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	"Midkemia";
Plane	"unfinished";
Builders	"Prowler";
LVnum	11000;
UVnum	11099;
Security	1;
Recall	11000;
Flags	(verbose);
Economy	1599998;
};






Mobile {
Vnum	11000;
Name	"Kulgan";
Short	"Kulgan the mage";
Long	"Kulgan the magician of the lower path.\n";
Desc	"Kulgan, although dead, has been brought to this place to look after any travellers who need his assistance.\n";
Level	200;
Align	800;
Act	(npc sentinel assist);
Affected	(detect-invis sanctuary protect);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	11001;
Name	"Macros black";
Short	"Macros the Black";
Long	"Macros the Black is here contemplating things beyond your understanding.\n";
Desc	"Macros is one of the two most powerful mages the world has ever seen, the other being Milamber.\n";
Level	300;
Align	1000;
Act	(npc stay_area);
Affected	(detect-invis detect-hidden sanctuary infrared flying pass-door);
Sex	(male);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
Specfun	"spec_cast_god";
};
Mobile {
Vnum	11002;
Name	"guard";
Short	"a guard";
Long	"A guard stands here, eyeing you warily.\n";
Desc	"He is sworn to defend the family of Duke Martin, to the death if necessary.\n";
Level	35;
Align	250;
Act	(npc stay_area racist);
Sex	(male);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};


Object {
Vnum	11000;
Name	"bastard sword";
Short	"a bastard sword";
Long	"A bastard sword is here.";
Level	35;
Cost	350;
Weight	25;
Type	(weapon);
Wear	(take double);
Material	(iron);
Values	[(.), 0, 0, (<weapon> slash)];
};


Room {
Vnum	11000;
Name	"On a cloud";
Desc	"You remembered the wrong pattern. This isn't where you were before, when you remembered the pattern. Looking down, you can make out Pug's room, to the east\n
is a door. Nothing else, just a door.\n";
Flags	(safe no_recall no_portal);
Sector	(field);
Exit	[  @(<dir> east) {
ToRoom	3001;
Flags	(door closed locked bashproof pickproof);
}, @(<dir> down) {
ToRoom	11018;
} ];
Resets	{
# Kulgan the mage to room.
  M 11000 1;
};
};
Room {
Vnum	11001;
Name	"Entrance to Midkemia";
Desc	"You stand at the entrance to a brave new world: Midkemia:\n
Land of the free, and home of the brave.\n
<insert random patriotic quote here> etc.\n
You notice a slightly faded pattern on the ground\n
A sign is here.\n\n
Despite the fact that you entered from the East, the only exit is West.\n";
Flags	(safe);
Sector	(forest);
Exit	[  @(<dir> west) {
Desc	"This exit leads west into the magical and mystical world of Midkemia.\n";
Keyword	"exit";
ToRoom	11003;
} ];
};
Room {
Vnum	11002;
Name	"Exit from Midkemia";
Desc	"You hear a disembodied voice say \"Thank you, please come again.\"\n
It appears you have decided to leave Midkemia. Fine then go. Go on, leave.\n\n
The only exit is to the east, to\n";
Flags	(safe no_recall no_portal);
Sector	(forest);
Exit	[  @(<dir> east) {
Desc	"A shimmering disturbance hangs in the air, and through it you can\n
  just make out the blurred appearance of\n";
ToRoom	11001;
} ];
};
Room {
Vnum	11003;
Name	"Path";
Desc	"You stand on the path leading to the keep at Crydee.\n
The exit to **WHEREVER** from Midkemia lies to the east.\n";
Flags	(no_recall no_portal);
Sector	(forest);
Exit	[  @(<dir> east) {
Desc	"In this direction lies the exit from Midkemia to **WHEREVER**\n";
ToRoom	11002;
}, @(<dir> west) {
Desc	"The keep of Crydee lies in this direction.\n";
ToRoom	11004;
} ];
};
Room {
Vnum	11004;
Name	"Path";
Desc	"This is the path to the keep of Crydee, which lies to the north, or if you\n
have come from that direction, the exit from Midkemia lies to the east.\n";
