daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
# This file has been autogenerated, you can edit this online.
-Version 0;
-Date 1024369007;

Area {
Name	"The Bizarre Bazaar";
Plane	"unfinished";
Builders	"Johnson";
Repop	"A swarm of bargain hunters trample you into the dirt in their mad rush.&n\n";
LVnum	9900;
UVnum	9999;
Security	5;
Economy	474523;
};






Mobile {
Vnum	9900;
Name	"Bazaar Master short fat man";
Short	"the Master of the Bazaar";
Long	"A short, fat man dressed in masses of coloured silks bows and welcomes you.\n";
Desc	"This man is extremely short and he tends to remind you of a peacock,\n
swathed so heavily in bright coloured silks as he is.  Behind a thick beard\n
you can see his smiling eyes and he laughs happily, obviously enjoying his\n
work immensely.  With a wide grin and a wave of a pudgy arm he exuberantly\n
welcomes you to the marketplace.\n";
Level	164;
Align	200;
Act	(npc sentinel stay_area);
Affected	(detect-evil detect-invis detect-magic detect-hidden sanctuary infrared haste fast-talk aura-sight);
Sex	(male);
Shop	{
Trade	[];
Markup	100;
};
MudProg	{
Type	(speech_prog);
Args	"there's no place like home";
Comlist	"trans $n 3001\n";
};
};
Mobile {
Vnum	9901;
Name	"krulgai leprechaun";
Short	"Krulgai";
Long	"A short little leprechaun pops up from behind the counter.\n";
Desc	"This stumpy little man barely manages to peek over the counter of his\n
shop, and you notice that he even stands upon a stool.  You realise that his\n
diminutive size is suited perfectly to his cramped shop, and he obviously\n
uses his leprechaun agility to climb the ladders scattered about the shop to\n
reach the upper shelves.  The mischevious glint in his eyes warns you of the\n
leprechaun tendency toward light-fingeredness, you will have to watch your\n
wallet with this one.\n";
Level	102;
Align	-100;
Class	(Thief);
Act	(npc sentinel wimpy);
Affected	(detect-invis detect-hidden sanctuary infrared sneak hide haste fast-talk aura-sight);
Sex	(male);
Race	(Munchkin);
Specfun	"spec_thief";
Shop	{
Trade	[(trash)];
Markup	100;
Markdown	100;
Open	10;
Close	4;
};
};
Mobile {
Vnum	9902;
Name	"banker undead skeleton thin";
Short	"an undead banker";
Long	"A thin skeleton sits behind a wire cage counting stacks of gold coins.\n";
Desc	"The banker has been dead for quite some time now but he stil manages to\n
keep his job.  Over his thin skeletal frame he wears a freshly pressed suit.\n
His empty eye sockets are a little frightening as you wonder if he is really\n
staring at you.\n";
Level	97;
Align	-333;
Act	(npc sentinel banker);
Affected	(detect-invis detect-hidden infrared ghoul haste fast-talk warp-flesh aura-sight);
Sex	(male);
Race	(Undead);
Specfun	"spec_safe";
};
Mobile {
Vnum	9903;
Name	"Dimiew furniture sales-elephant elephant white";
Short	"Dimiew";
Long	"Dimiew the furniture sales-elephant balances precariously on a stool.\n";
Desc	"Dimiew, minder of this store, is quite obviously a massive white\n
elephant.  You are astounded to see such a large creature in a shop so\n
filled with precious articles of furniture that you almost fail to notice\n
the equally surprising facts about this unusual creature.  Dimiew is\n
currently balancing carefully on his front legs on top of a tiny\n
three-legged stool, his rear legs virtually scrape the ceiling and you\n
wonder why he hasn't crashed down allready.\n";
Level	91;
Align	730;
Act	(npc sentinel stay_area hunter);
Affected	(detect-evil protect ghoul haste fast-talk warp-flesh aura-sight);
Sex	(male);
Parts	(torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot tail lungs);
Shop	{
Trade	[];
Markup	120;
Markdown	50;
Open	8;
Close	18;
};
};
Mobile {
Vnum	9904;
Name	"Godbur Pigget proprietor";
Short	"Godbur Pigget";
Long	"Godbur Pigget the proprietor welcomes you effusively.\n";
Desc	"A short man of about 50 years stands proudly here in his khaki safari\n
suit.  His well groomed appearance exudes confidence and the sense of\n
