#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. ~ G none G none G none G none #31089 geography text~ a Geography text~ This text is titled- "THE GEOGRAPHY OF ANON", by K. Solo'deru.~ unknown~ ~ trash 0 AO 0 0 0 0 0 0 0 0 5 100 P E 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. ~ G none G none G none G none #31090 book compendium~ Xanafax's Compendium of Heroes~ A dusty old book lies here.~ unknown~ ~ trash 0 AO 0 0 0 0 0 0 0 0 1 100 P E 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 $~ #$