#AREADATA Name Westland~ VNUMs 10000 10099 Credits Xavier~ Security 9 LevelRange 40 90 End #MOBILES #10001 gar long tail~ A long-tailed gar~ A long-tailed Gar stalks you deep in the woods. ~ You see a giant flesh-eating beast that hunts by the sense of smell. Your blood must be sweet because it has spotted you and is running in your direction. YOU'D BETTER ACT FAST! ~ dragon~ ABFT Vb -1000 0 60 60 264d60+0 600d11+95 21d2+47 none -33 -33 -33 -21 CDEFIKMN AB IJKO HQY stand stand male 300 c L gargantuan flesh~ ~ #10002 gar long tail~ a long-tailed gar~ A long-tailed Gar stalks you deep in the woods. ~ You see a giant flesh-eating beast that hunts by the sense of smell. Your blood must be sweet because it has spotted you and is running in your direction. YOU'D BETTER ACT FAST! ~ dragon~ ABFT Vb -1000 0 46 46 172d46+0 460d11+95 16d2+38 none -24 -24 -24 -14 BCDEFIKMN AB IJKO HQY stand stand male 300 c L gargantuan flesh~ ~ #10003 gar long tail~ a long-tailed gar~ A long-tailed Gar stalks you deep in the woods. ~ You see a giant flesh-eating beast that hunts by the sense of smell. Your blood must be sweet because it has spotted you and is running in your direction. YOU'D BETTER ACT FAST! ~ dragon~ ABF Vb -947 0 46 46 172d46+0 460d11+95 16d2+38 none -24 -24 -24 -14 BCDEFIKMN AB IJKO HQY stand stand male 300 c L gargantuan flesh~ ~ #10004 fly blood~ a blood fly~ A little annoying insect is waiting to suck your blood. ~ You see a deformed little bug that has large sharp teeth for biting into flesh. It looks thirsty for your blood. ~ unique~ ABFL BGJTVb -200 0 40 40 133d40+0 400d11+95 14d2+34 none -20 -20 -20 -11 CEFKO EJL J KM stand stand male 300 0 0 medium flesh~ ~ #10005 quad assassin~ a quad assassin~ A member of the quad assassins sneaks about. ~ A slim man stands before you, his demeanour confident and self-assured. A variety of strange weapons, tools, flasks and vials adorn his black leather outfit. He stares back at you assessing you, and a shiver creeps up your spine. ~ human~ ABL Vb -1000 0 55 55 231d55+0 550d11+95 19d2+44 none -30 -30 -30 -19 BCDEFGHIKNV AH BL J stand stand male 300 0 0 medium flesh~ ~ #10006 quad assassin~ a quad assassin~ A member of the quad assassins stands here confidently. ~ A slim man stands before you, his demeanour confident and self-assured. A variety of strange weapons, tools, flasks and vials cover his black leather outfit. He stares at you, assessing you, and a shiver creeps up your spine. ~ human~ ABL Vb -1000 0 56 56 238d56+0 560d11+95 19d2+44 none -31 -31 -31 -20 BCDEFGHIKNV AH BL J stand stand male 300 0 0 medium flesh~ ~ #10007 young lady~ a young lady~ A pretty young woman stands here picking flowers from her garden. ~ A beautiful young woman stands here picking flowers from her garden. Noticing your gaze she smiles and waves to you. ~ human~ ABe Nb 850 0 46 46 172d46+0 460d11+95 16d2+38 none -24 -24 -24 -14 BCDEFGHIK AI 0 0 stand stand female 300 0 0 medium flesh~ ~ #10008 fisherman man~ a fisherman~ You see a clam fisherman waiting for his catch of the day. ~ He is a tall man who seems to enjoy fishing. It looks like he would like to catch some fish to take home. ~ human~ ABG Nb 1000 0 50 50 198d50+0 500d11+95 17d2+40 none -27 -27 -27 -16 BCDEFGHIK AI 0 0 stand stand male 300 0 0 medium flesh~ ~ #10009 little boy~ a little boy~ A little boy plays contentedly on the sandy beach. ~ You see a little boy building sand-castles in the sand. The sand is perfect for his castles and you feel like you want to join him. ~ human~ ABGe Nb 1000 0 43 43 152d43+0 430d11+95 15d2+36 none -22 -22 -22 -13 CDEFHIK AI R 0 stand stand male 300 0 0 large flesh~ ~ #10010 heart hound~ a heart hound~ There is a deadly heart hound drooling all over himself. ~ This is one of the deadly beasts that have escaped from the other side of the boundary. Be careful, for you know not what powers it commands. Some say they are called heart hounds because they tear out your heart when they attack. Others believe it's because they hunt you down by the sound of your beating heart. ~ unique~ AGj VZbs -1000 0 55 55 231d55+0 550d11+95 19d2+44 none -30 -30 -30 -19 BCDEFGHIKNO K 0 T stand stand male 300 0 0 gargantuan flesh~ ~ #10011 speaker~ a speaker~ A speaker stands here delivering a speech to a large crowd eager listeners. ~ He is a tall man who appears to have great authority in the village. He is delivering a moving speech about fire and the deadly losses of it. You can tell that he is very concerned for the safety of those in his village. ~ human~ AGHU UVZb 1000 0 60 60 264d60+0 600d11+95 21d2+47 none -33 -33 -33 -21 CDEFGHIKNO A 0 0 stand stand male 300 0 0 medium flesh~ ~ #10012 happy villager~ a happy villager~ There is a really happy villager here. ~ As you pass by this villager he says "Hello!" And gives you a big kiss. You wonder if he is drunk, or just plain out of his mind. ~ human~ AG UVZb 1000 0 60 60 264d60+0 600d11+95 21d2+47 none -33 -33 -33 -21 BCDEFGHIKN A 0 0 stand stand male 300 0 0 medium flesh~ ~ #10013 healer~ a healer~ The town healer is here. ~ She is a tall women who seems to enjoy healing people. She has beautiful long hair and is wearing a white dress that reaches down to the floor. Her head is held up high and she has a nice smile on her face. ~ human~ ABQa FH 1000 0 106 106 563d106+0 1060d11+95 36d2+78 none -66 -66 -66 -45 KN ABINS BPQR 0 stand stand female 0 0 0 medium flesh~ ~ #10014 boundary warden~ a boundary warden~ A strong, powerful boundary warden is here. ~ You see one of the toughest, strongest, and tallest man you have ever seen. He is about 7'6 inches and looks much heavier than you. He is clad with weapons and armor and looks prepared for battle. It is a good thing that he has a friendly character. ~ human~ AGLT DFJUVbs 1000 0 70 70 328d70+0 700d11+95 24d2+54 none -41 -41 -41 -26 CDEFHIJKN ABE BHR C stand stand male 300 0 0 large flesh~ ~ #10015 thief~ a thief~ A small thief is here trying to steal your money. ~ You see a little thief that is all dressed in black ready to steal your money when your not looking. He is wearing black pants and boots and is barely noticeable in the shadows of the buildings. ~ human~ ACS CDGPQVd -902 0 40 40 133d40+0 400d11+95 14d2+34 none -20 -20 -20 -11 BCDEFGHIJKN 0 0 0 stand stand male 300 0 0 large flesh~ ~ #10016 beggar~ a beggar~ An ugly beggar crawls to you on hands and knees pleading for some money. ~ *sigh* If there aren't thieves trying to steal your money there are beggars asking for it. You feel sorry for this poor fellow, it's a shame that it will soon be winter and he has no place to go. Oh well, life goes on huh? ~ human~ ABCH DVb 100 0 46 46 150d46+0 230d10+85 15d3+28 none -21 -21 -21 -12 CDEFGHIJKN AQ 0 B stand stand male 300 0 0 large flesh~ ~ #10017 bone woman~ the Bone Woman~ An interesting women hunches over a the ground tossing white bones in a bowl. ~ The woman's eyes are milky white and you wonder if she can see you at all. She looks up at you, though, and asks you to stay for a while and visit. Around her neck hangs a beautiful stone necklace, but as you gaze at it you hear in your mind "I must have that necklace!" She will not give it to you, of that you are sure, you would have to fight her for it. ~ human~ ABQ CDEFHJV 1000 0 109 0 1d1+29999 1d1+9382 5d50+90 none -93 -93 -90 -43 EFHIKN IP E JK stand stand female 1509 0 0 medium flesh~ ~ #10018 gripper~ a nasty gripper~ There is a nasty, little gripper waiting to attack you. ~ You see a nasty looking beast with long, razor sharp teeth. His body is covered with armorlike plates and he looks pretty tough. Clods of dirt and grass cover his hide and you wonder if he was responsible for excavating the large hole in the ground behind him. He is moving very slowly, but purposefully towards you, an evil look in his eyes. ~ human~ ACFG Jcd -986 0 92 92 472d92+0 920d11+95 25d5+25 none -57 -57 -57 -38 CDEFIKN IP DE J stand stand male 300 0 0 gargantuan flesh~ ~ #10019 shadow thing~ the {MSCaRy Shadow THing{x~ A {MSCaRy Shadow THing{x floats here waiting to kill you. ~ An ethereal ghost hovers in the air before you ready to kill you. This ghost has been in existence for thousands of years, long before he was sent by Panis Rahl in the last war. He doesn't attack but watches you expectantly, ready to turn you to ashes if you move closer to him. ~ ghost~ ABCGR JUV -1000 0 99 0 50d10+29000 10d100+20438 4d50+80 none -69 -69 -69 -30 CDEFHIKN P I JK stand stand none 0 0 0 medium flesh~ ~ #10020 spirit king~ the Spirit King~ The mighty Spirit King hovers here blocking your passage. ~ This ghostly king is incredibly powerful, sent by Darken Rahl himself to act as a guardian. You feel that you should retrace your steps immediately since he will attack if you try to walk past him. He is a master of the black arts and commands the powers of the underworld. You have no doubt that he is fully capable of destroying you. ~ ghost~ ABCG JOVu -1000 0 119 0 50d10+29000 10d10+33090 20d15+100 none -77 -77 -70 -40 CDEFIKN P I JK stand stand male 0 0 0 large flesh~ ~ #10021 red dragon great~ {WDarken Rahl's {Rred dragon{x~ Darken Rahl's red dragon crouches over a freshly slain corpse, devouring the flesh ~ A dragon of titanic proportions towers over you, talons embedded in the flesh of a bloody corpse. Reptilian eyes glare down upon you as he regards you with an impassive gaze. This dragon is larger than any that you have ever seen, and you fear that it will still be hungry after it has finished the corpse that it was feeding on. Better move on... QUICK!!! ~ dragon~ ABCGLRZ GNO -1000 0 119 0 50d10+29000 10d10+10203 20d15+100 none -77 -77 -70 -40 BCEFIKN IP GIJK JK stand stand male 14023 c L gargantuan flesh~ ~ #10022 shadow people~ an evil shadow person~ An wavy distortion hovers in front of you, blocking out the light behind it. ~ The apparition floating before you has no features. The ghost of a long dead being, its very touch is poison. It hungers for soul, and moves towards you to take it. ~ ghost~ ACG GJOU -1000 0 110 0 50d10+28000 10d10+10203 20d15+95 none -77 -77 -70 -40 CDFIKN IP 0 JK stand stand male 300 0 0 medium flesh~ ~ #10023 bar tender~ a bar tender~ A fat little bartender hastens from table to table serving drinks. ~ A short fat man with a thick brown beard runs from table to table replacing empty pitchers and refilling mugs with beer. He looks rather stupid, his pants torn and dirty, his shirt covered in grease spots, shoes on the wrong feet, but the customers seem happy enough. ~ human~ ABCGHe GJ 1000 0 50 50 198d50+0 500d11+95 17d2+40 none -27 -27 -27 -16 BCDEFIN 0 0 JK stand stand male 300 0 0 medium flesh~ ~ #10024 drunken villager~ a drunken villager~ A drunken villager slouches over a bar stool, motioning to the bartender for a refill. ~ This villager looks like he is about to pass out from the alcohol he has consumed, but he keeps guzzling it down. The fumes from his breath are so overwhelming you feel like YOU are about to pass out too. Whew!!! ~ human~ ABCG GJ 550 0 50 50 198d50+0 500d11+95 17d2+40 none -27 -27 -27 -16 CDEFIKN 0 0 K sit sit male 300 0 0 medium flesh~ ~ #10025 dark thief~ A little thief~ A thief sneaks about in the shadows, peering at you intently. ~ He is a darkly clad thief with a wicked intent. He rests in the darkness of the night waiting to prance upon a poor soul like you. ~ human~ ABCFGSe DFGNOPQVls -1000 0 60 60 230d60+0 300d10+85 20d3+35 none -30 -30 -30 -18 BCDEFGHJKN IP D 0 stand stand male 2841 0 0 large flesh~ ~ #10026 snake~ A yellow snake~ A yellow snake is swimming in the cold water. ~ A banded yellow snake is swimming in a pool of cold dark water. He doesn't look very threatening, but with snakes you can never be sure... ~ snake~ ABGL GJ -1000 0 30 30 59d30+0 150d10+85 10d3+20 none -10 -10 -10 -4 EFIKN P I E stand stand male 0 0 0 large flesh~ ~ F vul I #10027 underworld beast~ An underworld beast~ There is a underworld beast, looking lost here. ~ He has no features at all. Just a plain puff of smoke striking people dead as they walk by. ~ unique~ ACGT GJ -1000 0 69 69 281d69+0 345d10+85 23d3+39 none -36 -36 -36 -22 CDEFIKN IP 0 0 stand stand none 300 0 0 large flesh~ ~ #10028 cat dopey~ A dopey little cat~ A dopey little cat is rummaging through a pile of trash looking for something to eat. ~ This poor little beast is hunting through the trash trying to find any scraps of food. He looks cold and wet, but you don't have the time or energy to care for him. ~ cat~ ACGL GJ 1000 0 11 11 26d11+0 55d10+85 3d3+10 none 1 1 1 4 CDEIKN IJP 0 0 stand stand none 0 0 0 large flesh~ ~ #10029 mord sith~ an evil Mord-Sith~ This Mord-Sith grins evilly as she prepares to take you as her pet. ~ This Mord-Sith is not the least bit afraid of you, very few things can harm this servant of evil. She approaches you, arms raised in a casting stance, her mouth working the beginnings of a powerful spell. ~ human~ ABGLR GJO -1000 0 120 0 50d10+28000 10d10+10203 20d15+95 none -77 -77 -70 -40 CDEFIKN MP DHI N stand stand female 1275 0 0 large flesh~ ~ #10030 devoter~ a devoter of Darken Rahl~ A devoter stands here chanting quietly, words which you are unable to understand. ~ A devoter sways slowly as he chants words of praise and worship to his king Darken Rahl. He firmly believes that Darken Rahl is the saviour of the land and is here only to guide people to the truth. A truly deluded individual. ~ human~ ABCGT GJu -1000 0 110 0 50d10+28000 10d10+10203 20d15+95 none -77 -77 -70 -40 BCDEFIKN 0 I JNP stand stand male 1023 0 0 medium flesh~ ~ #10031 darken rahl~ Darken Rahl~ Standing before you, prepared to destroy you is Darken Rahl, your worst nightmare. ~ One of the vilest human beings you have ever seen crouches before you, face contorted in devilish glee. He rubs his seemingly frail hands together and begins to advance towards you uttering the first words of a spell. Another soul to capture, another spirit to torment. ~ human~ ABCFGORe GJOiu -1000 0 125 0 50d10+28000 103d50+35000 20d15+95 none -77 -77 -70 -40 CEFIKNO MP LQ JN stand stand male 32012 0 0 large flesh~ ~ #0 #OBJECTS #10001 mace wardens~ a boundary warden's mace~ A large, heavy stone mace is lying on the ground.