1 Room Number Temple_Garland ~ names The Temple of Garland. ~ You find yourself inside a huge, circular room. Great columns of white granite support the vaulted ceiling. An altar carved from a greenish stone stands in the middle of the room all covered with small bouquets of dried flowers. A set of oaken doors leads west to what seems to be the fellowship hall. Large arches lead out of the temple to the north and south. ~ 23 21 10 8 7 -1 -:| bitfield |:- 1024 1 1 1 cur_stats -1 affected_by 31 32 145 -1 inv 1 135 71 0 door# dest# distance -1 door Affected_Bye (end of door) 1 10 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 2 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 2 -1 mobs End of Room 2 Room Number Temple_Hall_1 ~ names The fellowship hall. ~ You find yourself in a large room. The decor is not as nice as the main temple, but the atmosphere is more relaxed. Wooden tables and benches fill the area and a large stone fireplace is built in to the south wall. There are two exits to the north and there is a fine wooden door to the west. To the east you can see main congregation area of the temple. ~ 32 23 21 -1 -:| bitfield |:- 1 Start of KeywordPair benches tables ~ The benches are made of solid oak joined with dovetail cuts and wooden pegs. They have been worn to a shine by the countless bottoms they have supported. The tables are arranged against the wall, ready to be brought into the middle for meetings and feasts. ~ 1 Start of KeywordPair fireplace ~ The large stone fireplace offers warmth, both physical and spiritual to the occupants of the hall. Often, the elders and town leaders will have long talks around the low flickering flames. ~ -1 No more KeywordPairs 1024 1 2 2 cur_stats -1 affected_by -1 inv 1 11 11 0 door# dest# distance -1 door Affected_Bye (end of door) 1 1 1 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 7 0 door# dest# distance -1 door Affected_Bye (end of door) 1 7 12 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 3 -1 mobs End of Room 3 Room Number Plaza_North ~ names The northern plaza. ~ Broad stone walkways and a neatly trimmed lawn make this a nice place to hang out. A road begins to the north and the center of the plaza is directly to the south. If you're feeling pious, you can go up the marble steps to the Temple. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 3 3 cur_stats -1 affected_by -1 inv 1 1 20 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 21 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 19 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 15 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 1 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 14 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 -1 mobs End of Room 4 Room Number Northern_Road_2 ~ names Northern Lily Lane. ~ You find yourself on Lily Lane just west of Kaela's flower shop. The humid air inside it has fogged over the windows in places, but from the potted plants outside you can tell she knows her way with plants. The road leads south towards the center of town, and north towards the gates. ~ 23 21 -1 -:| bitfield |:- 1024 1 4 4 cur_stats -1 affected_by -1 inv 1 1 47 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 5 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 21 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 1498 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 204 204 -1 mobs End of Room 5 Room Number Lily_Lane_North ~ names Northern Lily Lane. ~ Lily Lane continues north towards the gates, and south towards the center of Garland. Looking to the south you can see a large, bright collection of potted plants on your left. ~ 23 21 -1 -:| bitfield |:- 1024 1 5 5 cur_stats -1 affected_by -1 inv 1 3 23 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 4 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 204 -1 mobs End of Room 6 Room Number Newbie_Room ~ names The Newbie Room. ~ Welcome to ScryMUD, adventurer! Before you is a lavishly-decorated room. Chairs are scattered about, some around tables and others placed in seemingly random positions. Great red draperies hang from the walls, framing a window which opens onto a view of the vast, rolling countryside beyond the city of Garland. A chandelier made from exquisite crystal hangs from the ceiling, its numerous candles flickering occasionally and casting a peaceful and tranquil light throughout the room. A large arched doorway leads off to the north. A sign which reads "Education" hangs in the doorway. ~ 35 24 23 21 9 7 6 -1 -:| bitfield |:- 1024 1 6 6 cur_stats -1 affected_by -1 inv 1 127 8 1 door# dest# distance -1 door Affected_Bye (end of door) 1 3 4643 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs -1 End of room proc scripts End of Room 7 Room Number Donation_Room_Garland ~ names The Garland donation room. ~ This is a place for the richer to help those in need. You are welcome to drop any of your excess equipment and get any you may need, but please don't sell items you find here. A large wooden bin rests in a corner of the room for long-term storage of items. ~ 23 21 -1 -:| bitfield |:- 1024 1 7 7 cur_stats -1 affected_by 742 -1 inv 1 4 2 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 8 Room Number Upstairs ~ names The upstairs hall. ~ You find yourself in a hallway with oak floors. There are exits in all of the cardinal directions, as well as a stairway which leads downwards into the main hall of the temple of Garland. To the west lies the newbie area. From that direction you can hear people bumping into walls, and it sounds as if someone just cut himself with his knife! ~ 35 23 21 -1 -:| bitfield |:- 1024 1 8 8 cur_stats -1 affected_by -1 inv 1 10 12 0 door# dest# distance -1 door Affected_Bye (end of door) 1 1 10 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 9 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 13 1 door# dest# distance -1 door Affected_Bye (end of door) 1 2 6 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs -1 End of room proc scripts End of Room 9 Room Number Adventurers_meeting_room ~ names The adventurers' meeting room. ~ This room is a quiet place where folks gather to plan their epic journeys. ~ 23 21 -1 -:| bitfield |:- 1024 1 9 9 cur_stats -1 affected_by -1 inv 1 4 8 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 10 Room Number Library_Garland ~ names The library. ~ This is a quiet room filled with books of all kinds. Several pamphlets are strewn about on the tables. They might just be useful!! ~ 32 23 21 5 -1 -:| bitfield |:- 1 Start of KeywordPair pamplets manuals papers ~ Several small pamphlets lie here in a pile. They are topics of interest to folks trying to understand this new realm. Please use these commands to view the appropriate help file: help help commands help topics help rules help channels help shops help houses Thanks, --Grock ~ -1 No more KeywordPairs 1024 1 10 10 cur_stats -1 affected_by 352 352 352 352 -1 inv 1 2 8 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 11 Room Number Priest_Quarters ~ names The private study of the High Priest. ~ You find yourself in the quarters of the High Priest. The book cases that cover every wall are filled with a huge assortment of books. Light comes from a crystal suspended from the ceiling, well out of your reach. There is a large oak desk in the center of the room. It is quite neat with only a pen and some blank paper on it. ~ 32 23 21 5 -1 -:| bitfield |:- 1 Start of KeywordPair desk ~ The desk is of dark cherry, polished to a sheen. There are