street.
~
~
0 0 1877
D3
You see a small door.
The sign next to the door reads:

    Dwarven Orphanage and Childrens Home
        Ms. Agenine Proprieter.
~
door small~
1 0 1869
S
#1862
Lime Street~
      Lime street is officially part of the dwarven sector. This narrow road
runs north from the quay along the west bank of the river Ronnan. The bustle
of the harbour can be heard to the south, but Lime street seems very peacfull
with the river flowing lazily by.
~
18 4 1
D0
You see Lime Street.
~
~
0 0 1877
D2
You see the Quay.
~
~
0 0 2068
D3
You see Trona's workshop.
~
~
0 0 1874
S
#1863
A secret room~
      Gosh, you seem to have stumbled on secret room. This must be where
Ms. Raspite hides her hidden treasure. There is a large chest in the room.
~
18 4194313 0
D3
~
nail~
1 0 1844
S
#1865
A Grubby Alley~
You are standing on a narrow ledge. To the west is the wall of the
dwarven stables. To the east the ground slopes away sharply into the river.
There is lots of rubbish strewn about including many partially eaten fish
carcases. It looks as if some wild creature has its home here. The alley
continues north.
~
18 0 1
D0
You see the lair of the insane dwarf.
~
~
0 0 1866
D2
You see and intersection.
~
~
0 0 1860
S
#1866
A Dirty Cul-de-sac~
      You have stumbled upon the lair of the mad dwarf. He lives here right
next to the city wall.  The rest of the dwarven community do what they can
by bringing him food and occasionally clothing. Normally he shuns company
prefering to be left alone to his visions.
      Most people tread carefuly in his presence, he has been known to attack
without provocation, claiming that he was cleansing the world of evil.
~
18 0 2
D2
You see a grubby alley.
~
~
0 0 1865
S
#1867
Horneblende's Stables~
      Horneblende's stables are where dwarves who have brought their battle
pigs stable their valuable mounts. There are few things more valuable to a 
dwarf than its battle pig, but Hornblende is renowned for the quality of his
care.
      The pig pen lies to the west, and the low wide gate to the south leads 
to Skree street.
~
18 2097160 0
D2
You see a low wide gate.
~
gate low~
1 0 1859
D3
You see the pig pen.
~
~
0 0 1868
S
#1868
The Pig Pen~
      You are standing in the pig pen of Hornblende's stable. There are usually
several battle pigs in here, tended by Horneblende's trusted stable boy Minium.
To the east you can see the entrance to the stables.
~
18 2097160 0
D1
You see the stable entrance.
~
~
0 0 1867
S
#1869
Foyer of the Orphanage~
      The dwarven community is very stong and supportive, hence a totaly
dwarf run and supported childrens home. The foyer is spartan but functional
there are tiny coat hooks for all the childrens coats there is a staircase
leading down and to the north you can see the dining room and kitchen.
~
18 2097160 0
D0
you see the orphanage kitchen.
~
~
0 0 1870
D1
You see a small doorway.
~
door small~
1 0 1861
D5
You see a hallway.
~
~
0 0 1871
S
#1870
The Orphanage Kitchen~
      This is where Ms. Aeginine prepares the food for all the children, it is
also where they all come to eat. Against the north wall there is a large stove
running almost the width of the room is a large oak table, set very low to the
ground. Surrounding the table are several tiny chairs and one slightly larger.
There is a small basket containing bedding next to the stove - presumably for
a pet styral.
~
18 2097160 0
D2
You see the Foyer of the Orphanage.
~
~
0 0 1869
S
#1871
A Hallway~
      You are standing in a hallway in the sleeping quarters of the dwarven
orphanage. There is a door to the north and another to the south. The stairs
lead back up to the foyer.
~
18 2097160 0
D0
You see a small bedroom door.
~
bedroom door small~
1 0 1872
D2
You see a small bedroom door.
~
bedroom door small~
1 0 1873
D4
You see the Foyer of the Orphanage.
~
~
0 0 1869
S
#1872
The Childrens Dormitory~
   This is the children's dormitory of the orphanage.  It is a small
room, but well kept and furnished.  There are a few small beds all neatly
arayed along the walls.  The floor is bare rock, and kept clean and polished.
A few dolls and playthings sit on chairs and other furniture in the room.
The dormitory exits south.
~
18 2097160 0
D2
You see a small bedroom door.
~
bedroom door small~
1 0 1871
S
#1873
Ms. Aeginine's Room~
      This is Ms. Aeginine's room. Clearly she saves everything for the young
orphans and keeps hardly anything for herself. The room is very spartan, just
a hard pallet and one blanket.
~
18 2097160 0
D0
You see a small bedroom door.