~ stone~ ~ weapon A AN mace 4 18 blast 0 70 71 87805 P A 19 6 A 18 6 A 13 20 A 2 -1 E warden mace~ It is a giant mace clad with sharp deadly teeth. It was made for the use of killing. This truly is a strong weapon. ~ G none G none G none G none #10002 bone necklace~ the bone woman's necklace~ A beautiful colorful stone necklace lies on the ground.~ stone~ ~ armor AB AC 33 33 33 32 'none' 0 90 91 229906 P A 12 35 A 2 1 A 3 1 A 13 55 E bone necklace~ This is a magical necklace that the bone woman HAD around her neck. It must be very powerful since the kill took awhile. ~ G none G none G none G none #10003 grippers tooth choker necklace teeth~ a {rgr{Ri{rpper's {Wtooth{x choker~ A choker made from the teeth of the terrible Gripper lie here.~ stone~ ~ armor ABCEM AC 29 29 29 28 'none' 0 80 81 207137 P A 17 -16 A 23 -6 A 19 8 A 1 1 G none G none G none G none #10004 jug beer~ a jug 'o beer~ There is a jug of beer on the ground here.~ glass~ ~ drink BC A 25 20 'beer' 0 1 80 1564 P G none G none G none G none #10005 boots black~ a pair of {Dblack boots{x~ A dark pair of boots lie here soaking up the sunlight.~ leather~ ~ armor BC AG 22 22 22 21 'none' 0 60 61 111196 P A 14 40 A 2 2 A 13 -10 A 12 30 G none G none G none G none #10006 warden gloves~ a {gwarden's {ygloves{x~ A pair of leather gloves have been left here, waiting to be picked up.~ leather~ ~ armor C AH 24 24 24 23 'none' 0 65 66 144506 P A 2 1 A 24 -2 A 18 8 G none G none G none G none #10007 warden boots~ wardens boots~ A muddy pair of boots have been left here, the leather worn, but well cared for.~ leather~ ~ armor C AG 24 24 24 23 'none' 0 65 66 168005 P A 22 -3 A 19 6 A 18 5 G none G none G none G none #10008 warden sleeves~ wardens sleeves~ A pair of rough leather sleeves have been tossed carelessly on the floor.~ unknown~ ~ armor BC AI 24 24 24 23 'none' 0 65 66 178325 P A 17 -13 A 13 60 A 1 1 G none G none G none G none #10009 warden shield~ a wardens shield~ A shield made from the finest metal has been left here.~ mithril~ ~ armor BC AJ 24 24 24 23 'none' 0 65 66 234227 P A 17 -13 A 23 -5 A 13 40 G none G none G none G none #10010 warden tunic~ a wardens tunic~ The soft, supple leather of this tunic looks warm and comfortable.~ leather~ ~ clothing CI AK BCE BCE BCE ACE 0 BCE BCE 60 61 73272 P A 17 -12 A 23 -5 G none G none G none G none #10011 warden helmet~ a {gwarden's {yhelmet{x~ The burnished bronze of this sturdy helmet gleams dully in the light.~ bronze~ ~ armor C AE 24 24 24 23 'none' 0 65 66 110352 P A 18 7 A 23 -3 G none G none G none G none #10012 warden signet ring~ a wardens signet ring~ A bright silver ring has been left in the dust.~ silver~ ~ treasure CI AB 0 0 0 0 0 60 10 9898 P A 13 60 A 12 55 G none G none G none G none #10013 warden leggings~ a {gwarden's {yleggings{x~ A pair of worn leather leggings have been left here.~ leather~ ~ armor C AF 22 22 22 21 'none' 0 60 61 211604 P A 17 -12 A 21 -3 A 14 100 G none G none G none G none #10014 robe dark~ a dark robe~ A robe has been left in the shade of a tree here.~ unknown~ cloth~ armor CE AD 26 26 26 25 'none' 0 70 71 230439 P A 6 -2 A 13 25 A 12 50 G none G none G none G none #10015 collar heart hound~ a heart hounds collar~ A studded leather collar lies here gathering dust.~ leather~ ~ armor BC AC 24 24 24 23 'none' 0 65 66 157729 P A 18 5 A 19 4 A 1 3 A 6 -5 A 17 -8 A 12 50 G none G none G none G none #10016 rune pouch~ a rune covered pouch~ A magical leather pouch floats lightly above the ground.~ leather~ ~ container BCY AQ 700 A 0 350 80 0 65 50 50962 P G none G none G none G none #10017 cookie shortbread~ a shortbread cookie~ A delicious shortbread cookie has been dropped on the ground, what a shame.~ food~ ~ food I A DF DF 0 0 0 DF DF 8 10 404 P G none G none G none G none #10018 cake slice~ a BIG piece of cake~ A huge slice of cake has been dropped on the ground...sigh.~ unknown~ ~ food I A CDEF AG 0 0 0 CDEF AG 1 10 619 P G none G none G none G none #10019 sword wardens~ a boundary wardens sword~ A wonderfully crafted sword lies here awaiting an owner.~ unknown~ ~ weapon AC AN longsword 3 20 slash 0 50 100 63021 P A 19 4 A 18 4 E boundary sword warden~ This is a boundary warden sword that is made just for their use. ~ G none G none G none G none #10020 flail wardens~ a boundary warden's flail~ A long wooden flail has been discarded.~ wood~ ~ weapon A AN flail 3 17 pound 0 50 50 38079 P A 19 3 A 18 4 G none G none G none G none #10021 club wardens~ a boundary wardens club~ A knobbly wooden club lies here gathering dust.~ unknown~ ~ weapon AI AN mace 2 32 pound F 50 50 65218 P A 2 -3 A 19 8 A 18 -5 G none G none G none G none #10022 dagger wardens~ a wardens dagger~ A long bladed steel knife lies stuck into the ground.~ steel~ ~ weapon AI AN dagger 4 10 pierce 0 50 51 36586 P A 18 9 A 19 4 G none G none G none G none #10023 agiel sword~ a Mord-Sith's agiel~ A blue-steel sword lies here pulsing with power.~ unknown~ sword~ weapon ABCEGJLM AN longsword 5 22 magic G 90 91 343088 P A 12 35 A 24 -3 A 18 6 A 19 6 G none G none G none G none #10024 bracer power~ a bracer of power~ A rune covered metal bracer glows with an unholy light.~ energy~ ~ armor ACEJ AM 33 33 33 32 'none' 0 90 91 285370 P A 20 -4 A 19 9 A 18 9 G none G none G none G none #10025 westland ~ a sign~ There is a sign that contains the map of Westlands here.