some writing implements on the table, but it is arranged in a neat manner. ~ -1 No more KeywordPairs 1024 1 11 11 cur_stats -1 affected_by -1 inv 1 11 -2 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 12 Room Number Stairs_Temple ~ names In the stairwell. ~ This is the stairwell that leads up to the second floor. You can also exit through the door to the south into the fellowship hall. ~ 23 21 -1 -:| bitfield |:- 1024 1 12 12 cur_stats -1 affected_by -1 inv 1 5 2 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 8 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 13 Room Number News_Room ~ names The reading room. ~ This is a quiet place where you can catch up on the news. A large bulletin board is tacked to the wall and covered with articles people have written. ~ 23 21 5 -1 -:| bitfield |:- 1024 1 13 13 cur_stats -1 affected_by 365 -1 inv 1 3 8 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 14 Room Number NW_Plaza ~ names The northwestern plaza. ~ The plaza stretches out to the south and east and you can also go up the broad stairs to the temple. Rose street can be seen to the north west. ~ 23 21 -1 -:| bitfield |:- 1024 1 14 14 cur_stats -1 affected_by -1 inv 1 1 3 0 door# dest# distance -1 door Affected_Bye (end of door) 1 7 24 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 15 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 22 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 -1 mobs End of Room 15 Room Number Western_Plaza ~ names The western Plaza. ~ This is the western part of the Plaza. It has been designed for both beauty and utility. The paths are wide and paved with stone and there are small plots of flowering hedges and neatly trimmed grass around them. Wide steps lead up to the temple and the central plaza is just to the east. Daisy Lane leads off to the east towards some shops. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 15 15 cur_stats -1 affected_by -1 inv 1 1 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 14 0 door# dest# distance -1 door Affected_Bye (end of door) 1 6 3 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 16 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 17 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 25 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 4 4 3 204 -1 mobs End of Room 16 Room Number SW_Plaza ~ names The southwest plaza. ~ The plaza spreads out to the north and east and Violet Drive begins to the south west. You can also go up the steps to the temple. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 16 16 cur_stats -1 affected_by -1 inv 1 1 17 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 15 0 door# dest# distance -1 door Affected_Bye (end of door) 1 6 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 26 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 -1 mobs End of Room 17 Room Number South_Plaza ~ names The southern plaza. ~ You find yourself at the south end of the central plaza in Garland. To the north you see the central plaza and to the south Lily Lane begins. You can also go up the wide stairs to the temple. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 17 17 cur_stats -1 affected_by -1 inv 1 1 18 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 6 19 0 door# dest# distance -1 door Affected_Bye (end of door) 1 7 15 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 27 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 1 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 16 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 -1 mobs End of Room 18 Room Number SE_Plaza ~ names The southeast plaza. ~ This is the south eastern part of the large central plaza of Garland. The plaza continues to the north and west, or you can go up the steps to the temple. To the southeast is Rose Drive. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 18 18 cur_stats -1 affected_by -1 inv 1 3 19 0 door# dest# distance -1 door Affected_Bye (end of door) 1 7 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 28 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 1 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 17 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 204 -1 mobs End of Room 19 Room Number Eastern_Plaza ~ names The eastern plaza. ~ You are in the renowned central plaza of Garland. It spreads out to the east and Daisy Lane begins to the east. You can also go up the marble stairs to the temple. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 19 19 cur_stats -1 affected_by 1 -1 inv 1 1 29 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 20 0 door# dest# distance -1 door Affected_Bye (end of door) 1 7 3 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 18 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 17 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 1 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 22 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 204 -1 mobs End of Room 20 Room Number NE_Plaza ~ names The northeast plaza. ~ The central plaza of Garland stretches out to the south and east or you can go up the stairs to the temple. Violet Drive leads off to the northeast. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 20 20 cur_stats -1 affected_by -1 inv 1 6 30 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 19 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 22 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 1 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 3 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 -1 mobs End of Room 21 Room Number Lily_Lane ~ names Northern Lily Lane. ~ You are on a well paved road leading north out of town and south towards the plaza. The wonderful scent of freshly baked bread comes from the west, and some happy customers are sitting to the east in a small courtyard. ~ 23 21 -1 -:| bitfield |:- 1024 1 21 21 cur_stats -1 affected_by -1 inv 1 1 46 1 door# dest# distance -1 door Affected_Bye (end of door) 1 3 4 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 3 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 31 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 3 -1 mobs End of Room 22 Room Number Central_Plaza ~ names The central plaza of Garland. ~ Due to the fact that this city was carefully designed around the structure of a flower by an ancient architect, you now find yourself in the exact center of Garland. A beautiful temple with broad stairs leading to it from every direction stands here. All the paths lead around it so there is a little confusion, but everyone around here seems to take life pretty slowly so there are few accidents. A plaque with some directions has been fastened to a granite block. ~ 32 23 21 4 -1 -:| bitfield |:- 1 Start of KeywordPair sign map plaque loki ~ One of the local artisans donated this plaque to the people of Garland so that they may better know their city and its places of interest. It gives a short list of establishments found nearby. Academy of physical arts: northwest Mage academy: northeast Cleric academy: northeast Guild for relieving oneself of one's cumbersome posessions: south Bakery: north Weaponsmith: east Armorsmith: east Bank: east Magician: west Tavern: northwest The forest of Tyro: east The Elven forest: north The citadel: west The crossroads: east ~ -1 No more KeywordPairs 1024 1 22 22 cur_stats -1 affected_by 10 -1 inv 1 1 19 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 3 0 door# dest# distance -1 door Affected_Bye (end of door) 1 6 20 0 door# dest# distance -1 door Affected_Bye (end of door) 1 7 14 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 17 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 18 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 16 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 1 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 15 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 204 204 -1 mobs End of Room 23 Room Number Lily_Lane ~ names Just south of the Gates. ~ This is the northern end of Lily Lane. The gates are in just to the north and the road continues to the south towards the center of town. ~ 23 21 -1 -:| bitfield |:- 1024 1 23 23 cur_stats -1 affected_by -1 inv 1 3 44 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 5 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 204 216 -1 mobs End of Room 24 Room Number NW_Rose_Lane ~ names Northwest Rose Lane. ~ You are at the beginning of Rose Lane, which continues to the north west. The plaza lies to the south east. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 24 24 cur_stats -1 affected_by -1 inv 1 7 33 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 14 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 204 204 -1 mobs End of Room 25 Room Number W_Daisy_Lane ~ names Western Daisy Lane. ~ This is the beginning of the broad street known as Daisy Lane. It is lined with all sorts of shops and filled with people going this way and that. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 25 25 cur_stats -1 affected_by -1 inv 1 1 15 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 57 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 58 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 36 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 3 204 204 -1 mobs End of Room 26 Room Number SW_Violet_Drive ~ names Southwest Violet Drive. ~ This road leads to the southwest towards some shops and northeast towards the central plaza. Someone has placed a container of potted violets on their open window, just makes you feel good about life! ~ 23 21 4 -1 -:| bitfield |:- 1024 1 26 26 cur_stats -1 affected_by -1 inv 1 6 16 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 72 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 -1 mobs End of Room 27 Room Number S_Lily_Lane ~ names Southern Lily Lane. ~ This cheerful lane continues to the south and north. A few shops can be seen but it is not as comercialized as Daisy Drive. ~ 23 21 -1 -:| bitfield |:- 1024 1 27 27 cur_stats -1 affected_by -1 inv 1 1 1473 1 door# dest# distance -1 door Affected_Bye (end of door) 1 3 17 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 70 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 204 204 -1 mobs End of Room 28 Room Number SW_Rose_Lane ~ names Southeastern Rose Lane. ~ This is a small street which is not heavily traveled. The central plaza can be seen to the northwest. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 28 28 cur_stats -1 affected_by -1 inv 1 7 18 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 75 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 29 Room Number E_Daisy_Drive ~ names Eastern Daisy Drive. ~ This is one of the main roads of Garland. The braver of the travelers often use this route to travel to Jakarta and beyond. This is the shortest way, but the appearance of dragons and cut-throats of all kinds has recently made many people go back to the longer northern route that runs by the elven woods. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 29 29 cur_stats -1 affected_by -1 inv 1 1 43 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 1497 1 door# dest# distance -1 door Affected_Bye (end of door) 1 4 54 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 19 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 10 -1 mobs End of Room 30 Room Number NW_Violet_Drive ~ names Northeast Violet Drive. ~ This lane runs in a diagonal direction to the northeast towards a few of the guilds, and joins the northeast portion of the central plaza. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 30 30 cur_stats -1 affected_by -1 inv 1 6 53 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 20 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 31 Room Number bakery ~ names The bakery ~ You find yourself in the most popular bakery in Garland. The air is filled with the smell of cinamon, cloves, apples, and the indescribably good smell of freshly baked bread. Dorian, the baker, moves briskly about from the huge stone oven to the counter and back again as duty calls. There is a basket of samples on the counter, but the local children do a good job of keeping it empty! ~ 27 23 21 10 9 -1 -:| bitfield |:- 1024 1 31 31 cur_stats -1 affected_by -1 inv 1 1 21 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 11 -1 mobs End of Room 32 Room Number garland_bank ~ names The Bank of Garland ~ This is the main commercial center of Garland and the surrounding area. Two, very big, guards, one appearing to be of Ogrue descent stand watch for the thieves that have lately started plagueing this once peaceful city. The cashiers at their desks are as friendly as ever, and one young clerk blushes and looks away as you notice them staring at you. Hmmm, maybe you should visit here more often! ~ 27 25 23 21 10 9 -1 -:| bitfield |:- 1024 1 32 32 cur_stats -1 affected_by -1 inv 1 4 43 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 233 264 265 -1 mobs End of Room 33 Room Number NW_Rose_Lane ~ names Northwest Rose Lane. ~ You are at the beginning of Rose Lane, which continues to the north west. The plaza lies to the south east. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 33 33 cur_stats -1 affected_by -1 inv 1 7 34 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 24 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 34 Room Number NW_Rose_Lane ~ names Northwest Rose Lane. ~ You are at the edge of town right outside the Grapes of Wrath tavern. The cheerful noise draws you toward the entrance to the north east, but you know you should probably continue back south east, towards the center of Garland. Perhaps just one drink wouldn't hurt... ~ 23 21 4 -1 -:| bitfield |:- 1024 1 34 34 cur_stats -1 affected_by -1 inv 1 6 35 0 door# dest# distance -1 door Affected_Bye (end of door) 1 7 86 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 33 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 35 Room Number tavern ~ names The Grapes of Wrath Tavern ~ This fine establishment serves great beer and every now and then Camlor, the sturdy owner, cooks up a decent meal. Unfortunately, it seems you have come on one of those days in which the food isn't so good! ~ 23 21 0 -1 -:| bitfield |:- 1024 1 35 35 cur_stats -1 affected_by -1 inv 1 8 34 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 1 -1 mobs End of Room 36 Room Number W_Daisy_Lane ~ names Western Daisy Lane. ~ You find yourself just west of the center of town on Daisy Lane. The road continues to the west towards a massive gate which you can see even from this distance. To the north is a strange-looking building. The huge pillars made of concrete are scarred horribly with large chunks of them missing in places. In a few places rusted metal can be seen exposed where the concrete has been chipped away. You can only marvel at the ancients, who could afford the steel, and then build the structure in front of you. A small stairwell leads down into a hole in the ground, and there is a sign mounted on a pole near it. ~ 32 23 21 4 -1 -:| bitfield |:- 1 Start of KeywordPair sign