assuredness in his own superiority.  He wears a neatly trimmed moustache and\n
he gestures extravagantly with his pipe to emphasise his point.\n";
Level	100;
Align	78;
Act	(npc sentinel stay_area);
Sex	(male);
Shop	{
Trade	[];
Markup	180;
Open	9;
Close	17;
};
};


Object {
Vnum	9900;
Name	"swathe silk %a";
Short	"%za bright %a swathe of silk";
Long	"A large pile of silk made from fine %a&x silk.";
Level	164;
Weight	2;
Type	(armour);
Wear	(take neck body legs shoulders waist);
Material	(eternium);
Values	[0, -1, 0, 0];
Affect	{
Location	(speed);
Modifier	3;
};
Affect	{
Location	(appearance);
Modifier	5;
};
ExDesc	{
Keyword	"swathe silk";
Text	"This silk strip is merely a dyed strip of fine silk about a foot wide.\n
This silk strip seems to be the latest in fashion, the great attraction\n
aside from the bright colour is its incredible flexibility, it looks easy to\n
wrap about any part of the body, providing beautiful adornment.\n";
};
};
Object {
Vnum	9901;
Name	"rubbishy souvenir object";
Short	"a rubbishy souvenir";
Long	"This object defies description, you only know it as total rubbish.";
Level	20;
Weight	4;
Wear	(take body legs shoulders waist hold);
Extra	(magic nodrop owner fragile);
Material	(organic);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"rubbishy souvenir object";
Text	"This strange thing is made from an amalgm of organic materials.  It seems\n
to be an object of extreme cultural significance, however you cannot for the\n
life of you figure out what the hell it really is.  It's poor construction\n
means that it is continually dropping fragments and you must carefully\n
cradle it so it wont totally crumble as you move it.\n";
};
};
Object {
Vnum	9902;
Name	"porcelain chamber pot";
Short	"a porcelain chamber pot";
Long	"A stained and slightly smelly porcelain chamber pot is a little chipped.";
Action	"You hope that none of your friends see you wearing this.&n\n";
Level	34;
Weight	7;
Type	(armour);
Wear	(take head waist);
Extra	(noremove fragile);
Material	(porcelain);
Values	[0, 38, 0, 0];
Affect	{
Location	(intelligence);
Modifier	-1;
};
Affect	{
Location	(wisdom);
Modifier	-1;
};
Affect	{
Location	(ac);
Modifier	-20;
};
Affect	{
Location	(appearance);
Modifier	-20;
};
ExDesc	{
Keyword	"porcelain chamber pot";
Text	"This old chamber pot was made from the finest porcelain although you\n
don't see the necessity of making such an item from such fine material.  Now\n
age has caused a fine web of browning cracks to appear and the edge of the\n
bowl is chipped in several places.  Through all this you can see the\n
original painted surface was delicately designed with fragile blue flowers,\n
another frivolity to your mind, considering the aim of the vessel.\n";
};
};
Object {
Vnum	9903;
Name	"brass band crown";
Short	"a &ybrass band&x";
Long	"A wide band made from gleaming brass could be a crown.";
Level	82;
Weight	10;
Type	(armour);
Wear	(take head waist);
Extra	(hum);
Material	(brass);
Values	[0, -1, 0, 0];
Affect	{
Name	(permanent spell);
Location	(<skill> resist fire);
};
Affect	{
Location	(magic-resist);
Modifier	1;
};
};
Object {
Vnum	9904;
Name	"camera sleek black";
Short	"a camera";
Long	"A sleek black camera with a zoom and an attached flash sits here.";
Level	112;
Weight	4;
Type	(wand);
Wear	(take neck waist hold);
Extra	(dark fragile);
Material	(steel);
Values	[124, 14, 11, (blindness)];
};
Object {
Vnum	9905;
Name	"toenail ogre black";
Short	"an ogre toenail";
Long	"You notice a disgusting black toenail in the dirt here.";
Level	43;
Type	(armour);
Wear	(take ear);
Extra	(dark poisoned sharp);
Material	(organic);
Values	[0, -1, 0, 0];
Affect	{
Location	(hp);
Modifier	47;
};
Affect	{
Location	(appearance);
Modifier	-10;
};
};
Object {
Vnum	9906;
Name	"false teeth dentures";
Short	"false teeth";
Long	"A pair of dentures covered in a sticky yellow coating.";
Level	64;
Weight	3;
Wear	(take waist face);