Flags	(no_recall no_portal);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	11005;
}, @(<dir> east) {
ToRoom	11003;
} ];
};
Room {
Vnum	11005;
Name	"Intersection";
Desc	"To the north lies the keep of Crydee, to the east lies a path to the Green\n
Heart, a forest filled with Moredhel and other nasty creatures, however due\n
to Duke Martin's decree no traveller is permitted to journey in that\n
direction until the fabled magician Pug has declared that it is comparatively\n
safe. To the west lies the town of Crydee itself, and to the south lies the\n
exit from Midkemia.\n";
Flags	(no_recall no_portal);
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11010;
}, @(<dir> south) {
ToRoom	11004;
}, @(<dir> west) {
ToRoom	11006;
} ];
};
Room {
Vnum	11006;
Name	"Path to Crydee";
Desc	"This path leads to the town of Crydee.\n
Another path leads north towards Elvandar.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11008;
}, @(<dir> east) {
ToRoom	11005;
}, @(<dir> west) {
ToRoom	11007;
} ];
};
Room {
Vnum	11007;
Name	"Path to Crydee";
Desc	"This path leads west to Crydee village, and east to the keep.\n";
Sector	(field);
Exit	[  @(<dir> east) {
ToRoom	11006;
} ];
};
Room {
Vnum	11008;
Exit	[  @(<dir> south) {
ToRoom	11006;
} ];
};
Room {
Vnum	11010;
Name	"South of the keep";
Desc	"To the north stands the keep of Crydee, and you can see an intersection to\n
the south.\n";
Flags	(no_recall no_portal);
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11011;
}, @(<dir> south) {
ToRoom	11005;
} ];
};
Room {
Vnum	11011;
Name	"The keep";
Desc	"You stand within the keep, to the south stand the large doors which may be\n
shut in times of crisis. Around you is a yard, to the north you can see some\n
children playing barrel ball.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11019;
}, @(<dir> east) {
ToRoom	11012;
}, @(<dir> south) {
ToRoom	11010;
}, @(<dir> west) {
ToRoom	11027;
} ];
};
Room {
Vnum	11012;
Name	"The keep";
Desc	"You are in the southeast corner of the yard within the keep. To the east lies\n
the kitchen, to the north and west the yard continues.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11020;
}, @(<dir> east) {
ToRoom	11013;
}, @(<dir> west) {
ToRoom	11011;
} ];
};
Room {
Vnum	11013;
Name	"Kitchen";
Desc	"You stand in the kitchen of the keep, pots and pans lie everywhere, the chef\n
isn't a neat person, but, you think as a delicious aroma drifts through the\n
air, they sure can cook.\n";
Flags	(indoors);
Exit	[  @(<dir> north) {
Desc	"The banquet hall lies, in all its glory, to the north.\n";
ToRoom	11022;
}, @(<dir> east) {
Desc	"Some stairs leading upward are to the east.\n";
ToRoom	11014;
}, @(<dir> west) {
Desc	"The yard is off to the west.\n";
ToRoom	11012;
} ];
};
Room {
Vnum	11014;
Name	"Stairs";
Desc	"Some stairs lead up the southeastern tower.\n";
Flags	(indoors);
Exit	[  @(<dir> north) {
Desc	"A corridor leads to the north.\n";
ToRoom	11023;
}, @(<dir> west) {
Desc	"The kitchen is to the west of here.\n";
ToRoom	11013;
}, @(<dir> up) {
Desc	"The stairs lead up.\n";
ToRoom	11015;
} ];
};
Room {
Vnum	11015;
Name	"Stairs";
Desc	"The stairs lead up and down from here. You can see Pug's old room to the east.\n";
Flags	(indoors);
Exit	[  @(<dir> east) {
Desc	"The room Pug had when he was a student of Kulgan is here.\n";
ToRoom	11016;
Flags	(door closed bashproof pickproof);
}, @(<dir> up) {
Desc	"The stairs continue up.\n";
ToRoom	11017;
}, @(<dir> down) {
Desc	"The stairs lead down.\n";
ToRoom	11014;
} ];
};
Room {
Vnum	11016;
Name	"Pug's old room";
