zim/area/
zim/bin/
zim/clans/plists/
zim/corefiles/
zim/doc/muddy/
zim/gods/
zim/log/
zim/player/
zim/skill_tree/
zim/tmp/
#AREADATA
Name The City of Anon~
Builders shaelindra~
VNUMs 30900 31199
Credits Yaegar Shaelindra~
Security 9
LevelRange 1 65
ResetMessage The din of the cityfolk sounds anew.~
Flags closed~
End

#MOBILES
#30900
locksmith dwart~
Dwart~
Dwart the locksmith busily carves another key.
~
Dwart makes locks and keys, and he makes them well. For a Dwarf he is 
surprisingly dextrous. He also purchases keys off of players. Try selling 
him one!
~
human~
ABGe DH 1000 0
63 63 284d63+0 630d11+95 22d2+49 none
-36 -36 -36 -23
F 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#30901
xanafax book seller~
Xanafax~
Xanafax, the ancient scholar and purveyor of ancient tomes, is here.
~
Xanafax is a dealer in rare and ancient books detailing the geography,
history, social structure and legends of the many races of Anon. He is more
than willing to sell you a book.
~
human~
ABGe DH 1000 0
55 55 231d55+0 550d11+95 19d2+44 none
-30 -30 -30 -19
F 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#30903
clea artificer~
Clea the Artificer~
Clea the Artificer is ready to recharge your magic items.
~
Clea smiles languidly and asks you to hand over the stave that needs 
recharging, chuckling at her deliberate innuendo as she does.
~
human~
ABG CDEFHJN 1000 0
65 65 258d65+0 325d10+85 21d3+37 none
-34 -34 -34 -20
FHKN 0 0 0
stand stand female 1000
0 0 medium flesh~
~
#30904
thaumaturgist alix~
Alix the Thaumaturgist~
Alix the Thaumaturgist is here to help rid you of unwanted items.
~
Alix smiles and asks you to tell him the name of the item you wish to be 
rid of.
~
human~
ABG CDEFJN 1000 0
60 60 230d60+0 300d10+85 20d3+35 none
-30 -30 -30 -18
FHKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#30905
thom enhancer~
Thom the Enhancer~
Thom the Enhancer stands ready to help you enhance.
~
Thom will assist you in enhancing your stats. Simply type enhance <stat> 
to do so. Type HELP ENHANCE for assistance.
~
human~
ABGJ H 0 0
60 60 230d60+0 300d10+85 20d3+35 none
-30 -30 -30 -18
F 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#30933
setus human~
Setus~
Setus smiles at you from his spot, seated directly under the throne.
~
Grayed temples and crows feet at the corners of his eyes undermine his
strength as an experienced fighter.  Experience, however, is what gave him
the title as guildmaster here, and not just brute strength.  
~
human~
ABTef DFlmt 0 0
105 105 557d105+0 1050d11+95 36d2+77 slash
-66 -66 -66 -44
ADEFHIJKN 0 0 0
stand stand male 0
0 0 medium flesh~
~
F attr+ AB
#30939
halfling well dressed pibbles~
Pibbles~
A well-dressed halfling contemplates the fire.
~
Pibbles sports a red leather vest, trendy silk trousers,
and black shoes with a mirrored polish, each with a buckle
with a brilliance even more blinding.
~
halfling~
ABTef 0 0 0
105 105 557d105+0 1050d11+95 36d2+77 punch
-66 -66 -66 -44
AEFHIJKNV 0 0 0
stand stand male 0
0 0 medium flesh~
~
F attr+ AB
#31000
Gath healer~
Gath the Healer~
Gath, High Priest and Healer of Anon, greets you politely.
~
"Greetings, Fair Adventurer. How may I help thee? If thou art but a youngster
I shall aid thee with my magic for free, but if thou art a veteran, then thou
wilst have to pay... To see how I may help thee, type HEAL, which will also
show you the cost of each service".
~
human~
ABGKe HN 1000 0
80 80 394d80+0 800d11+95 27d2+60 none
-48 -48 -48 -32
FHKN AB 0 0
stand stand male 1000
0 0 medium flesh~
~
#31001
guildmaster satyr~
the Satyr Guildmaster~
The Satyr Guildmaster stands here, shuffling one hoof in the dirt.
~
"Welcome to the Guild of the Satyr.  Should you wish to practice a skill
or spell that is within my area of expertise, simply type PRAC <skillname>. 
Typing PRAC without an argument will display what skills or spells you may
learn here".  
~
human~
ABGJKb HN 1000 0
10 10 28d10+0 100d11+95 4d2+14 none
1 1 1 3
F 0 0 0
stand stand male 528
0 0 medium flesh~
~
#31002
smith blacksmith dansim~
Dansim the Blacksmith~
Dansim the Blacksmith grunts a greeting as you enter.
~
"Well, how can I help ye? If its repairs ye're after, then hand o'er the
item that be damaged. If not, then I'm afeared there ain't 
nuthin' I can help ye with".
~
dwarf~
ABG CDEFHN 1000 0
60 60 264d60+0 600d11+95 21d2+47 pound
-33 -33 -33 -21
CKN AB 0 0
stand stand male 1000
0 0 medium flesh~
~
#31003
armorer~
the Armorer~
The Armorer offers to show you some of his wares.
~
"Welcome to my place of business, adventurer. Got something you're after?
Just type BUY <Item>. If you want to know WHAT you can buy (usually a wise
move) tpye LIST. If you're just after a specific type of item, say a shield,
type LIST shield, and I'll show you what I have that matches that 
description. If you want to sell me something, type SELL <item>. If you 
just want to know what it's worth, type VALUE <item> and I'll give you a 
free valuation". 
~
human~
ABGe HN 1000 0
70 70 328d70+0 700d11+95 24d2+54 none
-41 -41 -41 -26
FHKN AB 0 0
stand stand male 1000
0 0 medium flesh~
~
#31004
weaponsmith smith~
the Weaponsmith~
The Weaponsmith eyes you curiously.
~
"Greetings stranger, or have we met before? Never mind. Either way, to
see what I have for sale, type LIST. if you want to buy an item you see
there, type BUY <item> (simple, huh?). If you want me to buy something off
you, type SELL <item>. If you just want a valuation, type VALUE <item> and
I'll let you know what its worth for free".
~
human~
ABGe HN 1000 0
70 70 328d70+0 700d11+95 24d2+54 none
-41 -41 -41 -26
FHKN AB 0 0
stand stand male 1000
0 0 medium flesh~
~
#31005
mercenary master~
the Mercenary Master~
The Mercenary Master grunts as you enter.
~
"Want a Mercenary? Then type LIST to see what I sell, then type BUY <name>
to hire 'im. That's it. Now pay up or get out".
~
human~
ABGe HN 1000 0
70 70 328d70+0 700d11+95 24d2+54 none
-41 -41 -41 -26
FKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31006
mage~
the Mage~
The Mage smiles sweetly and asks how she may be of service.
~
"To see what you can buy here," she begins sweetly,"type LIST. If you
see something you'd like, type BUY <item>. If you have something you
think I may like to buy, type SELL <item>. Alternatively I can give you
a free evaluation of the item- simply type VALUE <item>".
~
human~
ABGe HN 1000 0
80 80 394d80+0 800d11+95 27d2+60 none
-48 -48 -48 -32
FHKN AB 0 0
stand stand female 1000
0 0 medium flesh~
~
#31007
mitzak sage~
Mitzak the Sage~
Mitzak the Sage waves at you feebly as you enter his home.
~
"Hullo. Come to ID some equipment have you? Well, the process is quite
simple really. Even dwarves can understand it... hmmph... yes now where was
I? Ah yes... the process... hmmm... well, simply type GIVE <item> mitzak,
and then I will identify it, tell you what it does, and hand it back. Easy,
eh? Hmmph... Anyway..."
~
human~
ABGh CDEFHN 1000 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN AB 0 0
stand stand male 1000
0 0 medium flesh~
~
#31008
pet owner~
the Pet Shop Owner~
The Pet Shop Owner smiles politely and waits for your request.
~
"Greetings. You wish to buy a pet? Well, to see what I have in stock, type
LIST. Be sure to note the Level of the items that interest you, as you can
not buy a pet of higher level than yourself. When you see one that you want
to buy, simply type BUY <pet>, and if you wish to name it, add the name that
you want it to have to the same line, i.e, BUY mouse harold".
~
human~
ABGe HN 1000 0
80 80 394d80+0 800d11+95 27d2+60 none
-48 -48 -48 -32
FHKN AB 0 0
stand stand male 1000
0 0 medium flesh~
~
#31009
elven elf guildmaster~
the Elven Guildmaster~
The Elven Guildmaster welcomes you to his office.
~
"Welcome, friend, to the Guild of the Elves. Should you wish to practice
a skill or spell that is within my area of expertise, simply type PRAC
<skillname>. Typing PRAC without an argument will display what skills or
spells you may learn here".
~
elf~
ABGJKb HN 1000 0
10 10 28d10+0 100d11+95 4d2+14 none
1 1 1 3
F 0 0 0
stand stand male 416
0 0 medium flesh~
~
#31010
grocer~
the Grocer~
The Hunter nods at your entrance and offers you his wares.
~
"To see what you can buy here," she begins sweetly,"type LIST. If you
see something you'd like, type BUY <item>. If you have something you
think I may like to buy, type SELL <item>. Alternatively I can give you
a free evaluation of the item- simply type VALUE <item>".
~
human~
ABGe HJNPTU 1000 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN AB 0 0
stand stand female 1000
0 0 medium flesh~
~
#31011
dwarf baker~
the Baker~
The Baker, a rough-looking dwarf, demands your business.
~
"Bread? Course I got bread, STUPID! Thats why it's called a BAKERY. I also
got pies, rolls an' sandwiches. If ya want an exact list, then type LIST.
If ya wanna buy something, then type BUY <item>. If ya think ya got sumptin'
I might wanna buy, type SELL <item>. Now buy up!"
~
human~
ABGe HN 1000 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31012
bartender~
the Bartender~
The Bartender grins smugly as he cleans a glass.
~
"Want a drink, friend? Of COURSE you do. Especially if you're one of them
spellflinging types. To see whats on tap, type LIST. If you see something
you fancy, well, then type BUY <item>. OK?"
~
human~
ABGe HN 1000 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31013
dwarven dwarf guildmaster~
the Dwarven Guildmaster~
The Dwarven Guildmaster stares at you grimly.
~
"You want to train to fight? Good. You want to train to kill? Better. To
see if I can help you, type PRAC, and that will list what I can teach you 
currently. If you see something you want to learn, type PRAC <skill>. Then
you can kill KIll KILL!"
~
dwarf~
ABGJKb HN 1000 0
10 10 28d10+0 100d11+95 4d2+14 none
1 1 1 3
F 0 0 0
stand stand male 523
0 0 medium flesh~
~
#31014
kender guildmaster~
the Kender Guildmaster~
The Kender Guildmaster grins impishly at you.
~
"Sooooo... How can I help you? You want to learn how to STEAL???? How
insulting! Are you insinuating that I am a- a THIEF??? Listen, Kenders
do NOT STEAL! We BORROW... Now with that out of the way, type PRAC to see
what I can teach you, and PRAC skill to learn one of the skills shown."
~
human~
ABCGO HJN 1000 0
10 10 28d10+0 100d11+95 4d2+14 none
1 1 1 3
F 0 0 0
stand stand male 567
0 0 medium flesh~
~
#31015
dryad waiter~
a Dryad Waiter~
A Dryad Waiter is here serving drinks.
~
A prominent employee of the Guild.
Honest, Reliable and Courteous (yeah right).
~
human~
ABGe HN 0 0
55 55 231d55+0 550d11+95 19d2+44 none
-30 -30 -30 -19
F 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31016
elf waiter~
an Elven Waiter~
An Elven Waiter is here serving drinks.
~
A prominent employee of the Guild.
Honest, Reliable and Courteous (yeah right).
~
elf~
ABGe HN 0 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31017
Dwarven waiter~
a Dwarven Waiter~
A Dwarven Waiter is here serving drinks.
~
A prominent employee of the Guild.
Honest, Reliable and Courteous (yeah right).
~
dwarf~
ABGe HN 0 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31018
greasy bartender~
a Greasy Bartender~
A Greasy Bartender is here serving drinks.
~
A prominent employee of the Guild.
Honest, Reliable and Courteous (yeah right).
~
human~
ABGe HJN 0 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31019
mouse~
the mouse~
A small field mouse.
~
The mouse looks like a cute, little, fierce fighter.
~
rabbit~
AI 0 400 0
4 4 11d4+0 4d9+60 1d4+4 none
7 7 7 7
0 0 0 0
stand stand none 0
0 0 medium flesh~
~
#31020
badger~
the badger~
A loyal, vicious badger growls at you.
~
The badger looks like a fierce fighter.
~
rabbit~
AI 0 400 0
10 10 21d10+0 10d9+60 2d5+7 none
3 3 3 5
0 0 0 0
stand stand none 0
0 0 medium flesh~
~
#31021
eagle~
the eagle~
A large, quick, loyal eagle is here.
~
The eagle looks like a fierce fighter.
~
song bird~
AI 0 400 0
15 15 26d15+0 15d9+60 4d3+9 none
0 0 0 3
0 0 0 0
stand stand either 0
0 0 medium flesh~
~
#31022
grizzly bear~
the grizzly bear~
A large, loyal grizzly bear is here.
~
The grizzly bear looks like a strong, fierce fighter.
~
bear~
AI 0 0 0
20 20 31d20+0 20d9+60 5d4+12 none
-2 -2 -2 1
CF 0 0 0
stand stand either 0
0 0 medium flesh~
~
#31023
elephant~
the elephant~
A HUGE Bull Elephant stomps its feet and lowers its head to charge.
~
The elephant is a BAD ASS.
~
human~
AI 0 0 0
30 30 50d30+0 30d9+60 9d3+16 none
-9 -9 -9 -3
CF 0 0 0
stand stand either 0
0 0 medium flesh~
~
#31024
cuervo headsman~
Cuervo the headsman~
Cuervo the Headsman stands here eyeing you cautiously.
~
Cuervo has lopped more heads off with his trusty guillotine then you EVER
will with your weapons.
~
human~
ABG HJN 0 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FKN B 0 0
stand stand male 0
0 0 medium flesh~
~
#31025
aod dealer~
Aod the dealer~
Aod the dealer stands in the shadows here.
~
.........................................................................

AOD apparently practices safe sex...
~
human~
ACGe DFJ 0 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FK 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31026
illithid guildmaster~
the Illithid Guildmaster~
The Illithid Guildmaster greets you telepathically.
~
"Greetings," intones the Guildmaster, his thoughts ringing in your head."You
wish to train in my arts? Very well. Type PRAC to see what you can learn
from me, then PRAC <skill> to learn any skill that you desire. Say... you
have a NICE cranium..."
~
human~
ABEG HN 0 0
10 10 25d10+0 50d10+85 3d3+10 none
2 2 2 4
F 0 0 0
stand stand male 175
0 0 medium flesh~
~
#31027
human guildmaster~
the Human Guildmaster~
The Human Guildmaster bows before you.
~
"Welcome, honorable student, to the most honorable Guild of the Humans. If
you wish to learn here, type PRAC to see what I may teach you. If you see
a skill you'd like to learn, type PRAC <skill> to learn it. Practice well,
train hard, and dedicate yourself to the higher disciplines of the martial
arts".
~
human~
ABGJb HN 1000 0
10 10 25d10+0 50d10+85 3d3+10 none
2 2 2 4
F 0 0 0
stand stand male 460
0 0 medium flesh~
~
#31028
avian guildmaster~
the Avian Guildmaster~
The Avian Guildmaster sqwaks loudly and welcomes you to her nest.
~
"*>SCREECH<* You wish to learn Avian skills? Type PRAC to see what I can
teach you, and if there is something I can teach you that you wish to learn,
type PRAC <skill>. *>SQWAAK<*"
~
human~
ABGJKYb HN 1000 0
10 10 25d10+0 50d10+85 3d3+10 none
2 2 2 4
F 0 0 0
stand stand female 101
0 0 medium flesh~
~
#31029
illithid waiter~
an Illithid Waiter~
An Illithid Waiter is here serving drinks.
~
A prominent employee of the Guild.
Honest, Reliable and Courteous (yeah right).
~
human~
ABGe HN 0 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN AB 0 0
stand stand none 1000
0 0 medium flesh~
~
#31030
human waiter~
a Human Waiter~
A Human Waiter is here serving drinks.
~
A prominent employee of the Guild.
Honest, Reliable and Courteous (yeah right).
~
human~
ABGe HN 0 0
55 55 231d55+0 550d11+95 19d2+44 none
-30 -30 -30 -19
FKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31031
avian waitress~
an Avian Waitress~
An Avian Waitress is here serving drinks.
~
A prominent employee of the Guild.
Honest, Reliable and Courteous (yeah right).
~
human~
ABGe HN 0 0
55 55 231d55+0 550d11+95 19d2+44 none
-30 -30 -30 -19
FKN 0 0 0
stand stand female 1000
0 0 medium flesh~
~
#31032
castellan~
the Castellan of Anon~
The Castellan of Anon politely welcomes you to his city.
~
The Castellan is a tall, lean man of middle years with graying hair and 
a sinewy frame. He is always polite and helpful, but is more than prepared
to do what it takes to defend his city. A veteran of more than twenty years
of combat, he is not a man to be toyed with.
~
human~
AG CDHJN 1000 0
55 55 231d55+0 550d11+95 19d2+44 none
-30 -30 -30 -19
FKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31033
citizen~
a citizen~
A citizen of Anon passes by you.
~
Anon is not a huge city in terms of population, but there are a fair number
of residents, such as this fellow.
~
human~
AG 0 0 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand male 245
0 0 medium flesh~
~
#31034
citizen~
a citizen~
A citizen of Anon passes by you.
~
Anon is not a huge city in terms of population, but there are a fair number
of residents, such as this lady.
~
human~
AG 0 0 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand female 234
0 0 medium flesh~
~
#31035
child~
a child~
A child frolics in the street here.
~
There are not that many children in Anon, so those that are present are
treasured by the locals. However, this endearment certainly isn't shared by
visitors, who find the spoiled brats insufferable.
~
human~
AG 0 0 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand male 102
0 0 medium flesh~
~
#31036
janitor~
the janitor~
A janitor is walking around, cleaning up.
~
"Grumble grumble... you don't think I got anything better to do than pick up
YOUR crap? Grumble grumble... and these BLOODSTAINS! *SIGH*"
~
human~
AG D 900 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand male 58
0 0 medium flesh~
~
#31037
footpad~
a footpad~
A footpad stalks around looking for an easy victim.
~
The footpad skulks about, looking for someone to conk over the head.
~
human~
ACG J -200 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand male 60
0 0 medium flesh~
~
#31038
drunk~
a drunk~
A singing, happy drunk.
~
A drunk who seems to be too happy, and to carry too much money. He mumbles something unintelligible and stumbles away.
~
human~
AG J 400 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand male 159
0 0 medium flesh~
~
#31039
beggar~
a beggar~
A beggar is here, well... begging.
~
"Hey mista! Spare a veteran a dime?"
~
human~
ABG 0 400 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand male 240
0 0 medium flesh~
~
#31040
thief~
a thief~
A thief adroitly cuts the strings of another fat merchant's purse.
~
This clever fellow has robbed dozens of unsuspecting visitors to Anon.
~
human~
AGH CJPQU 0 0
10 10 21d10+0 10d9+60 2d5+7 none
3 3 3 5
F 0 0 0
stand stand male 106
0 0 medium flesh~
~
#31041
fido~
a beastly fido~
The beastly fido is here looking for food.
~
The beastly fido is foaming at the mouth. You smell the aroma of his latest kill.
~
fido~
AGH 0 0 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand none 1
0 0 medium flesh~
~
#31042
rat~
a huge sewer rat~
A huge sewer rat that probably WOULDN'T taste like pumpkin pie.
~
Rats! Eeyew! They come up out of the sewer and steal the children of Anon.
Good.
~
unique~
AGH J 0 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand none 123
0 0 medium flesh~
~
#31043
cat~
a cat~
A stray cat rummages through some trash here.
~
The cat suddenly emerges, triumphant, with a half-eaten steak, and runs off.
~
cat~
AGH 0 0 0
5 5 12d5+0 5d9+60 1d5+4 none
6 6 6 7
0 0 0 0
stand stand female 158
0 0 medium flesh~
~
#31044
guard~
a City Guard~
A Member of the City Guard warns you to stay out of trouble.
~
This fellow is a member of one of the best Law Enforcement Agencies on the
continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice
and the Anon Way :).
~
human~
AGT CN 1000 0
50 50 173d50+0 250d10+85 16d3+30 none
-24 -24 -24 -14
CDFIJK 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31045
guard~
a City Guard~
A Member of the City Guard warns you to stay out of trouble.
~
This lady is a member of one of the best Law Enforcement Agencies on the
continent. Dedicated, loyal, efficient, she is the epitome of Truth, Justice
and the Anon Way :).
~
human~
AG CN 1000 0
50 50 173d50+0 250d10+85 16d3+30 none
-24 -24 -24 -14
CDFIJK 0 0 0
stand stand female 1000
0 0 medium flesh~
~
#31046
guard~
a City Guard~
A Member of the City Guard stands rigidly at attention here.
~
This fellow is a member of one of the best Law Enforcement Agencies on the
continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice
and the Anon Way :).
~
human~
ABG CN 1000 0
50 50 173d50+0 250d10+85 16d3+30 none
-24 -24 -24 -14
CDFIJK 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31047
hobbit merc1~
Hobbit Mercenary~
A Hobbit Mercenary scowls menacingly at you.
~
This Merc looks big and tough. Better be careful.
~
human~
AI FJ 0 0
15 15 31d15+0 75d10+85 5d3+12 none
0 0 0 2
CDF 0 0 0
stand stand male 165
0 0 medium flesh~
~
#31048
elven elf merc2~
Elven Mercenary~
An Elven Mercenary scowls menacingly at you.
~
This Merc looks big and tough. Better be careful.
~
elf~
AI D 0 0
20 20 37d20+0 100d10+85 6d3+15 none
-3 -3 -3 0
F 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31049
dwarf dwarven merc3~
Dwarven Mercenary~
A Dwarven Mercenary scowls menacingly at you.
~
This Merc looks big and tough. Better be careful.
~
dwarf~
AI N 0 0
25 25 43d25+0 125d10+85 8d3+17 none
-7 -7 -7 -1
DF 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31050
troll trollish merc4~
Trollish Mercenary~
A Trollish Mercenary scowls menacingly at you.
~
This Merc looks big and tough. Better be careful.
~
human~
AI JN 0 0
30 30 59d30+0 150d10+85 10d3+20 none
-10 -10 -10 -4
CDEF 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31051
giant merc5~
Hill Giant Mercenary~
A Hill Giant Mercenary scowls menacingly at you.
~
This Merc looks big and tough. Better be careful.
~
giant~
AI N 0 0
35 35 88d35+0 175d10+85 11d3+22 none
-13 -13 -13 -6
CDEF 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31052
half-dragon dragon merc6~
Half-Dragon Mercenary~
A Half-Dragon Mercenary scowls menacingly at you.
~
This Merc looks big and tough. Better be careful.
~
dragon~
AI DF 0 0
40 40 116d40+0 200d10+85 13d3+25 none
-17 -17 -17 -9
CDEF 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31053
salvatore~
Salvatore~
Salvatore says, in a broad Scottish accent, "What yer havin'?"
~
Salvatore is a broad man of Mediterranean descent in his middle years. He
goes on to tell you that you can have anything you want, as long as it's
deep-fried. That includes the pizza...
~
human~
ABGe HJN 1000 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN AB 0 0
stand stand male 1000
0 0 medium flesh~
~
#31054
guard~
a City Guard~
A Member of the City Guard stands rigidly at attention here.
~
This fellow is a member of one of the best Law Enforcement Agencies on the
continent. Dedicated, loyal, efficient, he is the epitome of Truth, Justice
and the Anon Way :).
~
human~
ABGe CN 1000 0
50 50 198d50+0 500d11+95 17d2+40 none
-27 -27 -27 -16
CDEF 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31055
tracey owner co-owner~
the co-owner Tracey~
Tracey, Trace to her friends, waits to take your order.
~
Tracey is a cheerful, hard-working restauranteur who built this business
up from scratch. It serves the best Cafe-style food on all of Anon, which
isn't saying much as it is the ONLY place that serves Cafe-style food in
all of Anon...
~
human~
ABGe HJN 1000 0
60 60 264d60+0 600d11+95 21d2+47 none
-33 -33 -33 -21
FHKN 0 0 0
stand stand female 1000
0 0 medium flesh~
~
#31056
mengrabbazoah darkling guildmaster scholar~
Mengrabbazoah~
Mengrabbazoah, Darkling Scholar, is here to train you.
~
Mengrabbazoah is an old and wise Darkling, the most powerful of his kind
currently living outside the city of Tentchenanwhan, far beneath the surface
of Anon.
~
human~
ABGJKb CDEFJNu -400 0
10 10 25d10+0 50d10+85 3d3+10 none
2 2 2 4
0 0 0 0
stand stand male 154
0 0 medium flesh~
~
#31057
thaumaturgist alix~
Alix the Thaumaturgist~
Alix the Thaumaturgist is here to help rid you of unwanted items.
~
Alix smiles and asks you to tell him the name of the item you wish to be 
rid of.
~
human~
ABG CDEFJN 1000 0
60 60 230d60+0 300d10+85 20d3+35 none
-30 -30 -30 -18
FHKN 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31058
clea artificer~
Clea the Artificer~
Clea the Artificer is ready to recharge your magic items.
~
Clea smiles languidly and asks you to hand over the stave that needs 
recharging, chuckling at her deliberate innuendo as she does.
~
human~
ABG CDEFHJN 1000 0
65 65 258d65+0 325d10+85 21d3+37 none
-34 -34 -34 -20
FHKN 0 0 0
stand stand female 1000
0 0 medium flesh~
~
#31059
xanafax book seller~
Xanafax~
Xanafax, the ancient scholar and purveyor of ancient tomes, is here.
~
Xanafax is a dealer in rare and ancient books detailing the geography,
history, social structure and legends of the many races of Anon. He is more
than willing to sell you a book.
~
human~
ABGe DH 1000 0
55 55 231d55+0 550d11+95 19d2+44 none
-30 -30 -30 -19
F 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31060
locksmith dwart~
Dwart~
Dwart the locksmith busily carves another key.
~
Dwart makes locks and keys, and he makes them well. For a Dwarf he is 
surprisingly dextrous. He also purchases keys off of players. Try selling 
him one!
~
human~
AGe DH 1000 0
63 63 284d63+0 630d11+95 22d2+49 none
-36 -36 -36 -23
F 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31061
thom enhancer~
Thom the Enhancer~
Thom the Enhancer stands ready to help you enhance.
~
Thom will assist you in enhancing your stats. Simply type enhance <stat> 
to do so. Type HELP ENHANCE for assistance.
~
human~
ABGJ H 0 0
60 60 230d60+0 300d10+85 20d3+35 none
-30 -30 -30 -18
F 0 0 0
stand stand male 1000
0 0 medium flesh~
~
#31062
pharlas merchant~
Pharlas~
The merchant Pharlas stands here, wringing his hands in abject worry.
~
Pharlas is a stout, well-dressed merchant in his mid-fifties. He is currently
extremely agitated because a swamp spirit has stolen his gem. Perhaps you 
can retrieve it for him?
~
human~
ABG HJ 0 0
6 6 17d6+0 30d10+85 2d3+8 none
5 5 5 6
0 0 0 0
stand stand male 51
0 0 medium flesh~
~
#31063
prince elven finely man dressed ceserath~
the elven prince Ceserath~
A finely dressed elven man rests at a table enjoying a beer.
~
Ceserath is a plain man, an elf of medium height and build. He seems rather
normal, except for his clothes, which are far too ornate for an ordinary
citizen. Upon closer inspection, you see a ring of the elven monarchy hanging
on a string around his neck.
~
elf~
AB DFHVZ 0 0
100 100 524d100+0 1000d11+95 34d2+74 none
-62 -62 -62 -42
0 0 0 0
rest rest none 5000
0 0 medium flesh~
~
M give 31063 6113~
#31064
messenger~
a messenger~
A boy carrying a parcel tries to make his way while remaining unnoticed.
~
Attempting to look unimportant, the boy tries to hurry by, hoping you
don't notice him.  In his hand is a suspicious package.  
~
human~
AGH PV 0 0
91 91 405d91+0 455d10+85 30d3+50 none
-52 -52 -52 -33
0 AB 0 0
stand stand male 0
0 0 medium flesh~
~
F for AHMV
F par ABCDEFGHIJK
M death 31012 100~
#31065
questmaster questor explorus ferentos~
{GExplorus {CFerentos{x~
{GExplorus {CFerentos{x patiently awaits inquiries concerning Questing.
~
{GExplorus {CFerentos{x is a storm giant, the largest of giants, and
consequently one of the largest giants you have ever seen.  He stands 20
feet tall, and every inch of it muscle.  His knowledge of the realms is
unparalleled, his role as Questmaster unchallenged.  If you ask him nicely,
he may give you a quest.  
{x               Read the helpfile on questing for further information:
{R                             HELP AUTOQUEST{x
~
giant~
ABTVXe CDFJVZ 100 3000
85 30 1d1+27999 1d1+1499 5d14+40 none
-50 -50 -50 -50
ACDEFHIKLNOT ABP CD 0
stand stand male 0
0 0 gargantuan flesh~
~
#0