~ wood~ ~ furniture A 0 0 0 0 0 0 0 0 91 90 90 P E west land westland~ **************************************************************** *^\^\ /^/^\^\^\^\ /^\^/^/^/^/^/^\^\^\^\^\^\^\^\^\ * *^\ /^\^/^/^/^\^/^\ N /^\^\^/^\^\^\^\^/^\^\^\^\ * * /^\^/^\^/^/^/^/^\ | /^/^/^/^/^/^\^/^\^\^\^\^\ * * /^\^\^\^\ W---|---E /^/^/^/^\^\^/^\^\^\^/^\ * * /^/^/^/^\^\^\^\^\^\ | /^\^\^\^\^\^/^\^/^/^/^/^/^/* *^\^/^/^/^/^/^/^/^/^\ S /^/^/^/^\ T /^/^/^/^/^\ * *^/^/^\^\^/^\^/^/^\ /^/^\^\ /^/^/^\^\^/^\H/^/^/^/^\ * *^\^/^/^/^\^/^/^\ /^/^/^/^\ E /^\^/^/^/^* *^\^\^/^\^/^\ /^/^\^\ /^/^/^/^B /^/^\^/^\^\^\^/* *^/^/^/^/^/^/^/^\ /^/^/^\O/^/^/^\^\^/^/^\* *^/^/^\^/^/^/^\ ******************* /^/^U/^/^/^/^/^\^\ * *^/^/^/^/^\ * W E S T L A N D * /^/^/^N /^\^/^/^\^\^* *^/^/^/^\^/^\ ******************* /^\^D/^\^/^/^/^/^* *^/^\^/^\ /^/^/^\^\ /^\ /^\^/^\A/^\^/^\^\^\* *^/^/^\ /^/^/^/^/^\^\^\ U /^/^\R /^\^\^\^/* *^/^\ /^/^/^\^\^/^/^\ = /^\^/^\P/^\^\ /^\^/^/^Y /^\^/^\^* *^\ /^/^/^/^\^/^/^/^\===/^/^/^\P/^\^/^\ /^\^\^\^/^\^\^\ * *^\^\ /^/^\^\^\ ==== /^\^\E /^/^/^/^/^\^\^* *^\^\ /^/^\^\^\ ===== R /^\^\ /^\^\^\^/^/^\^\^\* */^\ HARTLAND ======/^\ * /^/^/^/^/^/^/^* *^/^/^\ * /^\^/^\ V /^/^/^/^/^/^\^\^/^\* *^\^\ TRUNT LAKE /^\^\^\^\^/^E/^\ /^/^\^\^/^\^\ * *^/^\^/^\ * /^\^/^/^N/^\^\ /^\^/^\^\^\^\^\^\^\^* *^/^\^/^\^/^\ /^\^/^/^\ /^/^/^/^/^/^/^\ * *^\^/^\ /^\^\^\^/^\ /^\^\^\^\ /^/^\^/^\^/^\ * *^\^/^\ /^/^\^\ /^/^/^\ /^/^\^\^\^\^/^\^\ * *^/^/^/^\ SOUTHAVEN /^/^\^\ /^/^/^/^/^/^\^\^\* *^/^\^/^\^/^\ /^\ * /^/^/^\ /^\THE ^/^/^/^\* *^/^/^/^\ /^\*NARROWS*^\* *^/^/^\^/^\^\ /^\ ###########* *^/^\^/^\^\^\^\^\ /^/^\^\ /^\^/^/^\^/^\^/^\* *^/^/^/^/^/^\^\^\^/^\ /^^\ /^/^/^/^\^/^\ /^\^\^\^\^\^\^\^* **************************************************************** Welcome to Westland. This is one of the two lands that are in this world. There is a great wizard named Darken Rahl who wishes to rule the two lands. D'Hara is the more powerful of the two lands. One reasons is, that several million years ago, the greatest wizards of all had created two lands. The Westlands was the only land that had no magic what-so-ever. He also divided the two lands with a magical Boundry. This boundry was created to stop all magic from going into the other land. ~ G none G none G none G none #10026 sign~ a little sign~ There is a little sign here showing a map of D'Hara.~ wood~ ~ furniture A 0 0 0 0 0 0 0 0 91 90 90 P E sign d'hara hara~ **************************************************************** */^/^/^\^\^\^\^/^\^\^\^\^\^\^\^\^/^\ ***********=-=-=- =-=-=-= * */^\^\^/^\^\^/^\^\^\^\^\^\^\^/^\ -=- *D'H A R A*=-=- =-=-=- = * *^\^/^/^\^\^/^\^/^\^\^\^\^\ -=- =-=-=***********=-=-=-=- =-=-= * */^/^/^\^T/^/^\^\^\^\ -=- =-=-=-=-=-=-=-=- =-=-=-=-=- =-=-=- * */^/^/^/^\H\^\^\^\ -=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=- * */^/^\^\^\^E/^/^\ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * *^\^\^\^B/^/^\^\ =-=-=-= -=-=-=- =-=-=-=-=- =-=-=-=-=-=-- =- * */^/^\^\^O/^/^\^\^\ -= *============================* -=-=- * */^/^/^/^/U/^/^\ =-= | /^/^/^/^/^/^/^/^\^\ | -=-=-= * */^/^/^/^\^N/^/^\^\ -= | /^\^\^\^/^/PEOPLE'S/^/^\^\ | =-= - * *^/^/^/^\^\^D/^\ -=- | /^\ /^/^\ *** /^/^\^\^\| =- =- * */^/^/^/^/^\^A/^/^/^\^\ | /^/^\^\ *** /^/^\^\^\| -=-=- * */^/^\^\^\^\^/R/^/^\ - | /^/^/^/^/--/PALACE /^/^\^\ | -=- = * */^/^/^/^\^\^\^Y/^/^/^\ | /^/^|--|^/^/^/^\^\^\ | =-=- * */^/^\^\^\^\^\^\^\^\ - | /^/^/^\^\--\^\^\^\^\^\ | -=-=- * */^/^\^\^\^\^\^\ =-=- | /^/^\^\|--|/^/^\^\^\^\ | =-=-=- * */^/^\^\^\^\^\ =-=-=- *==========*---*=============* =- * */^/^\^\^\ -=-=--=-=-=-=-=-=-=-= |_ | -=- =-=-=-=-=- =-=-=- * */^/^/^/^\^\^\ =-=-=-=-=-=-=-=-= /_ / -=-=-=-=-=-=-=-=-=- = * */^/^/^/^/^\ -=-=-=-=-=-=-=-=-= |__| ==-=-=-=-=-=-=-=-=- =-= * */^/^/^/^/^/^/^\ =-=-=-=-= =-=-= =-=-=-=- =-=-=-=-=-=-=- * */^/^\^\^\^\ =-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * */^/^\-=-/^\^\^\ =-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=- =-=-=- =- * *^\^\^\^\^/^\ -==-=-=-=- =-=-=-=-=-=-=- =-=-=-=-=-=- =-=- /^* *^\^\^/^\^/^\^\ =-=-=-=-=-=-=- =-=-=-=-=-=-=- =-=-=-=- /^/^/^* *\^\^\^/^ -=-=-=-=- AZRITH =-=-=-=-=-=-=-=-=-=-=-=-=-= /^/^/* */^/^/^\ -=-=-=--=-=- PLAINS -=-=-=-=-=-=-=-=-=-=- /^/^/^/^\^* * THE -=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-= /^/^/^\^\^* *######## =-=-=-=-=-=-=-=-=-=-=-=-=-=-= /^/^/^\^\^/^/^\^\* * NARROWS/^/^\ =-=-=-=-=-=-=-=-=-=-=-- /^/^/^/^\^\^\^\^\^\^\^* * /^/^\ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /^\^\^\^\^\^/* * /^\^\^\^\^/^/^/^/^\^\=-=/^/^\=--=-/^/^\^\^\^/^\^/^\^/^\^\^\^\* * /^/^/^\=-/^/^/^/^\^/^/^/^\^\=-/^/^\^\^\^/^/^/^\^/^\^/^\^\^\^/* */^/^/^\=-=-=-=-=-/^\ =-=-= /^\^/^\^\^\^\^/^\^\^/^\^\^\^\^/^/^\* */^/^\^\^/^\^\^\-=-=-=-/^\^\^\^/^/^/^/^/^\^\^\^/^/^\^/^\^\^/^\^* **************************************************************** D'Hara. This is Darken Rahl's home land and he is most powerful here. Even though he is powerful you might still be able to defeat him. Beware of the Azrith Plains for they are huge and go from north to west to east and to south. It is very easy to get lost in the Plains so try to find the way to Darken Rahl and the People's Palace before it is too late or you get lost! You really must hurry for Darken Rahl has almost won the battle and will control the lands! ~ G none G none G none G none #10027 dirk thieves~ a thieves dirk~ A wicked looking dirk lies here, the razor sharp blade gleaming dully with a black substance.~ steel~ ~ weapon CEGJ AN dagger 5 9 pierce DH 60 61 20134 P G none G none G none G none #10028 chest~ a wooden chest~ An old wooden chest full of treasure sits in the corner.~ wood~ ~ container EORT 0 100 AC 0 10 100 0 50 1000 153 P G none G none G none G none #10029 gold loot~ {Ya king's ransom in gold{x~ {YA king's ransom in gold coins is lying here on the ground.{x~ unknown~ ~ money A A 0 100 0 23000 0 P G none G none G none G none #10030 dragon darken rahl tooth~ {Rthe{z {Wtooth{z {Rof{z {WDarken Rahl's{z {Rred dragon{z~ A sinister claw of a very large beast is here.~ bone~ ~ weapon EFGJLMSTYZa AN exotic 7 20 drain CH 91 92 1522142 P A 18 10 F A 19 10 M G none G none G none G none #10031 lost ring anelzito~ the lost {YRing{x of the {gDr{Ga{ggon {YKing{x~ A shiny ring is here on the floor, it has the symbol of the Dragon King on it.~ gold~ ~ jewelry ABGIKLMTYaf AB BCF BCF BCF ACF 0 BCF BCF 106 107 110 P G none G none G none G none #0 #ROOMS #10001 Path By a Lake.~ You are walking beside a beautiful lake that is crystal clear. There is a fresh breeze in the air and the trees are rocking freely. You feel as though you are entering a new world but you're still in Icey. The lake to your right is crystal clear and calm. There are a family of ducks floating by seeming not to notice you. The woods around you are flled with deer, birds, and other animals. The trees are tall and lush, leaving not much room for the sun to enter into these sacred lands. The path continues to the north and, of course, where you came from, the south. ~ 0 0 forest D0 To the thick forest. ~ ~ Z 0 10002 0 0 D2 ~ ~ Z 0 6152 0 0 D4 ~ ~ Z 0 18001 0 0 S #10002 A Clearing in the Woods.~ As you come out of the forest you enter a clearing in the woods. This clearing isn't very big but it sure is good to see the sun again. There are two large signs nailed on a tree leading back into another forest. You wonder what the sign says and go to take a closer look. There are two exits here by the lake. One goes south to the path and the other goes north into the woods again. ~ 0 0 forest D0 The entrance to the woods. ~ ~ Z 0 10003 0 0 D2 Back to the woods. ~ ~ Z 0 10001 0 0 S #10003 Welcome to Westlands~ Welcome! Here you are in the middle of a forest beside Trout Lake. The road you are walking on goes to the north and back to the south if you wish to leave. There are fish jumping in the lake, people playing in the sand and picking flowers. This place sure is wonderful. ~ 0 0 forest D0 Path down the road. ~ ~ Z 0 10004 0 0 D2 Back to the clearing. ~ ~ Z 0 10002 0 0 S #10004 A Path Down The Road.