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 1031196420;

Area {
Name	"Moranth's Castle";
Plane	"Farthin";
Builders	"Symposium Johnson";
Repop	"&mA surge of life force swells over you.&n\n";
LVnum	9650;
UVnum	9799;
Security	5;
Temp	8;
Flags	(verbose);
Economy	217056;
};



Mobile {
Vnum	9700;
Name	"imp filthy dirty";
Short	"a dirty imp";
Long	"This filthy little imp throws mud at you and snickers.\n";
Desc	"This little creature rolls in the dirt with glee, as it notices you it\n
flings rocks at you laughing maniacally.  Small horns and a tail make this\n
little imp look the part of a real nuisance.\n";
Level	68;
Align	-1000;
Act	(npc scavenger stay_area assist);
Affected	(detect-hidden sneak);
Race	(Faerie);
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 horns lungs);
};
Mobile {
Vnum	9701;
Name	"imp small crazy flying";
Short	"a crazy flying imp";
Long	"A small imp zooms around not caring when it bumps into things.\n";
Desc	"This small demonic creature spins through the air continuously out of\n
control.  Not caring where it goes, it's random patterns make you feel dizzy\n
as it races all through the air.\n";
Level	69;
Align	-1000;
Act	(npc sentinel scavenger stay_area assist);
Affected	(flying sneak haste);
Race	(Faerie);
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 horns wings lungs);
};
Mobile {
Vnum	9702;
Name	"imp hunter";
Short	"an imp hunter";
Long	"This imp seems intent on hunting down anything that swims close by.\n";
Desc	"This imp uses it's tail to propel it through the water at a swift pace as\n
it follows anything that swims by it.  It has a short attention span and it\n
soon finds other targets to follow though.\n";
Level	66;
Align	-1000;
Act	(npc scavenger stay_area assist hunter);
Affected	(sneak haste);
Race	(Faerie);
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 horns wings lungs gills);
};
Mobile {
Vnum	9703;
Name	"imp fire flame";
Short	"a fire imp";
Long	"Three small balls of flame spin in circles about a small imp's head.\n";
Desc	"The imp's tail flickers as it concentrates on maintaining the pattern of\n
flames.  Randomly it will flick a dark ball of flame to make a black mark on\n
the walls, it appears to enjoy creating fires and it will aim these\n
incendiary balls at anything flammable.\n";
Level	72;
Align	-1000;
Act	(npc scavenger stay_area assist);
Affected	(sneak haste);
Race	(Faerie);
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 horns wings lungs gills);
};
Mobile {
Vnum	9704;
Name	"imp evil darkeyed";
Short	"an evil imp";
Long	"A dark-eyed imp flys around you poking and prodding.\n";
Desc	"The embodiment of evil, this black creature swarms about you poking and\n
prodding, encouraging you to strike out at it.  This imp is jet-black\n
skinned and it's dark eyes stare at you with pure malevolence.\n";
Level	75;
Align	-1000;
Act	(npc scavenger stay_area assist);
Affected	(sneak haste);
Race	(Faerie);
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 horns wings lungs gills);
};
Mobile {
Vnum	9705;
Name	"grunoow ugly troll";
Short	"Grunoow";
Long	"An ugly troll uses a massive mace to crush things.\n";
Desc	"This huge creature is a large boulder come to life, you can see large\n
cracks in it's grey, stony skin.  An ugly face with beady eyes stares at\n
you and you can see it's shoulder muscles flex as it hefts it's heavy stone\n
mace.  This guy is big, bad and ugly, not a very congenial combination.\n";
Level	85;
Align	-800;
Act	(npc sentinel scavenger aggressive stay_area assist);
Affected	(detect-invis detect-hidden infrared protect);
Sex	(male);
Race	(Troll);
MudProg	{
Type	(fight_prog);
Args	"27";
Comlist	"smash\n";
};
};
Mobile {
Vnum	9706;
Name	"yurni master storms gas electricity";
Short	"Yurni, master of storms";
Long	"A huge ball of gas, covered in flickering electricity hovers here.\n";