#OBJECTS
#30932
seat crescent bench~
the crescent-shaped bench~
~
unknown~
~
furniture R 0
C EIJKN EHK DGH DGH C EIJKN
0 0 0 P
G none
G none
G none
G none
#30933
helm crown face visor winged~
The Winged Battle Crown~
A winged, visored helm, featuring a bejewled crown rolls to a halt at your feet.~
unknown~
~
armor 0 AE
38 38 38 37 'none' 0
106 107 409713 P
A
19 10
A
13 30
A
18 10
A
10 2
A
6 1
G none
G none
G none
G none
#30935
sturdy chairs table~
the table in one of the chairs~
~
unknown~
~
furniture R 0
C EIJKN DGJ DGH DGH C EIJKN
0 0 0 P
E
chairs~
Being the only wooden objects around, they seem out of place.  Their
seats seems to have been worn smooth by the myriad of dwarven fannies having
been placed on them.  
~
E
table~
Carved from stone, the table looks like it would be quite impossible to
move.  
~
G none
G none
G none
G none
#30938
hammock~
one of the hammocks~
Hammocks line the four corners of the room.~
unknown~
~
furniture R 0
C FHJKPQ FIL DGH DGH C FHJKPQ
0 0 0 P
G none
G none
G none
G none
#30939
cane diamond~
A cane with a HUGE flawless diamond~
A black stick with a huge flawless diamond catches your eye.~
unknown~
~
wand TWYbj AO
91 1 1 'charm person'
106 107 110 P
A
6 5
A
20 -4
G none
G none
G none
G none
#30941
table circle chairs~
the round table in one of the chairs~
~
unknown~
~
furniture R 0
C EIJKN DG CDFI CDFI C EIJKN
0 0 0 P
G none
G none
G none
G none
#31000
key~
a tasselled key~
The Key to the City Gates.~
gold~
~
key 0 AO
0 0 0 0 0 0 0
0 1 0 P
G none
G none
G none
G none
#31001
key~
a bronze key~
The Key to the City Dungeon.~
bronze~
~
key 0 AO
0 0 0 0 0 0 0
0 1 200 P
G none
G none
G none
G none
#31002
barrel beer~
a Barrel of Argh's beer~
A beer barrel has been left here.
~
metal~
~
drink 0 A
30 30 'beer' 0
0 60 1905 P
G none
G none
G none
G none
#31003
bottle beer~
a bottle of Yaegar (TM) beer~
A beer bottle has been left here.~
glass~
~
drink 0 A
4 4 'beer' 0
0 10 250 P
G none
G none
G none
G none
#31004
bottle ale~
a Bottle of Marius (TM) ale~
A dark bottle of Marius (TM) ale has been left here.~
glass~
~
drink 0 A
5 5 'ale' 0
0 10 363 P
G none
G none
G none
G none
#31005
bottle firebreather~
a Bottle of Rainman firebreather~
A firebreather has been left here.~
glass~
~
drink 0 A
8 8 'firebreather' 0
0 10 1394 P
G none
G none
G none
G none
#31006
bottle local~
a bottle of MuddyMUD specialty~
A dark bottle has been left here.~
glass~
~
drink 0 A
8 8 'local specialty' 0
0 10 1120 P
G none
G none
G none
G none
#31007
torch~
a torch~
A large torch.~
wood~
~
light 0 AO
24
0 1 10 P
G none
G none
G none
G none
#31008
lantern~
a hooded brass lantern~
A hooded brass lantern has been left here.~
brass~
~
light 0 AO
100
0 4 60 P
E
letters~
They say, "Use 'hold lantern' to activate."
~
E
lantern~
It is a large and robust but somewhat battered oil lantern made from brass,
equipped with a handle to make it handy and a hood to protect its flame.
Some letters have been scratched on its bottom.
~
G none
G none
G none
G none
#31009
scroll identify~
a scroll of identify~
A scroll has carelessly been left here.~
vellum~
~
scroll G A
12 'identify' '' '' ''
0 1 2000 P
G none
G none
G none
G none
#31010
potion yellow~
a yellow potion of see invisible~
A small yellow potion has carelessly been left here.~
glass~
~
potion G A
12 'detect invis' '' '' ''
0 10 220 P
E
potion yellow~
The potion has a small label 'Detect The Invisible'.
~
G none
G none
G none
G none
#31011
skin water buffalo~
a buffalo water skin~
A buffalo water skin is on the floor.~
leather~
~
drink 0 A
25 25 'water' 0
0 5 1523 P
G none
G none
G none
G none
#31012
jug water~
a jug of water~
A large jug of water sloshes on the floor.~
glass~
~
drink A A
60 60 'water' 0
0 85 3514 P
G none
G none
G none
G none
#31013
club~
a lead-trimmed bow~
A bow trimmed with lead lies here.~
wood~
~
weapon 0 AN
bow 1 25 thwack F
20 21 10350 P
A
19 3
A
18 1
G none
G none
G none
G none
#31014
mace~
a Sturdy Mace~
A Sturdy Mace lies here.
~
wood~
~
weapon 0 AN
mace 2 10 pound K
20 21 7875 P
A
19 3
G none
G none
G none
G none
#31015
dagger~
a dagger~
A small dagger rests on the ground.~
steel~
~
weapon 0 AN
dagger 3 5 pierce 0
20 21 5271 P
A
18 4
E
small dagger~
A good back-stabbing weapon, this.
~
G none
G none
G none
G none
#31016
scimitar~
a Wickedly-Curved Scimitar~
A Wickedly-Curved Scimitar hums ominously here.
~
steel~
~
weapon BEGJ AN
bastardsword 1 29 slash EFL
20 21 23064 P
A
19 3
G none
G none
G none
G none
#31017
boots~
a pair of tough leather boots~
A pair of tough leather boots lie here.~
leather~
~
armor 0 AG
5 5 5 4 'none' 0
13 14 3488 P
A
17 -2
A
5 1
G none
G none
G none
G none
#31018
belt~
a narrow leather belt~
A narrow leather belt is curled up here.~
leather~
~
armor 0 AL
3 3 3 2 'none' 0
6 7 9300 P
A
23 -2
A
2 1
G none
G none
G none
G none
#31019
kamikaze headband~
a kamikaze headband~
A kamikaze headband.~
unknown~
cloth~
armor 0 AE
6 6 6 5 'none' 0
15 16 3629 P
A
18 2
G none
G none
G none
G none
#31020
scarf~
a {Rst{Drip{Red{x scarf~
A {Rst{Drip{Red{x scarf is here.~
unknown~
cloth~
armor 0 AC
3 3 3 2 'none' 0
6 7 1198 P
A
19 1
G none
G none
G none
G none
#31021
fountain~
a city fountain~
This fountain has been kindly provided by the Castellan of Anon.~
marble~
~
fountain 0 0
0 0 'water' 0
0 0 0 P
G none
G none
G none
G none
#31022
ring~
a gold ring~
A GOLD RING!
~
gold~
~
jewelry A AB
B B B A 0 B B
3 4 7 P
A
14 20
G none
G none
G none
G none
#31023
cake ~
a sweet cake~
A sweet cake.
~
food~
~
food 0 A
C C 0 0 0 C C
0 1 39 P
G none
G none
G none
G none
#31024
roll~
a roll~
A bread roll.
~
food~
~
food 0 A
AC AC 0 0 0 AC AC
0 1 52 P
G none
G none
G none
G none
#31025
sandwich~
a sandwich~
A sandwich would make the perfect snack.
~
food~
~
food 0 A
AC AC 0 0 0 AC AC
0 1 51 P
G none
G none
G none
G none
#31026
loaf bread~
a HUGE loaf of bread~
This loaf of bread would fill you up for a day!
~
food~
~
food 0 A
DE DE 0 0 0 DE DE
0 3 240 P
G none
G none
G none
G none
#31027
coffee cup mug java~
a cup of coffee~
A mug o' hot java steams away here.~
porcelain~
~
drink 0 AO
1 1 'coffee' 0
0 1 65 P
G none
G none
G none
G none
#31028
psychedelic potion~
a psychedelic potion~
A psychedelic potion rolls around here.~
glass~
~
potion ABG A
10 'detect magic' 'bless' 'slow' ''
4 2 400 P
G none
G none
G none
G none
#31029
guillotine~
a nasty guillotine~
A Guillotine with a razor-sharp blade stands ready here.
~
unknown~
~
container 0 0
100 A 0 0 100 0
0 0 0 P
G none
G none
G none
G none
#31030
mask~
a Headsman's Black Face Mask~
The Headsman's mask is here.
~
unknown~
cloth~
armor 0 AE
21 21 21 20 'none' 0
58 59 81961 P
A
13 50
G none
G none
G none
G none
#31031
sword longsword~
the Castellan's Longsword~
The Castellan's Longsword is lying here in the dirt.
~
steel~
~
weapon 0 AN
longsword 3 21 slash 0
53 50 104761 P
A
17 -5
A
18 5
A
18 8
G none
G none
G none
G none
#31032
sap~
a sap~
A footpad's sap, used to stun victims.~
unknown~
~
weapon 0 AN
mace 1 19 pound 0
15 16 2357 P
G none
G none
G none
G none
#31033
sword longsword~
an Ornate Longsword~
An Ornate Longsword is lying here.~
steel~
~
weapon 0 AN
longsword 3 22 slash 0
54 55 59590 P
A
19 4
A
18 4
G none
G none
G none
G none
#31034
breastplate plate~
an Ornate Breastplate~
An Ornate Breastplate with a black and gold coat of arms is lying here.~
steel~
~
armor 0 AD
19 19 19 18 'none' 0
52 53 93871 P
A
17 -10
A
5 2
G none
G none
G none
G none
#31035
bracer~
an Ornate Bracer~
An Ornate Bracer with a black and gold coat of arms is lying here.~
unknown~
leather gold~
armor 0 AM
19 19 19 18 'none' 0
52 53 41222 P
A
18 2
A
2 2
G none
G none
G none
G none
#31036
cloak~
a black cloak with gold trim~
A Black Cloak with Gold Trim is lying here.~
unknown~
cloth~
clothing 0 AK
ABE ABE ABE BE 0 ABE ABE
52 53 19502 P
A
17 -10
A
12 25
G none
G none
G none
G none
#31037
helm~
an Ornate Helm~
An Ornate Helm bearing a black and gold coat of arms lies here.~
unknown~
steel gold~
armor 0 AE
19 19 19 18 'none' 0
52 53 48310 P
A
17 -10
A
4 1
A
3 1
G none
G none
G none
G none
#31038
shield~
an Ornate Shield~
A Shield bearing the crest of the House of Lenny lies here.
~
steel~
~
armor 0 AJ
19 19 19 18 'none' 0
52 53 85437 P
A
17 -10
A
24 -2
A
23 -2
G none
G none
G none
G none
#31039
spear~
a Throwing Spear~
A sturdy Throwing Spear has been thrust into the ground here.
~
steel~
~
weapon 0 AN
spear 3 18 pierce 0
52 53 32515 P
A
19 3
A
18 3
G none
G none
G none
G none
#31040
scroll~
a blank scroll~
A blank scroll is here.
~
vellum~
~
scroll 0 AO
20 'armor' 'shield' '' ''
10 1 3000 P
G none
G none
G none
G none
#31041
shimmering potion~
a shimmering potion~
A shimmering potion is here.
~
glass~
~
potion G AO
5 'fly' 'invisibility' 'infravision' ''
1 1 800 P
G none
G none
G none
G none
#31042
sticker~
a bright red sticker that reads "DORK"~
A bright red sticker has been left here. Pick it up!
~
unknown~
~
armor AHM AE
2 2 2 1 'none' 0
3 4 7 P
A
4 -2
A
3 -2
E
sticker~
The wearer of this item has been officially marked by the deity Yaegar as 
a genuine bona fide irredeemable DORK.
~
G none
G none
G none
G none
#31043
tent~
a sturdy canvas tent~
A sturdy canvas tent is here.~
canvas~
~
furniture S A
B EIJKN FIL BCDFG BCDFG B EIJKN
0 25 1000 P
G none
G none
G none
G none
#31044
rowboat~
a sturdy wooden rowboat~
A sturdy wooden rowboat is moored here.~
wood~
~
boat S A
0 0 0 0 0 0 0
0 50 195288 P
G none
G none
G none
G none
#31045
battered fried fish~
a piece of battered fried fish~
A piece of battered fish that has been fried to death.~
unknown~
~
food 0 A
C C 0 0 0 C C
0 1 40 P
G none
G none
G none
G none
#31046
pile steaming chips~
a pile of steaming chips~
(Steaming) These chips are wrapped in butcher's paper and look very tasty.~
unknown~
~
food 0 A
BC BC 0 0 0 BC BC
0 1 58 P
G none
G none
G none
G none
#31047
chips salt sauce~
chips with salt and sauce~
(Steaming) These chips are covered with salt and sauce.~
unknown~
~
food 0 A
ABC ABC 0 0 0 ABC ABC
0 1 64 P
G none
G none
G none
G none
#31048
black pudding~
a black pudding~
A black pudding congeals here.~
unknown~
~
food 0 A
C C 0 0 0 C C
0 1 41 P
G none
G none
G none
G none
#31049
white pudding~
a white pudding~
A white pudding, only slightly less disgusting than black pud, sits here.~
unknown~
~
food 0 A
C C 0 0 0 C C
0 1 36 P
G none
G none
G none
G none
#31050
pizza~
a piece of pizza~
This pizza looks like no pizza you have ever seen before.~
unknown~
~
food 0 A
AC AC 0 0 0 AC AC
0 1 54 P
G none
G none
G none
G none
#31051
lard~
a lump of lard~
This lard has been deep-fried.~
unknown~
~
food 0 A
A A 0 0 0 A A
0 1 10 P
G none
G none
G none
G none
#31052
potato scallop~
a potato scallop~
You wonder how long this potato scallop has been sitting here.~
unknown~
~
food 0 A
B B 0 0 0 B B
0 1 19 P
G none
G none
G none
G none
#31053
curry sauce~
some curry sauce~
This sauce is great with chips. Apparently.~
unknown~
~
food 0 A
A A 0 0 0 A A
0 1 11 P
G none
G none
G none
G none
#31054
chicken kiev~
chicken kiev~
This chicken Kiev didn't come from any Kiev you have ever heard of.~
unknown~
~
food 0 A
C C 0 0 0 C C
0 1 37 P
G none
G none
G none
G none
#31055
crumbed drumstick~
a crumbed drumstick~
A crumbed drumstick has been sitting here for a few hours.~
unknown~
~
food 0 A
C C 0 0 0 C C
0 1 43 P
G none
G none
G none
G none
#31056
battered sav~
a battered sav~
A battered sav lies here.~
unknown~
~
food 0 A
B B 0 0 0 B B
0 1 18 P
G none
G none
G none
G none
#31057
kabana~
a kabana~
A fried kabana looks truly disgusting.~
unknown~
~
food 0 A
AB AB 0 0 0 AB AB
0 1 28 P
G none
G none
G none
G none
#31058
fish cake~
a fish cake~
Yeah, SURE it's fish.~
unknown~
~
food 0 A
B B 0 0 0 B B
0 1 19 P
G none
G none
G none
G none
#31059
haggis~
it's... HAGGIS~
This conglomeration looks like a boiled foetus.~
unknown~
~
food 0 A
D D 0 0 0 D D
0 1 87 P
E
haggis~
You DO know what's in haggis, don't you?
~
G none
G none
G none
G none
#31060
tea~
Tetley's tea~
A nice cup of Tetley's sits here.~
unknown~
~
drink 0 AO
1 1 'tea' 0
0 1 67 P
G none
G none
G none
G none
#31061
coffee~
Kenco coffee~
A cup of Kenco coffee is surprisingly good for instant.~
unknown~
~
drink 0 AO
1 1 'coffee' 0
0 1 63 P
G none
G none
G none
G none
#31062
shandy~
a shandy~
A shandy fizzes away here.~
unknown~
~
drink 0 AO
1 1 'water' 0
0 1 57 P
G none
G none
G none
G none
#31063
irn bru~
Barr's Irn Bru~
This bright orange beverage is made in Scotland from girders.~
unknown~
~
drink B AO
2 2 'whisky' 0
0 1 276 P
G none
G none
G none
G none
#31064
chocolate milk~
a chocolate milk~
A delicious chocolate milk is here.~
unknown~
~
drink 0 AO
2 2 'milk' 0
0 1 113 P
G none
G none
G none
G none
#31065
strawberry milk~
a strawberry milk~
A frothy strawberry milk is here.~
unknown~
~
drink 0 AO
2 2 'milk' 0
0 1 128 P
G none
G none
G none
G none
#31066
caramel milk~
a caramel milk~
A tasty caramel milk is here.~
unknown~
~
drink 0 AO
2 2 'milk' 0
0 1 122 P
G none
G none
G none
G none
#31067
sticky bun~
a sticky bun~
A sweet sticky bun sits here.~
unknown~
~
food 0 A
A A 0 0 0 A A
0 1 11 P
G none
G none
G none
G none
#31068
fruit scone~
a fruit scone~
A buttered fruit scone sits here.~
unknown~
~
food 0 A
A A 0 0 0 A A
0 1 11 P
G none
G none
G none
G none
#31069
spamburger~
a spamburger~
A nasty spamburger sits here.~
unknown~
~
food 0 A
C C 0 0 A C C
0 1 43 P
G none
G none
G none
G none
#31070
steak burger~
a steak burger~
A steak burger smells delicious!~
unknown~
~
food 0 A
BC BC 0 0 0 BC BC
0 1 61 P
G none
G none
G none
G none
#31071
hamburger~
a hamburger~
A hamburger is here.  What part of the animal is the burger?~
unknown~
~
food 0 A
AC AC 0 0 0 AC AC
0 1 52 P
G none
G none
G none
G none
#31072
ploughman's sandwich~
a ploughman's sandwich~
A ploughman's sandwich is here.  Okay, it's only cheese and Branston pickle.~
unknown~
~
food 0 A
C C 0 0 0 C C
0 1 43 P
G none
G none
G none
G none
#31073
cheese onion sandwich~
a cheese and onion sandwich~
A cheese and onion sandwich has lots of raw onion on it.~
unknown~
~
food B A
C C 0 0 0 C C
0 1 36 P
G none
G none
G none
G none
#31074
chicken tikka sandwich~
a chicken tikka sandwich~
Some pretentious git has added raisins to a chicken and mayonnaise sandwich.~
unknown~
~
food 0 A
AC AC 0 0 0 AC AC
0 1 55 P
G none
G none
G none
G none
#31075
baked potato cheese coleslaw~
a baked potato with cheese and coleslaw~
A baked potato with cheese and *coleslaw*?~
unknown~
~
food 0 A
BC BC 0 0 0 BC BC
0 1 57 P
G none
G none
G none
G none
#31076
baked potato chicken curry~
a baked potato with chicken curry~
A baked potato with chicken curry sounds tasty.~
unknown~
~
food 0 A
BC BC 0 0 0 BC BC
0 1 56 P
G none
G none
G none
G none
#31077
bacon eggs~
bacon and eggs~
A plate of overcooked bacon and undercooked eggs is here.~
unknown~
~
food 0 A
ABC ABC 0 0 0 ABC ABC
0 2 68 P
G none
G none
G none
G none
#31078
steak eggs chips~
steak eggs and chips~
A plate of tough steak, hard fried eggs and greasy chips is here.~
unknown~
~
food 0 A
D D 0 0 0 D D
0 2 86 P
G none
G none
G none
G none
#31079
eggs ham~
a plate of {rham{x and {We{Ygg{Ws{x~
A plate of {rham{x and {We{Ygg{Ws{x, with the vague aroma of {yhoney{x, steams here.~
unknown~
~
food 0 A
ABC ABC 0 0 0 ABC ABC
0 3 75 P
G none
G none
G none
G none
#31080
bacon eggs ham~
a plate of {rba{yc{ron{x, {We{Ygg{Ws{x, and {rham{x~
A plate of {rba{yc{ron{x, {We{Ygg{Ws{x, and {rham{x shines with delicious grease.~
unknown~
~
food 0 A
D D 0 0 0 D D
0 3 85 P
G none
G none
G none
G none
#31081
poison powder~
some black poison powder~
Some black poison powder has been scattered here.~
unknown~
~
trash E A
0 0 0 0 0 0 0
0 0 0 P
G none
G none
G none
G none
#31082
portal past~
a portal to the past~
A portal to the distant past of Anon lies on the floor here.~
unknown~
~
jewelry 0 0
CEIJKMN 0 0 0 0 CEIJKMN 0
0 0 0 P
G none
G none
G none
G none
#31083
portal future~
a portal to the future~
A portal to the far future of Anon floats here.~
unknown~
~
jewelry 0 0
DEFGIJKMN 0 0 0 0 DEFGIJKMN 0
0 0 0 P
G none
G none
G none
G none
#31084
portal surreal~
a portal to the surreal~
A portal leading to the warped world of surreal Anon shimmers here.~
unknown~
~
jewelry 0 0
CDEGHIJKMN 0 0 0 0 CDEGHIJKMN 0
0 0 0 P
G none
G none
G none
G none
#31085
key portal~
a key to the portal chambers~
A key to the portal chambers has been dropped here.~
unknown~
~
key AB AO
0 0 0 0 0 0 0
0 1 200 P
G none
G none
G none
G none
#31086
tome political history~
a Tome of Political History~
This tome is titled- "THE POLITICAL STRUCTURE OF ANON", by Errit Meyer.~
unknown~
~
trash 0 AO
0 0 0 0 0 0 0
0 5 100 P
E
Dryad~
Dryads, being nomadic, free-spirited beings, have no organised habitats or
political structure, though small, independant communities of these magical
creatures have formed in the Sacred Grove and the Guild of the High Dryad.
~
E
Darkling~
Having only recently re-established contact with the other races of Anon
after centuries of isolation, there is little that can be said about this
race. Deviant Sidhe who fled the decimation of their surface kingdoms
centuries ago, what few that have made contact refuse to divulge anything
about their mysterious race or their political or social structure.
~
E
Avian~
No Avian settlements or systems of government are known, though it is
rumored that a great Avian city, ruled by an elected council, lies far to
the north of the Barony of Anon. However, no one has been there, and the
Avians decline to comment on the matter. The only other evidence of the
existence of this place is in Avian legend (see Avian History).
~
E
Illithid~
Only one city of the Illithids is currently known to exist, and it is located
in the great Psi Cavern, located far beneath the surface of Anon, in the
Underdark. The city is ruled in a feudal manner, with several orders of
nobility vying for power, all being dominated by the oldest and most powerful
nobles. Illithids have little to do with other races, save perhaps the Drow.
~
E
Kender~
The kender have only recently arrived on Anon, recently by the standards of
the other races, and are ruled by their chieftains in the city of Kendermore,
located near Solace. As can be expected, government is a random process in
the Kender society, as everyone pretty much does what they desire. The city
maintains a strong defense force, however, controlled and maintained by the
chieftains.
~
E
Dwarf~
The Dwarves of Anon are concentrated in one single kingdom, a remote, little-
travelled place known simply as the Dwarven Kingdoms. Their system of
Government is clan-based, with various clan chieftains taking turns ruling
the kingdoms. The holdings of the Dwarves once extended as far south as
lost Moria and as far west as the Northlands, but that was a long time ago.
Some consider the Dwarves to be a dying race, though it is best not to say
this within earshot of any Dwarves!
~
E
Drow~
The Drow, or Dark Elves, are an evil, aggressive race that live in cities
far beneath the surface of Anon. Only one is known by non-Drow, and it is
so secretive even its name is not known. It is ruled by several noble houses,
who are constantly battling to become First House, the house with the
most say. Women hold all the positions of political power, and control the
priesthood, which plays a vital role in Drow politics. This order answers
only to their cruel and evil demon deity Lloth.
~
E
Valley Elves~
The Valley of the Elves is inhabited by the aggressive, xenophobic Valley
Elves, who are ruled by a small tribal-style council. Much like their
sylvan cousins, their government is nominal, controlling mainly the
organisation of scouting and warrior parties.
~
E
Mirkwood~
This dark, mysterious wood is inhabited by a great number of Elves, most of
whom answer to the Wood Elf kings, in their great wooden estate in the
center of the forest. Government is indirect and erratic, however, the elves
really only coming together in times of great crisis.
~
E
Malathar~
The Duchy of Malathar was once one of the most powerful states on the planet.
However, they suffered serious losses in the wars with Humanity and Dwarfkind,
and now rule little territory outside the walls of ther impregnable fortress.
It is ruled by a hereditary succession of Dukes and Duchesses, though
government is heavily influenced by the mages and priests and their
respective orders. They are strong allies with the Barony of Anon, with
whom they trade via the River of Anon.
~
E
Elf~
The elven race is smaller in number than the Humans, though it is almost as
powerful. Its holdings consist of-

