#29200 MouseRider's Temple~ The inside of this temple is austere yet majestic. The pillars of marble sweep up to the ceiling, melting into the dome overhead without a seam. A blazing red carpet leads from the entrance to the throne in the center of the room. This is truly the home of a great sage! ~ 292 cde 0 D0 ~ ~ 0 -1 29201 D2 ~ ~ 0 -1 29202 E credits info~ Kerofk by Amanda Eterniale & Builder_5 Copyright 1993 by Curious Areas Workshop * Kerofk is 153 rooms big. Replace all instances of 'XXXX' with some deity, god or imp's name. Whatever. Edit room 2#46 to connect with somewhere mountainous in your mud. Exits can be joined to this room from the west, or from the south. Finish the last line in the room description to reflect this exit. Check the following items to make sure the value used for spells conforms to the same spell on your mud. *#00 -- Identify (53) *#02 -- Fireball (26) *#08 -- Armor (1) *#09 -- Teleport (2) *#18 -- Bless (3) *#19 -- Invisibility (29) *#20 -- Blindness (4) *#21 -- Sleep (38) *#36 -- Cure Critical (15) Add specials, if desired, for the mobs listed in the 'notes' section. Add these two rooms to your 'reception' special: #45 & #64. * Edit Room 2#29 to look like your login screen. (you'll understand once you look at it...) * Here are some recommended specials for the mobs: * Guildmasters: Mage (#02), Thief (#04), Cleric (#27) and Warrior (#29). Spellcasters: #02, #34, #41, #44. #38 & #39 were 'boss'-mobs of the quest, and should be given tough spellcasting routines, such as healing themselves, removing sanct's... whatever you can think of which seems unnecessary. The power of the items in that section make it more than worth the risk. Mob #00 had a nice speaking routine, and basically commented about the weather, made vague remarks about the future, and the following quest based remarks: 'Great power will go to the destroyer of the orb!' 'The Blue Temple houses an orb of utter evil!' and other such tripe. A sign can do just as well, if desired. * Credits Big thankee's to Tarkin of VieMud (viemud.org 4000) who codes everything I could ever want. This area was overhauled with the aid of George Essl's Dikued program. Even more thanks to the brothers of FORCE and all the players at VieMud, for some of the most painful playtesting ever seen. ~ E throne~ Its nice, for a chair, but drab, for a throne. ~ S #29201 MouseRider's Bedroom~ This can hardly be a bedroom--this is a room so spartan surely no human could spend any time here at all! There is a small pallet in one corner, with a chair and a paper-stand next to it. A small lamp lights up that small area, leaving the rest of the room enshrouded in darkness. In the gloom to the west, you can barely make out a large steel door. ~ 292 d 0 D2 ~ ~ 0 -1 29200 E door west~ This door seems welded shut. You'll never open it! ~ S #29202 Plaza of Kerofk~ This is the center of Kerofk, physically and culturally. Many people are here, milling about and standing in line to enter the great white temple to your north. To the south is a smaller blue temple, its doors locked by great bands of magic. Several people glare at you, wondering if you're going to cut through the line. ~ 292 d 1 D0 ~ ~ 0 -1 29200 D1 ~ ~ 0 -1 29204 D2 ~ gates~ 2 29225 29203 D3 ~ ~ 0 -1 29225 D5 ~ ~ 0 0 29300 S #29203 The Blue Temple~ You enter the temple, looking around with wonder at the dusty monument's interior. From the carvings and inscriptions, you guess that it was built by elves and dwarves together during a peaceful age long ago. Dust covers almost everything, especially the stairs leading down into the earth by the nave. ~ 292 cd 0 D0 ~ gates~ 1 29225 29202 D5 ~ ~ 0 -1 29300 S #29204 Center Road, East~ This road is very busy with traffic. It seems that all the citizens of Kerofk are here, bustling and jostling each other in an attempt to get all they have to do done as fast as possible. Bump Oof Excuse Me! There is a Mage's Guild to the north. ~ 292 d 1 D0 ~ ~ 0 -1 29249 D1 ~ ~ 0 -1 29205 D3 ~ ~ 0 -1 29202 S #29205 Intersection~ This is the intersection of Citizen Road and Center Road. The pedestrians file past each other with practiced ease. You have no clue how to get across... Wait, there's an opening! Sprint, Turn, Jab! Run, Run, Run... you're across! You look up at the never-ending twilight and wonder how so many people could bear to live here. ~ 292 d 1 D0 ~ ~ 0 -1 29218 D1 ~ ~ 0 -1 29206 D2 ~ ~ 0 -1 29213 D3 ~ ~ 0 -1 29204 S #29206 Center Road, East~ The stars shine down on you blindly as you walk down Citizen's Road, and for a moment you forget what kind of strange place you're in. A flowerbox filled with wilted flowers brings you back to reality; this city hasn't seen the sun for decades... ~ 292 d 1 D1 ~ ~ 0 -1 29208 D3 ~ ~ 0 -1 29205 S #29207 The Red Card~ This place is a dirty ugly scroungy disgusting gambling parlor for the lowest of classes. The doors to the Red Card are perpetually open, to let the place air out. Tired waitresses take orders in a bored fashion, and then hasten to fill them before the customers leave. Something crunches under your step, and you're afraid to look down to see what it was....stay awhile? ~ 292 d 