#400 The Plains of Malathar~ The path from the road crosses a small bridge over the Solace River and opens out onto a wide vista on the eastern valley floor, The legendary plains of Malathar stretch out here, the Elven Duchy ruled by the good Duke Stalatharata, under the guidance and watchful presence of his God and Mentor. Tall spires rise in the distance, emerging from the magnificent Elven city of Malathar, to which the path you are upon leads. There is a small, hand-lettered sign near the path... ~ ~ 4 2 E sign~ ********************************************************************* ***** T H I S A R E A C O N S T R U C T E D B Y Y A E G A R ***** ********************************************************************* ***** Built on a standard text editor especially for AnonyMud ***** ***** in October 1995, but suitable for any Merc 2.2 Mud. ***** ********************************************************************* ***** Thanks to - Rainman Lenny Argh Garth Lok Fle Marc Marius ***** ***** Special thanks to J.R.R. Tolkien, Michael Moorcock for ***** ***** inspiration, and to anyone else I have left out :) ***** ********************************************************************* ***** Conversion to SunderMud ][ by Lotherius ***** ********************************************************************* ~ D1 the road to malathar~ road~ 0 -1 401 D3 ~ ~ 0 0 14253 S #401 The Road to Malathar~ You are moving along a broad, well-formed path that is bordered by neatly- groomed trees and hedges. To the north you can hear what sounds like a horse braying, while to the east the city of Malathar looms larger. ~ ~ 0 2 D0 the path to the unicorn glade~ path~ 0 -1 402 D1 The Road to Malathar~ road~ 0 -1 404 D3 the plains of malathar~ plains~ 0 -1 400 S #402 The Path to the Unicorn Glade~ You feel a sudden sense of peace and serenity wash over you as you enter this gentle wooded glade. Here the sound of braying is louder, and you fancy you can smell the odour of equine beasts. The aura of the surroundings make you feel like doing nothing more that lying down and resting for a LONG time... ~ ~ 4 3 D1 the unicorn glade~ glade~ 0 -1 403 D2 the road to malathar~ road~ 0 -1 401 S #403 The Unicorn Glade~ You have entered the sanctum of the Unicorns of of Malathar, close friends and allies of the Elves of Malathar. However, despite their benevolent nature, the Unicorns dislike intruders, especially armed and aggressive ones, and will not hesitate to use extreme force to evict these intruders. In addition, to protect these creatures, the Elven sorceror Tuo has placed powerful enchantments on this place that prevent magical attacks on the unicorns. ~ ~ 8192 3 D3 the path to the unicorn glade~ path~ 0 -1 402 S #404 The Road to Malathar~ You have progressed further along the road to the Elven capital, past several farmhouses and various creatures of the wild that stop to stare inquisitively at you as you pass. The gates of the city are now visible, as are the guards stationed near them, their colorful rainments dazzling you even from this distance. In the near distance there appears to be a monument of some sort. ~ ~ 0 2 D1 a monument to the Elven lords~ monument~ 0 -1 405 D3 the road to malathar~ road~ 0 -1 401 S #405 A Monument to the Elven Lords~ At this point on the road the Nobles of Malathar have had a huge marble monument erected, dedicated to the many Elven Lords who died during the ferocious Goblin Wars that devastated most of the Elven Nations. The statue shows a band of Elves courageously defending an unarmed woman and her child from a band of hideous Goblins, and is quite brilliantly fashioned. There is an inscription at the base of the statue. ~ ~ 0 2 E statue inscription~ The Inscription reads- "Ban Qall Tasla'tebel'th M'es oOoranthelarita. G'kesta malla O Tostallth." And below it, in common- "To those who died so valiantly, defending their people. They shan't be forgotten". ~ D1 a prominent farmhouse~ farmhouse~ 0 -1 406 D3 the road to malathar~ road~ 0 -1 404 S #406 A Prominent Farmhouse~ As you approach the gates of the city, you pass by a prominent farmhouse, far more distinguished and well-kept than its neighbours. A pungent herbal aroma wafts on the wind to your nose, and your eyes water involuntarily. There is a small sign in one window. ~ ~ 4 2 E sign~ The sign says- "This be the Home of Madame Mithara, Dealer in Herbs, Potions, Unguents, Medicines and Spell Components. Business Hours are Dawn to Dusk Every Day, Save the Day of the War". Then below that- "Foreigners Welcome". Then below THAT- "Please Keep Your Pets Under Control". ~ D1 the gates of malathar~ gates~ 0 -1 408 D2 the herbalist's shop~ shop~ 0 -1 407 D3 a monument to the elven lords~ monument~ 0 -1 405 S #407 The Herbalist's Shop~ Entering the busines premises of the Herbalist, you find that you grow quickly accustomed to the vile smell you detected earlier, and even find it to be rather pleasant. Mithara quickly informs you that the substance is tobacco, and that she specializes in it. She also has a wide range of other substances, including potions, herbs and healing salves. ~ ~ 8 0 D0 outside the herbalist's shop~ shop~ 0 -1 406 S #408 The Gates of Malathar~ You have finally reached the Gates of Malathar, huge oaken portals banded with bronze. Guards patrol smartly both inside and outside the gate, constantly on guard for troublemakers or looters. However, the City of Malathar is always open to peaceful travellers, and it has not been necessary to close the City Gates for six decades. There is a sign posted on one of the gates. ~ ~ 0 1 E sign~ The Sign says- "Welcome to the peaceful Elven City of Malathar, ruled by the kind Duke Stalatharata and the Duchess Destelandara. Visitors welcome, but any loiterers, vagabonds, criminals or troublemakers will be punished to the fullest extent of the Law. Thank You for Your