THE DUCHY OF MALATHAR
MIRKWOOD
THE VALLEY OF THE ELVES
THE CITY OF THE DROW

For more information, type READ MALATHAR, READ MIRKWOOD, etc.
~
E
Khellis~
The City of Khellis is surrounded by a thick, impenetrable marsh, inhabited
by savage swamp fiends who have reduced the once prosperous trade center to
near-ruin. It was ruled by the Warlords of Khellis, and their agents the
Constables, but both orders have long since vanished and the city now relies
on the guidance of their priests and veteran city guards. It is only a matter
of time before this city falls, which is a pity as it lies on the only road
that leads to the mysterious lands to the south east.
~
E
Alandra~
A once great city that has since succumbed to decay, the city of Alandra
controlled the lands now known as the Great Western Desert. Ruled by a
clan of Wizards, this Magiocracy fell victim to a disastrous magical
experiment that hurled it into another dimension, though it can still access
the lands it once ruled that the cataclysm turned into a wasteland. It is
now ruled in a manner by an elected Mayor, though he has little power.
~
E
White Lotus Temple~
The Temple of the White Lotus is a small militaristic order of Monks who
have a seperate community from the rest of Anon in their own right. The
temple is actually a fortress, well-defended by elite monks and warriors.
The holdings of the temple border on those of Midgaard and Solace, at the
base of the Ringing Mountains.
~
E
Camelot~
CAMELOT- A small but powerful state, the realm of Camelot lies to the south
of the Barony of Anon, and is ruled by the just and wise King Arthur and his
famous Knights of the Round Table. Camelot is on good terms with the Humans
of Anon as well as the Elves of the northlands.
~
E
Thalos~
NEW THALOS- New Thalos is what remains of Old Thalos, the most powerful
state of Anon's distant past. It has become overrun by dangerous monsters
such as the once-tame lamia pets of the ancient Thalosians, and mighty
beholders. It is rumored that great treasure remains there still.
~
E
Ofcol~
THE CITY OF OFCOL- The City of Ofcol rules over a large portion of the
northlands, bordering on the Dwarven Kingdoms. It is a theocracy, ruled by
an elite benevolent priesthood and its holy warriors. The people of Ofcol
are somewhat xenophobic, and have little to do with other races. The city
was constructed on the ruins of an ancient city populated by an unknown race,
and it is rumored relics from this age can still be found.
~
E
Solace~
THE CITY OF SOLACE- The territory of Solace covers both the city and the
surrounding lands, including Crystalmir Lake. The city is ruled by elected
officials, and a powerful military. The city has little to do with other
states, preferring to remain neutral.
~
E
Midgaard~
THE CITY OF MIDGAARD- The oldest city on the continent, the city of Midgaard
took its name for the native name of their home world, which they abandoned
in favor of Anon centuries ago. It is a nominal democracy, with the city
being ruled by elected officials such as the mayor and the constable. The
city was once powerful, but sustained serious losses in the kinstrife wars
and now has little control outside the bounds of the city.
~
E
Freeport~
THE CITY OF FREEPORT- A semi-democratic state- this port is a major trade
center, and controls a large portion of the Sea of Anon. The city is
responsible for maintaining order in this pirate-ridden region, a task it
isn't always very good at. The city is ruled by a council comprised of the
Admirals and chief merchants of the city, who are elected by members of
their respective followers- the navy and the powerful merchants' guild.
Corruption is rife in this organisation, with powerful pirate lords paying off
prominent members in exchange for immunity from prosecution.
~
E
Barony Anon~
THE BARONY OF ANON- The most powerful of the Human states, the majority of
this Barony takes the form of the City of Anon. Ruled by a long line of
Barons, the City is feudal in nature, though the head of the city is a
CAstellan who is appointed by the Baron from a list of candidates nominated
by the citizens of the Barony. This position is extremely important, as the
Castellan is responsible for the defense and well-being of the city, and
reports only to the Baron, who spends most of his time on his country estate
to the north of the city.
~
E
Human~
By far the most populous of the races, the Humans naturally have several
states. These are-

THE BARONY OF ANON                         NEW THALOS
THE CITY OF FREEPORT                       THE CITY OF OFCOL
THE CITY OF SOLACE                         CAMELOT
THE CITY OF MIDGAARD                       WHITE LOTUS TEMPLE
THE CITY OF ALANDRA                        THE CITY OF KHELLIS          

For more information, type READ CAMELOT, READ OFCOL, etc.
~
E
tome politics political structure~
THE POLITICAL STRUCTURE OF ANON-

Although the races of Anon now mingle in relative harmony, each of them still
has their own seperate states, most of these semi-independent city states.
The major staes of each race are listed in the relevant chapters. Type read
Human, Kender, Elf, Dwarf, Illithid, Dryad, Avian and Darkling  to read the
organisation of the relevant races.
~
G none
G none
G none
G none
#31087
tome social history~
a Tome of Social History~
This tome is titled- "THE SOCIAL HISTORY OF ANON", by Gaspar duPont.~
unknown~
~
trash 0 AO
0 0 0 0 0 0 0
0 5 100 P
E
Darkling~
At the time of the writing of this article, no single source was available
for any worthwhile comments on Darkling social structure. Indeed, since the
number of Darklings that have emerged into the world of Humanity can be
counted on two hands, it is impossible as yet to make any real conclusions.

It is known that the Darklings are deviant Sidhe who fled the destruction of
their feudal-style kingdoms centuries ago, but it is unknown what sort of
society they have formed in the Underdark, and whether they consort with the
other races of this realm. However, even the Illithids were surprised by their
emergence, so it seems unlikely.

It is also unknown why they have suddenly chosen to emerge, though this will
doubtless be made known in the years to come.
~
E
Dryad~
As Dryads rarely live together in communities it is difficult to assess
social classes or structure. Generally, all Dryads of both sexes are
considered equal. However, one can easily lose great status among fellow
Dryads by showing a lack of proper respect or love for nature.

Dryads that do live in communities usually have a central figure (always
female), who decides on the general activities of the group. A fine example
of this is the Dryad Grand Guildmistress's Tree, in the Woods of Insanity
(see Cochrane, X., "Life among the Dryads of the Beth's-es'N'Biririni").
Dryads actually place a higher value on the life and well-being of flora
and fauna than they do any sentient race, including their own.

Dryad males are extremely rare, and are not often seen outside the breeding
communities Dryads form every 7 years when they are fertile. Such males are
in general inferior to the females, though this is due more to lack of
proper training and experience rathr than any inherent flaw.
~
E
Illithid~
The single source of Illithid society comes from the Drow sorcerer Ree'faqx
Zaqxney's tome "The Social Structure of Illithid Society", of which only
fragments remain (the book was badly damaged during the Arch Mage Yaegar's
battle with this vile Necromancer). Even this lengthy tome gives only
the sketchiest details, which I shall attempt to summarise here.

Illithid society values mental power and stamina above all else, and those
who do not possess at least a competent level of mental prowess are considered
sub-illithid, and relegated to the status of peon. That aside, status in
Illithid society depends primarily on the status of one's clan, which can
fluctuate greatly. Clan warfare is not common as in Drow Society; this is
not to say it is non-existent (far from it!) but that conflicts are more
generally resolved through a system of bribes and blackmail rather than
armobed combat (physical and mental).

Few illithids will ever resort to performing menial tasks (to them, anything
that involves physical effort is too menial), as they have a large body of
mind-controlled slaves of several other races for this. In fact, one of the
gravest insults one can hurl at an Illithid is to insinuate he or she has
ever performed manual labor.

The sexes are equally represented at all levels in Illithid society, perhaps
more than in any other society, as physical prowess is irrelevant, and in
mental powers females can easily match (or surpass) males.
~
E
Avian~
Almost nothing is known among non-Avians about avian society. Besides the
common legends of their origin, little else has been discerned, as Avians
are a remarkably close-mouthed (or beaked) lot when around non-Avians.

It would be safe to generalise, however, that the ability to hunt, fly and
fight are considered of vital importance to one's social standing. In
addition, the lack of elderly Avians seen certainly seems to suggest a
very martial culture, where long life is rare due to constant combat.

It is known that Avians change greatly as they mature (see Afren, S. "The
Physiology of Avians" (Anon Press, 406 A.C), and that fully mature Avians are
considered the most important/powerful in any group of Avians. It is not
even known if there are Avians who do not eventually develop the observed
traits (Ibid., P.23), or if there are Avians who become so birdlike they
rise to positions of highest authority.

There seems to be an equal distribution of male and female avian adventurers,
though it shouldn't be construed that Avian society is free from sexual
discrimination per se.
~
E
Kender~
Kender communities are loose-knit, clan-style organisations, with everyone
possessing a more or less equal role in the community. Hunters also serve
as warriors, guards and even cooks and porters if the need arise, while
more learned kenders' tasks vary from education, spiritual duties, the
collection of knowledge and the overseeing of construction. Males and females
can be found performing any of the above tasks.

Kender communities place no special importance on any one kender, as all
contribute in their own particular way to the needs of society. One rather
unique aspect of Kender society, however, is their attitude towards
possessions. There is no real concept of personal possessions in Kender
society- they genuinely believe in the concept of taking whatever you want
from whoever. Kender houses are crammed with lots of interesting objects,
and most of them at one stage or another belonged to someone else. And while
Kenders have no problems with this philosophy, other races certainly do.
Kenders do not think of it as theft, and violently object to being referred
to as thieves.

Adventuring Kender can come from all walks of life, as most possess the
same skills, including the ability to move silently and quickly, and the
many skills needed to collect "stuff", i.e, picking locks and detecting
traps, as well as picking pockets. It is extremely hard to depress a kender,
their fun-loving nature and desire to explore is irrepressible.
~
E
Human~
It is extremely difficult to summarise human sociology, as there are as many
types of social structures as there are independant communities of humanity.
Generally, though, humans prefer vaguely deomcratic processes (they seem
to enoy electing their leaders), and prize the freedom of the individual
above all else, though they always knuckle under to the pressure of
authority.

Human society is very flexible, with upward and downward mobility usually
quite easy for those with enough power, money and ability. For example,
wealthy humans can buy their children places in mage or priest academies,
regardless of their offspring's aptitude, and a little money and a big stick
can allow even the lowest human to attain very high offices.

Adventuring humans are generally religous warriors, travelling worshippers of
Buddha who seek to spread the word of their god and crack a few skulls along
the way. Other humans have little desire to leave their environments, as
many still harbour old prejudices against the other races.

Sexism has been all but eliminated from Human society, after females
demonstrated during the race wars that they were more than capable of
casting spells and swinging swords as the males.
~
E
Dwarf~
Dwarven social structure is totally clan-based, with the social standing
of each Dwarf directly related to their clan. And while most clans have
members of many professions, certain clans favor mining and engineering,
such as the Chiselled Rune Clan, or fighting and exploration, such as the
Whirling Axe Clan.

Warriors hold the highest position in any clan, irrespective of focus. For
it is the warriors who defend the beleagured Dwarves from their many enemies.
The leader of each clan is generally the eldest and most experienced Dwarf.
Adventuring Dwarves are always warriors, as the other Dwarves, such as
healers, miners and bards, have little interest in such activities.

Female Dwarves are highly prized in Dwarven society, as they comprise only
about 20% of the race's numbers. And since Dwarves reproduce so infrequently,
they are often more guarded than even the Dwarves' precious minerals. Thus
female adventurers are much rarer than males, not due to any sexism but due
to simple numbers.
~
E
Elf~
The Elves of Anon vary in their social structure according to the various
sub-types of Elves. This chapter will focus on those Elves known as the
High or True Elves, the Elves that deign to associate with humanity, and
have a desire for adventure.

High Elves come from a very rigid social structure, a complex feudal system
where vertical ascension is very difficult. Basically, the path an Elf will
take in life is determined to a very large extent by what their parents did-
i.e, mages are the children of magicians, warriors the children of warriors,
nobles the children of nobility, etc. Occasionally, young Elves who
demonstrate an exceptional talent for a particular area, most particuarly
the priesthood, but sometimes the Magical Arts, will be taken from their
families and raised to become a member of that order. Other than that, an
Elves fate in their very long lives is determined by their birth. While this
may seem unfair to those used to a more flexible system, the Elves have no
problem with the glass ceiling.

There is perfect sexual equality in Elven society, though in general the
males favor areas such as the warrior or magic arts, and females prefer the
priesthood or healing arts. Adventuring Elves are most commonly those
interested in the magical arts, though many also have significant martial
experience.
~
E
tome social history~
This tome attempts to give, in a brief outline, the social structure of
the many races of Anon. For more information on the relevant races, type
read Elf, Dwarf, Human, Kender, Avian, Illithid, Dryad or Darkling.
~
G none
G none
G none
G none
#31088
book history~
a History book~
This book is titled- "THE HISTORY OF THE KNOWN RACES OF ANON", by Xanafax.~
unknown~
~
trash 0 AO
0 0 0 0 0 0 0
0 5 100 P
E
Kender~
Of all the races on Anon, Kender are the least aggressive, but are inarguably
the most irritating. Their coming through the portals to the land of Anon is
said by most to be "an accident the Gods eternally regret", though usually
in jest. 

Kender are irritating due to their irrepressive urge to "borrow" items of
everybody and everything that comes their way, friend or foe, man or god.
They do not consider this to be theft, as they do intend to return the item
(but never seem to get round to it) and indeed to call a Kender a thief is a
grave insult indeed.

They care little for the affairs of other races, preferring instead to collect
as many strange, exciting or unusual objects as they can. Kenders are great
explorers, and a Kender can prove to be an invaluable guide when travelling
to uncharted lands.

They were not involved in the great war between the races that ravaged Anon
for decades, and thus share none of the prejudices that Humans, Dwarves and
Elves have acquired. They prefer instead to enjoy life, and they always 
manage to find something positive about every situation ( a classic example
is the fearless Kender Trich who, just before he was eaten by a dragon,
exclaimed- "Well, at least I won't have to repay that debt to Aod!".

Kender are on good terms with the Dryads, whom they are fascinated by (and
the Drayds are in return, greatly amused by the little people). They seldom
stay in the one place for too long, preferring instead to satisfy their
"Wanderlust".
~
E
Illithid~
Little is know of this mysterious race. They emerged only recently from their
deep underground lairs, and began to explore the surface world. No one knows
why they suddenly chose to end their self-imposed isolation, or what their
plans for the future are. It is not even known if the Illithids are indigenous
to Anon, or if they arrived like all the other races through portals.

Illithids are masters of Psionics, the powers of the mind. They have harnessed
this latent mental ability possessed by all sentient creatures, and use it
to great proficiency. They are incredibly jealous of their abilities, however,
and refuse to teach it to any non-illithid.

They have little dealings with other surface races, though explorers report 
that they are quite well-known in the depths of the Underdark, among Drow
and Svirfneblin, Kuo Toan and Darkling. A legend has sprung up that Illithid
feed upon the brains of other sentient creatures, extracting their brains 
from their heads while the victim still lives, and for this reason they are
sometimes called "Mind Flayers". Illithids of course deny this rumor
profusely, and say that it is a rumor perpetuated by their enemies, or that
only a very few, evil Illithids engage in this foul practice. 

The greatest bar to an Illithid's ability to interact with other races is its
hideous appearance (see below) and for this reason many shun the company of
other races. However, some Illithids have become significantly powerful
and respected to hold positions of importance in other communities.
~
E
Avian~
Avians are one of the only adventuring race indigenous to the land of Anon, or
at least partially indigenous. When the Immortals arrived in Anon, fleeing 
their homeworld, Lenny, their leader, met and became enamoured with a
beautiful human princess. Their relationship prospered, and Lenny planned
to make the princess his consort.

Then another, evil Immortal began to court the princess, a foul individual
named Hawk. He cast secret enchantments upon the princess, causing her to
scorn the affection of Lenny and favor instead the attentions of Hawk.
This reversal culminated one night in an attempt on Lenny's life by evil
assasins who claimed to be working for the family of the princess.

Lenny grew infuriated, and in his rage cast a horrid curse upon the princess
and her kingdom, causing them to mutate into half-bird creatures, saying that
"If the Princess was to court a Hawk, then she must needs be a Hawk too!" He
cast out the Immortal Hawk, who slunk away and established an evil domain
deep beneath the earth. 

Decades later the Avatar came across this cursed kingdom, and hearing their 
story, went to Lenny to object. Lenny was about to slay the Avatar for his 
impudence, when the Avatar (very hurriedly) explained that Hawk had used
magical enchantments to sway the love of his princess, who had long since
perished in anguish over her new form, and that she had always been true at
heart to him.

Lenny was devastated and went to remove the curse. But upon arriving at their
kingdom, the people, who now called themselves Avians, told him they were
happy with their new forms, and did not wish to return to humanoid form. Indeed
they thanked Lenny for his gift, for most were ignorant of the reasons for
their transformation, and the people now considered themselves beloved of
Lenny.
~
E
Human~
Humans are a young race, compared to Elf, Dwarf and Dryad, having come to
Anon much later than them. The Humans of Anon came from many different
worlds, as refugees, wanderers, explorers or fugitives. And, as Humans are 
wont to do, they quickly built towns and cities, and farmed the land, and
hunted the local animals, and they became quite comfortable in their new
home.