Extra	(anti-neutral inventory);
Material	(ivory);
Values	[0, 0, 0, 0];
Affect	{
Location	(resilience);
Modifier	-10;
};
Affect	{
Location	(dexterity);
Modifier	-2;
};
};
Object {
Vnum	9907;
Name	"harmony crystal polished lump";
Short	"a harmony crystal";
Long	"A polished lump of purple crystal sits here gathering dust.";
Level	51;
Weight	23;
Wear	(take waist);
Extra	(glow bless anti-evil);
Material	(crystal);
Values	[0, 0, 0, 0];
};
Object {
Vnum	9908;
Name	"stool small three-legged legged";
Short	"a three-legged stool";
Long	"A small three-legged stool which shows signs of hard use.";
Level	91;
Weight	14;
Type	(furniture);
Wear	(take waist);
Material	(wood);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
};
Object {
Vnum	9909;
Name	"chair soft comfy";
Short	"a comfy chair";
Long	"A very soft chair which looks like it has been used for torture.";
Level	73;
Weight	76;
Type	(furniture);
Wear	(take waist);
Extra	(evil sharp);
Material	(eternium);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
};
Object {
Vnum	9910;
Name	"lounge leather";
Short	"a leather lounge";
Long	"The very top of the line model, this lounge looks comfortable enough to eat.";
Level	117;
Weight	200;
Type	(furniture);
Wear	(take waist);
Extra	(bless);
Material	(leather);
Values	[(<furniture> rest-on), 2, 3, 0];
};
Object {
Vnum	9911;
Name	"coffin tall black varnished";
Short	"a black varnished coffin";
Long	"A tall coffin, varnished a deep, glossy black stands against the wall.";
Level	80;
Weight	46;
Type	(container);
Wear	(take);
Extra	(dark);
Material	(wood);
Values	[500, 5, 0, 9912];
ExDesc	{
Keyword	"coffin tall black varnished";
Text	"There is an inscription on a small brass plaque screwed to the lid:\n\n
    Death claims all,\n
    May you find your peace,\n
    I have found mine and I am content.\n";
};
};
Object {
Vnum	9912;
Name	"corpse dignified proud man";
Short	"a dignified corpse";
Long	"The corpse of a proud man, dressed in a decaying black suit lies cold.";
Level	80;
Weight	230;
Type	("npc corpse");
Wear	(take waist);
Extra	(fragile);
Material	(organic);
Values	[(<race> Vampire), 0, 0, 0];
ExDesc	{
Keyword	"corpse dignified proud man";
Text	"The corpse has been cold for quite some time and you can see that decay\n
has begun to affect the corpse, the proud smile beginning to slouch and wear\n
away.  Beneath the proudness you can see that the man's incisor teeth are\n
long and sharp, he must have been a vampire you realise with alarm!  But a\n
broken stake in his stomach makes you realise that he truly must be dead.\n";
};
};
Object {
Vnum	9913;
Name	"lamp stand tall brass heavy";
Short	"a tall brass lamp stand";
Long	"Standing on a heavy base, this lamp stand is made from beautiful brass.";
Level	72;
Weight	27;
Type	(weapon);
Wear	(take double);
Extra	(hum);
Material	(brass);
Values	[(.), 0, 0, (<weapon> pound)];
Affect	{
Location	(damroll);
Modifier	10;
};
Affect	{
Location	(weight);
Modifier	50;
};
};
Object {
Vnum	9914;
Name	"toilet gold rimmed bowl";
Short	"a gold-rimmed toilet bowl";
Long	"Gold-rimmed and gleamingly white this toilet looks to be very luxurious.";
Level	153;
Weight	34;
Type	(armour);
Wear	(take waist);
Extra	(glow magic);
Material	(porcelain);
Values	[0, 27, 0, 0];
Affect	{
Location	(dexterity);
Modifier	-1;
};
Affect	{
Location	(intelligence);
Modifier	-1;
};
Affect	{
Location	(ac);
Modifier	-100;
};
Affect	{
Location	(wisdom);
Modifier	-3;
};
Affect	{
Location	(constitution);
Modifier	2;
};
};
Object {
Vnum	9915;
Name	"vacuum cleaner flying black";
Short	"a flying vacuum cleaner";
Long	"A sleek black vacuum cleaner gleams under the bright lights here.";
Level	137;
Weight	10;
Type	(container);
Wear	(take feet);
Extra	(hum evil magic no-id);
Material	(aluminium);
Values	[8, 69, 0, 0];
Affect	{
Name	(permanent spell);
Location	(<skill> fly);
};
Affect	{
Location	(damroll);
Modifier	10;
};
};
Object {
Vnum	9916;
Name	"drawers chest";