Co-Operation, Signed- Captain Allertathala." ~ D1 inside the gates~ gates~ 0 -1 409 D3 a prominent farmhouse~ farmhouse~ 0 -1 406 S #409 Inside the Gates~ You are now standing inside the Gates of Malathar, on what is known as Mallas Street, whic runs between two tall stone walls before turning south into Talein Street, which is in the city proper. In times of war, this narrow passage can be easily defended, and you spy pots of oil atop the walls ready to pour upon any foes that seek to enter by this route. ~ ~ 4 1 D1 a guard tower~ tower~ 0 -1 437 D3 outside the gates~ gates~ 0 -1 408 S #410 Upon Nollthala Street~ You are walking along Nollthala Street which heads east towards the scout quarters, guard quarters and stables, and west towards the palace of the Duke, which stands in the very center of this unusually symmetrical city. ~ ~ 0 1 D1 nollthala street~ street~ 0 -1 412 D3 the palace~ palace~ 0 -1 490 S #411 Guard Quarters~ You have entered the barracks for the Elite Guard of Malathar. Most of the guards will be absent on patrol in the City or surrounding Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these doughty warriors. ~ ~ 8 0 D0 nollthala street~ street~ 0 -1 412 S #412 Nollthala Street~ You are standing outside the quarters of the Elite Guard, to the north and south. To the west lies the Duke's Palace, and to the east more quarters. ~ ~ 0 1 D0 guard quarters~ quarters~ 0 -1 413 D1 nollthata street~ street~ 0 -1 414 D2 guard quarters~ quarters~ 0 -1 411 D3 nollthata street~ street~ 0 -1 410 S #413 Guard Quarters~ You have entered the barracks for the Elite Guard of Malathar. Most of the guards will be absent on patrol in the City or surrounding Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these doughty warriors. ~ ~ 8 0 D2 nollthala street~ street~ 0 -1 412 S #414 Nollthala Street~ You are standing outside the quarters of the Elite Guard, to the north and south. To the west lies the Duke's Palace, and to the east more quarters. ~ ~ 0 1 D0 guard quarters~ quarters~ 0 -1 416 D1 nollthatal street~ street~ 0 -1 417 D2 guard quarters~ quarters~ 0 -1 415 D3 nollthala street~ street~ 0 -1 412 S #415 Guard Quarters~ You have entered the barracks for the Elite Guard of Malathar. Most of the guards will be absent on patrol in the City or surrounding Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these doughty warriors. ~ ~ 8 0 D0 nollthala street~ street~ 0 -1 414 S #416 Guard Quarters~ You have entered the barracks for the Elite Guard of Malathar. Most of the guards will be absent on patrol in the City or surrounding Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these doughty warriors. ~ ~ 8 0 D2 nollthala street~ street~ 0 -1 414 S #417 Nollthala Street~ You are standing outside the quarters of the Elite Scouts, to the north and south. To the west lies the Duke's Palace, and to the east some stables. ~ ~ 0 1 D0 scout quarters~ quarters~ 0 -1 419 D1 nollthatal street and an alley~ street~ 0 -1 420 D2 scout quarters~ quarters~ 0 -1 418 D3 nollthala street~ street~ 0 -1 414 S #418 Scout Quarters~ You have entered the barracks for the Elite Scouts of Malathar. Most of the guards will be absent on patrol in the lands surrounding the Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these tough rangers. ~ ~ 8 0 D0 nollthala street~ street~ 0 -1 417 S #419 Scout Quarters~ You have entered the barracks for the Elite Scouts of Malathar. Most of the guards will be absent on patrol in the lands surrounding the Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these tough rangers. ~ ~ 8 0 D2 nollthala street~ street~ 0 -1 417 S #420 A Junction in Nolthalla Street~ You have reached a junction in the stree, where you can go east to the stables, west to the quarters of the Elite Guard and Scouts, and then the palace, or north along a narrow alley. ~ ~ 4 1 D0 a narrow alley~ alley~ 0 -1 421 D1 stables~ stables~ 0 -1 477 D3 nollthala street~ street~ 0 -1 417 S #421 A Narrow Alley~ You are progressing along a narrow alley, not sure where you are going. It looks as if no-one has been along here in a LONG time... You must be crazy, for you almost imagine you can see a tower in the gloom ahead... ~ ~ 13 0 D0 the base of a tower~ tower~ 0 -1 422 D2 nullthala street~ street~ 0 -1 420 S #422 The Base of a Tower~ You COULD see a tower. It has been placed smack in the middle of this alley, obviously by magicks far beyond your ken. You feel a strange urge to turn away, but your adventurer's curiosity powers you on. You can step into the gloom and ascend the steps up the tower or return to the alley... ~ ~ 9 0 D2 an alley~ alley~ 0 -1 421 D4 up into the tower~ tower~ 0 -1 423 S #423 Ascending the Stairs...~ You are half way up the tower, and have reached the conclusion that this tower is a LOT bigger than it looked form the outside. Catching your breath, you prepare to resume your climb, but stop suddenly when you see a monstrous figure emerge from the gloom above... ~ ~ 9 0 D4 the top of the tower~ top~ 0 -1 469 D5 the base of the tower~ base~ 0 -1 422 S #424 Talein Street~ You are standing in Talein Street, the hub of commercial activity in the City of Malathar. To the north are the various shops and business premises of the merchants of Malathar, and to the south is the Palace of the Duke. ~ ~ 0 1 D0 talein street~ street~ 0 -1 425 D2 the palace~ palace~ 0 -1 488 S #425 Talein Street~ You are on Talein Street, passing the various shops of the Elven City. To the south is the Palace of the Duke, while the exit from Talein lies to the north and west. On the west lies the Armory and the east the Weaponsmith. ~ ~ 0 1 D0 talein street~ street~ 0 -1 428 D1 the weaponsmith~ weaponsmith~ 0 -1 427 D2 talein street~ street~ 0 -1 424 D3 the armory~ armory~ 0 -1 426 S #426 The Armory~ You have entered the Armory owned and operated by the respected armorer Grein. Armor of all types and makes lines the walls of this shop, and you are overcome by the sheer volume of Grein's stock. There is a Sign on the back wall of the shop. ~ ~ 8 0 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY <itemname> To list items of a particular type, type LIST <itemtype> If there are multiple items of a single type, or you are after a particular one, type BUY x.