0 D0 ~ ~ 0 -1 29219 S #29208 Intersection at the Cliff's Edge~ This is the intersection of Cliffside Road, and Center Road. Cliffside? About fifteen feet ahead of you there is a sheer precipice that drops down about a thousand feet into the dark ocean. You don't think it would be a good idea to step off, but you've already guessed that, haven't you? Cliffside Road runs north and south from here. ~ 292 d 1 D0 ~ ~ 0 -1 29214 D1 ~ ~ 0 -1 29266 D2 ~ ~ 0 -1 29209 D3 ~ ~ 0 -1 29206 S #29209 Cliffside Road, South~ This looks like an interesting spot. As you hug the buildings to keep away from the thousand foot drop to your east (that would surely KILL you), you notice a large casino establishment named 'The Edge of Luck' to the west. Strangely enough, the citzenry of Kerofk walk up and down the street, almost oblivious to the incredible drop mere feet away. Cliffside Road continues North and South. ~ 292 d 1 D0 ~ ~ 0 -1 29208 D1 ~ ~ 0 -1 29267 D2 ~ ~ 0 -1 29210 D3 ~ ~ 0 -1 29241 S #29210 Intersection at the Cliff's Edge~ Here is where Cliffside Road and Moon Gate Road meet: at the edge of a cliff. You feel distinctly uncomfortable as you look down at the thousand-foot drop and think it would not be very wise to go any further east. Northwards is Cliffside Road, to the west is Moon Gate Road, and to the east a vast expanse of stars shine over the dark ocean below. ~ 292 d 1 D0 ~ ~ 0 -1 29209 D1 ~ ~ 0 -1 29267 D3 ~ ~ 0 -1 29211 S #29211 Moon Gate Road, East~ You near the end of Moon Gate Road, and ahead you spot a sharp dropoff aways to the east. A large building to the south has a picture of a trout in full plate hanging out front. 'Bob's Armoury and Tackle' it proclaims. Armoury? Tackle Shop?!? How curious! Moon Gate Road continues to the east and west. ~ 292 d 1 D1 ~ ~ 0 -1 29210 D2 ~ ~ 0 -1 29243 D3 ~ ~ 0 -1 29212 S #29212 Intersection~ Moon Gate Road and Citizen's Road intersect here. Many citizens walk about under the starlight here, in a hurry to get to shops, their homes, to work, et cetera. Citizen's Road is to the north, Moon Gate Road continues east and west. ~ 292 d 1 D0 ~ ~ 0 -1 29213 D1 ~ ~ 0 -1 29211 D3 ~ ~ 0 -1 29226 S #29213 Citizen's Road, South~ Many private houses line this road: this is obviously the residential district. It suddenly strikes you how orderly this city is planned... done that way on purpose? Well, it doesn't look like there's anything interesting here, but the road continues north and south. ~ 292 d 1 D0 ~ ~ 0 -1 29205 D2 ~ ~ 0 -1 29212 S #29214 Cliffside Road, North~ Say, there's a bustling tavern to the west called, 'The Cliffhanger'! Aptly named, too, since its oh...about 5 feet away from the cliff's edge. That cliff looks kind of dangerous actually. The Cliffhanger looks good, though. Cliff Side Road continues to the north and south. ~ 292 d 1 D0 ~ ~ 0 -1 29215 D1 ~ ~ 0 -1 29267 D2 ~ ~ 0 -1 29208 D3 ~ ~ 0 -1 29246 S #29215 Intersection at the Cliff's Edge~ This is an unearthly scene: the stars shining down pale light upon this intersection of Cliffside Road and Star Gate Road, the thousand foot drop off just to your east with the ocean below. Hmm...something tells you not to go east...must be that brain thing, eh? Cliffside road leads south, Star Gate Road leads west. ~ 292 d 1 D1 ~ ~ 0 -1 29266 D2 ~ ~ 0 -1 29214 D3 ~ ~ 0 -1 29216 S #29216 Star Gate Road, East~ This area is strangely quiet for such a bustling city. The stars shine down as you look around for the source of the silence. Ah, there's a bookstore/library to your north! Moon Gate Road continues to the east and west as well. ~ 292 d 1 D0 ~ ~ 0 -1 29247 D1 ~ ~ 0 -1 29215 D3 ~ ~ 0 -1 29217 S #29217 Intersection~ Star Gate Road and Citizen's Road meet here where many people walk around and do their business. Looks like there's some private homes on Citizen's Road to your south, and Star Gate Road continues to the east and west. ~ 292 d 1 D1 ~ ~ 0 -1 29216 D2 ~ ~ 0 -1 29218 D3 ~ ~ 0 -1 29219 S #29218 Citizen's Road, North~ Private homes line this street, but all seem to keep their distance from one mighty mansion to your west. Its vine-encrusted walls and sagging demeanor seem to eminate an air of death and decay and cliche's. Could anyone possibly live in there? Citizen's Road continues north and south. ~ 292 d 1 D0 ~ ~ 0 -1 29217 D2 ~ ~ 0 -1 29205 D3 ~ ~ 0 -1 29278 S #29219 Star Gate Road, East~ Star Gate Road continues on, towards a steep cliff to the east. Southwards is a rather dingy looking gambling parlor called 'The Red Card'. The smell wafting out its doors is enough to make a dead man turn away in disgust...how about you? Star Gate Road continues to the east and west ~ 292 d 1 D1 ~ ~ 0 -1 29217 D2 ~ ~ 0 -1 29207 D3 ~ ~ 0 -1 29220 S #29220 Star Gate Road~ The hustle and bustle of Star Gate Road dies down a little here, but not by much. To the north is a large farmer's stand where a lot of the citizenry seem to be going in and out of. ~ 292 d 1 D0 ~ ~ 0 0 29352 D1 ~ ~ 0 -1 29219 D3 ~ ~ 0 -1 29221 S #29221 Star Gate Road, West~ The nighttime stars shine down on the establishment to your south, making all the glitter and metal attached to it shine spectacularly. The sign says, 'Kell's