# 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