Kingdoms were established quickly, and just as quickly brought down by
rebellions, feuds, or war with their neighbors. Eventually a kind of stability
came into being, with individual city states (such as Anon, the largest,
and Midgaard, the first kingdom formed on Anon) establishing themselves 
domains independant of each other. 

Peace became even more advantageous when the Dwarves offered the hand of
friendship, and both sides soon prospered from a lucrative trade of the
Human-produced food and goods for the products of the Dwarven mines. Both
races enjoyed this situation, and soon a powerful aliance was formed.

It was never known who suggested war upon the Elves, or why it was suggested,
but it was, and both races eagerly agreed. For over thirty years, Humans
and Dwarves mercilessly assaulted the Elven kingdoms, reducing most of them
to ashes, along with much of the lush forests of eastern Anon. It was then
the Dryads stepped in, and negotiated a treaty to save their forests, and the
war was ended, though the prejudices remained.

Humans, no longer diverted by war, channeled their energies in other directions,
and begin to enhance the physical, mental and spiritual development of their
race. Academies were established far and wide to teach Humans this new school
of thought that had developed, the Martial Arts. Humans excelled at it, but
other races found it too difficult or boring, especially the Kender and the
Dwarves.

Now today, Humans are by far the most numerous of all races on Anon, and 
also one of the most powerful, thanks to their mastery of the Martial Arts.
~
E
Dwarf~
Dwarves were the second race to emerge into the land of Anon, after the
Elves. They quickly grew quite fond of this land, admiring the many tall,
powerful mountain ranges which to their added delight they found were rich
with valuable minerals. Soon Dwarven mines peppered every major mountain
range on the continent, and some Dwarves had even crossed the Salt Sea to
the New World in search of new ranges to mine.

Dwarves paid little attention to the affairs of other races, save the Elves
whom they kept a suspicious eye on, and the Kender, whom they banned upon
threat of war of coming near their hoards of gems and metals. They continued
to mine and smith, digging deep into the roots of the mountains of Anon,
and discovering many wonders (and evils- the Dwarves warred long against
tribes of Goblins who shared the mountain depths).

When Humans arrived, they formed a close bond with the prosperous Dwarves,
and an enduring alliance was forged that till this day remains unbroken by
either side. And while this alliance benefited both Humans and Dwarves, it
meant catastrophe for other races.

Dwarves had long hated and feared Elves and their magical ways, for Dwarves
detest magic, and Humans had been deeply jealous of the Elves' wealth and
power. So both races made was against the Elves, and nearly succeeded in
eradicating them. It was the intervention of the Dryads, who feared the
loss of their deep forests in the war, who stopped the war, and made the
Dwarves and Humans swear an oath to never again raise arms against any other
race, or to ever again wantonly destroy the forests of Anon, as they had
done during the war.

The Dwarves agreed, and withdrew to their mountains. Gradually they succumbed
to internal strife caused by boredom and isolation, and one by one the many
Dwarven kingdoms collapsed and disappeared. Only a very few remain today, and
they are but a shadow of the mighty kingdoms of their ancestors.
~
E
Darkling~
Very little is known of this reclusive race, save for what travellers to their
homeland or the rare Darkling adventurers have told. What is known is that
Darklings are descendants of one of the oldest indigenous races of Anon,
the magical, mysterious Sidhe.

Centuries ago, the Sidhe first encountered the new races to Anon, the Elves,
Humans and Dwarves. They fascinated these races with their rare, ethereal
beauty, as well as with their incredible magical abilities. However, the
fascination soon turned to greed, greed for Sidhe money from the Dwarves,
greed for Sidhe beauty from the Humans and greed for their magical power
from the Elves. Violence erupted, and the Sidhe were forced to flee, heading
deep beneath the surface, away from their beloved lands, where they soon
established a new civilization.

Their race became one at one with the dark and with dark places, so much so
that they all developed natural infravision, and their magic was adapted to
suit their new environment. For centuries they remained hidden, seperate
from all other races. Then younger Darklings, as they were now called, grew
curious as to what lay without, and many set off to become adventurers,
and thus contact with this race was regained.
~
E
Elf~
Aeons ago, when the land of Anon first came into being, Elves were among the
first races to emerge through the mystical portals that sprang up across the
continent, and they quickly established themselves a powerful and extensive
domain. They concentrated their settlements in the dense woodlands that then
covered most of Anon, or build beautiful crystal fortresses high in the
western mountains that seperate Anon from the Desert wastes.

Centuries passed, and gradually the Elves fell from dominance, losing interest
in the pursuit of power and wealth, and instead immersing themselves in the
study of the magical arts. Generations of such research eventually resulted
in the evolution of a race of Elves of which every member possessed latent
magical talent, the ability to shape and mold the magical energies which
flowed across Anon into whatever usage pleased them.

Thus eventually the Elves became renowned mages, and kings and princes of all
races sought them for their abilities, as well as their counsel, for Elves 
were counted among the wisest of all races, save the Dryad. And the Elves
prospered, and lived in realtive harmony with their neighbors.

Eventually, discord began to emerge, caused as is often the case by the
jealousy of the "lesser" races, and war between Elves and the other races
broke out. Combined armies of Dwarves and Humans drove Elves from their 
forests and their crystal palaces, at the cost of countless lives on both
sides, for the Elves did not surrender their lands easily.

This war raged for thirty years, until it was ended by the coming of the
Dryads, who were angered at the desecration of their beloved forests by Human
and Dwarf, and a peace was negotiated, for the mysterious dryads were greatly 
respected and feared. The races returned to their domains, and have since that
day maintained an uneasy truce, though in truth many members of the warring 
races still hold a deep hatred for the others. Some say the Elves' natural
arrogance and condescension to the "lesser" races brought about the war- 
others say it was the natural aggression of the Dwarves and Humans. Who is
to say?
~
E
Dryad~
Until very recently, the mysterious Dryads had lived apart from all other 
races, inhabiting secret glades in the deepest forests of Anon. They lived
simple, peaceful lives, attuning themselves to the majestic forces of nature,
and drawing magical energy from them that they could turn to any usage they
wished.

The Drayds were ruled by a wise and gentle immortal named Xanibdar, who had
come with them from their home world many centuries ago, stepping through
a portal to emerge in Anon. They had fled their own world, the name of which
has been forgotten, to escape war and enslavement, and on Anon they found
peace. For a time.

War broke out between Human, Dwarf and Elf, the cause of which was considered
trivial and immaterial to the spiritual Dryads, as was the (to them) petty
war itself. Then the Humans and Dwarves stormed the once-lush forests of
Anon, in search of Elves, and many thousands of acres of woodland was turned
to barren waste in their relentless march. The Dryads grew angry, and emerged
from their hidden realm, proving their existence to startled mortals who had
previously thought them to be legend.

Using their great powers and reputation, the Dryads brought the war to a halt,
a relatively easy task as the Humans and Dwarves were then still relatively
small in numbers and weak in magical skills. They did not do so out of
sympathy for the Elves, for the Elves had scorned the Dryads when they arrived
as if they were but simple primitives living wild in the forests. They did so
to preserve what was left of their sacred woodlands.

Since that day, Dryads have begun to interact with the races they once shunned,
and have found much to love in them, especially the Kender, of whom they are
exceedingly fond. Dryads are respected practitioners of the healing arts, as
well as respected wielders of powerful battle magics.
~
E
history book~
This slim tome contains a brief synopsis of the history of each of the major
races of the Known World. These synopses have been gathered from extant
primary sources by Xanafax and compiled here for the dilettante to peruse
and learn a little about their fellow Anonians. For further information,
try read elf, read human, etc.
~
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#31089
geography text~
a Geography text~
This text is titled- "THE GEOGRAPHY OF ANON", by K. Solo'deru.~
unknown~
~
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WEST~
The lands west of Anon are for the most part dry and arid, running to the
foothills of the Weeping Mountains. To the northwest lie the halfling
settlements of the Shire and Brandybuck, the history of which is well-known
by the Kender Pippin. Beyond these lie the Human cities of Midgaard and Solace
nestled in the rcoky foothills of the mountains.

To the southwest small Gnome settlements can be found, below the beginnings
of the more popular pass across the mountains, which leads to the lands of
Mahn Tor, and the western Ocean, across which lies the Gnomish capital of
Haven. It is rumored that air elementals and harpies imperil travellers
who stray too far in the mountains here.

The northern pass through the mountain, above Midgaard, runs past the Temple
of the White Lotus, to the sheer summit, where a more gentle path descends
to the river Myrdmuth, which runs into the Great Western Desert, a vast,
trackless waste which was once a fertile utopia, before the collapse of
Alandra. It is rumored that the ruins of the city can still be found there.

No one has yet travelled further west than this, so who knows what wonders
await?
~
E
EAST~
The areas to the east of the Barony are dominated by the vast Plains of Blood,
where no plant will grow or animal prosper, named for the blood that was
spilled there during both the Racewars and the Kinstrife wars. Past the
plains, one comes to an arid area covered with rocky hills, within which are
located several areas of interest.

To the south one will quickly come across the Graveyard where the dead from
the battles on the plains were laid to rest- it is rumored their cursed souls
still roam this place, as well as the ancient catacombs beneath the crypts.
The ancient Dwarven mine of Moria lies east of here, near the Troll dens.
Beyond this lies the swamplands, wherein can be found the ruined city of
Khellis, and the Old Marsh, where evil monsters have overrun the ruins of
an ancient civilization. Also in here, it is rumored, lies a gateway to
Hell.

To the north lies the cursed Ghost Town, where only the mightiest can hope to
travel and survive. East of there lies the spider forests, where ancient
arachnid evils await the unwary. Further east the road stretches, travelling
to the impenetrable mountains to the far east, a place the Fire Newts call
home. It is rumored that dragons reside near these rocky peaks as well, as
related by the Dragon-Slayer Dalamar.
~
E
SOUTH~
The lands of the south are dominated by vast mountain ranges and long
strtches of hills and small valleys. Among this vista is situated the famous
kingdom of Camelot, near the blasted ruins of the Dark Keep. These both
lie near the shores of the great Sea of Anon, which is ridden with pirates.
In the depths of this sea are rumored to lie two undersea cities- those of
Atlantis and Antharia. The massive port of Freeport lies on the southern
shores.

To the southwest can be found the ancient forest of Haon Dor. It is rumored
that the ruins of the city of Thalos can be found in here, as well as the
magical Happy Forest. South of Haon Dor lies the Elemental Canyon, near the
forest Murkmire, within which is located the human logging village of
Dunkeldorf.

Heading further south of here will eventually take one to the lands of the
Wyvern Tower, and the strange rock creatures and undead that live within.
Centaurs also reside in this area.
~
E
NORTH~
The vast majority of the lands north of the Barony of Anon is dominated by
the great northlands, vast, stretching plains that run from the Weeping
mountains to the west to the deep forests of the East that border on the
sea of Anon.

These plains are sparsely populated, sporting only the occasional druid or
animal, which wander the grassy fields with little danger. There are some
settlements in this area, including the City-state of Ofcol, and the
Dwarven Kingdoms far to the northeast. The legendary Werith's Wayhouse,
gathering place for adventurers from all over the world, also lies in this
area.

The great forests to the east are known by several names, though perhaps best
as Mirkwood, named so by the elves who first settled there. In the depths
of this forest can be found the elven duchy of Malathar, as well as the
sacred Valley of the Elves, and the Dryad Holy Grove. There is also a small
goblin kingdom further in the forest, where few dare travel. North of this
lies the magical world of Animaland, a small kingdom ruled and populated by
sentient animals and other strange beasts.

The cruel, evil Warlock resides in the forbidding peak of Firetop mountain
on the northern border of Animaland, sharing his domain with the vile lich
Ciquala. Near this place lies also the mysterious Mirage Tower, a place where
few have ventured and even fewer have returned from.
~
E
geography text~
This book is in fine condition, except for one fact- all the maps have been
unfortunately torn out, so you'll have to go by the text descriptions. The
book is divided into four chapters- NORTH, SOUTH, EAST and WEST. For more
information, try read north, read south etc.
~
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#31090
book compendium~
Xanafax's Compendium of Heroes~
A dusty old book lies here.~
unknown~
~
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Pain Pleasure~
Legends tell of the origins of these two prominent figures in Anon
mythology.  It is said that their parents were one of the original
settlers who came through magical portals to found a village
known in these times as Kendermore.  Pleasure and Pain are said to be
twin brother and sister, born to common parents.  They were the first born
in the new lands and were the joy of the new village.
   After a year of life in Kendermore, wanderlust began to settle into
their father and other members of the community.  There was a great split
among the kender, for some had lost their wanderlust and wanted to remain
in their village but others wanted to wander the lands.  Until this day
kender always travelled as a group, moving from location to location.
   After much debate the matter was settled.  Any kender that wished to
leave the village was free to do so and any that wished to remain could do
so. For Pain and Pleasure it was a difficult time, for their father wished
to wander while their mother wanted to remain in Kendermore.  The parents
were distraught and torn between their desires and their love for 
their children.
   It was decided that neither parent should be without the company of one
of their children.  Pain was to travel with their father and Pleasure was
to remain with their mother.
   Pain grew up always arms length from the hate, the death and the pain
of the realm.  She felt the pain that her father lived with as he
struggled with his love for her mother and she felt the pain of being
separate from her twin, Pleasure.
   Pleasure was raised as the child of the village.  The village filled
Pleasure with the joy and happiness of life.  But Pleasure always
remembered the joy that he felt as a young child playing with his twin,
Pain.  One day, he felt the need to find his sister and left the village.
   On that same day Pain left her father in search of her brother.  They
wandered aimlessly through the realms searching for their kin.  All this
time they struggled with the violence and the horrors of the lands and
acquired near-godlike skills and strength.
   On the day that they were reunited, legends say that the sun did not
set on the lands.  The light, a symbol, of the God's joy from the twin's
reunification.  They have rarely been seen without the presence of the
other since that day.  It is said that if you should attempt to separate
the brother and sister from each other that you will face the wrath of
mortals unmatched since the days of Godot, the warrior born.
~
E
Godot~
<You can insert the mythical creation of the world here.  This is similar
to gods sevens days or whatever.>

And life began to appear in the realm. Races began to claim territory and
to build their villages.  Chaos reigned as races tested their
might and established their rightful place in the heirarchy of races. Many
smaller races were lost in the ensuing battles.  It was a terrible time.
But in this time there was a hope, a powerful warrior named Godot at
birth, wandered the land preaching peace and co-operation.  He told
his vision of the realm to any who would listen.  Some listened
intently and followed his preachings.  But others saw that in the new
world of peace they would lose much of their power and riches and
despised Godot for his beliefs.  They fought with him but Godot was as
skilled with the blade as he was with his teachings and defeated many
an opponent.  Godot had a great following after a time and the Greater
Gods of the realm began to feel his presence.  They felt that he posed a
threat to their dominion over the realm and confronted him.  But Godot was
supported by two of the Greater Gods who saw the freedom offered by the
new world order.  There was a great battle between the two factions.  The
two Greater Gods who offered their support where driven from the lands
never to be heard from again.
Godot was defeated by the combined might of the Greater Gods.  But he
would not be killed and turned into a martyr.  Instead the Greater Gods
used powerful magic to encase Godot in a magical prison, where he would
stay until the end of his existance.  His followers, hopful that he would
escape the living tomb, still to this day, wait for Godot.
~
E
Nemo~
Nemo was born and raised in a small village far to the north and east of
Anonymud, but don't ask for details if you don't want your throat slit.
As a babe, Nemo was entranced by his mother's tales of other lands and other
races.  His favorite stories were of humankind.

His sleep and daydreams were both populated by the Mort d'Arthur, Gawaine and
the Green Knight, and tales by Frank Baum, C. S. Lewis, and Robert Heinlein.
As an adolescent, Nemo was apprenticed as a magician to his uncle, Kamack.
Kamack was a kindly old elf, but Nemo quickly surpassed him in magic ability.
To avoid the dreadfully dull future that awaited him in his native village
and to avoid having to marry his pretty but half-witted cousin Edwina, Nemo
slipped away one summer night to seek out Humankind and his own destiny.
In his adventures, Nemo had many close calls and saw many wonderful sights.
He managed to meet many of the humans he had read about, as well as dwarves,
and kender, and darklings.  He still hasn't figured them all out, but he's
working on it.
~
E
Apotheosis~
I first arrived in anonmud and was just a mere 17 year old and had no friends..
then i meet dalamar (dal) and he showed me the tricks of the trade and then i 
was off and running and soon smashing pigs and serfs....i was also a little
bit stupid and a little thief....i used up all my pracs on useless stuff like
stealing and hiding and picking locks...i hope that i can use them for better
use in the future!!! ...and after that i was off and running soon to be a
warrior...i then did some exploring of the huge anon and found many
interesting places but yet to explore all of them cause i doubt it i will find
half of them...i then started to make heaps of friends on this and introduced
some of my friends on this and things got a bit more interesting....things went
nice and smoothly till level 15 or 16 when i realised that i didnt get any free
spells from gath so all my blessings were gone and i had to explore for better
equipment so i could increase everything and especially my damroll...i love
increasing that....oh yeah...im a kender and they are pretty good for non
aggro mobs cause i can backstab them...for aggro mobs...well....different story.
..kenders are very sneaky type of race who have a strong subterfuge rate....
that means stealing i think...i dont find stealing any good cause u get caught
most the time and its better killing them instead cause u might get a extra
body part from them as well....kenders have weak mana so that means that i
cant use much magic during battle and only a average battle rate so my fighting
combat isnt too good....i have a good description too..if u get time to see me
just have a look at me and u will find out. *grin* im kind of a slack mudder
cause i never think before i talk....most the times there is help on the stuff
i want to know but other times i just open my big mouth and ask away...im around
level 27 now and im doing a bit more than tickling the mobs now...im
>>ELEVENS<< them...wohooo....that rocks when it comes out but only on special
occassions....i can pull out thwaps for first hit easy but after that im in a
bit of trouble....heh......that is why i like to group...i have helped and
gotten help from many characters over the past few months and im glad that my
friend showed my this mud...i know you have all heard this one but i hate it
when im just about to level and i die...grrrrr....i have gotten heaps of help
from immortals as well and would like to thank the imms that have helped me
cause i dont think i would be where i am today if it wasnt for you.....what
else?..kenders are suppose to be short little creatures and very attractive i
think...well....im a tall handsome kender warrior who hates dying but likes
fleeing when it works....do u want to hear stories and stuff?? well...i rarely
do explore and when i do i always die cause i dont follow the important rules.
....they are......make sure u know where your going....buy a shimmering potion
or two just in case.......always scan to make sure u dont walk into a trap or
a aggro mob.....and thats about it...heh...too much dribble...better cut it
short...that should be all for now...take it easy...cya apotheosis
~
E
Scab~
Scab...Random House Webster's College Dictionary defines a scab as:
The incrustation that forms over a sore or wound during healing.
There you have it...this Anon veteran lost his arm in the Dwarf-Pixie war
of Mirkwood, and now spends his time picking himself and depositing crust.
Further, he helps anyone who needs any, (just as long as they don't take
offense by the crust) and equips the needy....just ask him for any
assistance you may need, or sip a cup of tea over a friendly game of C4
and enlightening conversation with this Anon veteran.
~
E
dalamar~
When I arrived at anonymud I had no clue what I was doing. Top
helped me get to level 2 and from then on I was hooked. I have a lot of
acts of cowardice so I wont even mention any of them..:) But I do have
one act of courage..I killed a green dragon. Now I kill lots of dragons!

Ps:Im looking for the key to dragon tower..If anyone knows where its is
please tell me.


Dalamar says: We shouldnt kill monsters we should make friends with them
~
E
Feenix~
The Coming of Feenix

	Many Many centuries ago, some gods and goddesses got together and 
decided to create a land know as The Realms. This land had all sorts of 
things from avians (bird people) to zombies (undead humanoids). It was a 
great place for a person to start a life of adventure.

	But as time went on, and more people entered The Realms, storms were 
seen on the horizon and blow through The Realms causing disasters and 
deaths. These storms were not natural storms, but rather magical in 
nature. As the storm raged, they dissappeared jsut as quick as they 
came, and it seemed to all like the gods were starting to change.

	As time went on, these 'storms' got worse, and soon it was 
noticed that the 'storms' were caused by the strife between the gods and 
goddesses. With each passing 'storm' the gods and godesses were becoming 
meaner and more bitter to the people that were living in The Realms.

	Feenix Flarestar was born into this world shortly after it was 
created, and chose the path of the Elf, the Master of offensive magic. 
Feenix was an acomplished youg elf, killed many a monster, and died even 
more time than he killed (but that is story for another time). He learned 
the ropes of adventuring in The Realms rather quickly, and made many 
friends, both mortal and  godly.

	As time went on, Feenix brought many other friends into the 
Realms. The sneaky Kender Mara, the strong but stupid dwarf (MadDog), and 
the pretty, but lethal kender, Genivieve. These were valued friends, and 
even more valuable allies, in fighting the evil monster that inhabitated 
The Realms.

	As the months came and went, Feenix started noticing certain 
problems, certain 'storms' so to speak. Feenix, being the quisitive type, 
started to ask questions, but would not get any answers.

	Finally after many many battles, he made it to the ultimate 
mortal phase of life, Hero. Being a hero was all that really mattered to 
him, however, the gods and goddesses have started to change the rules, 
and not telling their heroes as to why or what they were. It was then 
made clear, that even though they said that Policies and Politics had no 
plce in The Realms, they were sadly mistaken. Policies and Politics was 
ALL there was in The Realms.

	As herohood went on for Feenix, he started to notice that things 
were starting to get out of hand, starting to get ridicoulus, and the 
feeling of wanderlust was starting up again.

	Feenix left The Realms and headed out into space, looking for 
more adventure. After many failed attempts at finding it, he located a 
place called Anon. He entered the world as an Elf once again, and started 
his adventuring career. 

	As he slowly progressed, he started to notice that the gods and 
goddesses here were some of the same ones as from The Realms. This maded 
Feenix become a little uneasy. However, he soon found out that THESE Gods 
and Goddesses were far more friendly, and more attentive to the mortals, 
than the other, nameless gods have ever been. 