<itemname>, where x is the number of the item in the list. To sell an item, type SELL <itemname>. If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE <itemname>. Thank You, The Management. ~ D1 talein street~ street~ 0 -1 425 S #427 The Weaponsmith~ You have entered the Weaponsmith owned and operated by the Armorer's brother Tolas. Weapons of all types and makes lines the walls of this shop, and you are overcome by the sheer volume of Tolos's stock. There is a Sign on the back wall of the shop. ~ ~ 8 0 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY <itemname> To list items of a particular type, type LIST <itemtype> If there are multiple items of a single type, or you are after a particular one, type BUY x.<itemname>, where x is the number of the item in the list. To sell an item, type SELL <itemname>. If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE <itemname>. Thank You, The Management. ~ D3 talein street~ street~ 0 -1 425 S #428 Talein Street~ You are on Talein Street, passing the various shops of the Elven City. To the south is the Palace of the Duke, while the exit from Talein lies to the north and west. On the west lies the Restaurant and the east the Grocer. ~ ~ 0 1 D0 talein street~ street~ 0 -1 431 D1 the grocer~ grocer~ 0 -1 430 D2 talein street~ street~ 0 -1 425 D3 the restaurant~ restaurant~ 0 -1 429 S #429 Loothala's Restaurant~ A beautiful aroma of freshly-cooked Elven fare wafts to you as you enter this quaint little cafeteria-style eating establishment. Little tables with checked tablecloths and lamps litter the polished oak floor, and a cheery Elven woman greets you from behind a massive oak counter. There is a Sign on the back wall of the shop. ~ ~ 8 0 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY <itemname> To list items of a particular type, type LIST <itemtype> If there are multiple items of a single type, or you are after a particular one, type BUY x.<itemname>, where x is the number of the item in the list. To sell an item, type SELL <itemname>. If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE <itemname>. Thank You, The Management. ~ D1 talein street~ street~ 0 -1 428 S #430 The Grocer~ You have entered a quaint little Grocery store, owned by a cordial Elf named Dyenkalas. He smiles and offers to show you the variety of adventuring equipment he can provide. There is a Sign on the back wall of the shop. ~ ~ 8 0 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY <itemname> To list items of a particular type, type LIST <itemtype> If there are multiple items of a single type, or you are after a particular one, type BUY x.<itemname>, where x is the number of the item in the list. To sell an item, type SELL <itemname>. If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE <itemname>. Thank You, The Management. ~ D3 talein street~ street~ 0 -1 428 S #431 Talein Street~ You are on Talein Street, passing the various shops of the Elven City. To the south is the Palace of the Duke, while the exit from Talein lies to the north and west. On the west lies the Magical Shop and the east the Smithy. ~ ~ 0 1 D0 corner of mallas and talein streets~ street~ 0 -1 434 D1 the smithy~ smithy~ 0 -1 433 D2 talein street~ street~ 0 -1 428 D3 the magical shop~ shop~ 0 -1 432 S #432 Ye Olde Magickal Shoppe~ You have entered a rather gloomy shop that smells strongly of ageing parchment and Octopus Ink. A variety of mighty-looking wands and staves are gathering dust at the back of the shop, while some rather tacky-looking brand new plastic wands and staves glow brilliantly from within a glass display case. There is a Sign on the back wall of the shop. ~ ~ 8 0 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY <itemname> To list items of a particular type, type LIST <itemtype> If there are multiple items of a single type, or you are after a particular one, type BUY x.<itemname>, where x is the number of the item in the list. To sell an item, type SELL <itemname>. If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE <itemname>. Thank You, The Management. ~ D1 talein street~ street~ 0 -1 431 S #433 The Smithy~ You have entered the Smithy, a noisy, humid place made alive by the dancing shadows cast by the flickering flame from the Smith's forge. The Smith himself stands before the forge, glaring at you impatiently. "Well, what do you want? Come on! I don't have all day, y'know!" The Smith is in EXTREMELY Perfect Health... There is a Sign on the back wall of the shop. ~ ~ 8 0 E sign~ The sign says- "Welcome. To have an item repaired, simply type GIVE <itemname> wolthan or smith. He will promptly repair it, and hand it back. The cost will be automatically deducted from your current stock of gold. If you have insufficient gold, then Wolthan will turf you. If the item is not damaged, or he can't repair it, he will abuse you. Do not take offense, he is bad- tempered by nature, and any retaliation on your part would only mean your very quick demise. Thank You, The Management. ~ D3 talein street~ street~ 0 -1 431 S #434 Corner of Talein and Mallas Streets~ You have reached the corner of two of the principal streets in Malathar. You may go to the south, towards the shops and the Palace, or west, towards the Gates. ~ ~ 0 1 D2 talein street~ street~ 0 -1 431 D3 mallas street and a tower~ street~ 0 -1 435 S #435 Mallas Street at the Base of a Tower~ You are standing at the base of a Tower, the second of two such structures along Mallas street. You may head up the tower, or head west or east