Desc	"This is the room Pug had when he was a student of Kulgan. You can feel some\n
sort of aura of power - and Pug hasn't been in this room for many years.\n";
Flags	(indoors);
Exit	[  @(<dir> west) {
Desc	"The stairs are to the west.\n";
ToRoom	11015;
Flags	(closed bashproof pickproof);
} ];
};
Room {
Vnum	11017;
Name	"The top of the stairs.";
Desc	"You stand at the top of the southeastern tower. There is a window here, and\n
Pug's room is to the east.\n";
Flags	(indoors);
Exit	[  @(<dir> east) {
ToRoom	11018;
Flags	(door closed bashproof pickproof);
}, @(<dir> down) {
Desc	"The stairs lead down.\n";
ToRoom	11015;
} ];
};
Room {
Vnum	11018;
Name	"Pug's room.";
Desc	"You are almost knocked over by the tremendous aura of power emanating from\n
everywhere within this room. You know that you don't want to offend someone\n
this powerful, so fighting in here would probably be a Bad Idea. Looking\n
around you can see some objects you have no hope of ever being able to\n
understand. A note draws your attention.\n";
Flags	(no_mob indoors safe no_portal);
Exit	[  @(<dir> west) {
Desc	"The stairs are west of here.\n";
ToRoom	11017;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	11019;
Name	"The yard";
Desc	"You stand in the yard of the keep. The yard extends in all directions.\n";
Flags	(indoors safe no_portal);
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11030;
}, @(<dir> east) {
ToRoom	11020;
}, @(<dir> south) {
ToRoom	11011;
}, @(<dir> west) {
ToRoom	11028;
} ];
};
Room {
Vnum	11020;
Name	"The yard.";
Desc	"You stand in the yard. The banquet hall is to the east.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11031;
}, @(<dir> east) {
Desc	"The banquet hall is to the east.\n";
ToRoom	11021;
}, @(<dir> south) {
ToRoom	11012;
}, @(<dir> west) {
ToRoom	11019;
} ];
};
Room {
Vnum	11021;
Name	"Banquet hall";
Desc	"This is the banquet hall of the keep of Crydee. It is large. Huge even. You\n
can see it extending to the south. The table is laden with many platters of\n
food. To the north you can see the barracks. The yard lies outside, and to\n
the east is Duke Martin's audience hall.\n";
Flags	(indoors safe no_portal);
Exit	[  @(<dir> north) {
Desc	"The barracks\n";
ToRoom	11025;
Flags	(door closed bashproof pickproof);
}, @(<dir> east) {
Desc	"Duke Martin's audience hall\n";
ToRoom	11024;
}, @(<dir> south) {
Desc	"The banquet hall continues to the south.\n";
ToRoom	11022;
}, @(<dir> west) {
ToRoom	11020;
} ];
};
Room {
Vnum	11022;
Name	"Banquet hall";
Desc	"This is the south end of the banquet hall. The table is laid out with a\n
sumptous feast. You can see the kitchen to the south, and a section of\n
corridor to the east.\n";
Flags	(indoors safe no_portal);
Exit	[  @(<dir> north) {
Desc	"The banquet hall continues to the north.\n";
ToRoom	11021;
}, @(<dir> east) {
ToRoom	11023;
}, @(<dir> south) {
Desc	"You can see the kitchen to the south.\n";
ToRoom	11013;
} ];
};
Room {
Vnum	11023;
Name	"Corridor";
Desc	"This corridor links the stairs to the south, and the banquet hall to the west\n
with the audience hall to the north.\n";
Flags	(indoors safe no_portal);
Exit	[  @(<dir> north) {
Desc	"Duke Martin's Audience hall.\n";
ToRoom	11024;
}, @(<dir> south) {
Desc	"You can see some stairs leading up.\n";
ToRoom	11014;
}, @(<dir> west) {
Desc	"The banquet hall is to the west.\n";
ToRoom	11022;
} ];
};
Room {
Vnum	11024;
Name	"Duke Martin's Audience hall";
Desc	"You stand in the hall where Duke Martin receives his guests, and where\n
villagers from the surrounding area come to have any complaints or disputes\n
heard by him.\n";
Flags	(indoors safe no_portal);
Exit	[  @(<dir> south) {