~ You are walking along side next to Trout Lake on a dusty old road. The trees here are very tall and large. The sun is out shining upon you and you start to feel hot. The road continues north and south. ~ 0 0 forest D0 Turn in the road. ~ ~ Z 0 10005 0 0 D2 The road south. ~ ~ Z 0 10003 0 0 S #10005 A Turn in the Road.~ As you walk down the road you come across a path leading up into the mountains. Since going north will lead right into the lake you must go west up into the mountains. There is a little rabbit drinking from a small pond infront of you. You wonder where such a beautiful creature came from. You could still go back south to the turn in the road. ~ 0 0 forest D2 The road south. ~ ~ Z 0 10004 0 0 D3 The path to the mountains. ~ ~ Z 0 10006 0 0 S #10006 A Path to the Mountains.~ As you approach the mountains, you leave the forest behind to open air space. The wind here is blowing more swiftly and the sun is even hotter. You notice the giant wayward pines that loom overhead. You wonder where such wonderous trees came from. The path up the mountain looks like a nice and easy one to take. You could retrun to the east or go up the mountain. ~ 0 0 mountain D1 The path to the forest. ~ ~ Z 0 10005 0 0 D4 The trail up the mountain. ~ ~ Z 0 10007 0 0 S #10007 The Trail up the Mountain.~ The trail is an easy one to climb and you enjoy the lovely walk. As you come to the top of the trail you realize that you are now in Upper Ven. Upper Ven is the mountain before the city. The path look quite clear and easy to pass. The rocks are warm in the sun's rays and are gleaming with a mirage from the heat. You may go north or down. ~ 0 0 mountain D0 The path along the cliff. ~ ~ Z 0 10008 0 0 D5 Back down the mountain. ~ ~ Z 0 10006 0 0 S #10008 The Edge of Upper Ven.~ You reach the end of the mountain and have to go down again. The path leads back into another forest and seems appealing to you to get out of the sun. The forest is filled with trees and shrubs all are changing color, heralding the approaching cold of the winter season. The gold and bronze colors of the leaves are quite beautiful and look as if they are each worth more than life itself. The mountain air is fresh and cool, and it makes you feel like sitting down to take a rest. You may go down or south. ~ 0 0 mountain D2 The southern trail. ~ ~ Z 0 10007 0 0 D5 The trail into the forest. ~ ~ Z 0 10009 0 0 S #10009 The Trail in the Forest.~ You have entered the forest near the town of Hartland. The path is outlined with bright yellow flowers and little purple plants. There is a little shack far off to the north east that, for some reason, doesn't look very welcoming. The forest isn't very thick and you can see all around you. There are wild ferns and other plants that you have never seen before. There is one plant that you've never seen before, but think that you recognize it from a book that you read. This forest is a sanctuary from the heat of the sun. A trail leads north to the outskirts of Hartland and back up into the mountains. ~ 0 0 forest D0 The out-skirts of Hartland. ~ ~ Z 0 10010 0 0 D4 The trail up the mountain. ~ ~ Z 0 10008 0 0 S #10010 The Out-Skirts of Hartland.~ You are standing at the outskirts of the little town, Hartland. The road you walk on is dry and dust covered. Its seems like it hasn't rained for quite sometime. Up ahead you can see the town beginning to take shape. Many people have gathered together out in the streets, crowding around a tall, white-robed man. The town is full of life, and the people look happy with their lot in life. ~ 0 0 forest D0 The town of Hartland. ~ ~ Z 0 10011 0 0 D2 Back to the woods. ~ ~ Z 0 10009 0 0 S #10011 The Town of Hartland.~ You have entered the town of Hartland. Everyone here and joyful. The are listening to a speech about fire, which doesn't interest you overly, thought the speaker is rather dynamic. You are surprised at the powerful influence this man has over his audience, and they listen, enraptured, to his every word. There are a number of plain houses on either side of you, but they don't look particularly interesting to you. You can go north through a path in the fields, or south back to the woods. ~ 0 0 city D0 The fields out-side of town. ~ ~ Z 0 10012 0 0 D2 Back to the out-skirts of Hartland. ~ ~ Z 0 10010 0 0 S #10012 The Fields of Hartland.~ You have entered the fields outside of the town and are on your way to South Haven. Near South Haven is where the Narrows are. In order to get to South Haven you must cross the swamps on the way. The air is surprisingly still and peaceful. There are few trees around and even fewer animals. The trail leads north into a swamp, whose foul stench steals your breath away, the path south leads back to the town of Hartland. North back to the town you came from. ~ 0 0 field D0 The path to the swamp. ~ ~ Z 0 10013 0 0 D2 Back to the town. ~ ~ Z 0 10011 0 0 S #10013 The Path to the Swamps.~ As you walk along the trail the forest begins to get thicker and thicker. The trail becomes more and more hidden and a mist hangs thickly in the air. The trees are bunched closely together and the sun is no longer visible. The air is very musty and is beginning to get colder. In the distance you hear the baying of the heart hounds as they join the hunt. ~ 0 0 forest D0 Closer to the Swamp. ~ ~ Z 0 10014 0 0 D2 Back to the fields. ~ ~ Z 0 10012 0 0 S #10014 Closer to the Swamps.~ You are getting closer to the swamp, the mist is very thick in the air and you have difficulty seeing anything. The trees are beginning to look old and dry and the ground is getting muddier. The baying of the heart hounds is getting closer by the minute and you begin to panic. ~ 0 0 forest D1 Path at the swamp. ~ ~ Z 0 10015 0 0 D2 Back to the trail. ~ ~ Z 0 10013 0 0 S #10015 The Path at the swamp.~ You have arrived at the swamp at the same time as the heart hounds. The heart hound will not enter the swamp so it must be your only choice... Or fight. The swamp looks uninviting and you don't know what sort of creatures live under the murky waters. There is a small island in the center of the swamp that seems deserted. The waters in the swamp are shallow enough to pass by foot. You had better decide quickly, fight the hounds, or wade to the island. The exits are back east or west. ~ 0 0 swim D1 Over the waters. ~ ~ Z 0 10016 0 0 D3 Back through the woods. ~ ~ Z 0 10014 0 0 S #10016 Over the Swamp Waters.