along Mallas street. There is a small plaque fastened to the tower. ~ ~ 0 1 E plaque~ The Plaque reads- "This tower contains the offices of Captain Allertathala. Enter and have your say". ~ D1 corner of mallas and talein streets~ corner~ 0 -1 434 D3 mallas street~ street~ 0 -1 436 D4 up the tower~ tower~ 0 -1 482 S #436 Mallas Street~ You are heading along Mallas Street, midway between two large towers. You may proceed west towards the Gates of Malathar, or east towards the City proper. ~ ~ 0 1 D1 base of a tower~ tower~ 0 -1 435 D3 base of a tower~ tower~ 0 -1 437 S #437 Base of a Tower~ You are standing at the base of a guard tower, near the Gates of Malathar. You may proceed west to the Gates, or east towards a second tower, or enter the tower you stand beneath. You fancy you can hear a faint screeching coming from this tower... There is a hand-written note pinned to a noticeboard nearby. ~ ~ 0 1 E note~ The note says- "B E W A R E T H E G R I F F O N S !" ~ D1 mallas street~ street~ 0 -1 436 D3 the gates of malathar~ gates~ 0 -1 409 D4 the tower~ tower~ 0 -1 438 S #438 The Guard Tower~ This guard tower houses a HUGE Griffon whose job it is to defend the Elves of Malathar. Before it was tamed, it is rumoured, it once killed as many elves as it did intruders. Now it only attacks upon command. ~ ~ 1 0 D5 the base of the tower~ tower~ 0 -1 437 S #439 Obeith Street~ You are standing on Obeith Street, which runs east-west through guard quarters and a civilian area, towards the Palace to the east, and a temple to the west, positioned in a grand park. ~ ~ 0 1 D0 ~ ~ 0 0 503 D1 the palace~ palace~ 0 -1 484 D2 ~ ~ 0 0 504 D3 obeith street~ street~ 0 -1 440 S #440 Obeith Street~ You are heading along Obeith Street, past a guard house and a scout station. Occupants of both occasionally stroll past, gazing at you curiously, but for the most part the street is deserted. The City Temple looms large in the west, as does the Duke's Palace to the east. ~ ~ 0 1 D0 guard house~ house~ 0 -1 442 D1 obeith street~ street~ 0 -1 439 D2 scout station~ scout~ 0 -1 441 D3 obeith street~ street~ 0 -1 443 S #441 Scout Station~ It is here that the young Elves who wish to become Elite Scouts live and learn. They are rarely here during most of the year, often out hunting, tracking or fighting Goblin raiders. The few that are here are those that were not fit or worthy enough to take to the field this season. ~ ~ 8 0 D0 obeith street~ street~ 0 -1 440 S #442 Guard House~ This is the Headquarters of the City Guard. It is from here that they co-ordinate their efforts to keep the peace in the streets of Malathar, handling mostly cases of petty crime (the Elite Guard handle serious problems). They frown on civilians entering their premises, but will but will tolerate the presence of locals without much complaint, and even the presence of foreigners who don't speak elvish, but with a little bit more complaint. ~ ~ 8 0 D2 obeith road~ road~ 0 -1 440 S #443 Obeith Street~ You are heading along Obeith Street, past a Pet store and a Cartograhper's business. Customers of both occasionally stroll past, gazing at you curiously, but for the most part the street is deserted. The City Temple looms large in the west, as does the Duke's Palace to the east. ~ ~ 0 1 D0 pet store~ pet store~ 0 -1 445 D1 obeith street~ street~ 0 -1 440 D2 a map shop~ shop~ 0 -1 444 D3 obeith street~ street~ 0 -1 447 S #444 Ye Olde Mappe Shoppe~ This quiet establishment specializes in the making and selling of maps. The Cartograhper is really very good at what he does, although his current collection of maps is rather old and out-of-date. There is a Sign on the back wall of the shop. ~ Somebody needs to update the map sold in this shop. ~ 8 0 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY <itemname> To list items of a particular type, type LIST <itemtype> If there are multiple items of a single type, or you are after a particular one, type BUY x.<itemname>, where x is the number of the item in the list. To sell an item, type SELL <itemname>. If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE <itemname>. Thank You, The Management. ~ D0 obeith street~ street~ 0 -1 443 S #445 The Pet Shop~ Many wondrous and rare creatures are available for purchase as pets here, if you have the cash and the desire for one. The stock is good, the animals healthy and the prices not too outlandish. There is a Sign on the back wall of the shop. ~ ~ 4104 0 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY <itemname> To list items of a particular type, type LIST <itemtype> If there are multiple items of a single type, or you are after a particular one, type BUY x.<itemname>, where x is the number of the item in the list. To sell an item, type SELL <itemname>. If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE <itemname>. Thank You, The Management. ~ D2 obeith street~ street~ 0 -1 443 S #446 Pet storage~ What are you doing here??? get the Hell Out! :) Yaegs ~ ~ 8204 0 S #447 Obeith Street~ You are heading along Obeith Street, past a residental area. Citizens of the City occasionally stroll past, gazing at you curiously, but for the most part the street is deserted. The City Temple looms large in the west, as does the Duke's Palace to the east. ~ ~ 0 1 D0 a house~ house~ 0 -1 448 D1 obeith street~ street~ 0 -1 443 D2 ~ ~ 0 0 502 D3 obeith street~ street~ 0 -1 449 S #448 A House~ This house is the home of some citizens of the City of Malathar. Now Elves are a rather private bunch, and it woulnd't do to be caught by the Guard traipsing through some stranger's house handling his or her possessions, so you'd better leave. ~ ~ 8 0 D2 obeith street~ street~ 0 -1 447 S #449 Obeith Street~ You have reached a point where Obeith Street is met by a narrow alley that runs to the south. Further to the west lies the Grand Temple of Malathar. ~ ~ 0 1 D0 ~ ~ 0 