House'. You hear many voices talking and laughing inside; it's obviously a tavern or an inn, and popular to boot. Star Gate Road continues east and west ~ 292 d 1 D1 ~ ~ 0 -1 29220 D2 ~ ~ 0 -1 29263 D3 ~ ~ 0 -1 29222 S #29222 Intersection~ Business Road joins Star Gate Road here. Small shops line the street to your south while Star Gate Road continues on its way east and west. There is an odd feeling of power to your north. ~ 292 d 1 D0 ~ ~ 0 -1 29275 D1 ~ ~ 0 -1 29221 D2 ~ ~ 0 -1 29223 D3 ~ ~ 0 -1 29237 S #29223 Business Road, North~ A lovely smell wafts across the street here, coming from the open doors of the herbalist's shop to your east. A variety of plants are arrayed outside its doors under heavy lamplight, and a sign proclaims assorted types of herbs on special today. Business Road continues north and south. ~ 292 d 1 D0 ~ ~ 0 -1 29222 D1 ~ ~ 0 -1 29254 D2 ~ ~ 0 -1 29224 S #29224 Intersection~ There are just too many people here at the intersection of Center Road and Business Road! Too many people, walking around hurriedly. You hustle to avoid getting bumped over only to nearly get pushed over. Your reflexes save you, but you feel you better get out of this intersection soon. Center Road is east-west, Business road is north-south. ~ 292 d 1 D0 ~ ~ 0 -1 29223 D1 ~ ~ 0 -1 29225 D2 ~ ~ 0 -1 29230 D3 ~ ~ 0 -1 29238 S #29225 Center Road, West~ Center Road is a madhouse of people bumping into other people, including you! One of the main attractions here is the Town Hall to the north, which holds the city's jail, courtroom, and council chambers, not to mention Mayor Kell's office. To the east you see a huge white temple with a line outside, and a smaller blue temple. Center Road continues east and west. ~ 292 d 1 D0 ~ ~ 0 -1 29255 D1 ~ ~ 0 -1 29202 D3 ~ ~ 0 -1 29224 S #29226 Moon Gate Road, East~ This is Moon Gate Road, which runs from Moon Gate all the way to the cliff. There is a tiny keep to your north, with an inn sign out front. The keep looks like it was built to withstand floods, earthquakes, and even acts of God! Moon Gate Road continues east and west. ~ 292 d 1 D0 ~ ~ 0 -1 29244 D1 ~ ~ 0 -1 29212 D3 ~ ~ 0 -1 29227 S #29227 Moon Gate Road~ Here's something you weren't expecting in a city this size: a vacant lot to your south. Also, Moon Gate Road continues east-west. The air seems to crackle with energy here, but you can find no source for such power. ~ 292 d 1 D1 ~ ~ 0 -1 29226 D2 ~ ~ 0 -1 29273 D3 ~ ~ 0 -1 29228 S #29228 Moon Gate Road, West~ The starlight gives this section of Moon Gate Road a strangely surreal aspect, as if something were missing you can't put your finger on. There's a few shops along this road, but they don't look terribly interesting under this aspect. Looking around, you notice the entrance to the city graveyard to the south. ~ 292 d 1 D1 ~ ~ 0 -1 29227 D2 ~ ~ 0 0 29348 D3 ~ ~ 0 -1 29229 S #29229 Intersection~ Moon Gate Road intersects Business Road here, making this a hectic area as people go about their business. Along Business Road to the north you see many types of different shops lining the street, and Moon Gate Road continues east-west. ~ 292 d 1 D0 ~ ~ 0 -1 29230 D1 ~ ~ 0 -1 29228 D3 ~ ~ 0 -1 29231 S #29230 Business Road, South~ Shops line this road , some open and some closed. Northwards you see the intersection of of Center Road and Business Road, and southwards is another intersection--Business Road and Moon Gate Road. There is a shop to the west, a dirty sign proclaiming it 'OPEN'. ~ 292 d 1 D0 ~ ~ 0 -1 29224 D2 ~ ~ 0 -1 29229 D3 ~ ~ 0 0 29347 S #29231 Moon Gate Road, West~ An enterprising merchant has set up shop just to your south, the sign proclaiming, 'Jenk's Place' in a hundred point font. It seems to be some sort of 'catch-all' general store. Also, Moon Gate Road continues east towards the cliff, and west towards the actual Moon Gate. ~ 292 d 1 D1 ~ ~ 0 -1 29229 D2 ~ ~ 0 -1 29239 D3 ~ ~ 0 -1 29232 S #29232 Intersection~ You breathe the chill night air and look around at the passing citizenry just inside one of the city's gates here. This city sure has some bustle to it...must be all that night life! Feeling pleased at your prospects, you look around for something to do... Wall Side Road leads north, Moon Gate Road leads east. ~ 292 d 1 D0 ~ ~ 0 -1 29233 D1 ~ ~ 0 -1 29231 D3 ~ ~ 0 -1 29277 S #29233 Wall Side Road, South~ All the buildings in this area are semi-destroyed, victims of a raid or war it seems. There are some signs of construction about, but it seems that there is no great need for more buildings right now. Wall Side Road continues north and south. ~ 292 d 1 D0 ~ ~ 0 -1 29234 D2 ~ ~ 0 -1 29232 S #29234 Intersection~ Center Road starts here, running deep into the heart of Kerofk. You see all sorts of large buildings down its length, including a big white temple structure along the north side far to the east, with a smaller blue temple across the street from it. With all of the grand architecture, and the majesty of the starry skies above, you know this is a sight you'll never forget. Center Road leads east, Wall Side Road continues north-south. ~ 292 d 1 D0 ~ ~ 0 -1 29235 D1 ~ ~ 0 -1 29238 D2 ~ ~ 0 -1 29233 S #29235 