	That is what brings Feenix here today. Just going with the flow 
of things. Asking questions (even though some are rather stupid), help 
when he can, and wondering...   Will the storms return?
~
E
compendium book~
This book contains excerpts from the biographies of some of Anon's most
famous Adventurers. To see if someone you know has an entry, try READ
<character name>, i.e, read lenny or read yaegar, though neither are as
yet in here.
~
G none
G none
G none
G none
#31091
a gold piece~
a gold piece~
A single gold piece.~
unknown~
~
money 0 A
1 0
0 1 1 P
G none
G none
G none
G none
#31092
gem small~
a small gem~
A small gem, apparently of little value, is lying here.~
unknown~
~
treasure B AO
0 0 0 0 0
20 1 10 P
A
3 2
E
gem~
This gem is worth next to nothing on the open market, but is prized by
the merchant Pharlas because of the extra intelligence it grants whoever
holds it.~
G none
G none
G none
G none
#31093
blood drenched axe~
a blood drenched axe~
A glowing axe lies here in a pool of blood.~
iron~
~
weapon M AN
axe 4 18 cleave E
60 75 195288 P
A
20 3
A
13 -20
A
19 7
A
18 7
G none
G none
G none
G none
#31094
orb yellow lightning orb2~
the {Ylightning{z orb~
An orb projecting a {Yyellow{z glow rests here.~
unknown~
~
weapon AGa AN
exotic 4 25 blast G
96 97 303167 P
A
18 10
A
19 10
G none
G none
G none
G none
#31095
letter {wu{x~
a letter~
A piece of paper bearing a message rests on the ground here.~
unknown~
~
map 0 A
0 0 0 0 0 0 0
0 0 0 P
E
letter~
.o...o. .. b...g ...t .. .a...e ...k...h.. ..u ...e .. .i..
 .r...a. ..e ...s...d ...o.. .e... g... y.. .o...o.. Give
 these coded messages to him, and speak the password.
~
G none
G none
G none
G none
#31099
map anon~
a map of Anon~
A map featuring a walled city rests on the ground here.~
unknown~
map~
map 0 AO
0 0 0 0 0 0 0
0 0 50 P
E
map anon~
{Y-------========[  A * N * O * N  ]========-------{x
   {r _________________________________________
   {r|                  {mG                      {r|
   {r|                  {Y||                     {r|
   {r|                  {Y||              {mG      {r|         {mG  {xGuild
   {r|      {mG   {BS  {BS    {Y||   {GI  {BS       {C|      {r|         {BS  {xShop
   {r|    {mG{x++++{G========={x++{G========={x++{G=={x++{mG     {r|         {GI  {xIdentifer Sage
   {r|       {R||                    {M||          {r|         {YB  {xBank
   {r|       {R||       {WTemple       {M||          {r|         {D?  {x???
   {r|       {R||        {W____        {M||          {r|         {Y|| {xHonor St
   {r#  {BS    {R||       {W/~~~~~~~~\       {M||          {r#         {G== {xJustice St
 {C=========={x++{C======={W[_()_]{C======={x++{C===============     {R|| {xLiberty Lane
   {r#    {BS  {R||         {y||         {M||  {BS  {D?    {r#         {M|| {xStalwart Lane
   {r|       {R||         {y||         {M||          {r|         {C== {xVictory Parade
   {r|       {R||        {BS{y||{BS        {M||          {r|         {y|| {xGlory Ave
   {r|       {R||         {y||         {M||          {r|         {w== {xValiant St
   {r|     +{w={x++{w========={x++{w========={x++{w={x+        {r|
   {r|     {w|  {YB    {BS    {y||  {BS  {BS      {w|        {r|
   {r|     {mG            {y||            {mG        {r|
   {r|                  {y||                     {r|
   {r|                  {mG                      {r|
   {r|_________________________________________|{x
~
G none
G none
G none
G none
#0

#ROOMS
#30900
The Locksmith~
In this shop sits a small fat dwarf who is busy making locks and keys. He 
will also purchase your keys if you don't want them, for a good price. 
You marvel at all the strange technology about you.
~
0 0 inside
D1
~
~
ABZ 0 31004
0 0
S
#30901
The Book Shoppe~
This old shop is filled with old wooden shelves crammed with books, the
furniture strained to breaking point by the many tomes stacked upon it. In
front of these shelves an ancient man sits reading an ancient text. As you
enter he welcomes you and offers to show you some of his stock- abridged
versions of some of the greatest works of Anonian literature.
~
0 0 inside
D3
~
~
ABZ 0 31004
0 0
S
#30903
The Artificer's Workshop~
In here Clea, the beautiful Elven Artificer from Malathar, offers a 
popular service, reharging magical staves and wands that have lost their 
energies. Piles of such items can be seen, awaiting retrieval by their 
owners. You feel quite comfortable in this simple yet pleasant workshop.
~
0 0 inside
D0
~
~
Z 0 31009
0 0
S
#30904
The Thaumaturgist's Shop~
Here the tidy and efficient Thaumaturgist Alix plies his trade, helping 
adventurers rid themselves of unwanted items that they cannot normally 
remove by themselves. So if you have any such items, you are in the right 
place!
~
0 0 inside
D2
~
~
Z 0 31009
0 0
S
#30905
Enhancing Shop~
In this small shop you can enhance your statistics, with the aid of one 
Thom, the enhancer. He stands ready to help you behind a massive oak desk.
There are several degrees and diplomas affixed to the walls here.
~
0 0 inside
D0
~
~
Z 0 31011
0 0
S
#30906
Greystone Courtyard~
Named for the wall sectioning this cluster of guilds from the rest of the
City of Anon.  Buildings of varying sizes and types surround you, proving
this to be the home to the city-dwelling races of Thera.  
 
To the north, the keeps of man and dwarf lie.
To the west, an ivy-strewn halfling-sized hut lies.
To the east, an elven garden florishes.
~
0 0 inside
D0
~
~
Z 0 30908
0 0
D1
~
~
Z 0 30909
0 0
D2
~
~
Z 0 30943
0 0
D3
~
~
Z 0 30907
0 0
S
#30907
Before the Halfling Guild~
A soft carpet of grass extends to the Main Courtyard of Greystone Villa,
swaying gently in the breeze.  To the west, a building seems to have been
carved out of a hill.  While the front would seem to be ordinary for any
other house, a grassy knoll surrounds it on all other sides.  Candlelight
can barely be seen through the semi-opaque yellow windows on the front,
especially with ivy serving as natural decoration for the Halfling Guild.  
~
0 0 inside
D1
~
~
Z 0 30906
0 0
D3
~
~
Z 0 30937
0 0
S
#30908
Greystone Courtyard~
To either side of Greystone Courtyard lie stately edifices.  Where the
nature of humans cause the walls and columns to depict carvings of men and
women doing various routinely tasks, the practicality of dwarves center
around nothing more than a seal above the entrance: A frothy beer mug atop
an anvil.  The trained eye notes, however, that despite the practicality of
the relatively short entrance, the edifice itself matches the height of the
humans', revealing typical dwarven need to not be outdone.  
 
To the west stands the keep of man.
To the east stands the keep of dwarvenkind.
~
0 0 inside
D1
~
~
Z 0 30934
0 0
D2
~
~
Z 0 30906
0 0
D3
~
~
Z 0 30931
0 0
S
#30909
Before the Elven Guild~
Neat rows or roses, irises, and other delicate-looking flowers
artistically twist and turn, creating elegant pathways for one to wander
aimlessly for hours.  However, the end of all the miniature hedgemazes lead
to the same place: the small Palace to the east that serves as the Elven
Guild.  
 
Polished white marble columns support a shady overhang under which the main
doors guard the guild.
~
0 0 inside
D1
~
~
Z 0 30940
0 0
D3
~
~
Z 0 30906
0 0
S
#30910
Descending the Dank Stairwell~
The odor of age-old wet stone permeates the unmoving air, here. The
stairs have long been covered by a sheet of slick water, as evidence
of the water-saturated air in this deep, spiralling chamber.
 
East leads you back to the city of Anon.
Going down the slippery stairs leads you to Subterranos
~
0 0 inside
D5
~
~
Z 0 30911
0 0
S
#30911
Subterranos~
Subterranos is the unofficial courtyard for the deep-dwelling
races. Nothing more than an empty cavernous space, Subterranos'
only feature is a shallow wading pool.
 
A {wgr{xani{Dte{x archway to the {cwest{x leads to the Rockseer Guild.
Half-height Halls lead {measterly{x to the Gnomish Guilds.
A second set of stairs lead {ydownwards{x to the Underdark Guilds.
~
0 0 inside
D1
~
~
Z 0 30912
0 0
D3
~
~
Z 0 30944
0 0
D4
~
~
Z 0 30910
0 0
D5
~
~
Z 0 30913
0 0
S
#30912
Half-height Halls~
Despite its name's implication, Half-Height Halls is tall enough to allow
comfortable passage to the tallest of giants - on all fours.  Carvings on
either side of the hallway depict the precession of a marching ensemble of
gnomes and svirfnebli.  However the gnomes split off to go in one direction,
and the svirfnebli in the opposite direction of this T-Wing of Half-Height
Halls.  
 
The {cgnomes{x on the walls veer {wnorth{x.
The {msvirfnebli{x on the walls veer {wsouth{x.
~
0 A inside
D3
~
~
Z 0 30911
0 0
S
#30913
Deepest Darkness~
The sounds of your passing echo throughout these walls, bouncing
erratically.  The deep, deep {Ddarkness{x pervades everything here, engulfing
everything here in inky blackness, with the exception of four lines of
phosphorescent fungus: two lines outlining a trail to the north, and two
lines chasing a path to the east.  
 
{gGlow{Ging {yl{Yiche{yn{x outlines stairs heading {wupwards{x to Subterranos.
{mPhos{Mphore{mscent {Rmoss{x leads {wnorthwards{x, towards the drow guild
{cPhos{Cphore{cscent {Bmoss{x wanders {weast{x, towards the duergar guild.
~
0 A inside
D0
~
~
Z 0 30947
0 0
D1
~
~
Z 0 30950
0 0
D4
~
~
Z 0 30911
0 0
S
#30914
Above the Temple of Anon~
The freedom of flight welcomes you into its embrace, brushing your cheek
with breezy whisps of cloud. A large, round object obstructs your vision of the sky,
high above, while large clouds loom above to the west, while a large storm seems to
brew upwards off to the east.
 
The {cskylight{x of the {YTemple of Anon{x yawns {wbelow{x you.
{wUpwards{x will lead you {cHigh Above Anon{x.
~
0 0 air
D4
~
~
Z 0 30915
0 0
S
#30915
High Above Anon~
The Temple of Anon lies far downwards, a mere speck surrounded by roads
become mere hairlines.  You are enveloped by the shadow of a large, rounded
rock in the sky.  Greenery sprouting from the bottom twists and turns itself
upwards, towards the light.  Booming sounds can be heard towards the east,
evidence of bad weather.  
 
To the {wwest{x, the glint of the {Ygolden{x gates of the citadel of Cloud
     Giants catches your eye.
To the {weast{x, thunder and lightning anounce the presence of a {wSt{Yo{xrm{x.
A lone {Rfe{rat{Dher{x flits out from a {Dhole{x in the rock above you.
~
0 0 air
D1
~
~
Z 0 30917
0 0
D3
~
~
Z 0 30916
0 0
D4
~
~
Z 0 30956
0 0
D5
~
~
Z 0 30914
0 0
S
#30916
Before the Golden Gates of the Citadel of Cloud Giants~
An immense {Ygolden gate{x bars entrance before the guild of Cloud Giants,
which seems to constitute nothing more than puffy clouds.  Closer inspection
yields that the clouds are somehow clinging densely to some sort of {wgranite{x
stone, hiding it quite nicely.  
 
A giant {ggra{Gss{x-covered rounded {wro{cck{x hovers to the {meast{x.
{wSt{yo{xrm {Dclouds{x lie even {mfarther east{x.
~
0 0 air
D1
~
~
Z 0 30915
0 0
D3
~
~
Z 0 30953
0 0
S
#30917
Amidst Thunder and Lightning~
{YLi{Wghtn{Ying{x flashes and thunder echoes all around you in a deafening
cacophony of sound.  The clouds here shift endlessly, but never seem to
clear to provide much visual clarity.  However, some spires can be seen
amongst the blinding flashes of electricty 
 
A giant {gplant{x-riddled, rounded {wro{cck{x hovers silently to the {mwest{x.
A {Ygolden gate{x seems out of place, {mfarther to the west{x.
~
0 0 air
D1
~
~
Z 0 30959
0 0
D3
~
~
Z 0 30915
0 0
S
#30918
Amidst the Evergreens~
Light filtering through the canopy ahead dances an erratic ballet as a
strong breeze causes a cacophony of rustling from high above.  
 
To the {wsouth{x, dead trees straggle across the {gmar{Dshl{gands{x.
To the {ywest{x, a wooded hill appears to have a {Wgray stone{x, surrounded
     by a {mf{Ma{me{Mr{mi{Me {cr{Ci{cn{Cg{x.
To the {Gsouthwest{x, {Gevergreens{x pierce the {Cs{Wk{Cy{x.
~
0 0 inside
D2
~
~
Z 0 30919
0 0
D3
~
~
Z 0 30921
0 0
S
#30919
DarkWood~
Jagged, eschewed, lifeless trees sparsely dot the landscape here, due to
the erosion caused by the nearby marshlands.  Swamp gas emanates through the
trees, hugging the watery ground below. Immediately to the west, a forest
stands proud.
 
{gMar{Gsh{Dlan{gds{x exude swamp gas from the {yeast{x.
Primitive {wtents{x and the sounds of barbaric {rri{Dval{rry{x come from the {csouth{x.
~
0 0 field
D0
~
~
Z 0 30918
0 0
D1
~
~
Z 0 30968
0 0
D2
~
~
Z 0 30971
0 0
D3
~
~
Z 0 30920
0 0
S
#30920
GreenTowers~
Green giants tower up above, blotting out the sky with an enormous
canopy. {YSunlight{x filters through the leafy ceiling, sparkling an
intricate light show.
 
{GMar{Dshla{Gnds{x and the sounds of brutish rivalry are to the {meast{x.
High above the floor to the {csouth{x, querious tribal {Gleafy{x huts
     are barely discernable.
An odd little {wstone{x surrounded by a {mf{Ma{me{Mr{mi{Me {cr{Ci{cn{Cg{x sits to the  
     {ynorth{x, atop a wooded hill.
~
0 0 forest
D0
~
~
Z 0 30921
0 0
D1
~
~
Z 0 30919
0 0
D2
~
~
Z 0 30965
0 0
S
#30921
Knothill~
An odd {wgray stone{x marks the apex of the hill. Upon closer inspection,
it's actually hollow, expressing a scene of nature's magic.
 
Peering {wdown{x into the hollow {wpetrified stump{x reveals a magical forest.
Up in the {Gevergreens{x in the {csouth{x are some mostly-hidden
{G     leaf-huts{x.
To the {ysoutheast{x, the odor of {gmar{Dshl{gand{x swamp gas reaches your nose.
~
0 0 inside
D1
~
~
Z 0 30918
0 0
D2
~
~
Z 0 30920
0 0
D5
~
~
Z 0 30962
0 0
S
#30922
{mFormless{D Void{x~
Inky {mpurplish{x-{Dblackish{x formlessness surrounds you, providing for a very
disorienting sensation.  Everything seems so murky in this formless void,
yet you're strangely able to see and walk about as normal.  
 
Wriggling {Rrunes{x crawl around the {wring{x-{wgate{x back to town, to the ...{ywest{x?
The formlessness develops a {rreddish{x hue to the {geast{x.
~
0 0 inside
D1
~
~
Z 0 30923
0 0
S
#30923
{rFormless{D Void{x~
Inky {rreddish{x-{Dblackish{x formlessness surrounds you, providing for a very
disorienting sensation.  Everything seems so murky in this formless void,
yet you're strangely able to see and walk about as normal.
 
A {wring{x-{wgate{x can barely be seen to the far ...{ywest{x(?), in the {mpurple{x muck.
The formlessness develops a {Yyellowish{x hue to the ...{ceast{x?
The formlessness develops a {Bbluish{x hue to the ...{wsouth{x?
~
0 0 inside
D1
~
~
Z 0 30924
0 0
D2
~
~
Z 0 30925
0 0
D3
~
~
Z 0 30922
0 0
S
#30924
{YFormless{D Void{x~
Inky {Yyellowish{x-{Dblackish{x formlessness surrounds you, providing for a very
disorienting sensation.  Everything seems so murky in this formless void,
yet you're strangle able to see and walk about as normal.  

The formlessness develops a {rreddish{x hue to the ...{ywest{x?
The formlessness develops a {ggreenish{x tint to the ...{csouth{x(?) where a
     strange citadel appears out of nowhere.
~
0 0 inside
D3
~
~
Z 0 30923
0 0
S
#30925
{BFormless{D Void{x~
Inky {Bbluish{x-{Dblackish{x formlessness surrounds you, providing for a very
disorienting sensation.  Everything seems so murky in this formless void,
yet you're strangle able to see and walk about as normal.
 
The formlessness develops a {rreddish{x hue to the ...{gnorth{x?
The formlessness develops a {ggreenish{x tint to the ...{ceast{x(?) where a
     strange citadel appears out of nowhere.
~
0 0 inside
D0
~
~
Z 0 30923
0 0
D1
~
~
Z 0 30974
0 0
S
#30926
Glory Avenue~
You are walking along Glory Avenue.  To the north, Valient Street meets
Glory Avenue to the east and west, while to the south lie two man-made hills,
each to either side of Glory Avenue.  There seems to be some commotion at both
of them.
~
0 0 inside
D2
~
~
Z 0 30927
0 0
S
#30927
Glory Avenue~
Glory Avenue extends north and south from here.  To either side of are
two man-made, rocky structures.  Intense heat blasts from the west, while
intense cold from the east.  Apparently, dragons have been employed to
maintain the temperatures.  
 
{rHot {Dash{x wafts in from the {mwest{x.
{wFrost{x covers the ground to the {ceast{x.
~
0 0 inside
D0
~
~
Z 0 30926
0 0
D1
~
~
Z 0 30929
0 0
D2
~
~
Z 0 30928
0 0
D3
~
~
Z 0 30930
0 0
S
#30928
Inside the Glory Avenue South Gate~
You have reached the southernmost extent of Glory Avenue, the road that
leads to the center of the city.  Tall, mithril gates rise above you to the
south, standing open as they always are, save in times of trouble.  Guardsa
nod politely at you, but remain alert.  Above you, you see murderholes in
the floor of the gatehouse, allowing defenders to pour boiling oil upon any
foolish enough to storm the gates.  
~
0 0 inside
D0
~
~
Z 0 30927
0 0
S
#30929
{CSno{Wwy{x Passage~
Almost as cold as dead winter, the air here causes your breath to
crystallize.  The dome here serves as home to visiting Frost Giants, or
anyone who enjoys a stay in an inceberg.  Surrounding the dome, several {cblue{x
multi-headed ice-breathing lizards, called cryohydras, intermittently chill
the eastern dome structure through holes in the side, as prodded by their
masters.  
~
0 0 inside
D1
~
~
Z 0 30980
0 0
D3
~
~
Z 0 30927
0 0
S
#30930
{RFi{Yer{Wy{x Entrance~
Not large as compared to any volcano, the dome to the west serves as home
to visiting Fire Giants, or anyone who enjoys a stay in a nice blast
furnace.  Surrounding the hill are {rred{x multi-headed, fire-breathing lizards,
called pyrohydras, employed to blowing fire into the dome-structure to the
west, as prodded by their trainers.
~
0 0 inside
D1
~
~
Z 0 30927
0 0
D3
~
~
Z 0 30977
0 0
S
#30931
Before the Keep of Man~
Pillars adorn either side of the entrance to this keep, each depicting
humans performing daily rituals.  Located directly at the entrance are two
menacing stone lions, frozen in a state of roaring, tensed to pounce.  
~
0 X inside
D1
~
~
Z 0 30908
0 0
D3
~
~
Z 0 30932
0 0
S
#30932
Great Hall of Men~
Marble figures line up in rows throughout the hall.  Most are armor-clad,
with swords or spears, while one is atop a horse rearing to the sky, with
her lance levelled straight ahead.  A few wear quivers and bows, and fewer
yet are dressed in only clothing, but cast a determined face and an
outstretched finger.

A throne stands to the north.
~
0 X inside
D0
~
~
Z 0 30933
0 0
D1
~
~
Z 0 30931
0 0
S
#30933
Before the throne~
The throne sits against the wall, but the back extends up to the ceiling.
The throne itself proves to be solely a decorative item, as there appears to
be seating that extends out into a crescent, where the throne sits at the
center.  
~
0 X inside
D2
~
~
Z 0 30932
0 0
S
#30934
Before the Dwarven Keep~
The face of the dwarven keep is non-descript, aside for the emblem
featuring a frothy beer mug atop an anvil above the entrance.  High above
the entrance, though, appears to be a second level from which all manners of
objects might fall.  
~
0 0 inside
D1
~
~
Z 0 30935
0 0
D3
~
~
Z 0 30908
0 0
S
#30935
A narrow passageway~
With barely enough room to walk in a single line, the width of this
hallway would make it difficult to swing a sword, and the fact that it
curves makes wielding long, stabbing weapons impossible, as well.  
~
0 0 inside
D0
~
~
Z 0 30936
0 0
D3
~
~
Z 0 30934
0 0
S
#30936
The Grand Hall of Dwarves~
Torches line the walls here, surrounding a feasting
table that rides the length of the room. Sturdy chairs also
surround the feasting table, inviting many a dwarf to test
his mettle at the various dwarven drinking games.
~
0 0 inside
D2
~
~
Z 0 30935
0 0
S
#30937
Inside the hill~
The light from the simple (but well cared for) chandelier reveals clean
white panelling, rising from the polished oak floor to one third the way up
the olive green walls.  Bookshelves with random nomenclature adorn the walls
intermittently.  At the back of the room, opposite the door, a desk with
stacks of papers, and a snuffed candle stands, under a small round window
whose sill extends a few feet to the back of the hill.  The only thing out
of place is a faded woven throw-rug, lying in the corner.  
~
0 X inside
D1
~
~
Z 0 30907
0 0
D5
~
~
Z 0 30938
0 0
S
#30938
Down the Slide~
A slide takes you down into the ground, below the hill, and deposits you
at the base of a landing.  Rungs embedded into the wall allow for easy
access back up.  The crackling sound of a fire greets you from the west.  
~
0 X inside
D3
~
~
Z 0 30939
0 0
D4
~
~
Z 0 30937
0 0
S
#30939
Before the Cheery Fireplace~
This room would be a bit damp and cold if it weren't for
the moisture inhibiting properties of the brick-lined walls,
and the gently crackling fireplace.
~
0 X inside
D1
~
~
Z 0 30938
0 0
S
#30940
Before the Elven Palace~
Sweeping elegant arches, seemingly made from ivory, surround the lush
flower garden, converging onto the palace to the east.  The palace itself is
decidedly square, but a curious dome perched atop it ends with a spire that
pierces the sky.  Four columns at each corner of the building feature a
similiar, but much smaller, dome-spire, too.  
~
0 0 inside
D1
~
~
Z 0 30941
0 0
D3
~
~
Z 0 30909
0 0
S
#30941
Art Gallery~
A red velvet-like carpet runs from the western wall, and terminates
against the eastern wall.  Halfway along the length, however, another
pathway branches off to the exit to the north.  Curiosities line either side
of the pathway, all encased in glass.  Amorphous blobs, spirals, and pieces
vaguely shaped like humanoid beings make this place their home.  Various
paintings line the walls, some featuring life-size depictions of elves in
various regalia.  
~
0 0 inside
D0
~
~
Z 0 30942
0 0
D3
~
~
Z 0 30940
0 0
S
#30942
The Elven Great Hall~
This room is unusually round and equally unusually white.  White satin
tapestries pace around the walls, with golden trim, each bearing some type
of totem: a unicorn, a stag, a fox, a doe, a wolf, an elk, and a dragon.  A
round table curves around the room, situated so that those who sit at the
table can talk face to face about pressing matters, or to scrutinize the
comments of the person who stands in the center of the table.  
~
0 0 inside
D2
~
~
Z 0 30941
0 0
S
#30943
Anon Amphitheater~
A moderately-sized amphitheater draws your attention from the carefully
tended landscape. At the center of the amphitheater is a deis for speakers,
performers, or the weary traveller to peruse. In addition, it would appear
that the stands were designed to accomodate the smallest to the largest of
Thera's races.
 
Along the deis lies an inscription, as well as the location of guilds in
Anon.
 