0 500 D1 obeith street~ street~ 0 -1 447 D2 a narrow alley~ alley~ 0 -1 450 D3 the temple~ temple~ 0 -1 470 S #450 A Narrow Alley~ You are heading along a narrow alley that meets Obeith Street to the north and terminates in a brightly-lit tower to the south. You can hear mumbling and growling noises coming from the tower. ~ ~ 8 0 D0 obeith street~ street~ 0 -1 449 D2 a brightly-lit tower~ tower~ 0 -1 451 S #451 A Brightly-Lit Tower~ As you draw nearer to this illuminated edifice the noises stop, as if the occupant(s?) have suddenly become aware of your presence. An open archway allows access to a staircase that spirals upwards thought the tower, which ends in a finely-tapered point of obsidian, smooth and unadorned. ~ ~ 8204 0 D0 a narrow alley~ alley~ 0 -1 450 D4 the tower proper~ tower~ 0 -1 452 S #452 Heading up the Tower~ You have reached a landing halfway up (down?) this huge tower, pausing to catch your breath. You now fancy you can hear a faint humming, and you are sure you can smell burning herbs. A massive stone monolith looms to your left, and a gilded plaque hangs on the wall to your right. ~ ~ 8200 0 E plaque~ The Plaque reads- "Welcome to the home of Yastellat, Sage of Malathar, purveyor of knowledge, expander of minds, identifier of all items magical or mundane (all for a reasonable price)" ~ E monolith~ The monolith is a massive stone construction roughly carved to resemble a human, and you assume it waas fashioned by someone copying a stone golem, though to your trained eye the "golem" is obviously a fake and utterly devoid of life. ~ D4 the top of the tower~ tower~ 0 -1 453 D5 the base of the tower~ tower~ 0 -1 451 S #453 The Top of the Tower~ You enter into a huge circular room filled to the rafters with books, curios, trinkets, artifacts, relics, alembics, beakers, urns, pots, pans, wands, rings, swords- every manner of object possible. A brazier in the center of rooms holds some burning herbs, which fill the room with an acrid smoke. An elderly elf is busy fiddling with a rather strange contraption upon which he places black plastic discs from which a rather odd sound emerges, along with much scratching and hissing. He has quite a collection of these disks, which are packaged in luridly-colored paper envelopes, replete with pictures of rather weedy-looking, long-haired, pale-skinned humans (?). ~ ~ 8200 0 D5 halfway up the tower~ tower~ 0 -1 452 S #454 Baleith Street~ You are standing upon Balieth Street, which runs north south from the Palace of the Duke to the north to the Guilds to the south. There is a magnificent statue of the Duke here, resplendent in full ceremonial dress. ~ ~ 0 1 E statue~ What an Arrogant Prat. ~ D0 the palace~ palace~ 0 -1 486 D2 baleith street~ street~ 0 -1 455 S #455 Baleith Street~ You are heading along Balieth Street, which is home to the Guildmasters and Guildmistresses of Malathar. At the far end, to the south, lies the tower of the Elven Guildmaster, and the legendary Library of Malathar, while to the north lies the opulent Palace of the Duke. The Dwarven Guild is to the west of here, and the Human Guild to the east. ~ ~ 0 1 D0 baleith street~ street~ 0 -1 454 D1 the human guild~ guild~ 0 -1 457 D2 baleith street~ street~ 0 -1 458 D3 the dwarven guild~ guild~ 0 -1 456 S #456 Dwarven Guild~ You have entered the rough-hewn stone hall of the Dwarven Guildmaster, who stands ready to help you advance your knowledge of his race's ways. The room is typical of all Dwarven structures- practical, functional, extremely well-made, but totally unimaginative. There is a sign on the back wall. ~ ~ 8 0 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC <skillname> and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ D1 baleith street~ street~ 0 -1 455 S #457 Human Guild~ You have entered a Shaolin Temple, in the midst of which sits your teacher, clad in simple white robes, ready to train you in the ways of the Human Martial Arts. There is a sign on the back wall. ~ ~ 8 0 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC <skillname> and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ D3 baleith street~ street~ 0 -1 455 S #458 Baleith Street~ You are heading along Balieth Street, which is home to the Guildmasters and Guildmistresses of Malathar. At the far end, to the south, lies the tower of the Elven Guildmaster, and the legendary Library of Malathar, while to the north lies the opulent Palace of the Duke. The Dryad Guild is to the west of here, and the Kender Guild to the east. ~ ~ 0 1 D0 baleith street~ street~ 0 -1 455 D1 the kender guild~ guild~ 0 -1 460 D2 baleith street~ street~ 0 -1 461 D3 the dryad guild~ guild~ 0 -1 459 S #459 Dryad Guild~ The room you have entered has been beautifully rendered by some Elven artist to resemble a peacefuly woodland setting, complete with masterfully-painted images of Sylvan creatures. Amidst all of this towers your Guildmaster, extremely tall, and quite imposing clad in his concealing flowing brown robes. There is a sign on the back wall. ~ ~ 8 0 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC <skillname> and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ D1 baleith street~ street~ 0 -1 458 S #460 Kender Guild~ You have entered what looks like a jumble sale, a huge pile of goods of all sorts towering in the center of the room. Atop all this sits the Kender Guildmaster, grinning madly at you. There is a sign on the back wall. ~ ~ 8 0 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC <skillname> and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ D3 baleith street~ street~ 0 -1 458 S #461 Baleith Street~ You are heading along Balieth Street, which is home to the Guildmasters and Guildmistresses of Malathar. At the far end, to the south, lies the tower of the Elven Guildmaster, and the legendary Library of Malathar, while to the north lies the opulent Palace