~ As you are crossing the waters you notice that the hounds don't follow you. The water is refreshing and cool. The island is just up ahead and you can't wait to get there. You notice the water starts to move and then you see them. Snakes. Little yellow deadly snakes. All over the place. You start to run as fast as you can towards the island. You could go east to the island or back west. ~ 0 0 swim D1 On the island. ~ ~ Z 0 10017 0 0 D3 Back to the path. ~ ~ Z 0 10015 0 0 S #10017 On the Island.~ As you climb up on on the island you realize that the snakes don't follow you on to dry land. The hounds are still back on the other shore and will not enter the waters. The hounds let out yelps of frustration. The island doesn't have any trees or plants. Looking to the east you see the new path to SouthHaven. You wonder when you should attempt to cross the waters again. The exits are to the east, and to the west. ~ 0 0 hills D1 Over the waters heading south. ~ ~ Z 0 10018 0 0 D3 Back on the waters. ~ ~ Z 0 10016 0 0 S #10018 Over The Waters.~ As you set out again through the swamp, you notice that the sun is coming out and the mist is clearing. The snakes haven't bothered you yet and the hounds have returned back to their home, in the boundary. The swamp gets shallower as you approach the land again and the sky goes clear. The exits are east the shore or back west to the island. ~ 0 0 swim D1 On The Shore. ~ ~ Z 0 10019 0 0 D2 ~ ~ Z 0 10936 0 0 D3 Back to the Island. ~ ~ Z 0 10017 0 0 S #10019 On The Shore Again.~ Now that you have reached the shore you breath a sigh of reliefe that the hounds have gone away. You look down to the south towards SouthHaven and you can hear the faint sounds of the city life. You continue your hike to SouthHaven. You may go back to the swamps to the west or continue east. ~ 0 0 forest D1 Trail through the woods. ~ ~ Z 0 10020 0 0 D3 Back on the waters. ~ ~ Z 0 10018 0 0 S #10020 The Trail Through the Woods.~ The woods seem to have come alive since you last saw them. The trees here are big and full of colorful leaves, the road is dry again and there are plants growing in the woods. The trip to South Haven isn't as bad as you thought. You can see the village up ahead. The exits are west to the shoreline or east to the village. ~ 0 0 forest D1 The entrance to the village. ~ ~ Z 0 10021 0 0 D3 Back to the waters. ~ ~ Z 0 10019 0 0 S #10021 The Village Gates.~ As you approach this village the giant gates open up to welcome you. The city is alive with action in the streets. There are children everywhere and people at the stores. The village road continues on to the east where you notice a pub. Perhaps you'll stop in and have a cup of ale. The road leads into the village to the east or to the forest back west. ~ 0 0 city D1 The Road in the Village. ~ ~ Z 0 10022 0 0 D3 Back to the Forest. ~ ~ Z 0 10020 0 0 S #10022 The Road Along the Village.~ As you walk down the street you notice a nice bar to the east. It looks quite welcoming and you sure are thirsty. There is faint singing comming from the bar..drunken men you suppose. You hear some people talking about their weekends and what they want to do. There is a fresh cool breeze floating through the city. The exits are north to the gates, east to the bar, or south to the path to the Narrows. ~ 0 0 city D0 Entrance to the bar. ~ ~ Z 0 10023 0 0 D1 Path to the narrows. ~ ~ Z 0 10024 0 0 D3 Back to the gates. ~ ~ Z 0 10021 0 0 S #10023 The Bar.~ You enter a small smoke filled room just filled with people all drinking and enjoying themselves. There is a bartender selling drinks and a lady on stage singing her favorite little number. The drunken men are big and strong but, are covered with ale stains on their shirts. The exit is back out to the west onto the road again. ~ 0 0 inside D1 You see the faint outline of a hidden door against the back wall of the tavern. ~ secret~ ABZ 0 10043 0 0 D2 Back to the road. ~ ~ Z 0 10022 0 0 S #10024 The Trail to The Narrows.~ This is a long trail that leads up to the narrows where you will need to cross into D'Hara. The path is wide and quite visable. There are little animals running around in the woods all about. You notice that the trees are thicker and a lot greener. The humidity begins to rise and it starts to feel hotter. Your legs start to get tired when you see the Bone Woman's shack up ahead. It would be good to visit her. Her shack is about oh.. twenty or so yards ahead and will take no time to reach it. You spot the Narrows up ahead. The exits are north to the village or south to the Bone Woman. ~ 0 0 forest D1 The path to the Bone Womens. ~ ~ Z 0 10025 0 0 D3 The path to the village. ~ ~ Z 0 10022 0 0 S #10025 The Path to the Bone Woman's Shack.~ You walk out into a clearing in the woods and notice that the sky is starting to become over cast again. The woods look ready for rain and the trees have their leaves turned upwards. There is a shack to the west of you which must belong to the Bone Woman. The shack looks nice and cosy. It would be nice to stay and have a visit with the old Bone Woman. The exits are north to the forest, west to the bone Woman, and south to the Narrows. ~ 0 0 forest D0 The Bone Womans house. ~ ~ Z 0 10026 0 0 D1 The path to the Narrows. ~ ~ Z 0 10027 0 0 D3 Back to the forest. ~ ~ Z 0 10024 0 0 S #10026 The Bone Woman's Shack.~ You enter a room that has bones all over the walls. There is a nice warm fireplace sitting in the corner giving off heat and light. A oil lamp is hanging from a beam in the roof and gives the room an eerie glow. There are bones in little piles on the floors and an old lady stands in the center of the room. She has a big smile on her face and offerse you to stay in her home for as long as you wish. The exit is back to the east, out on the trail. ~ 0 0 inside D2 Back to the road. ~ ~ Z 0 10025 0 0 S #10027 The Narrows.~ You have reached the Narrows. This is a very dangerous place to be in. There are many underworld beasts that live in the narrows. You should stay on guard and not fall asleep. The exits are west to continue into the narrows, or north to return to the bone woman for a cup of tea. ~ 0 0 desert D1 The path through the narrows. ~ ~ Z 0 10028 0 0 D3 Back to the bone woman's for a cup of tea. ~ ~ Z 0 10025 0 0 S #10028 The Path Through The Narrows.~ The trail you are following is an easy on to follow. There is no sound which frightens you a little but then the fear passes. As you continue west you can see the center of the narrows approaching. Apparently they are the most dangerous part of the whole narrows. The exits are west to the center or east to the entrance of the narrows. ~ 0 0 desert D1 The center of the Narrows. ~ ~ Z 0 10029 0 0 D3 Back to the enterance of the Narrows. ~ ~ Z 0 10027 0 0 S #10029 The Center of the Narrows.