Short	"a chest of drawers";
Long	"A medium sized chest of drawers promises to be full of goodies.";
Level	76;
Weight	90;
Type	(container);
Wear	(take waist);
Extra	(evil no-id);
Material	(wood);
Values	[200, 21, 0, 0];
};
Object {
Vnum	9917;
Name	"mirror gilt-edged tall";
Short	"a tall mirror";
Long	"A gilt-edged mirror suitable for checking clothing sizes stands here.";
Level	47;
Weight	60;
Type	(furniture);
Wear	(waist);
Extra	(evil no-id);
Material	(glass);
Values	[(<furniture> stand-at), 0, 0, 0];
MudProg	{
Type	(command_prog);
Args	"l|ook";
Comlist	"if strcmp( \"${2}\", \"mirror\" )\n
    force $n look self\n
else\n
    return 0\n
endif\n";
};
};
Object {
Vnum	9918;
Name	"safari suit khaki";
Short	"a khaki safari suit";
Long	"A neatly folded suit in a disgusting khaki colour sits here.";
Level	149;
Weight	5;
Type	(armour);
Wear	(take body waist);
Extra	(evil no-id);
Material	(linen);
Values	[0, -1, 0, 0];
Affect	{
Location	(intelligence);
Modifier	-1;
};
Affect	{
Location	(appearance);
Modifier	-10;
};
Affect	{
Location	(hitroll);
Modifier	20;
};
};
Object {
Vnum	9919;
Name	"pith helmet beige hat";
Short	"a pith helmet";
Long	"A beige coloured hat, preferred by the adventuring gentry.";
Level	117;
Weight	5;
Type	(armour);
Wear	(take head waist);
Extra	(evil horned no-id);
Material	(horn);
Values	[0, 33, 0, 0];
Affect	{
Location	(age);
Modifier	30;
};
Affect	{
Location	(appearance);
Modifier	-20;
};
Affect	{
Location	(damroll);
Modifier	7;
};
};
Object {
Vnum	9920;
Name	"galoshes strange boots";
Short	"galoshes";
Long	"Perfectly suited to fishing, these certainly are strange boots.";
Level	74;
Weight	15;
Type	(armour);
Wear	(take feet waist);
Extra	(noremove);
Material	(rubber);
Values	[0, 0, 0, 0];
Affect	{
Location	(dexterity);
Modifier	-3;
};
Affect	{
Location	(mana-water);
Modifier	100;
};
Affect	{
Location	(water);
Modifier	1;
};
};
Object {
Vnum	9921;
Name	"tweed jacket";
Short	"a tweed jacket";
Long	"A coarsely woven tweed jacket with leather patches on the elbows.";
Level	100;
Weight	8;
Type	(armour);
Wear	(take body waist);
Extra	(evil bless);
Material	(wool);
Values	[0, -1, 0, 0];
};
Object {
Vnum	9922;
Name	"brogues beige shoes";
Short	"beige brogues";
Long	"These elegant shoes are made from the finest beige swede.";
Level	100;
Weight	6;
Type	(armour);
Wear	(take feet);
Extra	(evil);
Material	("kid leather");
Values	[0, -1, 0, 0];
};
Object {
Vnum	9923;
Name	"monocle circle glass chain";
Short	"a monocle";
Long	"A circle of glass attached to a fine chain.";
Level	132;
Weight	2;
Type	(treasure);
Wear	(take face);
Extra	(fragile);
Material	(glass);
Values	[250000, 0, 0, 0];
Affect	{
Location	(wisdom);
Modifier	2;
};
Affect	{
Location	(experience);
Modifier	100;
};
Affect	{
Location	(intelligence);
Modifier	1;
};
};
Object {
Vnum	9924;
Name	"no name";
Short	"a fine pair of slippers";
Long	"An especially fine pair of velvet slippers, with even a gold trim.";
Level	58;
Weight	7;
Type	(armour);
Wear	(take feet);
Extra	(bless);
Material	(velvet);
Values	[0, -1, 0, 0];
};
Object {
Vnum	9925;
Name	"coat bright red sporting";
Short	"&ra bright red sporting coat";
Long	"A bright red coat, complete with tails, to be worn on the hunt.";
Level	105;
Weight	22;
Type	(armour);
Wear	(take body);
Material	(wool);
Values	[0, -1, 0, 0];
Affect	{
Location	(appearance);
Modifier	9;
};
};
Object {
Vnum	9926;
Name	"riding crop";
Short	"a riding crop";
Long	"An elegant riding crop made from the finest materials.";
Level	78;
Weight	6;
Type	(weapon);
Wear	(take wield);
Extra	(dark evil);
Material	("hard leather");
Values	[(.), 0, 0, (<weapon> whip)];
Affect	{
Location	(hitroll);
Modifier	15;
};
Affect	{
Location	(damroll);
Modifier	-10;
};
};


Room {
Vnum	9900;
Name	"A Bustling Market";
Desc	"You are floating in the air, some distance above a wide square filled\n
with people.  This place is surrounded by a thick fog and you can see no\n