~
bedroom door small~
1 0 1871
S
#1874
Trona's Workshop~
   Trona is a marvelously skilled dwarven armourer, famed far and wide
for her skills.  If you need something altered or adjusted, she is your
dwarf.  Her shop is quite large, certainly the ceiling is a good bit higher
than most dwarven shops and yet it still manages to maintain ia cluttered
feeling.  This little workshop exits east onto Lime Street.
~
18 4236 0
D1
You see Lime Street.
~
~
0 0 1862
D2
Life bustles by on Harbour Road.
~
~
0 0 2085
S
#1875
Fabulous Fendle's Fish Market~
   As you enter this small shop, the stench of rotting fish pollutes the
air leaving you gasping for breath.  The wooden floor is wet and slippery
with water and slime leaking from several display cases and a dirty wicker
basket on the floor.  Nearby, you see a massive wood cutting block where the
fishmonger can `dress-up' your fish after its purchase.  You see blood and
guts, fish scales, and bones strewn all over the floor beneath this slimy
block of wood.
   Through a large open window at the rear of the shop, you hear the sound
of the surf crashing onto the piers and the cries of seagulls in the air
as they home in on the stench which emanates from this quaint shop.
~
18 8 0
D0
~
~
0 0 2046
E
case barrel cases barrels basket baskets~
   There are several display cases here each with its own variety of fish
and seafood.  Most of the fish sold here are fresh, however, some are not;
some of these fish have cloudy eyes, pale skins, and emit very disagreeable
odours.  In large open barrels, there are tiny sardines and pickled herrings,
although available for purchase look quite disgusting.  There are some
equally revolting fish in wicker baskets.  It may be a better policy, safer
at least, to buy only the fresh fish.
~
S
#1876
Coutts' Office~
   This cavernous office is twice as large as it should be.  Coutts spared
no expense in decorating it.  The walls are covered with expensive mahogany
paneling and the floor is of a highly polished parquet.  Conversation echoes
off the bare walls and hard floor.  In the center of the room is a large
desk, behind which Coutts usually sits.  On the wall behind the desk, is a
tremendously gigantic painting.  A red brick fireplace is in the middle of 
the north wall providing warmth.  The entire southern wall is dominated by a
bay window overlooking Lamman's great harbour.  The only exit from the room
seems to be the large oak door in the center of the east wall.
~
18 8 0
D1
~
door~
1 0 2042
E
painting paint~
   The painting is huge--an ostentatious display of wealth.  Coutts must
have spent a small fortune (of course he has a gigantic fortune) on its
commissioning.  The subject of the painting seems to be of his royal majesty
and Coutts signing the charter in which the king agrees to use Coutts' bank
as the exclusive royal treasury.  Although the painting was painted by a
superb master, it still comes across as rather cheesy.
~
S
#1877
Lime Street~
   Lime Street is somewhat of a quaint little road running along the banks of
the Ronnan River to the east.  The street is paved with large cobblestones
and lit at night with oil street lamps.  This would be an idyllic part of
Lamman, if it were not for the banging and clanging coming from a red brick
building on the west side of the street.  Occasionally the noise ceases and
the quiet returns.  A soothing zephyr breezes from the north past the shop
and continues along Lime Street to the south.
~
18 0 1
D0
You see Lime Street.
~
~
0 0 1861
D2
You see Lime Street.
~
~
0 0 1862
D3
You see Stonehelm's Armour Shoppe
~
~
0 0 1879
S
#1878
Beneath the High Altar~
   A large stone vault resides directly below the High Altar.  Centuries ago
this space was intended to be the final resting place for the King.  But due
to an unforeseen war, the vault was never used.  The king died hundreds of
leagues away from royal city of Lamman and was buried with honor on the field
of battle where he fell.  Over time the vault was forgotten by all, but a few
shadier individuals who used the space as a secret storeroom.
~
18 1073741833 0
T
1805 295
The Chief Inquisitor coughs loudly.
The Chief Inquisitor whispers to you, 'I think you have used up enough of my
valuable time.  Be gone with you!'

You have a strange feeling that you are no longer standing where you once were!

~
The secret police man whispers something to $n.
$n vanishes!
~
$n seems a bit confused by recent events.~
S
#1879
Stonehelm's Armour Shoppe~
   Only a few faded war banners adorn the otherwise spartan brick walls of
the armour shoppe.  A light layer of dust seems to have settled everywhere.
Evidently business is not as brisk as it might once had been.  A low oaken
counter runs the entire length of the west wall.  The shop exits east through
a low portal onto Lime Street.
~
18 2101388 0
D1
You see Lime Street.
~
~
0 0 1877
S
#1880
Tegl's Stable Yard~
Tegl's stable is renouned as the best stable in all of Lamman, excepting
only the King's own.  The stable yard is certainly clean and businesslike and
the door to Tegl's enormous stable can be entered to east.  %0The soft nicker
of horses can be heard coming from the stable to the east.% %2The stable is a
hive of activity, stable boys leading horses too and fro for grooming and
exercise.% Clearly this is the place to come and buy a mount.