Wall Side Road, North~ This is Wall Side Road, named such for its proximity to...the city's wall. To your east is a recruiting office for the city militia of Kerofk. Wall Side Road continues north and south. ~ 292 d 1 D0 ~ ~ 0 -1 29236 D1 ~ ~ 0 -1 29271 D2 ~ ~ 0 -1 29234 S #29236 Intersection~ You enter the city proper with the sounds of the bustling crowds surrounding you. Some people seem to be doing their morning business, others seem to be getting ready for bed...it must be strange to live in a world of eternal twilight. A street sign informs you that this is Wall Side Road running south from here, and Star Gate Road leads away to the east. ~ 292 d 1 D1 ~ ~ 0 -1 29237 D2 ~ ~ 0 -1 29235 D3 ~ ~ 0 -1 29276 S #29237 Star Gate Road, West~ Kerofk's citizenry walk around, barely noticing as you walk down this busy street between and through them. It seems that they're used to adventurers, or just don't care. Star Gate Road continues east and west, intersecting Business Road and Wall Side Road respectively. ~ 292 d 1 D1 ~ ~ 0 -1 29222 D3 ~ ~ 0 -1 29236 S #29238 Center Road, West~ Center Road is lined with grand buildings up and down its entire length; for instance, a huge temple of XXXX lies to the south. Even for a temple, this building is big! Perhaps it would be worth a look around? Center Road continues to the east and west. ~ 292 d 1 D1 ~ ~ 0 -1 29224 D2 ~ ~ 0 -1 29269 D3 ~ ~ 0 -1 29234 S #29239 Jenk's Place~ This store is such a crazy confusion of items for sale you can hardly figure out where to start looking. You feel you could find EXACTLY what you've been looking for, if only you had enough time to look for it... As greediness lights your brain, you notice all of the concealed crossbows around the room. Maybe it wouldn't be a hot idea to try tosteal something after all... ~ 292 d 0 D0 ~ ~ 0 -1 29231 D1 This is a big metal door with a sign hung on it saying, 'KEEP OUT!' ~ door~ 1 29226 29240 S #29240 The Back Room~ This room is small, close, and quiet. There are no windows, only the one entrance you came through, and virtually nothing else but for a rickety table, a worn chair and a lantern hanging from the ceiling. ~ 292 cd 0 D3 ~ door~ 1 -1 29239 S #29241 The Edge of Luck~ A blast of sound and music assault you as you enter this gambling parlor. This is a high class place, where the rich and idle of Kerofk go to blow off steam and lose lots of money. The whole place is decorated in shades of red, and most of the windows face the nearby cliff-- evidently to give the gamblers within that feeling of danger. The elegance is fabulous, and you feel as if you might want to join in. ~ 292 d 0 D1 ~ ~ 0 -1 29209 D3 ~ ~ 0 -1 29242 S #29242 Benzaldehyde's Office~ This office is quite opulent. The huge ebony desk in front of you completely dominates the room. The desk is cluttered as the mind is sharp; Benzaldehyde is no fool. A few pictures on the wall of family members show that Ben might have a nice side, but you suspect that they are there just for show. A few vicious exotic weapons are also hanging up, looking very sharp. ~ 292 d 0 D1 ~ ~ 0 -1 29241 E weapons~ A closer examinations reveal the weapons are all junk. ~ E pictures~ With a closer look, you realize the pictures are all of someone else's family. ~ S #29243 Bob's Armoury and Tackle~ This place has to be the WEIRDEST shop you've ever been in. Fishing poles and halberds decorate the walls. Breast plates stacked with cups of nightcrawlers on top. Bow strings and fishing line, etc, etc, etc. The shopkeeper has made this nightmare somewhat homey, though, with doileys and pictures scattered about in a pleasing display. ~ 292 d 0 D0 ~ ~ 0 -1 29211 S #29244 The Fortress~ Wow! This place is better defended that some castles you've seen. In case Kerofk ever falls, this place will surely be the last to go, for this inn lives up to its name: 15 foot high walls, crenellations, arrow slits...its a remarkable bit of engineering. As you walk in, you notice that everyone here is carrying some sort of weapon, and carry themselves like they know how to use it. Seems like a fairly safe place! ~ 292 d 0 D2 ~ ~ 0 -1 29226 D4 ~ ~ 0 -1 29245 S #29245 The Reception Area~ Here's where the private rooms of the Fortress are. Steel doors leading to bedrooms line the halls, each with a lock bigger than your clenched fist. A sign here proclaims the safeties of the fortress, including 'Barred Windows, and Guards You Can Really Count On!' A small desk is here, a bored receptionist behind it. ~ 292 d 0 D5 ~ ~ 0 -1 29244 S #29246 The CliffHanger~ This drinking establishment is placed a little too close to the edge of the cliff for your own comfort--about five feet close! You briefly pray to Rumble, asking for no earthquakes in the immediate future. As you look around, you see lots of people passed out on the floor--this is obviously a lower class dive. The room is dark, the people sweaty, the barmaids tired, and you want a drink. ~ 292 d 0 D1 ~ ~ 0 -1 29214 S #29247 The Bookstore~ Shelves fill this store with books to the brimming. Tomes on cats, rats, plates, grates, mages, cages, stages, swords, hoards, dragons, goats, moats, croats, money, honey, spells, bells, Hell, smells, and