shop quad quadcaster ~ Quad's store. Dragon items are just the beginning! The sign is made of dragon hides and scales placed together in a distinct pattern. The writing is made from little pieces of ni'ite held in by nails at the top and bottom of each piece. ~ -1 No more KeywordPairs 1024 1 36 36 cur_stats -1 affected_by -1 inv 1 10 1502 1 door# dest# distance -1 door Affected_Bye (end of door) 1 1 25 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 37 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 96 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 76 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 3 -1 mobs End of Room 37 Room Number ruins_garland ~ names Entrance to the Tubes ~ This building has obviously been here a long time. The walls are over four feet thick, poured concrete. It has undergone some tremendous stress, as one of the supporting pillars has a chunk taken out bigger than your head, revealing the rusting iron underneath. The roof was a later addition of more contemporary materials. A strange set of iron steps leads down into a cavernous room. ~ 25 23 21 0 -1 -:| bitfield |:- 1024 1 37 37 cur_stats -1 affected_by -1 inv 1 10 38 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 36 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 38 Room Number garland_tube_stop ~ names Garland station ~ This room, much like the room above it, is constructed mostly of concrete, much more than even the largest guild could provide in these times. Some of the supports have scars which could be caused by things you can only imagine. There is a strange silvery wall with automatic doors to the east. One local entrepreneur has obtained the rights to make you pay to get on the tube-trains that arrive periodically. There is a map on the wall that tries to show you the destinations available, and a small sign posted by the ticket machine. ~ 32 23 21 0 -1 -:| bitfield |:- 1 Start of KeywordPair map ~ A faded map drawn on an ancient steel plate is bolted to the concrete wall. There is a large red arrow pointing to a smudge near the center of the map, which you assume must be Garland. If there were routes along every line on the map, you could go almost anywhere, but from the looks of the place, that must not be the case. Someone has scrawled along the bottom: "This train sucks, it doesn't go anywhere!!" ~ 1 Start of KeywordPair sign ~ A small sign points you to a ticket machine that has since been demolished. It looks like someone has cleaned out a place to install a new one though... ~ -1 No more KeywordPairs 1024 1 38 38 cur_stats -1 affected_by -1 inv 1 4 40 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 37 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 16777255 Vehicle number train ~ names The Silver Train ~ This is a marvel of a previous era. The ancients, for all their flaws and violence, and perhaps because of it, were excellent engineers. The tube train networks are a prime example of this fact. When the ancients destroyed themselves with their own fire, the tube trains were some of the few artifacts that remained intact. Many tubes have collapsed, but the trains seem smart enough to route around these obstacles when they can. The tech has outlasted their extinct creators, a sad but powerful testament to the power of man. ~ 23 21 0 -1 -:| bitfield |:- 1024 1 39 0 cur_stats -1 affected_by -1 inv 1 12 -40 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 7 2 0 -1 -:| bitfield |:- 1 Beginning of PathCell At Garland Central. ~ 1 1 south is_dest, i_th, dir, End of PathCell.. 1 Beginning of PathCell Within the dark tube. ~ 0 1 south is_dest, i_th, dir, End of PathCell.. 1 Beginning of PathCell Within the dark tunnel. ~ 0 1 south is_dest, i_th, dir, End of PathCell.. 1 Beginning of PathCell At the southern station. ~ 1 1 north is_dest, i_th, dir, End of PathCell.. 1 Beginning of PathCell Gliding through the dark tunnel. ~ 0 1 north is_dest, i_th, dir, End of PathCell.. 1 Beginning of PathCell Gliding through the dark tunnel. ~ 0 1 north is_dest, i_th, dir, End of PathCell.. -1 End of PathCells.. 8 40 300 300 8 End of Vehicle 40 Room Number tube_tunnel ~ names The tube ~ You are moving quietly and smoothly down the tube towards your destination. You are near Garland Station. ~ 23 21 14 13 10 -1 -:| bitfield |:- 1025 1 40 40 cur_stats -1 affected_by -1 inv 1 3 38 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 41 0 door# dest# distance -1 door Affected_Bye (end of door) 1 12 39 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 41 Room Number tube_tunnel ~ names The tube ~ The tube is almost totally dark. It's smooth to the touch and is covered with very fine dust. ~ 23 21 14 13 10 -1 -:| bitfield |:- 1025 1 41 41 cur_stats -1 affected_by -1 inv 1 3 40 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 42 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 42 Room Number tube_tunnel ~ names The tube ~ You find yourself at the southern Station in Garland. ~ 23 21 14 13 10 -1 -:| bitfield |:- 1025 1 42 42 cur_stats -1 affected_by -1 inv 1 3 41 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 43 Room Number east_daisy_lane ~ names Eastern Daisy Lane ~ The lane continues to the east toward Garland's eastern gates, and west toward the central plaza. The Bank of Garland is to the north and Gimbal, the local lawyer, has his office to the south. ~ 23 21 4 0 -1 -:| bitfield |:- 1024 1 43 43 cur_stats -1 affected_by -1 inv 1 1 50 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 32 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 48 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 29 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 204 204 -1 mobs End of Room 44 Room Number north_gate ~ names The northern gates of Garland ~ These gates are quite low, and in fact they are often left open for convenience. There are a few guards around, but they mostly just gossip with the townspeople who come and go. The road continues to the north towards Glenwood Forrest. The road is quite wide and well kept because it is the main trade route to the northeast. ~ 23 21 0 -1 -:| bitfield |:- 1024 1 44 44 cur_stats -1 affected_by -1 inv 1 114 45 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 23 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 204 204 204 -1 mobs End of Room 45 Room Number traderoad ~ names Outside the northern gates ~ You are just outside the thriving city of Garland. The northern gates are to your south and the road continues to the north towards Glenwood. ~ 33 23 21 0 -1 -:| bitfield |:- 1024 1 45 45 cur_stats -1 affected_by -1 inv 1 114 -44 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 352 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 46 Room Number pick_nick_area ~ names Dorian's picknick tables. ~ There are several picknick tables aranged on a brick patio here. To the south there is a small hedge wall seperating the square from the dining area. The back of a building blocks the east and Kaela's Flowers is to the north. The patio is made of red bricks placed closely together and grouted with a fine with sand. Dorian is sure to pull any weed that dare intrude and keeps the tables and benches in good repair. This is a popular place for the young people to spend their evenings when the weather is pleasant. ~ 25 23 21 4 -1 -:| bitfield |:- 1024 1 46 46 cur_stats -1 affected_by -1 inv 1 27 47 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 21 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 164 164 164 -1 mobs End of Room 47 Room