of the Duke. The Avian Guild is to the west of here, and the Illithid Guild to the east. ~ ~ 0 1 D0 baleith street~ street~ 0 -1 458 D1 the illithid guild~ guild~ 0 -1 463 D2 baleith street~ street~ 0 -1 464 D3 the avian guild~ guild~ 0 -1 462 S #462 Avian Guild~ A strange, birdlike creature gazes curiously at you as you enter his Guild, especially if you are a non-avian, for there is little he can teach you if this is the case. Otherwise, the teacher recovers and sets out to teach you what he can. There is a sign on the back wall. ~ ~ 8 0 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC <skillname> and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ D1 baleith street~ street~ 0 -1 461 S #463 Illithid Guild~ You have entered a dimly-lit study which has little decorations save for a brilliantly crafted picture of the brain, with tiny labels attached to each major part, as well as charts and tables explaining how this affects particular psionic abilities. The Illithid Guildmaster greets you telepathically and asks how he may teach you. There is a sign on the back wall. ~ ~ 8 0 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC <skillname> and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ D3 baleith street~ street~ 0 -1 461 S #464 The Path to the Library~ You have reached a bend in Baleith Street, where it turns and heads towards the magnificent Library of Malathar, which is also home to the Elven Guildmaster himself. South of here lie the Malatharan docks. However, it appears that the docks are closed. ~ Area needs to go south of here to link up to the solace river. ~ 4 1 D0 baleith street~ street~ 0 -1 461 D1 the path to the library~ path~ 0 -1 465 S #465 The Path to the Library~ As you draw nearer, you notice that the Library is actually housed in an impressive tower, similar to those in the toehr three quarters of the City, towering high into the sky, tapering to an unadorned point, in this case housed in platinum sheeting. Guards occasionally march past, as do several important-looking noblemen and women. ~ ~ 0 1 D1 the base of the tower~ tower~ 0 -1 466 D3 the path to the library~ path~ 0 -1 464 S #466 The Base of the Tower~ Entering the Tower, you find that you may proceed up or down, via elaborately carved marble staircases, lit at regular intervals by Continual Light spells. There is a desk on this level, unmanned, but which bears a register. There is a large bulletin board on the wall behind the desk, between tall statues of Aya and Mala, the Father and Mother of Learning in Elven Culture. ~ ~ 8 0 E board bulletin~ The Bulletin Board has many notes pinned to it, mostly of no use to you. However, there is a directory to the tower- ADMINISTRATION - GROUND FLOOR CLERICAL OFFICES - LEVEL ONE GUILDMASTER'S OFFICES - LEVEL TWO THE LIBRARY - B1 STORAGE - B2 ~ E register~ The register bears the names of all who have passed through the doors of this great library, and as you watch incredulously, your own name appears at the end of the list. Scanning the list you see such names as Lenny, Garth, Rainman, Argh, Fle, Marc, Tempest, Marius, Cookie, Amadeus and Svelte, along with some names crossed out, such as Snikt, Gloppy and Dizzy. ~ D3 the path to the library~ path~ 0 -1 465 D4 up the tower~ tower~ 0 -1 467 D5 down the tower to the library~ library~ 0 -1 496 S #467 Clerical Offices~ Halfway up the Tower, you emerge on Level One, which is filled with servants busily rushing about emptying bins, making lunch, filing papers, getting coffee for the librarians, stacking books and so on. They seem completely oblivious to your presence. ~ ~ 8 0 D4 the guildmaster's office~ office~ 0 -1 468 D5 the base of the tower~ tower~ 0 -1 466 S #468 The Guildmaster's Office~ You emerge into a well-lit room with shelves well-stocked with books on Elven Lore, and a huge desk carved of what looks like solid obsidian. The Guildmaster himself is seated at this desk, poring over many a quaint and mysterious volume of misbegotten lore... ~ ~ 8 0 D5 the clerical offices~ offices~ 0 -1 467 S #469 The Top of the Tower~ Reaching the top of the tower, you come to a half-open door, which you are able to barely push open, wedged as it is by a huge pile of books. Giving it a final shove, the door flies open, scattering books across the floor of the dusty study you have entered, startling the Archmage Tuo, who to your growing dismay is becoming very angry. He stares grimly at you as you stutter out an apology, and simply demands that you fulfill whatever business you have with him or begone forthwith. You see a tattered scroll stuck to one wall. ~ ~ 8 0 E scroll~ The scroll says- "The Archmage will help you enhance any of the following stats- STR, DEX, CON, INT, WIS, HP, MANA, MOVE plus Freedom from Nutrition for one level. To enhance, type Enhance <stat> or Enhance 8 for Freedom From Nutrition. It will cost you 150000 gold and 300000 experience points, both of which will be deducted form your current stocks automatically. If you have insufficient, the Archmage will (obviously) refuse to train you. Regards, The Enhancement Team (TM). ~ D5 halfway up the tower~ tower~ 0 -1 423 S #470 The Temple~ You are standing outside the Temple of Malathar, where services are given to honor all the deities of the Elven nations. A set of magnificent marble pillars lines the entrance hall, and from this hall you can proceed south to the altar, or north to the private chambers of the clergy. ~ ~ 8 0 D0 private chambers~ chambers~ 0 -1 472 D1 obeith street~ street~ 0 -1 449 D2 the aisle to the altar~ aisle~ 0 -1 471 S #471 The Aisle to the Altar~ You have entered the aisle that leads to the altar of the Temple, where the High Priest Lallinthenera stands, healing the sick and converting the wicked. ~ ~ 8 0 D0 the entrance to the temple~ temple~ 0 -1 470 D3 the altar~ altar~ 0 -1 473 S #472 The Private Chambers