on and on and on! You think that you might be able to find something interesting here... ~ 292 d 0 D2 ~ ~ 0 -1 29216 D3 ~ bookcase~ 1 29224 29248 S #29248 Thieves Guild~ The open hidden panel behind you seems to shed no light in here, and you find yourself in complete darkness. You feel the presence of someone in the room with you--was that a finger on your purse?!? Quick! Make a light! ~ 292 ad 0 D1 ~ bookcase~ 1 29224 29247 S #29249 Mages' Guild, Entrance~ This is a nice, spacious area, filled with bright lights to keep the eternal twilight outside at bay. There are three doors leading deeper into the guild: the east marked, 'Library', the north marked, 'Leonna's Office', and the west marked, 'Storeroom'. You can't but help to feel that this is a SMALL guild for such a large city... ~ 292 d 0 D0 ~ north door~ 1 -1 29251 D1 ~ east door~ 1 -1 29253 D2 ~ ~ 0 -1 29204 D3 ~ west door~ 1 29223 29252 S #29250 The Kerofk MobChute~ This room delivers mobs randomly around the city, and should not be reachable to player characters. Thanks to Locke of Cthulhu mud for use of this idea! ~ 292 d 0 D0 ~ ~ 0 0 29225 D1 ~ ~ 0 0 29213 D2 ~ ~ 0 0 29208 D3 ~ ~ 0 0 29216 D4 ~ ~ 0 0 29237 D5 ~ ~ 0 0 29234 S #29251 Leonna's Office~ This is Guildmistress Leonna's office. It is bright and cheery, with a roaring fire in a fireplace and several songbirds in cages providing color. Her desk is spotless but for some work she was just at a moment ago. Black satin-covered chairs are arranged for comfort of her guests, and you have a sudden urge to just sit and rest snd perhaps talk a bit. ~ 292 d 0 D2 ~ door~ 0 -1 29249 S #29252 Mages' Guild Storeroom~ The Mage's Guild of Kerofk store their supplies here. There are neat stacks of blank scrolls, quills, ink, unenchanted wands and staves, empty vials, and everything else the professional mage could want. ~ 292 d 0 D1 ~ door~ 1 29223 29249 S #29253 The Mages' Library~ The first thing you notice about this room, (other than the countless number of books inside), is the fact that the inside of this room couldn't possible fit into the building. Hmm, you never can tell with those mages. The books seem very well organized by the 'Tewey Teleportation System', another one of those mage gimmicks. You wonder what you'd like to read. ~ 292 d 0 D3 ~ door~ 1 -1 29249 S #29254 The Herbalist's Shoppe~ A wonderful smell wafts from the inside of this shop as you enter. What a beautiful place! Freshly cut flowers decorate every nook and cranny, while small pots of herbs bubble faintly over candles. Extremely bright lanterns keep the place perpetually lit and the plants healthy. You feel perfectly at home here, and the atmosphere is such that you can hardly pull yourself away... ~ 292 d 0 D3 ~ ~ 0 -1 29223 S #29255 Town Hall--Entrance~ Organized Madness. There are people going every which way here, up across, over, under, through! Deliveries, messages, visits, appointments, WHEW! You're suddenly glad you don't work here! There's a directory sign: Up-Mayor Kell Down-Jails North-Courtroom West-Council Chambers ~ 292 d 0 D0 ~ ~ 0 -1 29258 D2 ~ ~ 0 -1 29225 D3 ~ ~ 0 -1 29259 D4 ~ ~ 0 -1 29256 D5 ~ ~ 0 -1 29261 S #29256 Outer Office~ This is a nice-looking office, with a big receiving desk in the middle. The secretary's desk is a mess of unfinished work, and the wastecan looks full to the brimming. ~ 292 d 0 D0 ~ ~ 0 -1 29257 D5 ~ ~ 0 -1 29255 S #29257 Mayor Kell's Office~ Mayor Kell's office is very homey. There are some plush chairs, a nice desk with a well-worn groove where someone puts their feet up undoubtedly, pictures of friends and family on the walls, and other touches of a well lived-in office. There is also a well stocked bar here, probably stocked by Kell's own tavern in the northern part of town. ~ 292 cd 0 D2 ~ ~ 0 -1 29256 S #29258 Courtroom~ Here's where the judges dispense the decisions of Kerofk upon the general populace. At the moment there is no court case going on, but it looks like they are setting up for one soon. ~ 292 d 0 D2 ~ ~ 0 -1 29255 S #29259 Outer Chamber~ This is a small anteroom outside the Council Chambers. The paneling is wood grain, the guards are big. Waiting might be a good idea... ~ 292 cd 0 D1 ~ ~ 0 -1 29255 D3 ~ door~ 1 -1 29260 S #29260 Inner Chamber~ Now you've done it! You've interrupted a Council Session! You'll never work in this town again! What?!? You don't work here? Guards, ATTACK!!! There is a big round table here with 6 seats. Otherwise, this room seems plain, to minimize the distractions upon the Council Members. ~ 292 d 0 D1 ~ door~ 1 -1 29259 E table~ You notice a small engraving on one side: 'Amanda was here. ' ~ S #29261 Jailer's Room~ A small clean room. There is a comfortable easy chair and a key hook on the wall. In one corner near the chair, there is a pile of discarded newspapers. ~ 292 d 0 D1 ~ door~ 1 29226 29262 D4 ~ ~ 0 -1 29255 E chair~ There's a tag on it: 'Laz-E-Goblin' ~ E newspaper~ Seems all it is is war news. How boring! ~ S #29262 Cells~ AT LAST! A jail cell thats not damp, musty, smelly and cold... its only damp, musty and cold--they must air this place out every once in a while. There