~
18 8 1
D0
An arched wooden gateway with a large gate is to the north.
~
gate gateway~
1 -1 2021
D1
A barn door must lead into the stable.
~
door barn~
1 -1 1881
S
#1881
Tegl's Stable~
   The noise and smells of horses permiates the entire stable.  The stable is
huge, you can see at least twenty stalls and there are probably more that you
cannot see.  The horses are clearly well looked after, there is fresh
straw on the ground, the roof looks solid and the whole place is warm and
dry.  An army of stable hands runs around currying horses and carrying feed.
~
18 8 0
D3
The barn door must lead into the stable yard.
~
door barn~
1 -1 1880
S
#1882
Tegl's Stock Store~
This is a room to hold all the mounts that tegl can sell.  PC's
should never get in here.  Place any mount you want tegl to sell in 
this room.  Mount cost == 100* max_move of the beast.
~
18 1024 0
S
#1883
A dangerous alley~
  A rank smelling trickle of water drips down the side of a run down building
and collects in a dirty pool in the middle of the alley.  Around you in the
darkness, you hear strange slams and the muffled bark of a stray dog being
slaughtered for dinner by a hungry troll.  Bits of broken glass lie scattered
about the ground, evidence of a recent skirmish.  The dark alley continues on
to the north, while a much safer part of the troll ghetto is to the south.
~
18 1073741825 1
D2
~
~
0 0 1830
S
#1884
A Slippery Pier~
   The pier is heavily used.  Slippery grease and oil stain the pier, giving
it a sickly brown sheen whenever the sun beats down on it.  There are workers
and mean looking sailors here, busily loading and unloading valuable cargo
from sleek looking ships and bulky galleons.  Other people can be seen
boarding smaller vessels docked nearby for passage to points unknown.  The
pier continues south.  It exits out onto the Lamman quay to the north.
~
18 0 1
D0
~
~
0 0 2086
D2
The slippery pier continues south.
~
~
0 0 1885
S
#1885
A Slippery Pier~
   A few ships are anchored here at the pier's end.  The ships, mostly large
freight carrying galleons, are closely guarded by chain mail wearing sailors
wielding all manner of weapons from scimitars to pikes to gisarmes.  The
sailors look not look too happy, and you obviously avoid them.  One ship on
this pier, however, do not have armed men guarding it.  The vessel, the one
docked to the west, is small and bulky looking.  A few ordinary people can be
seen boarding it.  The pier continues north.
~
18 0 1
D0
The slippery pier continues to the north.
~
~
0 0 1884
S
#1886
A damp tunnel~
   An arched tunnel here leads through the city wall.  Moisture drips off
the black brick walls forming puddles on the dingy flagstones.  The air is
musty and damp, the perfect growing environment for mushrooms and other
fungi.  Not surprisingly, some whitish-yellow puffballs grow near the bottom
of the wall.  Across the southern end of the tunnel is an iron yett.  Long
vines of ivy hang down over the northern end of the tunnel.
~
18 9 0
D0
Overgrown vines of ivy hang down in front of an opening to a dark, damp tunnel.
~
~
0 0 1887
D2
A heavy iron yett hangs in the doorway, keeping out intruders.
~
yett iron~
1 0 1827
E
yett door~
   This door is made of iron bars crossing each other to form a long grille
that hangs from heavy hinges in a vaulted stone doorway sunk deep into the
middle of the northern wall.  This yett is a massive iron grille and a strong
draw-bars slide across the inside, as to secure it from being opened.
~
S
#1887
La Cour du Nouveau Magicien~
   With Lamman's massive city wall to south and three squat stone buildings
in the other cardinal directions, this small courtyard has a cozy, homely
feel about it.  Vigourous green vines of ivy scramble up almost every exposed
square inch of the walls. The ivy thrives in this damp and heavy air,
absorbing all the magical energies that radiate from the three buildings.
Leafy tendrils of ivy hang over the entrance to a dark tunnel that runs
beneath the city wall.
~
18 36992 2
D0
A blood red door serves as the enterance to the classroom.
~
door red blood~
1 0 1889
D1
A bright blue door serves as the enterance to the laboratory.
~
door bright blue~
1 0 1890
D2
Overgrown vines of ivy hang down in front of an opening to a dark, damp tunnel.
~
~
0 0 1886
D3
A dark green door serves as the entrance to the archives.
~
door green dark~
1 0 1888
E
vines vine ivy~
   The many vines of ivy all seem to originate from a corner of the courtyard
near the city wall.  From here, the vines race across the wall and up the
sides of the squat stone buildings clothing everything in green leaves.  The
ivy seems to thrive in the moist air, feeding off the dampness and the magical
auras that emanate from the buildings.