of the Clergy~ To the north are the residence halls of the clergy, while to the west lies the Holy Bank of the Elven Church, where you can deposit or withdraw funds. ~ ~ 8 0 D0 the residence halls of the clergy~ halls~ 0 -1 474 D2 the temple entrance~ entrance~ 0 -1 470 D3 the bank~ bank~ 0 -1 475 S #473 The Altar~ The Altar of the Temple is here, and standing before it is the High Priest. You feel an oveeriding sense of peace and calm in this place, and feel that in here you are truly afe from the trials and tribulations of the outside world. ~ ~ 1036 0 D1 the aisle to the altar~ aisle~ 0 -1 471 S #474 The Residence Halls~ This is where the junior Acolytes reside when they are not busy helping the sick and the poor, or acting as missionaries to heathen Wild Elves. The quarters are bare and unremarkable, save for a portrait of the High Priest, and a framed picture of Yaegar, patron of this Temple. ~ ~ 8 0 E picture yaegar~ What a Handsome Devil! ~ D2 the private chambers~ chambers~ 0 -1 472 S #475 The Holy Bank~ You have entered the Holy Bank. There is a teller window in one wall, with a small sign stuck to the wall above it. Scraps of withdrawal receipts litter the floor, and disgusting scraps of decaying food lay strewn about. ~ Need to change the sign in this room if/when i add banks. ~ 524296 0 E sign~ Welcome to the Malathar Bank! Please make your depsoits in gold only. ~ D1 the private chambers~ chambers~ 0 -1 472 S #476 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ ~ 8 0 D0 stables~ stables~ 0 -1 477 D1 stables~ stables~ 0 -1 479 S #477 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ ~ 8 0 D0 stables~ stables~ 0 -1 478 D1 the stablemaster's room~ room~ 0 -1 480 D2 stables~ stables~ 0 -1 476 D3 nollthala street~ street~ 0 -1 420 S #478 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ ~ 8 0 D1 stables~ stables~ 0 -1 481 D2 stables~ stables~ 0 -1 477 S #479 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ ~ 8 0 D0 the stablemaster's room~ room~ 0 -1 480 D3 stables~ stables~ 0 -1 476 S #480 The Stablemater's Room~ This room is scarcely different form the other stable rooms, save that it contains a table and a chair for the stablemaster, a burly Half-Elf with tattoos and a tan. ~ ~ 8 0 D0 stables~ stables~ 0 -1 481 D2 stables~ stables~ 0 -1 479 D3 stables~ stables~ 0 -1 477 S #481 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ ~ 8 0 D2 stables~ stables~ 0 -1 480 D3 stables~ stables~ 0 -1 478 S #482 The Captain's Quarters~ You have entered a well-furnished office which serves as the reception area for the Captain of the Guard. The office is appointed with comforatable looking chairs, and surprisingly, the Captain is often willing to speak with both the citizens of Malathar as well as visiting adventurers about anything. Yet he does always remain on guard. It is said that his office is located upon a leyline, and dimensional gateways occaisionally appear here. ~ ~ 8 0 D5 bottom of the tower~ tower~ 0 -1 435 S #483 Sun Room~ You have entered the Palace's Sun Room, famous for his huge crystalline windows specially crafted to capture and magnify the rays of the sun so that the room is brilliantly lit at all hours of the day. A few easychairs and cushions have been scattered across the floor here, and you see a couple of Elven Nobles languidly relaxing in the warmth of the sun, sipping on fine Elven wines. ~ ~ 8 0 D0 the west door~ door~ 0 -1 484 D1 the south door~ door~ 0 -1 486 S #484 The West Door~ You are standing at the West Door of the Palace, which faces onto Obeith Street, which runs from the Palace to the Temple in the West. Guards mingle about the doorway, casting the occasional suspicious glance in your direction. Massive stone statues of past Elven lords tower above you on all sides. ~ ~ 8 0 D0 the moon room~ moon~ 0 -1 485 D1 the throne room~ throne~ 0 -1 487 D2 the sun room~ sun~ 0 -1 483 D3 obeith street~ street~ 0 -1 439 S #485 The Moon Room~ This room appears to be identical to the Sun Room, save that the windows in here are cunningly designed to capture and reflet moonlight so that even on the darkest nights there is illumination. Nobles lounge around here, idly singing old tunes or playing simple games of chance. ~ ~ 8 0 D1 the north door~ door~ 0 -1 488 D2 the west door~ door~ 0 -1 484 S #486 The South Door~ You are standing at the South Door, where it meets Baleith Street, which runs past the guilds towards the Library of Malathar. Nearby, you can see the stone colossus of the Duke. Garlands of flowers have been arranged about the South Door, in honor of some half-forgotten festival. ~ ~ 8 0 D0 the throne room~ throne~ 0 -1 487 D1 the water room~ water~ 0 -1 489 D2 baleith street~ street~ 0 -1 454 D3 the sun room~ sun~ 0 -1 483 S #487 The Throne Room~ It is here that the Duke and his wife receive their subjects, seated upon huge platinum thrones flanked by their Elite Guards. Occasionally Tuo the Arch Mage or Lallinthenera the High Priest will attend, though both dislike such officious business. Your footsteps echo about this pillared hall as you tread slowly upon the marble floor. You can feel several pairs of eyes on you as you travel, and suddenly find yourself eager to be gone from the room as soon as possible. ~ ~ 8 0 D0 the north door~ north~ 0 -1 488 D1 the east door~ east~ 0 -1 490 D2 the south door~ south~ 0 -1 486 D3 the west door~ west~ 0 -1 484 S #488 The North Door~ You are standing at the North Door of the Palace, looking down Talein street, past the various shops and places of business, towards the Gates of Malathar. People stop and stare at you with open curiosity, and you quickly become aware of your relatively scruffy appearance. ~ ~ 8 0 D0 talein street~ street~ 0 -1 424 D1 the sky room~ sky~ 0 -1 491 D2 the throne room~ throne~ 0 -1 487 D3 the moon room~ moon~ 0 -1 485 S #489 The Water Room~ The second you