is a bit of grime here, but most of its associated with the prisoner... ~ 292 acd 0 D3 ~ door~ 1 29226 29261 S #29263 Kell's House~ This is Kell's House, the mayor of Kerofk. To the east is the tavern he and his family run, and to the south is the reception area for the inn part of this establishment. Somehow, this place manages to feel homey and efficient, as well as giving people a place to meet. ~ 292 d 0 D0 ~ ~ 0 -1 29221 D1 ~ ~ 0 -1 29265 D2 ~ ~ 0 -1 29264 S #29264 Reception~ Kell's wife, Myrama, greets you with a smile. The rooms here are big and clean, and you'll never have a more comfortable stay than at Kell's House. ~ 292 cd 0 D0 ~ ~ 0 -1 29263 S #29265 Kell's Tavern~ Here is the tavern area of Kell's House. Many people are here, talking about everything from politics to hunting. Is seems as if this is more of a thinker's bar than a drinker's, however. The barmaids seem efficient, though, and the bar is very well stocked. ~ 292 d 0 D3 ~ ~ 0 -1 29263 S #29266 Uh-Oh!~ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA(breathe)AAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!! THUD! CRACK! KerPLOOMP! (that wasn't a good idea, but now you know that, eh?) ~ 292 c 0 S T 29204 #29267 Whoops...~ Accelerating at 9.81 m/s2 is usually not a good idea unless you have a... SSSSSSPPPPPPPLLLLLLAAAAAAAAATTTTTTTTT!!!!! ~ 292 c 0 S T 29204 #29268 The Kerofk MobChute~ This room delivers mobs randomly around the city, and should not be reachable to player characters. Thanks to Locke of Cthulhu mud for use of this idea! ~ 292 0 0 D0 ~ ~ 0 0 29224 D1 ~ ~ 0 0 29205 D2 ~ ~ 0 0 29217 D3 ~ ~ 0 0 29222 D4 ~ ~ 0 0 29229 D5 ~ ~ 0 0 29212 S #29269 Temple of XXXX~ A familiar sight! The altar of XXXX is decorated with the usual array of eagles in flight, and other signs of the god's power. The statue stands proud...an aura around one upheld hand, the other holding an open book. To the west are the living areas of the Priests of XXXX, but you think those are restricted to the devout. ~ 292 d 0 D0 ~ ~ 0 -1 29238 D3 ~ ~ 0 -1 29270 E statue~ Upon closer inspection, you notice the statue is sticking his tongue out at you... ~ S #29270 Living Area~ Small pallets are laid about in an orderly fashion for the priests. a small stool and writing desk is in one corner, a old looking man working quietly behind it. A window lets dim light in to supplement the lanterns hanging on the brick walls. ~ 292 d 0 D1 ~ ~ 0 -1 29269 S #29271 Recruiting Office~ This office is clean and spacious. A big desk faces the door, with a grizzled sergeant behind it. He turns the paperwork in front of him around for you... 'Name, Race, Sex, Age, Address...'. Behind him you see the office of the Captain of the Guard. ~ 292 d 0 D1 ~ ~ 0 -1 29272 D3 ~ ~ 0 -1 29235 S #29272 Captain's Office~ This man's office is a testimonial to battle. Exotic weapons that you've never seen before line the walls, and you notice some bloodstains on the floor. A large area in the center is bared, allowing sparring room. ~ 292 d 0 D3 ~ ~ 0 -1 29271 S #29273 Vacant Lot~ There's a large flattened area in the middle of this lot. You get the eerie feeling that something SHOULD be here, but isn't. How Odd! Moon Gate Road is to the north. ~ 292 d 0 D0 ~ ~ 0 -1 29227 S #29274 History of Kerofk~ This is an 'accidental room', provided only for room continuity. And so, the history of Kerofk... The city of Kerofk originated in the mind of Builder_5, as a major city for use in a role-playing game he was running at the time (a heavily modified version of Powers & Perils--a very out-of-print Avalon Hill game). Amanda Eterniale was a player in this game, and loved the city. About this time, Amanda received an invitation to build on the now-defunct AlbertMUD. She was taught how to build by an imp named MJPrime there, and her first creation was the city of Kerofk, in honor of Builder_5's game. AlbertMUD died in a fairly nasty manner, and about half a year later, Amanda convinced one of the imps to email her her areas. She gave them to Builder_5, smiled, and said, "Edit these? Please?" Builder_5 took the better part of 3 months to edit, fix, and convert these files into a version more suitable for a public release. This is what you have now. Both of us hope you enjoy this area, over a year in the making... Amanda Eterniale Builder_5 ~ 292 d 1 S #29275 Shrine to the Emperor~ This is a very historical spot for the people of Kerofk, where the wizard Rand entered this realm through the 'dimension portal' he made, and later went on to found this city. A giant slab of earth lies toppled over here, a strange eye-shaped stone embedded in it pointing at the sky. A strange thrum of power in the background raises your hackles...remnants and echoes of Rand's power, evidently. ~ 292 cd 0 D2 ~ ~ 0 -1 29222 E stone eye shaped eye-shaped~ Now that you examine it closer, it really does seem to be a carved stone eye, worn smooth by time and the elements. It feels strangely warm to the touch, and you feel a tingling as you pass your hand above it... ~ S #29276 Star Gate~ This small gate seems to be the main entrance for the farmers entering the city with their produce. Guards