Number flower_shop ~ names Kaela's Flower Shop ~ Kaela, despite her childhood has created a small piece of heaven here. Beautiful boquets in baskets bequeath an air of eternal life, even in the darkest days of winter. The building is both a shop and a greenhouse. The moist air is filled with the fragrance of exotic flowers from the elven woods to the north, and the indestructable cacti of the southern deserts. A pair of colorful birds, a gift from an Anitre nobleman, flit around making an astonishing amount of noise. Kaela smiles in greeting and offers her help in finding the perfect flower for the occasion. ~ 25 23 21 4 -1 -:| bitfield |:- 1024 1 47 47 cur_stats -1 affected_by -1 inv 1 27 -46 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 4 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 58 -1 mobs End of Room 48 Room Number gimbal_shop ~ names Gimbal's Justice ~ This is the dimly lit office of Gimbal. The place is not exactly clean, and while you might expect a few leather bound books of law, or at least some handsomely printed scrolls, there is nothing scholarly about this place. There is a nice set of leg irons in the corner, and a broad sword worthy of a large man! That man would have to be Gimbal, who has just walked out of his back office. ~ 27 25 23 21 -1 -:| bitfield |:- 1024 1 48 48 cur_stats -1 affected_by -1 inv 1 29 49 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 43 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 401 204 -1 mobs End of Room 49 Room Number gimbals_office ~ names Gimbal ~ This room is cluttered beyond belief. Three of the corners are piled high with junk, and a fourth holds a low mattress, which may have once been clean. It becomes clear that Gimbal actually lives in this hole, and you no longer wonder why he keeps the door closed! ~ 27 25 23 21 -1 -:| bitfield |:- 1024 2 49 49 cur_stats -1 affected_by -1 inv 1 29 -48 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 50 Room Number east_daisy ~ names Eastern Daisy Lane ~ The street leads east towards the gates, and west towards the town proper. The sounds of steel on steel resound from the north, which proves to be a blacksmith's store. The armory is to the south. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 50 50 cur_stats -1 affected_by -1 inv 1 1 51 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 55 1 door# dest# distance -1 door Affected_Bye (end of door) 1 4 56 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 43 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 -1 mobs End of Room 51 Room Number east_gates ~ names Eastern Gates of Garland ~ These are the eastern gates of Garland. A great expanse of rolling plains and small forests stretches out to the east as far as you can see. A decent sized road winds along the outside of the city walls to the south, leading out across the plains. ~ 23 21 4 0 -1 -:| bitfield |:- 1024 1 51 51 cur_stats -1 affected_by -1 inv 1 31 52 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 1512 1 door# dest# distance -1 door Affected_Bye (end of door) 1 2 50 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 52 Room Number outside_gates ~ names Before the Eastern Gates ~ The beautiful city of Garland lies to the west, and a road continues east across a small field. To the south another road snakes around the outside of the crumbling city walls. ~ 23 21 4 0 -1 -:| bitfield |:- 1024 1 52 52 cur_stats -1 affected_by -1 inv 1 1 4197 1 door# dest# distance -1 door Affected_Bye (end of door) 1 31 -51 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 2085 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 53 Room Number NW_Violet_Drive ~ names Northeast Violet Drive. ~ This lane runs in a diagonal direction to the northeast towards a few of the guilds, and southwest back towards the center of town. Farther to the north east, a bunch of young adults are standing around talking and laughing. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 53 53 cur_stats -1 affected_by -1 inv 1 6 59 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 30 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 204 -1 mobs End of Room 54 Room Number garlandstore ~ names General Store ~ Here is a quaint store run by one of Garlands friendliest folk. The shop is loaded, shelf to shelf, of useful items that many take with them on their journey to unknown lands. Many people rush in to find the best prices as you gaze around. The shop keeper is always willing to buy from you, if you have something of interest. The exit is to the north. ~ 23 21 -1 -:| bitfield |:- 1024 1 54 54 cur_stats -1 affected_by -1 inv 1 3 29 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 278 -1 mobs End of Room 55 Room Number garlandweaponsmith ~ names Weaponsmith ~ With a 'clink' and a 'clank' you see a weaponsmith over in a corner shaping a sword with his hammer. With a rolling, joyful laugh, he greets you and persuades you to have a look around. There are weapons of all sorts here, from swords to whips, from hammers to axes. They are all very beautiful, for the weaponsmith takes great care in his work. ~ 23 21 -1 -:| bitfield |:- 1024 1 55 55 cur_stats -1 affected_by -1 inv 1 4 50 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 205 -1 mobs End of Room 56 Room Number garlandarmory ~ names Armory ~ In this dark and mysterious shop, armor of all types can be found. Some pieces are of finely linked steel rings, others of massive plates of steel. More exotic pieces lie behind the counter, where sits a gaunt man in a wide brimmed leather hat. ~ 23 21 -1 -:| bitfield |:- 1024 1 56 56 cur_stats -1 affected_by -1 inv 1 3 50 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 446 -1 mobs End of Room 57 Room Number garlandmagic ~ names Magic Shop ~ A kind and gentle sorcerer greets you at the door. He is not ugly or wrinkled, but very handsome and intelligent for good magic is his way. On the side counter are scrolls of incantations used for a variety of spells. Magic potions bubble in flasks as a homely aroma fills the room. This small store enchants you and you feel compelled to stay a bit longer. ~ 32 23 21 10 9 7 6 -1 -:| bitfield |:- 1 Start of KeywordPair list note ~ ~ -1 No more KeywordPairs 1024 1 57 57 cur_stats -1 affected_by -1 inv 1 4 25 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 447 -1 mobs End of Room 58 Room Number garlandjewelers ~ names Rocks and Gold ~ Jewels and diamonds lighten the store with a glorious light. Rubies, emeralds, sapphires and stones fill the room in baskets and shelves. A small, homely lady sings a little ditty to herself as she polishes her necklaces of gold. Beautiful and enchanting rings twinkle in your eye as golden and silver bracelets compell you to stay and look. ~ 23 21 -1 -:| bitfield |:- 1024 1 58 58 cur_stats -1 affected_by -1 inv 1 3 25 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 59 Room Number NW_Violet_Drive ~ names Northeast Violet Drive. ~ You are on Violet Drive in the northeastern quadrant of Garland. The mages' guild is to the north and the clerics have set up an academy to the southeast. The two schools of thought share an interest in magical powers, and a powerful rivalry. Often the elders of both schools sit outside their academies and discuss the shortcomings of their neighbors with zest! ~ 23 21 4 -1 -:| bitfield |:- 1024 1 59 59 cur_stats -1 affected_by -1 inv 1 3 60 0 door# dest# distance -1 door Affected_Bye (end of door) 1 6 90 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 61 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 