further than the first row of buildings that surround the square as the\n
greyness thickens the air behind them.  You are surprised to find that you\n
don't fall from the air, this is a strange place indeed.\n";
Flags	(no_mob no_recall no_portal);
Sector	(air);
Exit	[  @(<dir> down) {
ToRoom	9905;
} ];
Resets	{
# the Master of the Bazaar to room.
  M 9900 1;
#	equip %za bright %a swathe of silk legs.
  E 9900 ("legs");
#	equip %za bright %a swathe of silk waist.
  E 9900 ("waist");
#	equip %za bright %a swathe of silk neck1.
  E 9900 ("neck1");
#	equip %za bright %a swathe of silk body.
  E 9900 ("body");
#	equip %za bright %a swathe of silk shoulders.
  E 9900 ("shoulders");
#	a rubbishy souvenir to inventory.
  G 9901;
};
};
Room {
Vnum	9901;
Name	"A Bustling Bazaar";
Desc	"Struggling through the thick press of bodies you manage to squeeze\n
through to get a clear view of the shopfronts in this north-western corner\n
of the square.  The two shops here have a steady stream of shoppers both\n
going and coming through their doors, those coming out sometimes looking\n
pleased to have found something, others less than pleased, though for what\n
reason you cannot imagine.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
Desc	"The large sign over the door says \"BANK\" you notice that the doors are\n
solid steel and quite obviously adequate for their purpose.\n";
Keyword	"bank doors";
ToRoom	9912;
Flags	(door closed bashproof pickproof);
}, @(<dir> east) {
ToRoom	9902;
}, @(<dir> south) {
ToRoom	9904;
}, @(<dir> west) {
Desc	"A sign over the door shows a picture of a rampant elephant, painted in\n
bright white and it bears the words:\n
    White Elephant Furniture Sales\n";
ToRoom	9914;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9902;
Name	"A Bustling Bazaar";
Desc	"In front of the northern wall of the plaza tables have been set up for\n
the use of traders, several of them in use, covered with various items.  The\n
traders call out to you, eager for your custom, declaring the quality and\n
cheapness of their goods, which could be anything from vegetables to\n
hand-made jewelry.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	9903;
}, @(<dir> south) {
ToRoom	9905;
}, @(<dir> west) {
ToRoom	9901;
} ];
};
Room {
Vnum	9903;
Name	"A Bustling Bazaar";
Desc	"The press of bodies here is overwhelming as people shove past each other\n
in their single minded push for the next shop.  The north-eastern section of\n
the square shows two permanent shop fronts, painted in bright, if peeling,\n
colours.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9913;
Flags	(door closed bashproof pickproof);
}, @(<dir> east) {
ToRoom	9915;
Flags	(door closed bashproof pickproof);
}, @(<dir> south) {
ToRoom	9906;
}, @(<dir> west) {
ToRoom	9902;
} ];
};
Room {
Vnum	9904;
Name	"A Bustling Bazaar";
Desc	"The western wall of the plaza has a small number of tables set up with\n
small peddlers settled behind them, declaring their goods to be finest\n
quality and best prices.  The cobblestoned plaza is relatively free of\n
crowding allthough there seems to be far more people pressed together here\n
than you would have imagined before.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9901;
}, @(<dir> east) {
ToRoom	9905;
}, @(<dir> south) {
ToRoom	9907;
} ];
};
Room {
Vnum	9905;
Name	"A Bustling Bazaar";
Desc	"You stand in the middle of a massive open square.  Looking around you\n
notice that the entire place is filled with people of all races walking in\n
all directions going about their business in the wide array of shops you see\n
all about you.  This place appears to have every imaginable sort of shop and\n
you can see many peddlers and small shops around the square as well as the\n
larger establishments in permanent buildings around the plaza.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9902;
}, @(<dir> east) {
ToRoom	9906;
}, @(<dir> south) {
ToRoom	9908;
}, @(<dir> west) {
ToRoom	9904;