Desc	"A corridor leads south\n";
ToRoom	11023;
}, @(<dir> west) {
Desc	"The banquet hall lies to the west.\n";
ToRoom	11021;
} ];
};
Room {
Vnum	11025;
Name	"The barracks";
Desc	"This is where the soldiers and guards spend their time when they are not on\n
duty or sleeping.\n";
Flags	(indoors safe no_portal);
Exit	[  @(<dir> east) {
Desc	"The sleeping quarters of the soldiers lie to the east.\n";
ToRoom	11026;
Flags	(door closed bashproof pickproof);
}, @(<dir> south) {
Desc	"The banquet hall is south of here.\n";
ToRoom	11021;
Flags	(door closed bashproof pickproof);
}, @(<dir> west) {
ToRoom	11031;
} ];
};
Room {
Vnum	11026;
Name	"Soldiers sleeping quarters";
Desc	"This is where the soldiers sleep.\n";
Flags	(indoors safe no_portal);
Exit	[  @(<dir> west) {
ToRoom	11025;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	11027;
Name	"The yard";
Desc	"You are in the yard of the keep.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11028;
}, @(<dir> east) {
Desc	"The yard continues east.\n";
ToRoom	11011;
}, @(<dir> west) {
ToRoom	11038;
} ];
};
Room {
Vnum	11028;
Name	"The yard";
Desc	"This is the western edge of the yard, The armory lies to the east, and the yard extends north, south, and east.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11029;
}, @(<dir> east) {
ToRoom	11019;
}, @(<dir> south) {
ToRoom	11027;
} ];
};
Room {
Vnum	11029;
Name	"The yard";
Desc	"This is the western edge of the yard, where the entrance to the stables is. To the north are some people watching a barrel ball game, and the yard continues\n
to the east and south\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11033;
}, @(<dir> east) {
ToRoom	11030;
}, @(<dir> south) {
ToRoom	11028;
}, @(<dir> west) {
ToRoom	11034;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	11030;
Name	"The yard";
Desc	"Just to the north a game of barrel ball is in progress, and so you cannot walk further north here.\n";
Sector	(field);
Exit	[  @(<dir> east) {
ToRoom	11031;
}, @(<dir> south) {
ToRoom	11019;
}, @(<dir> west) {
ToRoom	11029;
} ];
};
Room {
Vnum	11031;
Name	"The yard";
Desc	"This is the eastern edge of the yard, where the entrance to the barracks is. To the north are some people watching the barrel ball game.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	11032;
}, @(<dir> east) {
ToRoom	11025;
}, @(<dir> south) {
ToRoom	11020;
}, @(<dir> west) {
ToRoom	11030;
} ];
};
Room {
Vnum	11032;
Name	"Northeast corner of yard";
Desc	"This is one of the spectator stands. To the west you can see a game of barrel ball in progress.\n";
Sector	(field);
Exit	[  @(<dir> south) {
ToRoom	11031;
} ];
};
Room {
Vnum	11033;
Name	"Spectator stands";
Desc	"This is the western spectator stand, here you can watch the game in progress to the east, although you cannot go that way.\n\n";
Sector	(field);
Exit	[  @(<dir> south) {
ToRoom	11029;
} ];
};
Room {
Vnum	11034;
Name	"Stables";
Desc	"This is the stables. To the east is the yard, and to the north is a stall holding a wild horse.\n";
Exit	[  @(<dir> north) {
ToRoom	11035;
}, @(<dir> east) {
ToRoom	11029;
Flags	(door closed bashproof pickproof);
} ];
};
Room {
Vnum	11035;
Name	"Stall";
Desc	"This is the stall used to hold horses that are ... well ... not overly friendly. It is in constant darkness to try and calm the animal down.\n";
Flags	(dark);
Exit	[  @(<dir> south) {
ToRoom	11034;
} ];
};
Room {
Vnum	11038;
Name	"stairs";
Desc	"You stand at the base of some stairs, this area looks like the private residences of Martin and his family are nearby.\n";
Exit	[  @(<dir> east) {
ToRoom	11027;
} ];
};



eof