53 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 60 Room Number NW_Violet_Drive ~ names Before the Mage Academy. ~ This is the enterance to the Mage academy. Magic has lately become a respected art and there are many young people hanging around. In fact, the mage students' parties have actually started rivaling the parties held over in the trade school in the northwestern quarter, no doubt helped by the fact that the cleric academy to the south has recently been very successful in recruiting some of the brighter young ladies. The two schools have some idealogical differences, but the students seem to be able to put those aside, and it must be said that the mages do put on a pretty good show at times! ~ 33 23 21 4 -1 -:| bitfield |:- 1024 1 60 60 cur_stats -1 affected_by 143 -1 inv 1 3 62 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 59 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 16 -1 mobs End of Room 61 Room Number NW_Violet_Drive ~ names Before the Cleric academy. ~ This has a peaceful atmosphere. The walkway leading to the low stone buildings are lined with shrubbery and an occasional bench on which the more serious students often have quite animated discussions. There are three buildings in sight, one to the east, southeast, and south. A small fountain contains a teeming variety of life, including some brightly colored fish from foreign waters. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 61 61 cur_stats -1 affected_by -1 inv 1 1 89 0 door# dest# distance -1 door Affected_Bye (end of door) 1 7 59 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 62 Room Number NW_Violet_Drive ~ names In the main hall. ~ This is a large room with a high, arched ceiling. The general impression is that it is quite dark. The walls and beams are all made of a dark, polished wood and the floor is mostly of large stone slabs set in mortar. There is a large fireplace that is putting out much more light and heat than you would expect from some mundane fire, but then you realize where you are at! A large staircase leads up to a second floor on the west side of the room and a door to the east leads out into the courtyard. ~ 23 21 -1 -:| bitfield |:- 1024 1 62 62 cur_stats -1 affected_by -1 inv 1 1 64 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 60 0 door# dest# distance -1 door Affected_Bye (end of door) 1 9 63 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 81 79 -1 mobs End of Room 63 Room Number NW_Violet_Drive ~ names The upstairs hallway. ~ This narrow hall leads a short distance to the north and the large staircase leads back down to the main fellowship hall. ~ 23 21 -1 -:| bitfield |:- 1024 1 63 63 cur_stats -1 affected_by -1 inv 1 10 62 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 65 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 64 Room Number NW_Violet_Drive ~ names In the courtyard. ~ This is where the largest parties are held. The courtyard has some large, stone paved walkways and some benches around the edge. It is entirely walled in so the light and sound is somewhat muffled, although the neighbors still complain, and once an elder mage was so upset the cast a spell of silence over the area that lasted 2 weeks. A large stone slab stands in the middle of the yard, and on this the more advanced students put on shows and exhibitions. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 64 64 cur_stats -1 affected_by -1 inv 1 3 68 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 62 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 78 -1 mobs End of Room 65 Room Number NW_Violet_Drive ~ names End of the hall. ~ The hallway leads back towards the south from whence you came and a door leads to a room to the east. ~ 23 21 -1 -:| bitfield |:- 1024 1 65 65 cur_stats -1 affected_by -1 inv 1 1 66 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 63 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 66 Room Number NW_Violet_Drive ~ names A larger classroom. ~ This is one of the large classrooms on the premises and thankfully, for the students at least, it has several windows on the eastern side. The northern wall is taken up by the stone chimney of the fireplace in the hall below and keeps this room warm on even the coldest days. ~ 23 21 -1 -:| bitfield |:- 1024 1 66 66 cur_stats -1 affected_by -1 inv 1 2 65 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 67 Room Number NW_Violet_Drive ~ names In a classroom. ~ This is a fairly small classroom, and the space isn't helped by the fact that the western side of the ceiling slants down almost to the floor due to the roof. Much to your dismay, there are no windows here, but there is some kind of glowing bulb attached, or suspended just below, the sloping ceiling that gives off quite a bit of light. ~ 23 21 -1 -:| bitfield |:- 1024 1 67 67 cur_stats -1 affected_by -1 inv 1 1 65 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 68 Room Number NW_Violet_Drive ~ names In the courtyard. ~ This is the northern part of the courtyard. This area is mostly grassed and a few bushes or shrubs, depending on your view, grow here and there. A large, very sturdy looking building lies directly to the north. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 68 68 cur_stats -1 affected_by -1 inv 1 3 69 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 64 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 73 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 69 Room Number NW_Violet_Drive ~ names In the practice barn. ~ This is the place the mages actually practice their spells. The walls are made of whole logs, carried from Glenwood forest to the north, and some of the more advanced mages have made them as immune to magic as possible. It looks as if they did their job well, for though there are large burn marks and bits of melted glass on the floor, the walls stand with hardly a scratch. The one exception are the letters K-O-R-G etched deeply into the wood. Korg has since left the academy, but he has made his mark in other lands as well.. ~ 23 21 -1 -:| bitfield |:- 1024 1 69 69 cur_stats -1 affected_by -1 inv 1 4 68 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 70 Room Number S_Lily_Lane ~ names Southern Lily Lane. ~ This cheerful lane continues to the south and north. Just to the south the road gets a little narrower, and to make things worse, there is a broken down cart against the righthand wall. ~ 23 21 -1 -:| bitfield |:- 1024 1 70 70 cur_stats -1 affected_by -1 inv 1 3 27 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 79 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 80 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 305 -1 mobs End of Room 71 Room Number Temple_Garland ~ names In a marble altar. ~ The altar contains many gifts that people offer as tokens to the powers of good. Fortunately, temple attendants regularly clean the altar out, because food is a typical offering! Flowers also can be seen from time to time. ~ 34 33 27 26 25 24 23 21 14 12 11 10 8 7 -1 -:| bitfield |:- 1025 1 71 1 cur_stats -1 affected_by -1 inv 1 135 -1 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 72 Room Number SW_Violet_Drive ~ names Southwest Violet Drive. ~ This road leads to the southwest towards some shops and northeast towards the central plaza. Someone has placed a container of potted violets on their open window, just makes you feel good about life! ~ 23 21 4 -1 -:| bitfield |:- 1024 1 72 72 cur_stats -1 affected_by -1 inv 1 3 1500 1 door# dest# distance -1 door