enter this room you begin to panic, as you suddenly think you are far underwater! But you quickly compose yourself (trying to ignore the amused stares cast in your direction), and realize that the room you are in is in fact formed of sheets of glass behind which flows sea water complete with several species of marine life. The effect is unnerving, but quite beautiful. You have to concentrate hard to cross the room, and can't help but imagine you are truly walking on water... ~ ~ 8 0 D0 the east door~ east~ 0 -1 490 D3 the south door~ south~ 0 -1 486 S #490 The East Door~ You are standing at the East Door of the Palace, facing onto the western end of Nollthala Street, which runs to the east to the stables and the Tower of the Archmage. Several scouts mill about, their Cooshee pets left momentarily unattended, and you suddenly feel very much an alien in this place. ~ ~ 8 0 D0 the sky room~ sky~ 0 -1 491 D1 nollthala street~ street~ 0 -1 410 D2 the water room~ water~ 0 -1 489 D3 the throne room~ throne~ 0 -1 487 S #491 The Sky Room~ ACK! You're Falling! Wait...No you aren't. Unbelieveable as it is, the entire room has been fashioned so as to appear to be open sky, with no walls, floors or celings. People wander about, quite unfazed by the effect, and you feel a little foolish as you clamber to your feet and attempt to get your bearings. ~ ~ 8 0 D2 the east door~ east~ 0 -1 490 D3 the north door~ north~ 0 -1 488 S #492 The Central Shelving Area~ You are in the Central Shelving Area, from which the librarians take the many books being constantly borrowed, returned, bought and sold. You are overawed by the sheer volume of books in this place, and gasp as you realize that the shevles are at least seventy feet high and extend as far as you can see... ~ ~ 8 0 E ground floor~ There is a circular scorch mark on the floor here. ~ D0 the stairs~ stairs~ 0 -1 496 D1 the east wing~ east~ 0 -1 495 D2 the south wing~ south~ 0 -1 493 D3 the west wing~ west~ 0 -1 494 S #493 The South Wing~ You are in the South Wing, where recent acquisitions (i.e, less than 500 years old) are stored. The pace down here is so frenetic, no one even notices your presence, and you feel certain that you could pocket a couple of tomes or librams and no-one would know... ~ ~ 8 0 D0 the central shelving area~ area~ 0 -1 492 S #494 The West Wing~ This Wing is very dusty and, compared to the rest of the library, is practically deserted. This is where out-of-date or obsolete texts are held, and you see little that seems interesting. You are not surprised no-one wants any books from this area. ~ ~ 8 0 D1 the central shelving area~ area~ 0 -1 492 S #495 The East Wing~ BINGO! This is the area that you were wondering about...yes they DO have a Magical Tomes section and YES this is it. Plunder away! Just don't get greedy, or they may catch you (not that many of the Librarians would mind- its just less books they have to worry about...) ~ ~ 8 0 D3 the central shelving area~ area~ 0 -1 492 S #496 The Stairway~ You are standing at the base of the stairway that runs through the entire Library Tower. From here you may brave the Central Shelving area to the south, or investigate an interesting-looking dusty passage that slopes down from here... Alternatively, you could just return to the ground floor... ~ ~ 12 0 D2 the central shelving area~ area~ 0 -1 492 D4 the ground floor~ ground~ 0 -1 466 D5 the storage areas (b2)~ b2~ 0 -1 497 S #497 The Storage Areas (B2)~ You have reached B2, the dusty storage sub-level mentioned on the directory on the ground floor. It looks as if no-one has been down here for centuries. There seems to be little of interest here. However, you fancy that you can hear snoring coming from somewhere... ~ ~ 13 0 D0 the snoring gets louder~ snoring~ 0 -1 498 D4 the stairway~ stairway~ 0 -1 496 S #498 The Snoring Gets Louder~ Any interest you had in whatever was stored down here has been taken over by your curiosity as to who (or WHAT) is making the tremendous racket that now reaches your ears, shaking the very foundations you walk beneath... ~ ~ 9 0 D2 the storage areas (b2)~ b2~ 0 -1 497 D3 the dragon cave~ cave~ 0 -1 499 S #499 The Dragon Cave~ Uh-Oh....You found out what was snoring...it is a DRAGON...a HUGE DRAGON, coiled up in the massive cavern you just entered, its sinuous tail wrapped about a massive treasure chest. The Dragon must be about eighty or ninety feet long, you estimate, at least twice the length of any you've fought before, and to top it off he is a Platinum Dragon, who are amongst the most powerful of all Wyrmkin. Amazed that the Dragon hasn't reacted to your presence yet, you pause and wonder what to to... ~ ~ 8201 0 D1 the snoring gets louder~ snoring~ 0 -1 498 S #500 Malathar Commons Room~ The Malathar Commons is the central meeting place for public affairs in Malathar. It is furnished rather sparsely, but sufficiently, providing a place where citizens can spend their time away from home in style. Built atop a Nexus, it is also the location where citizens find their way back to Malathar when using many forms of magical transportation. ~ ~ 262408 0 D2 ~ ~ 0 0 449 D5 ~ ~ 0 0 501 S #501 Basement~ The basement of the Malathar Commons room appears more like an office-space than the average basement. Awards hang on the wall, having been presented to various citizens for upholding Elvish ideals, and at the end of the room is a small elf, obviously here to provide assistance. A large gold door behind her stands open, with the aura of a magical protection surrounding it. A {Rsign{w stands on a small table near the door. ~ ~ 1300 0 D3 ~ ~ 0 0 1001 D4 ~ ~ 0 0 500 S #502 An empty house.~ This house has been abandoned. ~ (null)~ 72 0 D0 ~ ~ 0 0 447 S #503 A House~ This house has been abandoned. ~ (null)~ 72 0 D2 ~ ~ 0 0 439 S #504 A House~ This house has been abandoned. ~ (null)~ 72 0 D0 ~ ~ 0 0 439 S #0