Greystone Courtyard extends beyond the amphitheater to the north.
~
0 0 inside
D0
~
~
Z 0 30906
0 0
S
#30944
Smooth Descent~
~
0 0 inside
D1
~
~
Z 0 30911
0 0
D5
~
~
Z 0 30945
0 0
S
#30945
Amongst the Rock Gardens~
~
0 0 inside
D3
~
~
Z 0 30946
0 0
D4
~
~
Z 0 30944
0 0
S
#30946
~
~
0 0 inside
D1
~
~
Z 0 30945
0 0
S
#30947
~
~
0 0 inside
D2
~
~
Z 0 30913
0 0
D5
~
~
Z 0 30948
0 0
S
#30948
~
~
0 0 inside
D3
~
~
Z 0 30949
0 0
D4
~
~
Z 0 30947
0 0
S
#30949
~
~
0 0 inside
D1
~
~
Z 0 30948
0 0
S
#30950
~
~
0 0 inside
D3
~
~
Z 0 30913
0 0
D5
~
~
Z 0 30951
0 0
S
#30951
~
~
0 0 inside
D3
~
~
Z 0 30952
0 0
D4
~
~
Z 0 30950
0 0
S
#30952
~
~
0 0 inside
D1
~
~
Z 0 30951
0 0
S
#30953
~
~
0 0 inside
D1
~
~
Z 0 30916
0 0
D4
~
~
Z 0 30954
0 0
S
#30954
~
~
0 0 inside
D3
~
~
Z 0 30955
0 0
D5
~
~
Z 0 30953
0 0
S
#30955
~
~
0 0 inside
D1
~
~
Z 0 30954
0 0
S
#30956
~
~
0 0 inside
D4
~
~
Z 0 30957
0 0
D5
~
~
Z 0 30915
0 0
S
#30957
~
~
0 0 inside
D0
~
~
Z 0 30958
0 0
D5
~
~
Z 0 30956
0 0
S
#30958
~
~
0 0 inside
D2
~
~
Z 0 30957
0 0
S
#30959
~
~
0 0 inside
D3
~
~
Z 0 30917
0 0
D4
~
~
Z 0 30960
0 0
S
#30960
~
~
0 0 inside
D1
~
~
Z 0 30961
0 0
D5
~
~
Z 0 30959
0 0
S
#30961
~
~
0 0 inside
D3
~
~
Z 0 30960
0 0
S
#30962
~
~
0 0 inside
D3
~
~
Z 0 30963
0 0
D4
~
~
Z 0 30921
0 0
S
#30963
~
~
0 0 inside
D0
~
~
Z 0 30964
0 0
D1
~
~
Z 0 30962
0 0
S
#30964
~
~
0 0 inside
D2
~
~
Z 0 30963
0 0
S
#30965
~
~
0 0 inside
D0
~
~
Z 0 30920
0 0
D4
~
~
Z 0 30966
0 0
S
#30966
~
~
0 0 inside
D0
~
~
Z 0 30967
0 0
D5
~
~
Z 0 30965
0 0
S
#30967
~
~
0 0 inside
D2
~
~
Z 0 30966
0 0
S
#30968
~
~
0 0 inside
D1
~
~
Z 0 30969
0 0
D3
~
~
Z 0 30919
0 0
S
#30969
~
~
0 0 inside
D0
~
~
Z 0 30970
0 0
D3
~
~
Z 0 30968
0 0
S
#30970
~
~
0 0 inside
D2
~
~
Z 0 30969
0 0
S
#30971
~
~
0 0 inside
D0
~
~
Z 0 30919
0 0
D2
~
~
Z 0 30972
0 0
S
#30972
~
~
0 0 inside
D0
~
~
Z 0 30971
0 0
D1
~
~
Z 0 30973
0 0
S
#30973
~
~
0 0 inside
D3
~
~
Z 0 30972
0 0
S
#30974
~
~
0 0 inside
D1
~
~
Z 0 30975
0 0
D3
~
~
Z 0 30925
0 0
S
#30975
~
~
0 0 inside
D0
~
~
Z 0 30976
0 0
D2
~
~
Z 0 30976
0 0
D3
~
~
Z 0 30974
0 0
S
#30976
~
~
0 0 inside
D0
~
~
Z 0 30975
0 0
D2
~
~
Z 0 30975
0 0
S
#30977
~
~
0 0 inside
D1
~
~
Z 0 30930
0 0
D3
~
~
Z 0 30978
0 0
S
#30978
~
~
0 0 inside
D1
~
~
Z 0 30977
0 0
D5
~
~
Z 0 30979
0 0
S
#30979
~
~
0 0 inside
D4
~
~
Z 0 30978
0 0
S
#30980
~
~
0 0 inside
D1
~
~
Z 0 30981
0 0
D3
~
~
Z 0 30929
0 0
S
#30981
~
~
0 0 inside
D3
~
~
Z 0 30980
0 0
D5
~
~
Z 0 30982
0 0
S
#30982
~
~
0 0 inside
D4
~
~
Z 0 30981
0 0
S
#31000
The Temple of Anon~
You are standing before the Temple of Anon- a truly majestic structure
constructed from pure marble. Tall Corinthian columns flank an impressive
set of bronze-bound oaken portals, which are never shut save in times of
trouble. Through these doors you can glimpse the majestic interior of the
Temple. Atop the pillars rests a plinth bearing an incredibly well-crafted
frieze which depicts the Immortals of MUD at work creating the World.
To the left of the Temple there is a smaller, but by no means less exquisite, 
structure, which has a single arch on the second floor, accessible by a set 
of ornate marble steps which lead up from near where you are standing. It is
currently closed and locked. Another set of steps leads downward into Anon's 
famed Chamber of Donations. A broad, tree-lined avenue called "Victory Parade" 
runs past the Temple.
~
0 0 city
D0
The Interior of the Temple~
~
Z 0 31001
0 0
D1
Victory Parade East~
~
Z -1 31005
0 0
D2
Glory Avenue~
~
Z -1 31004
0 0
D3
Victory Parade West~
~
Z -1 31003
0 0
D4
~
~
Z 0 97982
0 0
D5
The Chamber of Donations~
~
Z -1 31002
0 0
S
#31001
The Interior of the Temple~
Marvelously sculpted likenesses of the Immortals of MUD line the aisle
of this sanctuary of the Gods. Tapestries on the walls depict their victories
over their enemies, and many of the treasures they acquired on such campaigns
are also displayed here. There is a magnificent altar fashioned of purest
obsidian to the north, chased with gold and partially covered with white
cloth. Behind this stands the healer, who will tell you how he can help you
if you look at him.

~
0 D inside
D1
~
~
Z -1 5216
0 0
D2
The Temple of Anon~
~
Z 0 31000
0 0
S
#31002
The Chamber of Donations~
In these rooms all the unwanted items donated by your fellow adventurers
accumulate. There are shelves, bins, chests and cupboards all filled with 
various articles of equipment. Anyone is free to come here and take what 
they will, but the Immortals frown on greedy characters who take it all,
or profiteers who take it and sell it. Both offenses result in SEVERE
punishment. There is a small sign here.
~
0 CD inside
D1
Weapon Donations~
~
Z -1 31164
0 0
D2
Armor Donations~
~
Z -1 31163
0 0
D3
Magical Donations~
~
Z -1 31165
0 0
D4
The Temple of Anon~
~
Z -1 31000
0 0
S
#31003
Victory Parade West~
You are walking along Victory Parade West. Guards, citizens and fellow
adventurers pass you in both directions. Tall buildings rise in all
directions, the most notable being the magnificent temple, towering high
directly to the east of here.
~
0 D inside
D1
The Temple of Anon~
~
Z -1 31000
0 0
D3
Victory Parade West~
~
Z -1 31006
0 0
S
#31004
Glory Avenue~
You are walking along Glory Avenue. Directly to the south it meets Valiant
Street, and beyond that the Guild of the Dryads. To the north it 
enters the grounds of the Temple.

To the west lies a locksmith while to the east you can see a bookshop.
~
0 D inside
D0
The Temple of Anon~
~
Z -1 31000
0 0
D1
~
~
ABZ 0 30901
0 0
D2
Glory Avenue~
~
Z -1 31007
0 0
D3
~
~
ABZ 0 30900
0 0
S
#31005
Victory Parade East~
You are walking along Victory Parade East. The houses of the more notable
residents of the city line the road here. High fences and savage guard dogs
deter you from trespassing however, as does the constant eye of the city
guards. Stalwart Lane cuts across Victory Parade directly east of here.
~
0 D inside
D1
Victory Parade East~
~
Z -1 31008
0 0
D3
The Temple of Anon~
~
Z -1 31000
0 0
S
#31006
An Intersection in Victory Parade West~
You have come to an intersection, where Victory Parade west meets with
Liberty Lane. To the south you can hear the sounds of a hammer striking
an anvil, while to the north you hear nothing. But clearly visible in
both directions are the distinctive walls of Guildhalls.
~
0 D inside
D0
Liberty Lane~
~
Z -1 31038
0 0
D1
Victory Parade West~
~
Z -1 31003
0 0
D2
Liberty Lane~
~
Z -1 31040
0 0
D3
Victory Parade West~
~
Z -1 31009
0 0
S
#31007
Corner of Valiant Street and Glory Avenue~
You have come to a crossroads, where the north-south running Glory Avenue
meets the east-west running Valiant Street. Shops line Valiant to the east
and west, while Glory Avenue runs south toward the Dryads' Guild.
~
0 D inside
D0
Glory Avenue~
~
Z -1 31004
0 0
D1
Valiant Street~
~
Z -1 31067
0 0
D2
Glory Avenue~
~
Z -1 31010
0 0
D3
Valiant Street~
~
Z -1 31065
0 0
S
#31008
Corner of Stalwart Lane and Victory Parade East~
You have come to a crossroads, where Stalwart Lane meets Victory Parade
east. Shops and residences line Stalwart Lane to the north and south, while
the gates of the city loom far to the east. The Temple is just to the west
of here.
~
0 D inside
D0
Liberty Lane~
~
Z -1 31042
0 0
D1
Victory Parade East~
~
Z -1 31011
0 0
D2
Liberty Lane~
~
Z -1 31044
0 0
D3
Victory Parade East~
~
Z -1 31005
0 0
S
#31009
Victory Parade West~
You are walking along Victory Parade West. Tall houses line the road, as
do small gardens and parks. White birds circle high overhead, their feathers
dazzling in the sun. Surely they are magical creations of the Elven Mages
of the city.

To the north of here lies the Thaumaturgist's shop, while to the south you 
can see the Artificer's workshop.
~
0 D inside
D0
~
~
Z 0 30904
0 0
D1
Victory Parade West~
~
Z -1 31006
0 0
D2
~
~
Z 0 30903
0 0
D3
Victory Parade West~
~
Z -1 31012
0 0
S
#31010
Glory Avenue~
You are walking along Glory Avenue.  To the north Valiant Street meets
Glory Avenue to the east and west, while to the south lies the Satyr Guild. 
The great Temple of the city lies to the north, and you are as ever awed by
its size and beauty.  
~
0 D inside
D0
Glory Avenue~
~
Z -1 31007
0 0
D2
Outside the Dryad Guild~
~
Z -1 31034
0 0
S
#31011
Victory Parade East~
You are walking along Victory Parade East. The imposing cyclopean walls of
the city loom up ahead. Tall buildings with large, stained-glass windows
line each side of the street here, and through them you can see the interiors
of fabulously wealthy homes.

A huge crowd seems to have gathered around a large building to the north. 
Perhaps it is for the Trial of Champions, where select adventurers may 
enter the city's dungeons in search of glory and loot?

To the south you can see Thom the Enhancer's place of business.
~
0 D inside
D1
Victory Parade East~
~
Z -1 31013
0 0
D2
~
~
Z 0 30905
0 0
D3
Victory Parade East~
~
Z -1 31008
0 0
S
#31012
Victory Parade West~
At this point there is a small city square with a fountain and a statue in
the center. The fountain is full of clear drinking water and is quite
palatable. The statue is a likeness of Lenny, Chief among the Immortals,
and it depicts him officially opening this city.

A small cafe lies to the north.
~
0 D inside
D0
~
~
Z -1 31191
0 0
D1
Victory Parade West~
~
Z -1 31009
0 0
D3
Victory Parade West~
~
Z -1 31014
0 0
S
#31013
Victory Parade East~
You are walking along Victory Parade East. Children play and scamper at your
feet, while their mothers watch patiently from the doorways of nearby houses.
Guards occasionally wander by, keeping their eyes open for any sign of 
disturbance.

The portal chambers are situated south of here. You'll need to buy a key 
from the Locksmith to get in, though.
~
0 D inside
D1
Victory Parade East~
~
Z -1 31015
0 0
D2
~
~
ABCZ 31085 31195
0 0
D3
Victory Parade East~
~
Z -1 31011
0 0
S
#31014
Approaching Gate at Victory Parade West~
You are approaching the western gates of the city, which are constantly
patrolled by guards. There is no-one else about here, as the concentration
of residences and shops is nearer to the Temple.
~
0 D inside
D1
Victory Parade West~
~
Z -1 31012
0 0
D3
The Victory Parade West Gate~
~
Z -1 31016
0 0
S
#31015
Approaching Gate at Victory Parade East~
You are approaching the eastern gates of the city, which are constantly
patrolled by guards. Massive towers rise to either side, completing the
gatehouse. You see guards patrolling the walls around it. There is no-one
else about here, as the concentration of residences and shops is nearer to
the Temple.
~
0 0 city
D1
The Victory Parade East Gate~
~
Z -1 31017
0 0
D3
Victory Parade East~
~
Z -1 31013
0 0
S
#31016
Inside the Victory Parade West Gate~
You have reached the westernmost extent of Victory Parade, the long road that
bisects the city. Tall, mithril gates rise above you to the west, standing
open as they always are, save in times of trouble. Guards nod politely at 
you, but remain alert. Above you, you see murderholes in the floor of the
gatehouse, allowing defenders to pour boiling oil upon any foolish enough
to storm the gates.

Doors to the north and south allow you to enter the towers flanking the
gatehouse.
~
0 D city
D0
~
~
ABZ 0 31200
0 0
D1
Victory Parade West~
~
Z -1 31014
0 0
D2
~
~
ABZ 0 31201
0 0
D3
Outside the Gates~
~
Z 31000 31018
0 0
S
#31017
Inside the Victory Parade East Gate~
You have reached the westernmost extent of Victory Parade, the long road that
bisects the city. Tall, mithril gates rise above you to the west, standing
open as they always are, save in times of trouble. Guards nod politely at 
you, but remain alert. Above you, you see murderholes in the floor of the
gatehouse, allowing defenders to pour boiling oil upon any foolish enough
to storm the gates.

Doors to the north and south allow you to enter the towers flanking the
gatehouse.
~
0 D city
D0
~
~
ABZ 0 31212
0 0
D1
Outside the Gates~
~
Z 31000 31019
0 0
D2
~
~
ABZ 0 31213
0 0
D3
Victory Parade East~
~
Z -1 31015
0 0
S
#31018
Outside the Victory Parade West Gate~
You are standing outside the Gates at the western end of town. They loom
high above you, tall, gleaming mithril valves designed to keep the most
persistent of intruders out. Guards wander back and forth both on the
below and the battlements high above, where they are barely visible through
the crenelations.

Paths lead to the north, south and west.
~
0 C field
D0
The Circuit Road~
~
Z -1 31020
0 0
D1
Victory Parade West~
~
Z 31000 31016
0 0
D2
The Circuit Road~
~
Z -1 31033
0 0
D3
~
~
Z -1 24118
0 0
S
#31019
Outside the Victory Parade East Gate~
You are standing outside the Gates at the eastern end of town. They loom
high above you, tall, gleaming mithril valves designed to keep the most
persistent of intruders out. Guards wander back and forth both on the
below and the battlements high above, where they are barely visible through
the crenelations.

Paths lead to the north, south and east.
~
0 C field
D0
The Circuit Road~
~
Z -1 31026
0 0
D1
Dark Passage~
~
Z -1 9588
0 0
D2
The Circuit Road~
~
Z -1 31027
0 0
D3
Victory Parade East~
~
Z 31000 31017
0 0
S
#31020
The Circuit Road~
You are travelling along the Circuit Road, a broad, paved path that circles
the city, provided by the Rulers for the benefit of travellers who wish to
bypass the city on their travels.
~
0 0 field
D0
Northwest Corner of the City~
~
Z -1 31021
0 0
D2
Outside the Victory Parade West Gates~
~
Z -1 31018
0 0
S
#31021
Northwest Corner of the Circuit Road~
You are travelling around the northwest corner of the Circuit Road, a broad, 
paved path that circles the city, provided by the Rulers for the benefit of 
travellers who wish to bypass the city on their journeys.
~
0 0 field
D1
The Circuit Road~
~
Z -1 31022
0 0
D2
The Circuit Road~
~
Z -1 31020
0 0
S
#31022
The Circuit Road~
You are travelling along the Circuit Road, a broad, paved path that circles
the city, provided by the Rulers for the benefit of travellers who wish to
bypass the city on their travels.
~
0 0 field
D1
A Path to the Plains~
~
Z -1 31023
0 0
D3
Northwest corner of the Circuit Road~
~
Z -1 31021
0 0
S
#31023
A Path to the Plains~
Looking back directly south, you can see the gleaming rooftop of the
magnificent Temple of Anon, towering above all else.
~
0 0 field
D1
The Circuit Road~
~
Z -1 31024
0 0
D3
The Circuit Road~
~
Z -1 31022
0 0
S
#31024
The Circuit Road~
You are travelling along the Circuit Road, a broad, paved path that circles
the city, provided by the Rulers for the benefit of travellers who wish to
bypass the city on their travels.
~
0 0 field
D1
Northeast Corner of the Circuit Road~
~
Z -1 31025
0 0
D3
A Path to the Plains~
~
Z -1 31023
0 0
S
#31025
Northeast Corner of the Circuit Road~
You are travelling around the northeast corner of the Circuit Road, a broad, 
paved path that circles the city, provided by the Rulers for the benefit of 
travellers who wish to bypass the city on their journeys.
~
0 0 field
D2
The Circuit Road~
~
Z -1 31026
0 0
D3
The Circuit Road~
~
Z -1 31024
0 0
S
#31026
The Circuit Road~
You are travelling along the Circuit Road, a broad, paved path that circles
the city, provided by the Rulers for the benefit of travellers who wish to
bypass the city on their travels.
~
0 0 field
D0
Northeast Corner of the City~
~
Z -1 31025
0 0
D2
Outside the Victory Parade East Gates~
~
Z -1 31019
0 0
S
#31027
The Circuit Road~
You are travelling along the Circuit Road, a broad, paved path that circles
the city, provided by the Rulers for the benefit of travellers who wish to
bypass the city on their travels.
~
0 0 field
D0
Outside the Victory Parade East Gates~
~
Z -1 31019
0 0
D2
Southeast Corner of the City~
~
Z -1 31028
0 0
S
#31028
Southeast Corner of the Circuit Road~
You are travelling around the southeast corner of the Circuit Road, a broad, 
paved path that circles the city, provided by the Rulers for the benefit of 
travellers who wish to bypass the city on their journeys.

The Anon Dock lies south of here.
~
0 0 field
D0
The Circuit Road~
~
Z -1 31027
0 0
D2
The dock of Anon~
~
Z -1 31275
0 0
D3
The Circuit Road~
~
Z -1 31029
0 0
S
#31029
The Circuit Road~
You are travelling along the Circuit Road, a broad, paved path that circles
the city, provided by the Rulers for the benefit of travellers who wish to
bypass the city on their travels.
~
0 0 field
D1
southeast Corner of the Circuit Road~
~
Z -1 31028
0 0
D3
A Path to the South~
~
Z -1 31030
0 0
S
#31030
A Path to the South~
A narrow, irregular but well-trodden trail runs directly south from here.
There is what looks like a range of hills in that direction, plus the light
appears to reflect off something that could be water.
~
0 0 field
D1
The Circuit Road~
~
Z -1 31029
0 0
D3
The Circuit Road~
~
Z -1 31031
0 0
S
#31031
The Circuit Road~
You are travelling along the Circuit Road, a broad, paved path that circles
the city, provided by the Rulers for the benefit of travellers who wish to
bypass the city on their travels.
~
0 0 field
D1
A Path to the South~
~
Z -1 31030
0 0
D3
Southwest Corner of the Circuit Road~
~
Z -1 31032
0 0
S
#31032
Southwest Corner of the Circuit Road~
You are travelling around the southwest corner of the Circuit Road, a broad, 
paved path that circles the city, provided by the Rulers for the benefit of 
travellers who wish to bypass the city on their journeys.
~
0 0 field
D0
The Circuit Road~
~
Z -1 31033
0 0
D1
The Circuit Road~
~
Z -1 31031
0 0
S
#31033
The Circuit Road~
You are travelling along the Circuit Road, a broad, paved path that circles
the city, provided by the Rulers for the benefit of travellers who wish to
bypass the city on their travels.
~
0 0 field
D0
Outside the Victory Parade West Gates~
~
Z -1 31018
0 0
D2
The Circuit Road~
~
Z -1 31032
0 0
S
#31034
Outside the Satyr Guild~
You are standing outside an impressive wooden structure, surrounded by
cleverly-pruned topiaries and tall ash, oak and elm trees. The faint scent
of incense comes from within. The double doors ahead stand open- you may
enter at any time.
~
0 0 city
D0
Glory Avenue~
~
Z -1 31010
0 0
D2
Inside the Dryad Guild~
~
Z 0 31035
0 0
S
#31035
Inside the Satyr Guild~
Stepping through the doors, you are suddenly overcome by a sense of peace
and serenity that you have never felt before. All around you, everything
seems to be in harmony with its environment- from the intricately carved
wooden furniture to the carefully polished bronze fittings on the doors
and windows, everything is in order. You may proceed east to the Satyr
bar, or west to the Guildmaster himself.

A pleasant-looking garden lies to the south.
~
0 D inside
D0
Outside the Dryad Guild~
~
Z 0 31034
0 0
D1
The Dryad Bar~
~
Z -1 31037
0 0
D3
The Guildmaster~
~
Z -1 31036
0 0
S
#31036
The Guildmaster~
You have entered the sanctum of the Satyr Guildmaster. He is always here,
perpetually ready to impart what wisdom he may to any disciples of his
faith that may visit, or students of other faiths that have an interest
in Satyr guile. If you are not sure what to do, try looking at the
Guildmaster.
~
0 D inside
D1
Inside the Dryad Guild~
~
Z -1 31035
0 0
S
#31037
The Satyr Bar~
This is where Satyr of all ages and levels of experience come to meet,
converse, drink and basically relax, free from the worries of the outside
world for a short time. Polished oak tables are ringed by wooden stools,
a few of which are currently filled.
~
0 D inside
D3
Inside the Dryad Guild~
~
Z -1 31035
0 0
S
#31038
Liberty Lane~
You are heading along the northern half of Liberty Lane. To the south runs
Victory Parade, while to the north lies Justice Street. The Castellan's
office is to the west.
~
0 0 city
D0
Justice Street~
~
Z -1 31046
0 0
D2
Victory Parade~
~
Z -1 31006
0 0
D3
Castellan's Office~
~
Z 0 31039
0 0
S
#31039
The Castellan's Office~
This is the office of the Castellan of the City of Anon, appointed by the
rulers of the nation to be the steward of this city. He does an excellent
job, too.
~
0 D inside
D1
Liberty Lane~
~
Z 0 31038
0 0
S
#31040
Liberty Lane~
You are heading south along Liberty Lane, towards where it meets up with
Valiant Street. To the north, Victory Parade runs to the east and west,
directly through the heart of the city. There is a Blacksmith to the west,
and above it a fish and chips shop.
~
0 0 city
D0
Victory Parade~
~
Z -1 31006
0 0
D2
Corner of Liberty Lane and Valiant Street~
~
Z -1 31062
0 0
D3
The Smithy~
~
Z -1 31041
0 0
S
#31041
The Smithy~
You are greeted with a sudden blast of heat from the furnace as you enter
the smithy. Wiping sweat from your brow, you gaze about, taking the place
in. Various items of armor in various stages of repair line the walls. A
huge, muscular man is using a massive hammer to beat the dents out of a
suit of rather battered-looking plate mail. If you are unsure what to do,
try looking at the smith.