}, @(<dir> up) {
ToRoom	9900;
} ];
};
Room {
Vnum	9906;
Name	"A Bustling Bazaar";
Desc	"The eastern section of the plaza is relatively empty of traders yet there\n
seems to be a steady stream of people flowing between shops down a small\n
side street.  People hurry out of the side street carrying bundles of\n
various sizes, you assume that more specialised shops fill the side streets\n
of this strange town.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9903;
}, @(<dir> east) {
ToRoom	9920;
}, @(<dir> south) {
ToRoom	9909;
}, @(<dir> west) {
ToRoom	9905;
} ];
};
Room {
Vnum	9907;
Name	"A Bustling Bazaar";
Desc	"The crowd doesn't seem to thin even toward the edges of the plaza and you\n
begin to find the closeness of your fellow bargain hunters somewhat\n
oppressive.  The street hawkers and peddlers are proclaiming their wares at\n
the top of their voices and you find the necessity of refusing their offers\n
increasingly tedious.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9904;
}, @(<dir> east) {
ToRoom	9908;
}, @(<dir> south) {
ToRoom	9918;
Flags	(door closed bashproof pickproof);
}, @(<dir> west) {
ToRoom	9916;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9908;
Name	"A Bustling Bazaar";
Desc	"The square here is filled with people travelling in all directions, some\n
carrying oddly shaped bundles, most watching the crowd intensely for\n
pickpockets.  A small child brushes up against you and you suddenly find\n
your purse a fair bit lighter as he disappears into the crowd.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9905;
}, @(<dir> east) {
ToRoom	9909;
}, @(<dir> south) {
ToRoom	9910;
}, @(<dir> west) {
ToRoom	9907;
} ];
};
Room {
Vnum	9909;
Name	"A Bustling Bazaar";
Desc	"The south-eastern section of town is filled with hawkers wheeling carts\n
about through the heavy crowds, their bright cheery yelling incomprehensible\n
as it is drowned out by the thronging shoppers.  Large billboards over shops\n
to the south and east declare the shop's wares in brightly painted\n
lettering.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9906;
}, @(<dir> east) {
ToRoom	9917;
Flags	(door closed bashproof pickproof);
}, @(<dir> south) {
ToRoom	9919;
Flags	(door closed bashproof pickproof);
}, @(<dir> west) {
ToRoom	9908;
} ];
};
Room {
Vnum	9910;
Name	"A Busy Side Street";
Desc	"The crowds here have thinned somewhat yet the narrow side street is\n
crowded as people hurry in and out of the single small shop you can see at\n
the end of the street.  To the north you can see more people entering the\n
street and you wonder exactly what the attraction of this shop would be, the\n
shoppers coming out all seem to be pleased with what they have bought\n
allthough the items sometimes defy description.\n
The shop to the south bears a faded and peeling sign which hangs crookedly\n
over the small door to the shop.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9908;
}, @(<dir> south) {
Desc	"A small door, much stained by weather and it's wood showing through a\n
peeling layer of dull brown paint swings on rusty hinges.\n";
Keyword	"small door";
ToRoom	9911;
Flags	(door closed bashproof pickproof);
} ];
ExDesc	{
Keyword	"sign shop";
Text	"The sign is so faded as to be barely readable yet you can just made out\n
the words:\n
    Krulgai's Assortments\n\n
The rest of the sign seems to have once been an ornate tracery to frame\n
the title but the faded and peeling paint makes it barely discernible.\n";
};
};
Room {
Vnum	9911;
Name	"Krulgai's Assortments";
Desc	"You find yourself in a small shop filled to the roughly hewn rafters with\n
tall shelves which are stacked with an incredible assortment of goods.  You\n
are certain that buried in these piles of unusual implements you could find\n
virtually anything imaginable.\n";
Flags	(no_recall no_portal);
Exit	[  @(<dir> north) {
Keyword	"small door";
ToRoom	9910;
Flags	(door closed);
} ];