wave everyone through without a second glance. There is a big sign here that you might want to read. ~ 292 cd 0 D1 ~ ~ 0 0 29236 D3 ~ ~ 0 0 29340 E sign~ ADVENTURERS!!!! I need a party of brave souls to enter the blue temple and destroy the evil orb inside. I shall pay well for the deed!!! Please stop by my temple and get the magic scroll used for entering the foul area if you are powerful enough to withstand the trials!!! --MouseRider, sage of Kerofk. ~ S #29277 Moon Gate~ This is Moon Gate, the main entrance to Kerofk and VERY well defended. The guards look at you suspiciously, but let you by with little or no hassle. There is also a big sign here that you may want to read. ~ 292 cd 0 D1 ~ ~ 0 0 29232 D3 ~ ~ 0 0 29335 E sign~ ADVENTURERS!!! I need a party of brave souls to enter the blue temple and destroy the evil orb within. I shall pay thee well for the deed! Please stop by my temple and get the magic scroll used for entering the foul area, if you are powerful enough to withstand its trials!!! --MouseRider, sage of Kerofk. ~ S #29278 Front Yard~ This, the front yard of the terrible mansion, seems to be more like a jungle than your normal, cultured lawn. It's obvious that this area has not been kept up in many years, decades even! The front door lies ever-so-slightly ajar, seemingly to beckon the wary to enter. The strange feelings you're getting you can't seem to attribute to horror or evil, so why push your luck? ~ 292 cd 0 D1 ~ ~ 0 -1 29218 D3 ~ ~ 0 -1 29279 S #29279 Foyer~ Deep crevices rack the walls here, leaving holes big enough for something quite nasty to live in. The front door creaks behind you, and you whirl about, expecting it to slam shut. It doesn't and you feel kind of silly. 'No one lives here,' you say to yourself quietly, just as footsteps upstairs sound... ~ 292 d 0 D1 ~ ~ 0 -1 29278 D3 ~ ~ 0 -1 29280 S #29280 Main Hall~ This is an old, dusty room. The patterns of filth on the floor indicate that several people have inhabited this house still, fairly recently in fact. A once-ornate grand stairway leads up to the second floor, and below it's peak is a set of cracked glass doors that open up into the backyard. The hall of the house leads north-south, gaining access to some of the interior rooms. ~ 292 d 0 D0 ~ ~ 0 -1 29286 D1 ~ ~ 0 -1 29279 D2 ~ ~ 0 -1 29289 D3 ~ ~ 0 -1 29281 D4 ~ ~ 0 -1 29291 S #29281 Back Yard~ The backyard is even more overgrown than the front yard. Here and there once-white benches poke up out of the tall grasses, testament to better times. You feel a lot more comfortable here than you were inside the house, although there is a looming presence from the garden area opening up to your west. A slight stench of decay passes over you, and you consider going back inside the house to your east. ~ 292 d 0 D1 ~ ~ 0 -1 29280 D3 ~ ~ 0 -1 29282 S #29282 Entrance to the Garden~ Starlight gives this ill-seeming garden illumination, the dim twinkling giving the illusion of movement to the plantlife within. All around you vines crawl up decaying trellises and the other vegetation grows out of control, untended. You hear a gentle swishing of water to a northernly direction, and you can go deeper into the garden to the east, but you definitely think going west might be the best idea... ~ 292 d 0 D0 ~ ~ 0 -1 29283 D1 ~ ~ 0 -1 29281 D3 ~ ~ 0 -1 29285 S #29283 Fountain Area~ Unpruned trees block out what little light there was outside the garden in this close area. A small fountain/pool of tarnished marble sits in the center, with scum and algae covering its surface. Small creatures flit deep in its depths, and you are not sure you want to know exactly what they are. You can head south, to the garden's entrance, or west, to a more open area in the garden. ~ 292 ad 0 D2 ~ ~ 0 -1 29282 D3 ~ ~ 0 -1 29284 S #29284 In the Garden~ Here the garden looks dark and ominous, yet strangely beautiful. An easel has been set up here, and some art supplies lie on the ground, waiting to be used. Faint light trickles down through the leaves like water on this scene, and you feel strangely at peace with the garden, recognizing it for the single growing entity it is. ~ 292 d 0 D1 ~ ~ 0 -1 29283 D2 ~ ~ 0 -1 29285 S #29285 In the Garden~ Ugh! The garden is absolutely dead here! Fumes from the decaying plant matter make you dizzy and nauseous. What ever killed the plants you want no part of. Perhaps leaving post-haste would be wise. ~ 292 d 0 D0 ~ ~ 0 -1 29284 D1 ~ ~ 0 -1 29282 S #29286 Hallway~ This hallway was once tapestried in beautiful colors, and well- illuminated by the lamps on the walls. Now the tapestries are thread-worn and moth-eaten and most the lamps have disappeared, leaving dark holes in the walls. There is a door to your left and one to your right, both slightly ajar. A window to your north looks out to an alley behind a gambling parlor, and to the south is the main room of the mansion. ~ 292 d 0 D1 ~ ~ 0 -1 29287 D2 ~ ~ 0 -1 29280 D3 ~ ~ 0 -1 29288 S #29287 Sitting Room~ Lots of extremely old, plush chairs sit about here. A few tables covered with doilies are scattered about, and a large hutch filled with ancient cracked china stands against the north wall. This