There is a chippy upstairs from here.
~
0 D inside
D1
Liberty Lane~
~
Z -1 31040
0 0
D4
Chippy~
~
Z -1 31190
0 0
S
#31042
Stalwart Lane~
You are marching along the northern half of Stalwart Lane. To the south lies
Victory Parade, the main road of the City, while to the north runs Justice
Street. There is an armory to the east here.
~
0 0 city
D0
Corner of Justice Street and Stalwart Lane~
~
Z -1 31054
0 0
D1
The Armory~
~
Z -1 31043
0 0
D2
Victory Parade~
~
Z -1 31008
0 0
S
#31043
The Armory~
You have entered the Armory, an impressive place of business with a range
of equipment unmatched on the whole continent. Piles of armor gather dust
in the rear of the shop, while better items are displayed in glass cases
or on racks. If you don't know what to do, try looking at the armorer.
~
0 D inside
D3
Stalwart Lane~
~
Z -1 31042
0 0
S
#31044
Stalwart Lane~
You are advancing along the southern half of Stalwart Lane. To the north
Victory Parade cuts through Stalwart Lane, dividing it into its two halves,
while to the south Stalwart Lane ends in Valiant Street. There is a
Weaponsmith directly east of here.
~
0 0 city
D0
Victory Parade~
~
Z -1 31008
0 0
D1
The Weaponsmith~
~
Z -1 31045
0 0
D2
Corner of Stalwart Lane and Valiant Street~
~
Z -1 31069
0 0
S
#31045
The Weaponsmith~
You have entered the Weaponsmith, a crowded little premise loaded with
military regalia of all types. The Weaponsmith is an avid collector of
memorabilia, but his chief business is the buying and selling of weapons.
If you are rather lost, try looking at him for help.
~
0 D inside
D3
Liberty Lane~
~
Z -1 31044
0 0
S
#31046
Corner of Liberty Lane and Justice Street~
You are standing at the corner of Justice Street and Liberty Lane. There
is a Smithy to the south, and various shops and guilds to the east. A
dark lane runs to the west.
~
0 0 city
D0
mercenaries~
~
Z -1 31047
0 0
D1
Justice Street~
~
Z -1 31049
0 0
D2
Liberty Lane~
~
Z -1 31038
0 0
D3
Illithid Guild~
~
Z -1 31086
0 0
S
#31047
Mercenaries Unlimited~
You have entered a hiring hall for mercenaries. A stout Mercenary Master
grunts as you enter. If you don't know what to do, try looking at him.
~
0 DM inside
D2
Justice Street~
~
Z -1 31046
0 0
S
#31048
Merc Store~
You shouldn't be here. Go Away. Or I'll Tell.







NOW!
~
0 CD inside
S
#31049
Justice Street~
Justice Street runs past several businesses here, heading west to a
junction with Liberty Lane and east past several shops toward Stalwart
Lane. There is a Magic Shop directly north of here.
~
0 0 city
D0
The Magic Shop~
~
Z -1 31050
0 0
D1
Corner of Honor Avenue and Justice Street~
~
Z -1 31051
0 0
D3
Corner of Justice Street and Liberty Lane~
~
Z -1 31046
0 0
S
#31050
The Magic Shop~
This shop is cram-packed with magical artefacts, items and spell components
of every type imaginable (and several unimaginable). Forcing your way through
the clutter, you eventually find an assistant, a raven-haired mage who smiles
sweetly and welcomes you to her shop. If you don't know what to do here, try
looking at her.
~
0 D inside
D2
Justice Street~
~
Z -1 31049
0 0
S
#31051
Corner of Honor Avenue and Justice Street~
You are standing at the corner of two of the lesser roads in the city. Honor
Avenue is a short road that ends at a small tower to the north, while
Justice Street heads east and west past a variety of shops and houses. Far
to the north, past the tower, rise the impressive crenelated stone battlements
of the city.
~
0 0 city
D0
Honor Avenue~
~
Z -1 31057
0 0
D1
Justice Street~
~
Z -1 31052
0 0
D3
Justice Street~
~
Z -1 31049
0 0
S
#31052
Justice Street~
You are walking through the northeastern quarter of town, along Justice
Street. People garbed in rich, colorful accoutrements hurry past, smiling
briefly when they feel your gaze upon them. To the north there is an 
important-looking building with a large sign that reads - "Mitzak the Sage".
~
0 0 city
D0
The Sage~
~
Z -1 31053
0 0
D1
Corner of Honor Avenue and Justice Street~
~
Z -1 31054
0 0
D3
Justice Street~
~
Z -1 31051
0 0
S
#31053
The Sage's Residence~
You have entered the modest dwelling of Mitzak the Sage, an elderly, bearded
gent who will identify anything- for a price. Drawing on his extensive
knowledge of Legend Lore, he will be able to give you exact details of the
function of any item in your possession. if you are not sure how the process
works, try looking at him.
~
0 CD inside
D2
Justice Street~
~
Z -1 31052
0 0
S
#31054
Justice Street~
You are advancing along Justice Street, through a small city square where
fetes are held every Spring. At other times of the year it is fairly
deserted, save for the occasional guard or customer for the Pet Shop to the
north. Stalwart Lane leads south out of the square, running past more shops.
~
0 0 city
D0
The Pet Shop~
~
Z -1 31055
0 0
D1
Justice Street~
~
Z -1 31093
0 0
D2
Stalwart Lane~
~
Z -1 31042
0 0
D3
Justice Street~
~
Z -1 31052
0 0
S
#31055
The Pet Shop~
You have entered a virtual Zoo, a crowded shop packed with a menagerie of
animals of every type, size, shape and description imaginable. However,
only a few are for sale- the rest are the owner's personal collection, and
are his pride and joy. To see what to do next, try looking at the owner.
~
0 DM inside
D2
Justice Street~
~
Z -1 31054
0 0
S
#31056
Pet Store Storage~
You shouldn't be here. Go Away. Or I'll Tell.







NOW!
~
0 CNX inside
S
#31057
Honor Avenue~
You are strolling alone Honor Avenue, a broad, tree-lined boulevard with
several impressive-looking residences to either side. To the north lies the
entrance to the small tower which you saw earlier and now recognize as the
Elven Guild, and beyond that loom the cyclopean city walls.
~
0 0 city
D0
The Elven Guild~
~
Z -1 31058
0 0
D2
Corner of Honor Avenue and Justice Street~
~
Z -1 31051
0 0
S
#31058
The Elven Guild~
You are standing in the forecourt of the tower which holds the chambers of
the Elven Guild. Here, practitioners of the magic of the Elves come to 
advance their knowledge of their art. Upstairs lie the offices of the Guild,
while downstairs is the Elven Bar.
~
0 DY inside
D2
Honor Avenue~
~
Z -1 31057
0 0
D4
The Offices of the Guild~
~
Z -1 31059
0 0
D5
The Elven Bar~
~
Z -1 31061
0 0
S
#31059
The Offices of the Guild~
On this level, the various administrative personnel of the Guild rush to and
fro, preparing documents and memorandums for the various officials of the
city, as the Elves also act as the official Scribes' Guild, due to their
fluency in tongue and their adroitness with the quill. Upstairs lies the
office of the Guildmaster himself, while downstairs is the entrance.
~
0 D inside
D4
The Office of the Guildmaster~
~
Z -1 31060
0 0
D5
The Elven Guild~
~
Z -1 31058
0 0
S
#31060
The Office of the Elven Guildmaster~
This spacious office is lined on every wall by tall bookcases crammed with
books on magic and mystical lore, as well as treatises on history, science
mathematics, philosophy and alchemy. The Guildmaster himself sits behind
a large oak desk covered in scrolls, quills, papers and jars of ink. He 
looks up as you enter and asks how he may be of service. If you don't know,
try looking at him.
~
0 D inside
D5
The offices of the guild~
~
Z -1 31059
0 0
S
#31061
The Elven Bar~
Elves are notorious drinkers, mainly due to the fact that their power relies
solely on mana, and the best way to rapidly regain mana is to be rip-roaring
drunk. Thus it is extremely rare to see an active adventuring Elf remotely
sober.
~
0 D inside
D4
The Elven Guild~
~
Z -1 31058
0 0
S
#31062
The Corner of Liberty Lane and Valiant Street~
You are standing at a tree-lined intersection in the southwest quarter of
town. Liberty Lane runs north from here past shops toward Justice Street.
There is a Bank to the south.
~
0 0 city
D0
Liberty Lane~
~
Z -1 31040
0 0
D1
Valiant Street~
~
Z -1 31065
0 0
D2
The Bank~
~
Z -1 31063
0 0
D3
Valiant Street~
~
Z -1 31072
0 0
S
#31063
The Bank~
You have entered a building obviously built by someone who is fabulously 
wealthy. From the gold handles in the doors to the obsidian service counter
and platinum wall fittings, everything is expensive and luxurious.
~
0 DU inside
D0
Corner of Valiant Street and Liberty Lane~
~
Z -1 31062
0 0
S
#31064
The ATM~
There is an ATM in the wall directly opposite the stairs as you ascend.
You see that there is a long queue and curse loudly. A few heads turn to
stare at you but most people who come here are used to such outbursts. 
Eventually its your turn. If you don't know what to do, read the instructions
by looking at the ATM, and thus incur the wrath of the impatient patrons
behind you :)
~
0 DO inside
E
atm~
A sign says-

"Hello! Welcome to the AnonyMUD Banks ATM! To activate the machine, you
 must press one of three buttons-

 1.To withdraw cash, type WITHDRAW <amount>, and your account will be
   automatically debited while the money is transferred to you.
 2.To deposit cash, type DEPOSIT <amount>, and your account will be
   automatically credited.
 3.To simply check your balance, type BALANCE.

 Thank You and have a GOOD day :)"

~
D5
~
~
Z 0 31063
0 0
S
#31065
Valiant Street~
You are walking along Valiant Street, which is met to the west and east by
Liberty Lane and Glory Avenue respectively. To the south there is a Grocery
Store.
~
0 0 city
D1
Corner of Valiant Street and Glory Avenue~
~
Z -1 31007
0 0
D2
The Grocery Store~
~
Z -1 31066
0 0
D3
Corner of Valiant Street and Liberty Lane~
~
Z -1 31062
0 0
S
#31066
The Grocery Store~
You have entered a quaint Grocery Store, the shelves of which are lined with
basic goods of every type. Backpacks, water skins, ropes, lanterns, torches
and pouches are what the Grocer specialises in, though, and if you need any
of those goods, you've come to the right place. If you don't know how to
negotiate a transaction, simply look at the grocer.
~
0 D inside
D0
Valiant Street~
~
Z -1 31065
0 0
S
#31067
Valiant Street~
You are walking along Valiant Street, which is met to the west and east by
Stalwart Lane and Glory Avenue respectively. To the south there is a Bakery,
from which a delicious aroma wafts.
~
0 0 city
D1
Corner of Stalwart Street and Glory Avenue~
~
Z -1 31069
0 0
D2
The Bakery~
~
Z -1 31068
0 0
D3
Corner of Valiant Street and Glory Avenue~
~
Z -1 31007
0 0
S
#31068
The Bakery~
The delicious aroma you smelt outside pervades this entire store. Cakes,
pies, rolls and loaves of freshly-baked bread line the racks behind the
counter. Also behind the counter is a very mean-looking tattooed Dwarf with
missing teeth and fingers, but with a talent for baking unsurpassed in the
entire nation. If you don't know what to do next, try looking at the Dwarf
(if you dare...).
~
0 D inside
D0
Valiant Street~
~
Z -1 31067
0 0
S
#31069
The Corner of Stalwart Lane and Valiant Street~
You are standing at a tree-lined intersection in the southeast quarter of
town. Stalwart Lane runs north from here past shops toward Justice Street.
There is a seedy-looking Bar to the south.
~
0 0 city
D0
Stalwart Lane~
~
Z -1 31044
0 0
D1
Valiant Street~
~
Z -1 31079
0 0
D2
The Bar~
~
Z -1 31070
0 0
D3
Valiant Street~
~
Z -1 31067
0 0
S
#31070
The Bar~
You have entered the main room of the Bar. A slick-looking Bartender with
greasy black hair attempts to come on to the female patrons here. Seeing
you he smiles and offers to make you a drink. To see what sort, try looking
at him. Private booths are available to the south.
~
0 D inside
D0
Corner of Valiant Street and Stalwart Lane~
~
Z -1 31069
0 0
D2
Private Booths~
~
Z -1 31071
0 0
S
#31071
Private Booths~
This is where the more unsavory customers come to negotiate drug deals,
slave trading or prostitution. You get a few stares as you enter. Despite
the rough characters here, no-one ever fights or even lays a blow on another
as powerful magics prevent it.
~
0 AD inside
D0
The Bar~
~
Z -1 31070
0 0
S
#31072
Valiant Street~
You are heading into the Guard Sector of town. Guards wander here and there,
as does the occasional prisoner, led by two guards of course. The road
continues east and west.
~
0 0 city
D1
Corner of Valiant Street and Liberty Lane~
~
Z -1 31062
0 0
D3
Valiant Street~
~
Z -1 31073
0 0
S
#31073
Valiant Street~
You are heading into the Guard Sector of town. Guards wander here and there,
as does the occasional prisoner, led by two guards of course. The road
continues east and west.
~
0 0 city
D1
Valiant Street~
~
Z -1 31072
0 0
D3
A Bend in Valiant Street~
~
Z -1 31074
0 0
S
#31074
A Bend in Valiant Street~
At this point Valiant Street bends, with exits to the east and south. The
prison lies to the south, as does the Dwarven Guild.

A new stable has been built to the west of here. Go have a look!
~
0 0 city
D1
Valiant Street~
~
Z -1 31073
0 0
D2
Outside the Dungeon~
~
Z -1 31075
0 0
S
#31075
Outside the Dungeon~
You are standing outside the grounds of His Majesty's Gaol, the prison of 
Anon, where all the perpretrators of heinous acts are kept. To the south 
looms the impressive mini-fortress that is the Dwarven Guild.
~
0 0 city
D0
Valiant Street~
~
Z -1 31074
0 0
D2
The Dwarven Guild~
~
Z 0 31076
0 0
S
#31076
The Dwarven Guild~
Stone walls rise all around you as you enter the training grounds of the
Dwarven Guild. Several young Dwarves pile eagerly into the bar to the east,
while other, more mature warriors patiently wait to train with the Master
to the south.
~
0 0 city
D0
Valiant Street~
~
Z 0 31075
0 0
D1
The Dwarven Bar~
~
Z -1 31078
0 0
D2
The Guildmaster~
~
Z -1 31077
0 0
S
#31077
The Guildmaster's Room~
A burly Dwarf is here curtly issuing instructions to two trainees. You may
wish to train as well. If so, and you don't know what to do, try looking at
the Guildmaster.
~
0 D inside
D0
The Guild training yard~
~
Z -1 31076
0 0
S
#31078
The Dwarven Bar~
About two dozen hardy Dwarves drink, smoke, fight and gamble here. The noise
is only equalled in intensity by the acrid stench of stale beer and burning
pipeweed. A smaller Dwarf busies himself collecting empty steins and 
replacing them with fresh ones, being rewarded with the occasional silver
piece or kick in the rump for his efforts.
~
0 D inside
D3
The Guild training yard~
~
Z -1 31076
0 0
S
#31079
Valiant Street~
You have entered a rather seedy area of town, the slums that line the eastern
half of Valiant Street being legendary the world over. A haven for thieves,
assassins, backstabbers, footpads and murderers of every description, it is
a place where a quick mind and a quicker blade will mean the difference
between life and death.
~
0 A city
D1
Valiant Street~
~
Z -1 31080
0 0
D3
Corner of Stalwart Lane and Valiant Street~
~
Z -1 31069
0 0
S
#31080
Valiant Street~
You have entered a rather seedy area of town, the slums that line the eastern
half of Valiant Street being legendary the world over. A haven for thieves,
assassins, backstabbers, footpads and murderers of every description, it is
a place where a quick mind and a quicker blade will mean the difference
between life and death. You quickly duck the contents of a chamber pot being
emptied into the street by someone in a higher building, and, cursing, move
on.
~
0 A city
D1
A Bend in Valiant Street~
~
Z -1 31081
0 0
D3
Valiant Street~
~
Z -1 31079
0 0
S
#31081
A Bend in Valiant Street~
At this bend, there is a small grate set in the ground. Looking down through
it, you notice a complex network of interconnecting tunnels more than big
enough for you to wander through, should you so wish.
~
0 A city
D2
Outside the Kender Guild~
~
Z -1 31082
0 0
D3
Valiant Street~
~
Z -1 31080
0 0
D5
A Grate leading to the Sewer~
grate~
ABZ 0 7001
0 0
S
#31082
Outside the Kender Guild~
You are standing outside the house of learning for all the rogues of the 
city previously mentioned. For of all rogues the Kender are the masters.
The entrance to this shady establishment is through a curtained archway
to the south.
~
0 A city
D0
Valiant Street above the Sewer~
~
Z -1 31081
0 0
D2
A Curtained Archway~
curtain~
ABZ 0 31083
0 0
S
#31083
Inside the Guild~
You are standing inside the Kender Guild, surrounded by whores, pimps, 
thieves, muggers and vagabonds. What a nice place. The Guildmaster lurks
to the south, while there is a Bar to the west...
~
0 AD inside
D0
Valiant Street~
~
Z 0 31082
0 0
D2
The Guildmaster~
~
Z -1 31084
0 0
D3
Bar~
~
Z 0 31085
0 0
S
#31084
The Guildmaster~
You are in the quarters of the Kender Guildmaster. A veritable treasure 
trove of items of every possible description is piled to the roof in here.
The Guildmaster lounges on a settee and stares inquisitively at you. If you
don't know what to do, try looking at him.
~
0 AD inside
D0
Inside the Guild~
~
Z -1 31083
0 0
S
#31085
The Bar~
You have entered a seedy bar full of low-lifes of the lowest common
denominator. A greasy bartender serves drinks to the sullen patrons, while
in the corner a couple of sailors are roughing up an Elf who refused to pay
up upon losing the last hand in poker.
~
0 AD inside
D1
Inside the Guild~
~
Z -1 31083
0 0
S
#31086
End of Justice Street~
Justice Street ends in a small lane here that the Illithid Guild opens onto
from the north. Back east several shops open onto Justice Avenue, and before
that Liberty Lane cuts across this street.

A small building to the west contains a staircase that looks interesting...
~
0 0 city
D0
The Illithid Guild~
~
Z -1 31090
0 0
D1
Justice Street~
~
Z -1 31046
0 0
D3
It's the Darkling Guild.~
~
Z -1 31192
0 0
S
#31087
The Human Guild~
You have entered a Martial Arts Dojo devoid of all furniture or decoration
save several practice mats and some wooden weapons hung on hooks attached
to the walls. Several students, clad in white Ghis practice basic Karate
punches and Judo holds with each other, under the watchful eye of their
instructor. The Guildmaster resides to the north, and the Guild relaxation
chambers are to the south.
~
0 D inside
D0
The Guildmaster~
~
Z -1 31088
0 0
D2
The Relaxation Room~
~
Z -1 31089
0 0
D3
Justice Street~
~
Z -1 31095
0 0
S
#31088
The Guildmaster's Room~
The Human Guildmaster is here, meditating. As you enter, his eyes flick open
and he quickly leaps to his feet, bowing before you. If you don't know what
to do next, try looking at him.
~
0 D inside
D2
The Human Guild~
~
Z -1 31087
0 0
S
#31089
The Relaxation Room~
Rigid and disciplined as they are, the members of this Guild don't spend much
time loafing around. However, when the mood takes them, few can outdrink them
whatever the beverage, and as the mood can take them quite frequently when
their usage of their mental disciplines drains their mana, this place was
constructed.
~
0 D inside
D0
The Human Guild~
~
Z -1 31087
0 0
S
#31090
Inside the Illithid Guild~
You have entered the sparsely-furnished chambers of the Illithid Guildmaster
of Anon. The Guildmaster himself resides to the north, while the Illithids'
Bar is to the west.
~
0 DY inside
D0
The Guildmaster~
~
Z -1 31092
0 0
D2
Justice Street~
~
Z -1 31086
0 0
D3
The Bar~
~
Z -1 31091
0 0
S
#31091
The Illithids' Bar~
Not many Illithids reside in Anon, so this place is usually empty. Combine
this with the fact that Mind Flayers have a reputation of sucking out and
eating the brains of other sentient species, and you'll probably understand
why there are very few non-Illithids in this place at any particular time...
Like all mana-users, Illithids have a need to be constantly intoxicated, and
what better place to do this than in their Guild Bar?
~
0 D inside
D1
The Guild~
~
Z -1 31090
0 0
S
#31092
The Guildmaster~
You have entered a particuarly small, dark and cramped chamber that is 
devoid of funiture- the powerful psionicist hovering in the center of the
room has no need for any. If you don't know what to do, try looking at the
purple-skinned, tentacle-mawed instructor and see what he has to think...
~
0 D inside
D2
The Guild~
~
Z -1 31090
0 0
S
#31093
Justice Street~
You are strolling through the fairly deserted northeastern quarter of town.
Up ahead lies the Dojo where the Human Guildmaster trains his students, and
to the northeast looms the aerie of the 
Avian Guildmaster.
~
0 0 city
D1
Justice Street~
~
Z -1 31094
0 0
D3
Corner of Justice Street and Stalwart Lane~
~
Z -1 31054
0 0
S
#31094
Justice Street~
You are strolling through the fairly deserted northeastern quarter of town.
Up ahead lies the Dojo where the Human Guildmaster trains his students, and
to the northeast looms the aerie of the Avian Guildmistress.
~
0 0 city
D1
Justice Street~
~
Z -1 31095
0 0
D3
Justice Street~
~
Z -1 31093
0 0
S
#31095
Outside the Human Dojo~
At this bend in the road, you can head east into the Dojo, north toward the
tall tower which holds the aerie of the Avian Guildmistress, or back west
toward Stalwart Lane.
~
0 0 city
D0
Outside the Tower~
~
Z -1 31096
0 0
D1
The Guild~
~
Z -1 31087
0 0
D3
Justice Street~
~
Z -1 31094
0 0
S
#31096
Outside the Tower~
You are standing beneath the wooden tower which houses the aerie of the Avian
Guildmistress. Being generally solitary and outdoor-loving creatures, Avians 
do not congregate here tending instead to visit at odd hours so as to not 
be forced to endure a wait indoors for training.
~
0 0 city
D0
Inside the Tower~
~
Z -1 31097
0 0
D2
Outside the Dojo~
~
Z -1 31095
0 0
S
#31097
Inside the Tower~
You have entered the grounds of the Guild. From here you may go up to the
aerie, or downstairs to the Bar.
~
0 D inside
D2
Outside the Tower~
~
Z -1 31096
0 0
D4
The Aerie~
~
Z -1 31099
0 0
D5
The Bar~
~
Z -1 31098
0 0
S
#31098
The Bar~
As mentioned, Avians aren't the most social of creatures, but they do enjoy
a good drink like anyone else. However, they like it best when few other
people are present, and what few Avians that are here now will probably get
up and leave if you enter.
~
0 D inside
D4
Inside the Tower~
~
Z -1 31097
0 0
S
#31099
The Aerie~
Here the Avian Guildmistress rests, in her comfortable nest, waiting for
new students. If you don't know what to do here, try looking at her.
~
0 D inside
D5
Inside the Tower~
~
Z -1 31097
0 0
S
#31163
Armor Donations~
Here all the Armor donated by the people of Anon appear.
~
0 D inside
D0
The Chamber of Donations~
~
Z -1 31002
0 0
S
#31164
Weapons Donations~
Here all the Weapons donated by the people of Anon appear.
~
0 D inside
D3
The Chamber of Donations~
~
Z -1 31002
0 0
S
#31165
Magical Donations~
Here all the Magical Items donated by the people of Anon appear.
~
0 D inside
D1
The Chamber of Donations~
~
Z -1 31002
0 0
S
#31190
Inside the Chippy~
You have entered the local chippy. Your nostrils are almsot immediately
assailed by a pleasant aroma- it's amazing how good hot fat smells, isn't
it? You see a portly Italian standing behind a large glass counter full of
fried food. It certainly smells a lot better than it looks. A customer
standing next to you says- "It looks a lot better than it tastes...". Most
of the food has probably been sitting under those hot lights for a couple
of hours. The only thing you can be reasonably sure of is the chips.
By the way, EVERYTHING is fried. 
~
0 D inside
D5
~
~
Z -1 31041
0 0
S
#31191
Inside Tracey's Cafe~
You have entered a well-scrubbed cafe, furnished in mid-1960's laminex
style.  Plastic plants rest near the tables, which are covered with red
and white checked plastic tablecloths.  You can proceed to the counter
to place your order with Tracey, co-owner, and she will bring it to your
table.
~
0 D inside
D2
~
~
Z -1 31012
0 0
S
#31192
Entrance to the Darkling Guild~
You are standing at the top of a set of stone steps covered in dust and 
cobwebs. Footprints show that many others have passed this way, but 
despite this the webs and dust remain as thick as if the steps hadn't 
been traversed for decades. 
~
0 ADY inside
D1
~
~
Z -1 31086
0 0
D5
~
~
Z -1 31193
0 0
S
#31193
The Ante-Chamber~
You are standing in a dark, gloomy room, littered with bits of old furniture
and decaying tapestries. The Darklings are a morbid lot, and their guildhall
serves as a perfect example of this.
~
0 AD inside
D2
~
~
Z -1 31194
0 0
D4
~
~
Z -1 31192
0 0
S
#31194
The Guildhall~
In this room, the ancient Darkling scholar, Mengrabbazoah, awaits, ready
to educate you in the ways of his people. You feel overawed standing in
his presence.
~
0 AD inside
D0
~
~
Z -1 31193
0 0
S
#31195
The Portal Chambers~
In these rooms lie portals that lead to the other 3 dimensions of the 
world of Anon. Proceed carefully, for you travel at your own risk!
~
0 D inside
D0
~
~
ABZ 31085 31013
0 0
D1
~
~
Z -1 31196
0 0
D2
~
~
Z -1 31197
0 0
D3
~
~
Z -1 31198
0 0
S
#31196
A Bare Room~
You have entered a plain, nondescript room with whitewashed stone walls 
and a straw-covered floor. Various cracked and broken pots of clay are 
scattered about on the floor.
~
0 D inside
D3
~
~
Z -1 31195
0 0
S
#31197
A Steel Chamber~
The walls of this room are covered in sheets of steel in which are imbedded 
bits of wire and chrome. There are hunreds of tiny black squares of an unknown 
substance imbedded in it, as well as numerous flashing lights.
~
0 D inside
D0
~
~
Z -1 31195
0 0
S
#31198
A Bizarre Room~
The walls of this brightly-colored room seem to warp and mutate as you 
watch, changing their shape and colors into a wide variety of forms. You 
begin to develop a severe headache, and standing straight is becoming 
very difficult.
~
0 D inside
D1
~
~
Z -1 31195
0 0
S
#31199
{RUnused Room{x~
This room is currently unused.
~
0 D inside
S
#0