~ You approach the center of the Narrows when you spot it. A shadow person. They have a poisonous touch and are the undertakers of the dead. You try to get past it without making him attack. The sky is getting dark and you still have a little ways to go. The exits are in an east-west direction, west being the way you want to go. ~ 0 0 desert D1 The path to the end of the Narrows. ~ ~ Z 0 10030 0 0 D3 The way you came. ~ ~ Z 0 10028 0 0 S #10030 Near The End of the Narrows.~ You are approaching the end of the narrows. You give a sigh of relief that you are almost out of this dreaded place. The sun is setting out ahead of you making it hard to see your way. The air starts to cool down as the sun sets in the west. You try to hurry your way out of the narrows before dark. The exits are of course; east and west. ~ 0 0 desert D1 The end of the narrows. ~ ~ Z 0 10031 0 0 D3 The way you came..of course. ~ ~ Z 0 10029 0 0 S #10031 The End of The Narrows.~ You have reached the end!!! Yay!..... Uh Oh!!! The sun has set and right before your eyes materializes The Spirit King. He is not going to let you pass. You must fend off this naughty beast and get to Darken Rahl. The exits are to the west and to the east. ~ 0 0 desert D1 The Azrith Plains. ~ ~ Z 0 10032 0 0 D3 The Narrows. ~ ~ Z 0 10030 0 0 S #10032 The Azrith Plains.~ Welcome to D'Hara! You have successfully passed through the narrows and are standing infront of the Azrith Plains. The plains are quite massive and reach as far as your eyes can see. In the distance, you see the home of Darken Rahl, the Peoples Palace. You have to cross the Azrith Plains in order to get to Darken Rahl in his massive palace. The exits are north and east. ~ 0 0 field D0 The Azrith Plains. ~ ~ Z 0 10033 0 0 D3 The Narrows end. ~ ~ Z 0 10031 0 0 S #10033 The Path Through the Plains.~ You have found a path that is quite long but leads to Darken Rahl's Palace. The path is covered with stones and there is an occassional tree here and there. The sky is bright and clear and it is a hot day. You start to be thirsty and you feel sort of tired. Your only choice is to go ahead onto the Peoples Palace and stop Darken Ralh then steel a drink and a bite to eat. The way back through the Narrows doesn't seem appealing. The exits are north and south. ~ 0 0 field D0 The Azrith Plains. ~ ~ Z 0 10034 0 0 D2 The path back where you came from. ~ ~ Z 0 10032 0 0 S #10034 The Azrith Plains.~ You notice that you have traveled quite far and are almost at the Palace. You feel a sudden urge to stop and go back but then it passes. You see ahead of you a giant Dragon blocking your trail. Maybe she will listen to you and move out of the way. Maybe she will eat you up for breakfast... Hmmmmmm...Breakfast sure would be nice. The exits are north and south. ~ 0 0 field D0 To the BIG scary DRaGoN. ~ ~ Z 0 10035 0 0 D2 Back through the boring old plains. ~ ~ Z 0 10033 0 0 S #10035 The Dwelling of Rahl's {!Red Dragon{x~ You approach the dragon and notice that she is the biggest, most frightening beast you have ever seen. The dragon takes little notice of you as you attempt to get by. Try to kill her. That way she won't be a hassle on the way out of the area. ~ 0 0 field D0 The entrance to the Peoples Palace. ~ ~ Z 0 10036 0 0 D2 Back the way you came. ~ ~ Z 0 10034 0 0 S #10036 The Peoples Palace.~ Finally you're at the Peoples Palace. This palace sure is big. Bigger then anything you have ever seen. The doors are ten times as big as you, yet they stand open..as if you're being expected. The stairs are made from white marble and are spotless. The exits are north into the palace or south to the BIG scary DRaGoN. ~ 0 0 field D0 The Palace. ~ ~ Z 0 10038 0 0 D2 The big scary DRaGoN. ~ ~ Z 0 10035 0 0 S #10038 The Long Hallway.~ You enter the Palace and head down a long hallway. There are many people wandering about this castle and others are praying or chanting about Darken Ralh. You pass one Devotion Room afilled with these people. You decide not to stop and keep on going. The exits are to the north, south and to the east there is a room filled with devoters. ~ 0 0 inside D0 The longer hallway. ~ ~ Z 0 10041 0 0 D1 The devotion room. ~ ~ Z 0 10039 0 0 D2 Back to the gates. ~ ~ Z 0 10036 0 0 S #10039 The Devotion Room.~ This room is filled with people, heads bowed to the floor chanting a harmonic tune. There is a giant pool in the center of the room filled with water. The place looks like an indoor garden. You get shivers up your spine just at the sight of all these people devoted to Darken Rahl. The exits are north and back west. ~ 0 0 inside D0 To the Mord-Sith room. ~ ~ Z 0 10040 0 0 D3 Back to the hallway. ~ ~ Z 0 10038 0 0 S #10040 The Room of the Mord-Siths.~ This room is filled with the horid smell of blood and sweat combined. There are people chained to beams and women dressed in red leather torturing them. The floors are covered in blood. The moment you enter this room you regret it. The Mord-Siths have spotted you and are heading in your direction. Better run FAST! ~ 0 0 inside D2 Back to the Devotion room. ~ ~ Z 0 10039 0 0 S #10041 The End of The Hallway.~ You have reached the end of the hallway..on this floor. Before you are giant doors with gold doorknobs. There is the sound of birds tweeting from within. You feel the the magic surrounding this room... You have found Darken Rahl! The door opens automatically before you. You may enter or go back to the Mord-Siths. ~ 0 0 inside D0 The Garden of Life. ~ ~ Z 0 10042 0 0 D2 The long hallway. ~ ~ Z 0 10038 0 0 S #10042 The Garden of Life.~ This is a cavernous room filled with wonders sorts of magical plants. Leaded windows high overhead let in the light for the lush plants. Around the outside of the room are flowers set in beds, with walkways winding through. Beyond the flowers are small trees, short stone walls with vines covering them, and well-tended plants completing the landscaping. Except for the windows overhead, this room mimics an outdoor garden. In the centre of this expansive room is an area of lawn that sweeps around almost into a circle, the grass ring broken by a wedge of white stone, upon which sits a slab of granite, smooth but for grooves carved near the edge of the top, leading to a small well in one corner. It is held up by two short fluted pedestals. Beyond the slab stands a polished stone block set next to a fire pit. In the centre of the lawn lies a round area of white sorcerer's sand, ringed with torches that burn with fluid flames. The only exit is south. ~ 0 0 inside D2 ~ ~ Z 0 10041 0 0 S #10043 The Thieves Hideout~ You have made a grave mistake and have blundered into a thieves hideout. Gold and jewels tumble from chests lining the walls, a treasure fit for