Affected_Bye (end of door) 1 6 26 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 204 204 -1 mobs End of Room 73 Room Number mage_academy ~ names Grand Mage's Quarters ~ These are the quarters of the Grand Mage, the master of the academy. In the two hundred years since its founding, this room has housed some of the brightest minds in this part of the realm. The walls are panelled with dark wood, but the large exposed beams support some unnatural lights that keep the place brightly lit. Large bookcases fill the wall to your left and a large desk is positioned so that Shawna can look out at the yard. A stout door lies to the north. ~ 27 23 21 0 -1 -:| bitfield |:- 1024 1 73 73 cur_stats -1 affected_by -1 inv 1 47 74 0 door# dest# distance -1 door Affected_Bye (end of door) 1 1 68 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 76 -1 mobs End of Room 74 Room Number bedroom ~ names Bedroom of the Master's Quarters ~ These are the private quarters of the Grand Mage Shawna. She often retreats to here for some peace and quiet. A smaller, and much more cluttered desk can be seen across the room to the north by a small window. A scroll of parchment lies on the desk, beside a framed sketch of a striking young man. ~ 27 23 21 -1 -:| bitfield |:- 1024 1 74 74 cur_stats -1 affected_by -1 inv 1 47 -73 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 75 Room Number SW_Rose_Lane ~ names Southeastern Rose Lane. ~ This roads leads southeast towards some shops and its end and northwest towards the central plaza. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 75 28 cur_stats -1 affected_by -1 inv 1 7 28 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 97 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 76 Room Number W_Daisy_Lane ~ names Inside the Western Gates. ~ You are just inside the magnificant Western Gates of Garland. To the north is an impressive mound of broken concrete and tortured steel. The years have blunted the edges, and much of the exposed steel has been extracted over the aeons, but the heap of strange materials, many of them impossible to cut or break, continues to arouse speculation and yearnings for knowledge of the past. Western Daisy lane continues to the east past another ancient structure, this one still mostly intact. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 76 76 cur_stats -1 affected_by -1 inv 1 1 36 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 77 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 160 3 204 -1 mobs End of Room 77 Room Number W_Daisy_Lane ~ names At the Western Gates. ~ These gates are one of the prides of Garland. They were constructed several years ago as a symbol of the city's prosperity. The local colleges helped with the excavation and erection of the huge pillars of ancient steel and concrete. The pillars' original purpose remains unknown but it could not have been nobler than serving as fifty foot sentinals to a town priding itself on scholarship and noble deeds. To the east you catch a glimpse of the huge collection of rubble from which the pillars were extracted. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 77 77 cur_stats -1 affected_by -1 inv 1 1 76 0 door# dest# distance -1 door Affected_Bye (end of door) 1 113 78 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 -1 mobs End of Room 78 Room Number W_Daisy_Lane ~ names West of the Gate. ~ The magnificant gates to the east signify the offical start of Garland, the City of Light. Small farm houses dot the surrounding country side giving it a peaceful, if somewhat desolate look. The road continues to the south west across the plains. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 78 78 cur_stats -1 affected_by -1 inv 1 113 -77 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 2096 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 3 -1 mobs End of Room 79 Room Number S_Lily_Lane ~ names Southern Lily Lane. ~ Lily Lane continues to the north towards the center of town, and south towards the gates. The road is pretty narrow here, and the buildings are mostly old and in disrepair. ~ 23 21 -1 -:| bitfield |:- 1024 1 79 70 cur_stats -1 affected_by -1 inv 1 14 1463 1 door# dest# distance -1 door Affected_Bye (end of door) 1 3 70 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 92 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 204 204 -1 mobs End of Room 80 Room Number alley ~ names In the narrow alley. ~ The alley is narrow and filled with debris, which almost seems to be placed to slow you down on purpose! There are numerous places for would be attackers to hide, and the uneven cobblestones would make battle treacherous. To the east the alley opens into a larger road, and to the west it continues into darkness. ~ 25 23 21 -1 -:| bitfield |:- 1024 1 80 0 cur_stats -1 affected_by -1 inv 1 1 70 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 81 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 81 Room Number alley ~ names In the narrow alley. ~ The narrow alley turns to the southwest and continues to the east in shadows. A smashed cart lies against the north wall of stone, leaving you to squeeze through the narrow path to the southwest. You feel eyes watching you, and you can't tell if the whispering sounds from above are of man, beast or wind! ~ 25 23 21 -1 -:| bitfield |:- 1024 1 81 0 cur_stats -1 affected_by 12 -1 inv 1 1 80 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 82 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 82 Room Number alley ~ names In the narrow alley. ~ You are at the east edge of a large stone courtyard. Small groups of people congregate near the door of the large, dark building to the north. The courtyard is about 50 paces across, and relatively clean, although the large stone benches seem conveniently placed to make getting to the entrance of the building a slow affair. ~ 33 25 23 21 -1 -:| bitfield |:- 1024 1 82 0 cur_stats -1 affected_by -1 inv 1 6 81 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 83 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 83 Room Number alley ~ names In the courtyard. ~ You are in the store courtyard that seems to be the hub of many small paths and alleys. You can be sure that there are more than you see at first glance! To the north is a large tavern, and its large fireplace casts dancing shadows through the door and onto the surrounding buildings. ~ 25 23 21 -1 -:| bitfield |:- 1024 1 83 0 cur_stats -1 affected_by -1 inv 1 1 82 0 door# dest# distance -1 door Affected_Bye (end of door) 1 3 84 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 197 -1 mobs End of Room 84 Room Number tavern ~ names Maedon's Tavern ~ The tavern is quite large, with huge exposed oak beams to support the roof and thik stone walls all around. There is a large fireplace on the western side of the room, with a large iron spit for roasting large chunks of meat. Several clusters of oil-burning lamps are located on the walls to give off light for the many customers. Waiters and waitresses keep the flagons full, and laughter can be heard often. Along the northern wall is a large bar crowded with stools and patrons, and a stout railing protects a flight of stairs descending into the darkness. ~ 25 23 21 -1 -:| bitfield |:- 1024 1 84 0 cur_stats -1 affected_by -1 inv 1 10 85 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 83 1 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 516 196 195 -1 mobs End of Room 85 Room Number tavern ~ names A darkly lit room. ~ This is both the living quarters and meeting room of Maedon. The actual size of the room is hard to judge because of the shadows and thick hanging curtains that hide the walls. A large table dominates the center of the room and stout chairs are arranged around the perimeter. Stout stairs lead up to the tavern above. ~ 25 23 21 -1 -:| bitfield |:- 1024 1 85 0 cur_stats -1 affected_by -1 inv 1 9 84 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 186 -1 mobs End of Room 86 Room Number NW_Rose_Lane ~ names Northwest Rose Lane. ~ To the northeast are the practice yards of the local constabulary. Rose lane continues to run northwest to southeast, back towards the center of town. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 86 34 cur_stats -1 affected_by -1 inv 1 6 87 0 door# dest# distance -1 door Affected_Bye (end of door) 1 5 34 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 87 Room Number NW_Rose_Lane ~ names In the large practice yard. ~ This is the headquarters of the local constabulary. Many of the young men and women of the area come here for basic self defense training, and a few go on to become masters of their trade. A low building lies to the west, where final examinations are given. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 87 34 cur_stats -1 affected_by -1 inv 1 8 86 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 88 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 88 Room Number NW_Violet_Drive ~ names A large practice hall. ~ This is where more serious students come to test their skills and learn new ones. The room is plain and sparsely decorated. The ceiling is higher than it looked from outside because the floor is recessed into the ground. It is covered with sawdust, and shows signs of strenous combat. The wide door leads back to the yard to the east. ~ 23 21 -1 -:| bitfield |:- 1024 1 88 66 cur_stats -1 affected_by -1 inv 1 1 87 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 199 -1 mobs End of Room 89 Room Number NW_Violet_Drive ~ names In the chapel. ~ This is the chapel in which the students can come and discuss many of the great secrets and teachings with the elders of the order. The room is light and airy, and there is almost always someone around to teach those who are in need. ~ 23 21 -1 -:| bitfield |:- 1024 1 89 66 cur_stats -1 affected_by -1 inv 1 2 61 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 201 -1 mobs End of Room 90 Room Number NW_Violet_Drive ~ names Northeast Violet Drive. ~ You are on Violet drive in the north eastern quadrant of Garland. A tinker's shop can be seen to the east, where the lore master tries to learn of the ancient peoples. The road continues back to the southwest towards the center of town. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 90 59 cur_stats -1 affected_by -1 inv 1 1 91 0 door# dest# distance -1 door Affected_Bye (end of door) 1 8 59 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 204 -1 mobs End of Room 91 Room Number tavern ~ names The Tinkerer ~ This shop, or study as the owner refers to it, is packed with strange contraptions and broken artifacts from all over the known (and unknown) world. The Lore Master has gathered all of these in an effort to understand those who came before. It will be a slow task, but he takes pains to teach those who are interested, so that his knowledge will not die with him. ~ 25 23 21 -1 -:| bitfield |:- 1024 1 91 0 cur_stats -1 affected_by -1 inv 1 2 90 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 92 Room Number S_Lily_Lane ~ names North of the Gates. ~ Lily lane narrows here and the shops become more sparse. To the south a semblance of a gate can be seen, but it is beyond repair. A small path leads to the northeast where there is a meeting hall of some kind, and Lily lane continues north towards the center of town. ~ 23 21 -1 -:| bitfield |:- 1024 1 92 70 cur_stats -1 affected_by -1 inv 1 3 79 0 door# dest# distance -1 door Affected_Bye (end of door) 1 4 93 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 93 Room Number S_Lily_Lane ~ names At the Southern Gates. ~ The dusty road from the south becomes slightly paved as it turns north through some broken gates into the city of Garland. To the south the rolling hills covered with grass and trees continue out of sight. ~ 23 21 -1 -:| bitfield |:- 1024 1 93 70 cur_stats -1 affected_by -1 inv 1 3 92 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 94 Room Number S_Lily_Lane ~ names Front room of the Garland Pet Shop ~ You stand in the front room of Garland's pet shop. The barks, chirps, and meows of the animals can be heard, though muffled, through the door which leads to the back room of the shop. A man stands behind the counter, his back to the window which displays the animals in the back room. A sign is hanging on the wall. ~ 32 23 21 -1 -:| bitfield |:- 1 Start of KeywordPair sign ~ Welcome to the Garland Pet Shop. If you'd like to buy a pet, please purchase one of the tokens here and take it into the back room. Give the token to my assistant and he'll give you your pet. Thank you. ~ -1 No more KeywordPairs 1024 1 94 27 cur_stats -1 affected_by -1 inv 1 1 27 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 95 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 408 -1 mobs End of Room 95 Room Number S_Lily_Lane ~ names Back room of the Garland Pet Shop ~ You stand in the back room of the pet shop. The noise is deafening, and you wonder how anyone can stand it in here. ~ 23 21 -1 -:| bitfield |:- 1024 1 95 27 cur_stats -1 affected_by -1 inv 1 1 94 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 409 -1 mobs End of Room 96 Room Number W_Daisy_Lane ~ names The Garland development office ~ You stand within the Garland development office. It is a small building, though the rear part of the building is not visible or accessible to visitors. A bulletin board is nailed to the wall, and there are letters and notices of various sorts on it. ~ 23 21 -1 -:| bitfield |:- 1024 1 96 36 cur_stats -1 affected_by 629 -1 inv 1 3 36 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 97 Room Number SW_Rose_Lane ~ names Southeastern Rose Lane. ~ This is the southeastern end of Rose Lane. A shop lies to the west, and the scent of meat drifts in from that direction. A sign hangs from a post, swaying in the breeze; it reads simply: Butcher. The central plaza lies along the road to the northwest. ~ 23 21 4 -1 -:| bitfield |:- 1024 1 97 28 cur_stats -1 affected_by -1 inv 1 7 75 0 door# dest# distance -1 door Affected_Bye (end of door) 1 2 98 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors -1 mobs End of Room 98 Room Number SW_Rose_Lane ~ names In the butcher's shop. ~ This shop is completely filled with meat! It hangs from the walls, ceiling, and lies on the floor. In the back of the shop stands a large husky man, happily hacking away at the carcass of a deer with a large knife. A sign hangs from the ceiling on an unused meat hook. ~ 32 23 21 -1 -:| bitfield |:- 1 Start of KeywordPair sign ~ The sign reads thusly: Welcome to Frank's! I only sell the highest quality in meats, and what you buy will be spectacular on the dinner table! Look around! I won't buy meats from foreign sources; however, if you bring in something you'd like fixed up for you, just give it to me and I'll give a shot at turning it into something more edible for you! ~ -1 No more KeywordPairs 1024 1 98 28 cur_stats -1 affected_by -1 inv 1 1 97 0 door# dest# distance -1 door Affected_Bye (end of door) -1 End of Doors 526 -1 mobs End of Room -1 END OF FILE MARKER