#SPECIALS
M 31000 spec_cast_adept	* Gath the Healer
M 31014 spec_thief	* the Kender Guildmaster
M 31018 spec_thief	* a Greasy Bartender
M 31036 spec_janitor	* the janitor
M 31040 spec_thief	* a thief
M 31041 spec_fido	* a beastly fido
M 31042 spec_fido	* a huge sewer rat
M 31044 spec_guard	* a City Guard
M 31045 spec_guard	* a City Guard
M 31046 spec_guard	* a City Guard
S

#RESETS
D 0 30900 1 1	* The Locksmith: door to the east: closed
D 0 30901 3 1	* The Book Shoppe: door to the west: closed
D 0 31004 1 1	* Glory Avenue: door to the east: closed
D 0 31004 3 1	* Glory Avenue: door to the west: closed
D 0 31013 2 2	* Victory Parade East: door to the south: closed and locked
D 0 31016 0 1	* Inside the Victory Parade West Gate: door to the north: closed
D 0 31016 2 1	* Inside the Victory Parade West Gate: door to the south: closed
D 0 31017 0 1	* Inside the Victory Parade East Gate: door to the north: closed
D 0 31017 2 1	* Inside the Victory Parade East Gate: door to the south: closed
D 0 31081 5 1	* A Bend in Valiant Street: door to the down: closed
D 0 31082 2 1	* Outside the Kender Guild: door to the south: closed
D 0 31195 0 1	* The Portal Chambers: door to the north: closed
M 0 30900 1 30900 1	* Dwart (The Locksmith)
G 0 31001 0		*	a bronze key
G 0 31085 0		*	a key to the portal chambers
M 0 30901 1 30901 1	* Xanafax (The Book Shoppe)
G 0 31086 0		*	a Tome of Political History
G 0 31087 0		*	a Tome of Social History
G 0 31088 0		*	a History book
G 0 31089 0		*	a Geography text
G 0 31099 0		*	a map of Anon
G 0 31090 0		*	Xanafax's Compendium of Heroes
M 0 31058 1 30903 1	* Clea the Artificer (The Artificer's Workshop)
M 0 30904 1 30904 1	* Alix the Thaumaturgist (The Thaumaturgist's Shop)
M 0 30905 1 30905 1	* Thom the Enhancer (Enhancing Shop)
O 0 30932 0 30933	* the crescent-shaped bench (Before the throne)
M 0 30933 1 30933 1	* Setus (Before the throne)
E 0 30933 0 6		*	The Winged Battle Crown: over the head
O 0 30935 0 30936	* the table in one of the chairs (The Grand Hall of Dwarves)
O 0 30938 0 30939	* one of the hammocks (Before the Cheery Fireplace)
M 0 30939 1 30939 1	* Pibbles (Before the Cheery Fireplace)
E 0 30939 0 17		*	A cane with a HUGE flawless diamond: held in the hands
O 0 30941 0 30942	* the round table in one of the chairs (The Elven Great Hall)
M 0 31024 1 31000 1	* Cuervo the headsman (The Temple of Anon)
E 0 31030 0 6		*	a Headsman's Black Face Mask: over the head
E 0 31093 0 16		*	a blood drenched axe: wielded
O 0 31029 0 31000	* a nasty guillotine (The Temple of Anon)
O 0 31021 0 31000	* a city fountain (The Temple of Anon)
M 0 31044 8 31000 1	* a City Guard (The Temple of Anon)
E 0 31033 0 16		*	an Ornate Longsword: wielded
E 0 31034 0 5		*	an Ornate Breastplate: on the body
E 0 31035 0 14		*	an Ornate Bracer: on the left wrist
E 0 31035 0 15		*	an Ornate Bracer: on the right wrist
E 0 31036 0 3		*	a black cloak with gold trim: around the neck (1)
E 0 31037 0 6		*	an Ornate Helm: over the head
E 0 31038 0 11		*	an Ornate Shield: as a shield
E 0 31039 0 17		*	a Throwing Spear: held in the hands
M 0 31000 1 31001 1	* Gath the Healer (The Interior of the Temple)
M 0 31043 6 31007 1	* a cat (Corner of Valiant Street and Glory Avenue)
O 0 31021 0 31012	* a city fountain (Victory Parade West)
M 0 31039 3 31012 1	* a beggar (Victory Parade West)
M 0 31064 1 31012 1	* a messenger (Victory Parade West)
M 0 31035 3 31013 1	* a child (Victory Parade East)
M 0 31034 3 31014 1	* a citizen (Approaching Gate at Victory Parade West)
M 0 31046 5 31016 1	* a City Guard (Inside the Victory Parade West Gate)
E 0 31033 0 16		*	an Ornate Longsword: wielded
E 0 31034 0 5		*	an Ornate Breastplate: on the body
E 0 31035 0 14		*	an Ornate Bracer: on the left wrist
E 0 31035 0 15		*	an Ornate Bracer: on the right wrist
E 0 31036 0 3		*	a black cloak with gold trim: around the neck (1)
E 0 31037 0 6		*	an Ornate Helm: over the head
E 0 31038 0 11		*	an Ornate Shield: as a shield
E 0 31039 0 17		*	a Throwing Spear: held in the hands
M 0 31054 8 31017 1	* a City Guard (Inside the Victory Parade East Gate)
E 0 31033 0 16		*	an Ornate Longsword: wielded
E 0 31034 0 5		*	an Ornate Breastplate: on the body
E 0 31035 0 14		*	an Ornate Bracer: on the left wrist
E 0 31035 0 15		*	an Ornate Bracer: on the right wrist
E 0 31036 0 3		*	a black cloak with gold trim: around the neck (1)
E 0 31037 0 6		*	an Ornate Helm: over the head
E 0 31038 0 11		*	an Ornate Shield: as a shield
E 0 31039 0 17		*	a Throwing Spear: held in the hands
M 0 31001 1 31036 1	* the Satyr Guildmaster (The Guildmaster)
M 0 31015 1 31037 1	* a Dryad Waiter (The Satyr Bar)
G 0 31002 0		*	a Barrel of Argh's beer
G 0 31003 0		*	a bottle of Yaegar (TM) beer
G 0 31004 0		*	a Bottle of Marius (TM) ale
G 0 31005 0		*	a Bottle of Rainman firebreather
G 0 31006 0		*	a bottle of MuddyMUD specialty
M 0 31032 1 31039 1	* the Castellan of Anon (The Castellan's Office)
E 0 31031 0 16		*	the Castellan's Longsword: wielded
G 0 31001 0		*	a bronze key
M 0 31002 1 31041 1	* Dansim the Blacksmith (The Smithy)
M 0 31003 1 31043 1	* the Armorer (The Armory)
G 0 31017 0		*	a pair of tough leather boots
G 0 31018 0		*	a narrow leather belt
G 0 31019 0		*	a kamikaze headband
G 0 31020 0		*	a {Rst{Drip{Red{x scarf
G 0 31022 0		*	a gold ring
M 0 31004 1 31045 1	* the Weaponsmith (The Weaponsmith)
G 0 31013 0		*	a lead-trimmed bow
G 0 31014 0		*	a Sturdy Mace
G 0 31015 0		*	a dagger
G 0 31016 0		*	a Wickedly-Curved Scimitar
M 0 31044 8 31046 1	* a City Guard (Corner of Liberty Lane and Justice Street)
E 0 31033 0 16		*	an Ornate Longsword: wielded
E 0 31034 0 5		*	an Ornate Breastplate: on the body
E 0 31035 0 14		*	an Ornate Bracer: on the left wrist
E 0 31035 0 15		*	an Ornate Bracer: on the right wrist
E 0 31036 0 3		*	a black cloak with gold trim: around the neck (1)
E 0 31037 0 6		*	an Ornate Helm: over the head
E 0 31038 0 11		*	an Ornate Shield: as a shield
E 0 31039 0 17		*	a Throwing Spear: held in the hands
M 0 31005 1 31047 1	* the Mercenary Master (Mercenaries Unlimited)
M 0 31047 1 31048 1	* Hobbit Mercenary (Merc Store)
M 0 31048 1 31048 1	* Elven Mercenary (Merc Store)
M 0 31049 1 31048 1	* Dwarven Mercenary (Merc Store)
M 0 31050 1 31048 1	* Trollish Mercenary (Merc Store)
M 0 31051 1 31048 1	* Hill Giant Mercenary (Merc Store)
M 0 31052 1 31048 1	* Half-Dragon Mercenary (Merc Store)
M 0 31006 1 31050 1	* the Mage (The Magic Shop)
G 0 31009 0		*	a scroll of identify
G 0 31010 0		*	a yellow potion of see invisible
G 0 31028 0		*	a psychedelic potion
G 0 31040 0		*	a blank scroll
G 0 31041 0		*	a shimmering potion
M 0 31041 8 31051 1	* a beastly fido (Corner of Honor Avenue and Justice Street)
M 0 31007 1 31053 1	* Mitzak the Sage (The Sage's Residence)
M 0 31045 8 31054 1	* a City Guard (Justice Street)
E 0 31033 0 16		*	an Ornate Longsword: wielded
E 0 31034 0 5		*	an Ornate Breastplate: on the body
E 0 31035 0 14		*	an Ornate Bracer: on the left wrist
E 0 31035 0 15		*	an Ornate Bracer: on the right wrist
E 0 31036 0 3		*	a black cloak with gold trim: around the neck (1)
E 0 31037 0 6		*	an Ornate Helm: over the head
E 0 31038 0 11		*	an Ornate Shield: as a shield
E 0 31039 0 17		*	a Throwing Spear: held in the hands
M 0 31008 1 31055 1	* the Pet Shop Owner (The Pet Shop)
M 0 31019 1 31056 1	* the mouse (Pet Store Storage)
M 0 31020 1 31056 1	* the badger (Pet Store Storage)
M 0 31021 1 31056 1	* the eagle (Pet Store Storage)
M 0 31022 1 31056 1	* the grizzly bear (Pet Store Storage)
M 0 31023 1 31056 1	* the elephant (Pet Store Storage)
M 0 31009 1 31060 1	* the Elven Guildmaster (The Office of the Elven Guildmaster)
M 0 31016 1 31061 1	* an Elven Waiter (The Elven Bar)
G 0 31002 0		*	a Barrel of Argh's beer
G 0 31003 0		*	a bottle of Yaegar (TM) beer
G 0 31004 0		*	a Bottle of Marius (TM) ale
G 0 31005 0		*	a Bottle of Rainman firebreather
G 0 31006 0		*	a bottle of MuddyMUD specialty
M 0 31034 3 31065 1	* a citizen (Valiant Street)
M 0 31010 1 31066 1	* the Grocer (The Grocery Store)
G 0 31007 0		*	a torch
G 0 31008 0		*	a hooded brass lantern
G 0 31011 0		*	a buffalo water skin
G 0 31012 0		*	a jug of water
G 0 31043 0		*	a sturdy canvas tent
G 0 31044 0		*	a sturdy wooden rowboat
M 0 31011 1 31068 1	* the Baker (The Bakery)
G 0 31023 0		*	a sweet cake
G 0 31024 0		*	a roll
G 0 31025 0		*	a sandwich
G 0 31026 0		*	a HUGE loaf of bread
M 0 31044 8 31069 1	* a City Guard (The Corner of Stalwart Lane and Valiant Street)
E 0 31033 0 16		*	an Ornate Longsword: wielded
E 0 31034 0 5		*	an Ornate Breastplate: on the body
E 0 31035 0 14		*	an Ornate Bracer: on the left wrist
E 0 31035 0 15		*	an Ornate Bracer: on the right wrist
E 0 31036 0 3		*	a black cloak with gold trim: around the neck (1)
E 0 31037 0 6		*	an Ornate Helm: over the head
E 0 31038 0 11		*	an Ornate Shield: as a shield
E 0 31039 0 17		*	a Throwing Spear: held in the hands
M 0 31012 1 31070 1	* the Bartender (The Bar)
G 0 31002 0		*	a Barrel of Argh's beer
G 0 31003 0		*	a bottle of Yaegar (TM) beer
G 0 31004 0		*	a Bottle of Marius (TM) ale
G 0 31005 0		*	a Bottle of Rainman firebreather
G 0 31006 0		*	a bottle of MuddyMUD specialty
G 0 31027 0		*	a cup of coffee
M 0 31038 6 31071 1	* a drunk (Private Booths)
M 0 31062 1 31071 1	* Pharlas (Private Booths)
M 0 31036 6 31073 1	* the janitor (Valiant Street)
M 0 31033 3 31074 1	* a citizen (A Bend in Valiant Street)
M 0 31013 1 31077 1	* the Dwarven Guildmaster (The Guildmaster's Room)
M 0 31017 1 31078 1	* a Dwarven Waiter (The Dwarven Bar)
G 0 31002 0		*	a Barrel of Argh's beer
G 0 31003 0		*	a bottle of Yaegar (TM) beer
G 0 31004 0		*	a Bottle of Marius (TM) ale
G 0 31005 0		*	a Bottle of Rainman firebreather
G 0 31006 0		*	a bottle of MuddyMUD specialty
M 0 31025 1 31079 1	* Aod the dealer (Valiant Street)
G 0 31028 0		*	a psychedelic potion
M 0 31037 8 31080 1	* a footpad (Valiant Street)
E 0 31032 0 16		*	a sap: wielded
M 0 31042 6 31081 1	* a huge sewer rat (A Bend in Valiant Street)
M 0 31040 2 31082 1	* a thief (Outside the Kender Guild)
M 0 31014 1 31084 1	* the Kender Guildmaster (The Guildmaster)
M 0 31063 1 31085 1	* the elven prince Ceserath (The Bar)
M 0 31018 1 31085 1	* a Greasy Bartender (The Bar)
G 0 31002 0		*	a Barrel of Argh's beer
G 0 31003 0		*	a bottle of Yaegar (TM) beer
G 0 31004 0		*	a Bottle of Marius (TM) ale
G 0 31005 0		*	a Bottle of Rainman firebreather
G 0 31006 0		*	a bottle of MuddyMUD specialty
M 0 31027 1 31088 1	* the Human Guildmaster (The Guildmaster's Room)
M 0 31030 1 31089 1	* a Human Waiter (The Relaxation Room)
G 0 31002 0		*	a Barrel of Argh's beer
G 0 31003 0		*	a bottle of Yaegar (TM) beer
G 0 31004 0		*	a Bottle of Marius (TM) ale
G 0 31005 0		*	a Bottle of Rainman firebreather
G 0 31006 0		*	a bottle of MuddyMUD specialty
M 0 31029 1 31091 1	* an Illithid Waiter (The Illithids' Bar)
G 0 31002 0		*	a Barrel of Argh's beer
G 0 31003 0		*	a bottle of Yaegar (TM) beer
G 0 31004 0		*	a Bottle of Marius (TM) ale
G 0 31005 0		*	a Bottle of Rainman firebreather
G 0 31006 0		*	a bottle of MuddyMUD specialty
M 0 31026 1 31092 1	* the Illithid Guildmaster (The Guildmaster)
M 0 31033 3 31094 1	* a citizen (Justice Street)
M 0 31031 1 31098 1	* an Avian Waitress (The Bar)
G 0 31002 0		*	a Barrel of Argh's beer
G 0 31003 0		*	a bottle of Yaegar (TM) beer
G 0 31004 0		*	a Bottle of Marius (TM) ale
G 0 31005 0		*	a Bottle of Rainman firebreather
G 0 31006 0		*	a bottle of MuddyMUD specialty
M 0 31028 1 31099 1	* the Avian Guildmaster (The Aerie)
M 0 31053 1 31190 1	* Salvatore (Inside the Chippy)
G 0 31045 0		*	a piece of battered fried fish
G 0 31046 0		*	a pile of steaming chips
G 0 31047 0		*	chips with salt and sauce
G 0 31048 0		*	a black pudding
G 0 31049 0		*	a white pudding
G 0 31050 0		*	a piece of pizza
G 0 31051 0		*	a lump of lard
G 0 31052 0		*	a potato scallop
G 0 31053 0		*	some curry sauce
G 0 31054 0		*	chicken kiev
G 0 31055 0		*	a crumbed drumstick
G 0 31056 0		*	a battered sav
G 0 31057 0		*	a kabana
G 0 31058 0		*	a fish cake
G 0 31059 0		*	it's... HAGGIS
M 0 31055 1 31191 1	* the co-owner Tracey (Inside Tracey's Cafe)
G 0 31060 0		*	Tetley's tea
G 0 31061 0		*	Kenco coffee
G 0 31062 0		*	a shandy
G 0 31063 0		*	Barr's Irn Bru
G 0 31064 0		*	a chocolate milk
G 0 31065 0		*	a strawberry milk
G 0 31066 0		*	a caramel milk
G 0 31067 0		*	a sticky bun
G 0 31068 0		*	a fruit scone
G 0 31070 0		*	a steak burger
G 0 31071 0		*	a hamburger
G 0 31072 0		*	a ploughman's sandwich
G 0 31073 0		*	a cheese and onion sandwich
G 0 31074 0		*	a chicken tikka sandwich
G 0 31075 0		*	a baked potato with cheese and coleslaw
G 0 31076 0		*	a baked potato with chicken curry
G 0 31077 0		*	bacon and eggs
G 0 31078 0		*	steak eggs and chips
G 0 31079 0		*	a plate of {rham{x and {We{Ygg{Ws{x
G 0 31080 0		*	a plate of {rba{yc{ron{x, {We{Ygg{Ws{x, and {rham{x
M 0 31056 1 31194 1	* Mengrabbazoah (The Guildhall)
O 0 31082 0 31196	* a portal to the past (A Bare Room)
O 0 31083 0 31197	* a portal to the future (A Steel Chamber)
O 0 31084 0 31198	* a portal to the surreal (A Bizarre Room)
S

#SHOPS
30900 18 0 0 0 0 150 16 0 23
30901 2 3 4 13 28 150 17 0 23
31003 9 28 0 0 0 150 20 0 23
31004 5 29 30 0 0 150 15 0 23
31005 0 0 0 0 0 150 10 0 23
31006 2 3 4 10 26 150 13 0 23
31008 0 0 0 0 0 150 10 0 23
31010 15 13 8 1 12 150 13 0 23
31011 19 0 0 0 0 180 20 0 23
31012 17 0 0 0 0 180 11 0 23
31015 17 0 0 0 0 200 13 0 23
31016 17 0 0 0 0 200 18 0 23
31017 17 0 0 0 0 200 18 0 23
31018 17 0 0 0 0 200 18 0 23
31025 5 9 10 15 13 180 15 0 23
31029 17 0 0 0 0 200 18 0 23
31030 17 0 0 0 0 200 12 0 23
31031 17 0 0 0 0 200 18 0 23
31053 19 0 0 0 0 180 14 0 23
31054 19 0 0 0 0 180 19 0 23
31055 0 0 0 0 0 180 19 0 23
31057 9 5 0 8 13 75 14 0 24
31059 2 3 4 13 28 150 17 0 23
31060 18 0 0 0 0 150 13 0 23
0

#MOBPROGS
#31012
if clan $n Shadow
mob oload 31095
else
emote utters the words, 'yrus hallre'.
mob echo A letter bursts into flames!
endif
~
#31063
if clan $n shadow
say Oh. The crown... eh.
emote looks indifferently at the crown.
say I guess I could try it on...
emote wears the crown of the elven monarchy on its head.
mob junk crown
mob echo The crown melds and molds, becoming one with his head.
say I... I feel different...
mob oload 31094
say I... what... the orb...!?
wield orb
emote doubles over in pain.
yell AAAAAGHHHHH!
emote suddenly stops screaming.
stand
say I... must... kill...
murder $n
~
#0

#PRACTICERS
M 31000 protective~	* Gath the Healer
S

#HELPS
93 0 City Anon~
.
 
 The City of Anon-

    Illithid                      Elf                       Avian
     Guild      Merc    Magic    Guild     ID       Pet     Guild
       |        Hire    Shop       |       Guy      Shop      |
       |_________|________|________|________|________|________|________Human
                 |                                   |                 Guild
  Castellan _____|               Green               |_____ Armorer
                 |  Thaumaturgist  /    Enhancer     |
W. Gate _________|_______|_______Temple______________|_________ E Gate 
                 |       |         |                 |         
      Smith _____|    Artificer    |_ Book Shop      |_____ Weapon Smith
                 |                 |                 |
Stables _________|_________________|_________________|________Sewer
        |        |        |        |        |        |       |
        |       Bank   Grocer      |      Baker     Bar      |
Dungeon_|                        Dryad                       |
        |                        Guild                       |
     Dwarf                         |                       Kender
     Guild                   Insect Garden                 Guild

~
-1 $~

#$