looks like one of those rooms that are just for show and not for everyday use. However, the thick layer of dust covering everything belies the neatness of the arrangement of furniture. ~ 292 d 0 D3 ~ ~ 0 -1 29286 S #29288 A Trashed Room~ This room looked to be a library once. Now all the furniture has been moved out but for the bookshelves, which are now falling apart. It looks like a great deal of violence has occurred in this room, as if thousands of fights have occurred here over the years. You wonder who could be capable of such wanton destruction. ~ 292 d 0 D1 ~ ~ 0 -1 29286 S #29289 Hallway~ This section off the interior hallway looks well trodden from the tracks in the dust on the floor. There are doors to the east and west, and northwards is the main room of the mansion. A window once graced the south end of this hallway, but it has since been boarded up from the outside. ~ 292 d 0 D0 ~ ~ 0 -1 29280 D1 ~ ~ 0 -1 29290 D3 ~ ~ 0 -1 29292 S #29290 Dining Room~ This was once a grand dining hall. Now the great oak table has been completely broken and leaned up against one wall to make room for a small folding table and a few chairs taking its place. Obviously the current owners of this mansion don't care much about this place to let it fall into ruin so. ~ 292 d 0 D3 ~ ~ 0 -1 29289 S #29291 Second Floor Hallway~ This is the hallway at the top of the stairs, that leads north-south. Doors line the hallway in both directions, and you can go down to the main room. A big, ten foot tall window on the west wall of the stairwell seemed to have been a stained-glass window once, but has been worn and cracked by time to just be shards of colored glass that doesn't even keep the wind out. ~ 292 d 0 D0 ~ ~ 0 -1 29295 D2 ~ ~ 0 -1 29293 D5 ~ ~ 0 -1 29280 S #29292 Kitchen~ As all the other rooms in this house, this kitchen has been mostly destroyed by time and inconsideration by the current owners. There is still some fresh food lying about, but a rotten smell fills the air, and you see small insects scuttling about in the trash on the floor. The one thing that is sure is that you don't want to eat anything that was prepared here! ~ 292 d 0 D1 ~ ~ 0 -1 29289 S #29293 Hallway~ This hallway ends short to allow the fireplace in the kitchen to reach the roof. A single door is set in the east wall, and the hall leads north to where the stairwell leads down. ~ 292 d 0 D0 ~ ~ 0 -1 29291 D1 ~ ~ 0 -1 29294 S #29294 Bedroom~ This bedroom has been made up for two people. There are bunk beds in the center of the room, and different sets of run-down furniture on each side. On the right is a rather neat desk, chair, a chest of drawers, and on the left there is just a mess of clothes, papers, books, and half-eaten food. There isn't much interesting here, though. ~ 292 d 0 D3 ~ ~ 0 -1 29293 S #29295 Hallway~ This hall leads to the northern part of the second floor, where two bedrooms lead off to the east and west. There is nothing remotely interesting here, since the general decrepency of the house is now no longer 'new' to you. Another window looks out over top a gambling parlor to the north, where you see several low-life types walking and staggering in and out. The starlight filtering in through the window makes this hall a bit more illuminated than the rest of the house. ~ 292 d 0 D1 ~ ~ 0 -1 29296 D2 ~ ~ 0 -1 29291 D3 ~ ~ 0 -1 29297 S #29296 Guest Bedroom~ This is a tiny little room, about 6 feet square and containing only a small bed, a small night-table and a stepladder leaning against the wall in one corner. A lot of disturbed dust on the floor makes you wonder what this room is being used for, since it is obvious no one has used the bed for a _long_ time. ~ 292 d 0 D3 ~ ~ 0 -1 29295 D4 ~ trapdoor~ 1 -1 29298 S #29297 Bedroom~ You would guess that a young woman lives in this room, from the quality and newness of the clothes that are stacked neatly in the open hope-chest, and the different cosmetics lined up on a shelf just below a mirror on the far wall. A small sleeping pallet lies rolled-up on the floor neatly, and you notice that there is hardly any dust anywhere in this room, making it seem somewhat 'fresh' despite the run-down-ness of the rest of the household. ~ 292 d 0 D1 ~ ~ 0 -1 29295 S #29298 Attic~ This is the attic of the house. There are shelves built into the sides of the roof all around with strange objects floating in jars stacked on them. The smell of formaldehyde is very strong here and you begin to feel faint. There's a door built into a partition to the south...maybe you can make it... ~ 292 ad 0 D2 ~ door~ 1 -1 29299 D5 ~ trapdoor~ 1 -1 29296 E jar jars~ Um, the more you look at this jar, the more the thing floating inside begins to look at a piece of human anatomy. *urp* You are beginning to feel _very_ ill. ~ S #29299 Bedroom~ Something smells quite dead here. There is a queen-sized bed taking up most of this small attic room. Some clothes are spread about in disorder and the bed isn't made. A single chair is pulled up to a writing desk, where it looks like someone works frequently. Up here it is very chill, much colder than it is outside. ~ 292 d 0 D0 ~ door~ 1 -1 29298 S $~