Resets	{
# Krulgai to room.
  M 9901 1;
#	a brass band to inventory.
  G 9903;
#	a porcelain chamber pot to inventory.
  G 9902;
#	a camera to inventory.
  G 9904;
#	false teeth to inventory.
  G 9906;
#	an ogre toenail to inventory.
  G 9905;
#	a harmony crystal to inventory.
  G 9907;
#	a black varnished coffin to inventory.
  G 9911;
# a dignified corpse inside a dignified corpse.
  P 9912 9911;
};
};
Room {
Vnum	9912;
Name	"Inside of the Bank";
Desc	"The inside of the bank is cold and sterile, a small unfurnished room here\n
is paved in cold stone and the stark, white walls make it feel worse.  The\n
rear wall has a small opening and behind a solid wire cage you can see the\n
banker, barely visible in the counting room.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> south) {
ToRoom	9901;
Flags	(door closed bashproof pickproof);
} ];
Resets	{
# an undead banker to room.
  M 9902 1;
};
};
Room {
Vnum	9913;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> south) {
ToRoom	9903;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9914;
Name	"White Elephant Furniture Sales";
Desc	"You have walked into a large, open shop which is quite luxuriously\n
furnished in sections, each demonstrating how different pieces of furniture\n
can be utilised to maximum effect.  The shop has a comfortable feeling about\n
it, not even slightly lessened by the presence of a massive white elephant\n
who dominates a small cleared area, it appears the shop attendant is not the\n
usual kind of salesperson . . . er sales-elephant.\n";
Flags	(no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9901;
Flags	(door closed bashproof pickproof);
} ];
Resets	{
# Dimiew to room.
  M 9903 1;
#	a three-legged stool to inventory.
  G 9908;
#	a comfy chair to inventory.
  G 9909;
#	a leather lounge to inventory.
  G 9910;
#	a tall brass lamp stand to inventory.
  G 9913;
#	a gold-rimmed toilet bowl to inventory.
  G 9914;
#	a flying vacuum cleaner to inventory.
  G 9915;
#	a chest of drawers to inventory.
  G 9916;
};
};
Room {
Vnum	9915;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	9903;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9916;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9907;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9917;
Name	"A Room";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	9909;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9918;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9907;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9919;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9909;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9920;
Name	"A Busy Side Street";
Desc	"You find yourself on a wide laneway which seems to run behind the shops\n
of the main square.  Here you can see the shops are of a higher standard and\n
instead of cheap bright paint signs are edged with gilt and there are less\n
of the signs of weathering to the shopfronts.  This street is obviously\n
where much of the high grade shopping is done, there are fewer shoppers and\n
those here are better dressed than those in the square.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9930;
}, @(<dir> east) {
ToRoom	9921;
Flags	(door closed bashproof pickproof);
}, @(<dir> south) {
ToRoom	9922;
}, @(<dir> west) {
ToRoom	9906;
} ];
};
Room {
Vnum	9921;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	9920;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9922;
Name	"A Busy Side Street";
Desc	"The side streets teem with masses of people moving about on their\n
business.  Many people disappear into the shops here yet less come out\n
carrying bundles, it seems that these shops attract a more discerning\n
customer.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9920;
}, @(<dir> south) {
ToRoom	9924;
}, @(<dir> west) {
ToRoom	9923;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9923;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9922;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9924;
Name	"In Front of the SUPERMARKET";
Desc	"To the south you can see a large building with it's doors flung wide open\n
to permit the crowds to flow freely inside.  The wide street here is filled\n
with people all wheeling strange vehicles about in front of them, these\n
strange wire vessels filled with various objects.  The sign above the large\n
building says in large clear letters \"SUPERMARKET\" which makes you wonder\n