a king. Unfortunately you probably won't live to take any of it... ~ 0 AD inside D3 ~ ~ ABZ 0 10023 0 0 S #10057 ~ ~ 0 0 inside D1 ~ ~ Z 0 100506 0 0 D3 ~ ~ Z 0 10058 0 0 S #10058 ~ ~ 0 0 inside D1 ~ ~ Z 0 10057 0 0 D3 ~ ~ Z 0 10059 0 0 S #10059 ~ ~ 0 0 inside D1 ~ ~ Z 0 10058 0 0 S #0 #SPECIALS M 10005 spec_assassinater * a quad assassin M 10006 spec_assassinater * a quad assassin M 10010 spec_nasty * a heart hound M 10014 spec_special_guard * a boundary warden M 10015 spec_thief * a thief M 10017 spec_cast_cleric * the Bone Woman M 10018 spec_fido * a nasty gripper M 10019 spec_cast_seneschal * the {MSCaRy Shadow THing{x M 10020 spec_cast_undead * the Spirit King M 10021 spec_breath_fire * {WDarken Rahl's {Rred dragon{x M 10022 spec_poison * an evil shadow person M 10025 spec_assassinater * A little thief M 10028 spec_fido * A dopey little cat M 10029 spec_cast_mage * an evil Mord-Sith M 10031 spec_cast_undead * Darken Rahl S #RESETS D 0 10023 1 1 * The Bar.: door to the east: closed D 0 10043 3 1 * The Thieves Hideout: door to the west: closed O 0 10025 0 10001 * a sign (Path By a Lake.) O 0 10026 0 10001 * a little sign (Path By a Lake.) M 0 10007 1 10003 1 * a young lady (Welcome to Westlands) M 0 10008 1 10003 1 * a fisherman (Welcome to Westlands) M 0 10009 1 10003 1 * a little boy (Welcome to Westlands) M 0 10005 4 10005 1 * a quad assassin (A Turn in the Road.) M 0 10005 4 10005 1 * a quad assassin (A Turn in the Road.) M 0 10005 4 10005 1 * a quad assassin (A Turn in the Road.) M 0 10005 4 10005 1 * a quad assassin (A Turn in the Road.) M 0 10014 2 10006 1 * a boundary warden (A Path to the Mountains.) E 0 10012 0 1 * a wardens signet ring: on the left finger E 0 10012 0 2 * a wardens signet ring: on the right finger E 0 10013 0 7 * a {gwarden's {yleggings{x: on the legs M 0 10010 4 10008 1 * a heart hound (The Edge of Upper Ven.) M 0 10010 4 10008 1 * a heart hound (The Edge of Upper Ven.) M 0 10001 2 10009 1 * A long-tailed gar (The Trail in the Forest.) M 0 10002 2 10009 1 * a long-tailed gar (The Trail in the Forest.) M 0 10004 4 10009 1 * a blood fly (The Trail in the Forest.) M 0 10004 4 10009 1 * a blood fly (The Trail in the Forest.) M 0 10015 1 10010 1 * a thief (The Out-Skirts of Hartland.) M 0 10011 1 10011 1 * a speaker (The Town of Hartland.) M 0 10012 2 10011 1 * a happy villager (The Town of Hartland.) M 0 10012 2 10011 1 * a happy villager (The Town of Hartland.) M 0 10013 1 10011 1 * a healer (The Town of Hartland.) M 0 10003 1 10012 1 * a long-tailed gar (The Fields of Hartland.) M 0 10004 4 10012 1 * a blood fly (The Fields of Hartland.) M 0 10016 2 10012 1 * a beggar (The Fields of Hartland.) M 0 10016 2 10012 1 * a beggar (The Fields of Hartland.) M 0 10001 2 10015 1 * A long-tailed gar (The Path at the swamp.) M 0 10002 2 10015 1 * a long-tailed gar (The Path at the swamp.) M 0 10004 4 10015 1 * a blood fly (The Path at the swamp.) M 0 10010 4 10015 1 * a heart hound (The Path at the swamp.) M 0 10010 4 10015 1 * a heart hound (The Path at the swamp.) E 0 10015 0 1 * a heart hounds collar: on the left finger M 0 10026 4 10016 1 * A yellow snake (Over the Swamp Waters.) M 0 10026 4 10016 1 * A yellow snake (Over the Swamp Waters.) M 0 10026 4 10016 1 * A yellow snake (Over the Swamp Waters.) M 0 10026 4 10016 1 * A yellow snake (Over the Swamp Waters.) M 0 10014 2 10020 1 * a boundary warden (The Trail Through the Woods.) E 0 10001 0 16 * a boundary warden's mace: wielded E 0 10006 0 9 * a {gwarden's {ygloves{x: on the hands E 0 10007 0 8 * wardens boots: on the feet E 0 10008 0 10 * wardens sleeves: on the arms E 0 10009 0 11 * a wardens shield: as a shield E 0 10010 0 5 * a wardens tunic: on the body E 0 10011 0 6 * a {gwarden's {yhelmet{x: over the head G 0 10020 0 * a boundary warden's flail G 0 10021 0 * a boundary wardens club G 0 10022 0 * a wardens dagger G 0 10019 0 * a boundary wardens sword M 0 10028 1 10022 1 * A dopey little cat (The Road Along the Village.) G 0 10017 0 * a shortbread cookie M 0 10023 1 10023 1 * a bar tender (The Bar.) G 0 10004 0 * a jug 'o beer G 0 10016 0 * a rune covered pouch M 0 10024 4 10023 1 * a drunken villager (The Bar.) G 0 10004 0 * a jug 'o beer M 0 10024 4 10023 1 * a drunken villager (The Bar.) M 0 10024 4 10023 1 * a drunken villager (The Bar.) M 0 10024 4 10023 1 * a drunken villager (The Bar.) M 0 10006 4 10025 1 * a quad assassin (The Path to the Bone Woman's Shack.) M 0 10006 4 10025 1 * a quad assassin (The Path to the Bone Woman's Shack.) M 0 10006 4 10025 1 * a quad assassin (The Path to the Bone Woman's Shack.) M 0 10006 4 10025 1 * a quad assassin (The Path to the Bone Woman's Shack.) M 0 10017 1 10026 1 * the Bone Woman (The Bone Woman's Shack.) E 0 10002 0 4 * the bone woman's necklace: around the neck (2) M 0 10018 3 10028 1 * a nasty gripper (The Path Through The Narrows.) G 0 10003 0 * a {rgr{Ri{rpper's {Wtooth{x choker M 0 10018 3 10028 1 * a nasty gripper (The Path Through The Narrows.) M 0 10018 3 10029 1 * a nasty gripper (The Center of the Narrows.) M 0 10019 2 10029 1 * the {MSCaRy Shadow THing{x (The Center of the Narrows.) M 0 10030 2 10029 1 * a devoter of Darken Rahl (The Center of the Narrows.) M 0 10019 2 10030 1 * the {MSCaRy Shadow THing{x (Near The End of the Narrows.) M 0 10020 1 10031 1 * the Spirit King (The End of The Narrows.) M 0 10022 4 10032 1 * an evil shadow person (The Azrith Plains.) M 0 10027 2 10032 1 * An underworld beast (The Azrith Plains.) G 0 10018 0 * a BIG piece of cake M 0 10027 2 10032 1 * An underworld beast (The Azrith Plains.) M 0 10022 4 10034 1 * an evil shadow person (The Azrith Plains.) M 0 10022 4 10034 1 * an evil shadow person (The Azrith Plains.) M 0 10021 1 10035 1 * {WDarken Rahl's {Rred dragon{x (The Dwelling of Rahl's {!Red Dragon{x) E 0 10030 0 16 * {Rthe{z {Wtooth{z {Rof{z {WDarken Rahl's{z {Rred dragon{z: wielded M 0 10029 2 10038 1 * an evil Mord-Sith (The Long Hallway.) E 0 10023 0 16 * a Mord-Sith's agiel: wielded M 0 10029 2 10040 1 * an evil Mord-Sith (The Room of the Mord-Siths.) M 0 10030 2 10041 1 * a devoter of Darken Rahl (The End of The Hallway.) M 0 10031 1 10042 1 * Darken Rahl (The Garden of Life.) E 0 10024 0 14 * a bracer of power: on the left wrist G 0 10031 0 * the lost {YRing{x of the {gDr{Ga{ggon {YKing{x M 0 10025 1 10043 1 * A little thief (The Thieves Hideout) E 0 10014 0 5 * a dark robe: on the body E 0 10027 0 16 * a thieves dirk: wielded O 0 10028 0 10043 * a wooden chest (The Thieves Hideout) E 0 10005 0 8 * a pair of {Dblack boots{x: on the feet P 0 10029 1 10028 1 * a wooden chest: {Ya king's ransom in gold{x S #SHOPS 10023 0 0 0 0 0 100 20 0 23 0 #OLIMITS O 10030 1 * {Rthe{z {Wtooth{z {Rof{z {WDarken Rahl's{z {Rred dragon{z O 10031 2 * the lost {YRing{x of the {gDr{Ga{ggon {YKing{x S #$