~
S
#1888
Les Archives du Nouveau Magicien~
   Aside from a couple of badly nicked and scratched tables near the dark
green door, nearly all the space in this overcrowded archive is taken up by
shelves crammed full of books and wound scrolls.  The heavy ancient tomes on
the bottom shelves seem to be deteriorating with age and their leather
bindings shed a rusty powder when touched.  Smaller and some newer books
line the upper shelves, intermingled with scrolls and charts.  A fine layer
of dust has settled over some of the lesser used volumes.
~
18 4232 0
D1
A dark green door serves as the exit from the archives.
~
door green dark~
1 0 1887
S
#1889
La Salle de Classe du Nouveau Magicien~
   This simple classroom is devoid of any distraction that might confuse the
would be mage.  A solitary slate board, marked with the forms and techniques
of magic, runs across the front of the room.  Apprentices usually cluster
around the oak table at the room's center and examine the various slates and
rolls of parchment scattered across the table.  So popular are the lessons
taught here that the grayish-blue paint on the wooden floorboards has been
worn away from the relentless traffic of passing students.
~
18 4232 0
D2
A blood red door serves as the exit from the classroom.
~
door red blood~
1 0 1887
E
board slate blackboard tech form~

The Five Techniques:
Creo        Create
Intellego   Know/Perceive
Muto        Change
Perdo       Destroy
Rego        Control
The Ten Forms:
Animal      Animals                 Ignem         Fire
Aquam       Water                   Imagonem      Images
Auram       Air                     Mentem        the Mind
Corpus      the Body                Terram        Earth
Herbam      Plants                  Vim           Raw Essence of Magic
~
S
#1890
Le Laboratoire du Nouveau Magicien~
   As you enter, you are overcome by a powerful stench that reminds you of
dung, rotting seaweed, sulfur, and several other unpleasant odours that you
have smelled in the past.  Strewn about on several slate work tables is a most
impressive collection of vials of brightly colored powders, flasks and
decanters filled to the brim with shimmering liquids, rust-covered tongs,
forceps and spoons, piles of worn parchment covered in arcane symbols, and a
few other tools that, as far as you know, have no name.
   Along the eastern wall, there is a large rack of glass beakers and flasks
connected together with an bewildering array of glass tubes and metal joints.
Ominous snapping and crackling noises spurt forth from the device at all too
regular intervals.  Etched into the glass of one of the biggest flasks, you
swear that you see the symbols for lead and gold!
~
18 4232 0
D3
A bright blue door serves as the exit from the laboratory.
~
door bright blue~
1 0 1887
S
#1891
The Quay~
   The Quay is roughest part of Lamman and is where some of the shadier
businesses and commercial transactions take place.  One of the more notorious
shops is crammed smack dab between Wharf Lane and the Great Western Road.
From the gaudily painted sign hanging above the door, you find that it is a
tattoo parlour.  With all the sailors and mariners on the Quay, it would seem
that this is the perfect location for such an enterprise.  The Quay continues
to the east and west.
~
18 0 1
D0
The door to the tattoo parlour is painted with strange blue designs.
~
door tattoo~
1 0 1892
D1
You see the Quay.
~
~
0 0 2087
D3
You see the Quay.
~
~
0 0 2088
S
#1892
Louie's Tattoos~
   Although a tattoo shop is not surprising to find on the Quay, such a clean
and orderly shop is unusual.  White ceramic tiles cover the floor and half
way up the walls.  Where the tile ends, glass shelves begin.  Hundreds of
jars and vials full of coloured inks and dyes rest upon the shelves, the
pigments for Louie's body art.  In the middle of the room is a large cushy
chair with a nice leather foot rest.  A smaller chair and a bench are next
to the door with a few sample books showcasing Louie's art.
~
18 8 0
D2
The door to the tattoo parlour is painted with strange blue designs.
~
door tattoo~
1 0 1891
S
#1893
Moby Dick's Fish-n-Chips~
  As soon as you enter the shop, the smell of boiling fat and crispy fried  
fish fill your lungs, and make you feel instantly hungry.  Two large vats 
sit behind the greasy wooden counter, smoking and bubbling away as 
the owner takes the orders of his customers.  There is the customary board on 
the wall with notices about recent events, advertisements for goods for 
sale and services for hire, as well as the price list.
~
18 8 0
D2
~
~
0 0 2025
E
vat vats~
  The metal cooking vats are about four feet high, and filled to the brim
with some boiling liquid, presumably cooking fat.~
E
counter wooden~
  Grease seems to have dripped down the wooden counter, and set in streaks
across the varnished front.  Presumably somewhere behind it is the cash
box.~
E
grease oil oils fat fats~
  The bubbling fat gives off a delicate pleasant aroma.~
S
#99999
$~