over the strange combination of words used, exactly what would make this\n
market \"super\"?\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9922;
}, @(<dir> south) {
ToRoom	9925;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9925;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9924;
Flags	(door closed bashproof pickproof);
}, @(<dir> south) {
ToRoom	9927;
}, @(<dir> west) {
ToRoom	9926;
} ];
};
Room {
Vnum	9926;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9925;
}, @(<dir> south) {
ToRoom	9928;
} ];
};
Room {
Vnum	9927;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9925;
}, @(<dir> west) {
ToRoom	9928;
} ];
};
Room {
Vnum	9928;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9926;
}, @(<dir> east) {
ToRoom	9927;
}, @(<dir> up) {
ToRoom	9929;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9929;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> down) {
ToRoom	9928;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9930;
Name	"A Busy Side Street";
Desc	"Although the street here is clearer than the main plaza, still a steady\n
stream flows here and you find shoppers moving systematically from shop to\n
shop intent on their individual purposes.  The intent of this street\n
obviously is to trick the unwary into buying something very expensive by\n
overwhelming them with class and elegance so that they barely notice how\n
much they have forked over for utter rubbish.  Apparently this tactic works\n
very well as you notice dazed shoppers cradling all sorts of strange items\n
as they leave the shops around you.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9932;
}, @(<dir> south) {
ToRoom	9920;
}, @(<dir> west) {
ToRoom	9931;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9931;
Name	"Pigget's Store";
Desc	"As you walk into the store you are impressed by the extravagence of the\n
furnishings in this shop.  Red velvet drapings cover the walls and there is\n
an abundance of rich gilt around, in fact you find it hard to believe this\n
is a shop and not a sitting room in a palace.  Toward the back of the room,\n
partially hidden behind a curtain you notice several cupboards, reassuring\n
you that this really is a shop.\n";
Flags	(no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9930;
Flags	(door closed bashproof pickproof);
} ];
Resets	{
# a tall mirror to room.
  O 9917;
# Godbur Pigget to room.
  M 9904 1;
#	equip a tweed jacket body.
  E 9921 ("body");
#	equip beige brogues feet.
  E 9922 ("feet");
#	equip a monocle face.
  E 9923 ("face");
#	a khaki safari suit to inventory.
  G 9918;
#	a pith helmet to inventory.
  G 9919;
#	galoshes to inventory.
  G 9920;
#	a tweed jacket to inventory.
  G 9921;
#	beige brogues to inventory.
  G 9922;
#	a monocle to inventory.
  G 9923;
#	a fine pair of slippers to inventory.
  G 9924;
#	a bright red sporting coat to inventory.
  G 9925;
#	a riding crop to inventory.
  G 9926;
#	a long-stemmed pipe to inventory.
  G 9800;
};
};
Room {
Vnum	9932;
Name	"Before the Exclusive Store";
Desc	"The end of the street is relatively clear of shoppers and those few who\n
walk around seem to be the most affluent of the people you have seen in this\n
place.  The reason seems to be the formidible building to the north which,\n
with it's tall marble entry staircase towers above the street dominating the\n
entire street.  Two large guards wearing livery red impassively stand guard\n
against riff-raff in front of the polished glass and brass front doors of\n
the huge building.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9933;
Flags	(door closed bashproof pickproof);
}, @(<dir> south) {
ToRoom	9930;
} ];
};
Room {
Vnum	9933;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> south) {
ToRoom	9932;
Flags	(door closed bashproof pickproof);
}, @(<dir> down) {
ToRoom	9934;
} ];
};
Room {
Vnum	9934;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	9935;
}, @(<dir> up) {
ToRoom	9933;
} ];
};
Room {
Vnum	9935;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9934;
}, @(<dir> west) {
ToRoom	9936;
} ];
};
Room {
Vnum	9936;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9935;
}, @(<dir> south) {
ToRoom	9937;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	9937;
Name	"A Room";
Flags	(no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9936;
Flags	(door closed bashproof pickproof);
} ];
};



eof