Desc	"This being hovers in the centre of it's platform glowing with the energy\n
it channels into the clouds below.  At regular intervals sheets of blinding\n
white lightning shoot from it, filling the air with a sizzling sound.\n";
Level	87;
Align	-800;
Act	(npc sentinel aggressive stay_area assist);
Affected	(detect-invis detect-hidden infrared flying protect);
Race	(Air Elemental);
Specfun	"spec_breath_lightning";
MudProg	{
Type	(fight_prog);
Args	"40";
Comlist	"cast gale\n";
};
MudProg	{
Type	(fight_prog);
Args	"40";
Comlist	"cast 'lightning bolt'\n";
};
MudProg	{
Type	(attack_prog);
Args	"100";
Comlist	"echoat $n $I suddenly expands, blowing air toward you.\n
echoaround $n $I suddenly expands, blowing air toward $n.\n
cast gale $n\n";
};
MudProg	{
Type	(fight_prog);
Args	"50";
Comlist	"cast 'call lightning'\n";
};
};
Mobile {
Vnum	9707;
Name	"nisca white albino serpent";
Short	"Nisca, the albino serpent";
Long	"A pale white serpent with poisonous fangs lashes through the water.\n";
Desc	"This creature has spent a long time in the deepest places in the earth,\n
only to be forced out of the ground by a major upheaval.  It's once strong\n
limbs have withered and it now uses it's wide flat tail to propel itself\n
through the water.  A long scrape down one side of it's body still oozes\n
fresh blood, staining the water red.\n
This creature appears to be highly poisonous as you watch it dispatch a\n
large fish rapidly, simply by a quick lash of it's fangs.\n";
Level	85;
Align	-650;
Act	(npc sentinel aggressive stay_area);
Affected	(detect-invis detect-hidden infrared protect breathing);
Sex	(female);
Parts	(torso head eyes nose left-ear right-ear right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot tail horns wings lungs gills);
Specfun	"spec_poison";
};
Mobile {
Vnum	9708;
Name	"akkamus fire lord red dragon";
Short	"the Fire Lord Akkamus";
Long	"A great red dragon belches flames and roars his anger.\n";
Desc	"This giant dragon towers over you and you can see the power in it's\n
stance.  A fabulously strong creature, Akkamus' claws scrape long gouges in\n
to the obsidian platform he stands on and his wings force waves of hot air\n
into you.\n";
Level	90;
Align	-970;
Act	(npc sentinel aggressive stay_area);
Affected	(detect-invis detect-hidden protect flaming aura-sight);
Sex	(male);
Race	(Dragon);
Specfun	"spec_breath_fire";
};
Mobile {
Vnum	9709;
Name	"moranth evil necromancer";
Short	"Moranth";
Long	"A man with an eerie haunted look in his eyes commands your attention.\n";
Desc	"Moranth is a small man with no remarkable features, he doesn't appear to\n
be anything different from any other person except for his eyes.  Twin balls\n
of fire seem to peer out at you, his look unsettling and powerful, you can\n
see how the power he wields has corrupted his soul.\n";
Level	95;
Align	-350;
Class	(Warlock);
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden sanctuary infrared protect sneak fast-talk);
Sex	(male);
};
Mobile {
Vnum	9710;
Name	"elven elf concubine girl";
Short	"Moranth's elven concubine";
Long	"A scantily clad elf girl huddles on the floor, grasping the chains that bind her.\n";
Desc	"This girl appears to be the thrall of the powerful necromancer, she wears\n
practically nothing to please her master.  She attempts to cover several\n
large bruises on her body, evidence of the punishment she receives from her\n
evil master.  You instantly feel sorry for this girl and hope you can help\n
her escape this dreadful slavery.\n";
Level	89;
Align	-300;
Act	(npc sentinel);
Affected	(detect-invis detect-hidden infrared protect sneak fast-talk polymorph);
Sex	(female);
Race	(Elf);
MudProg	{
Type	(repop_prog);
Args	"100";
Comlist	"if findchar(eruithia)\n
   purge self\n
endif\n";
};
MudProg	{
Type	(sub_prog);
Args	"morph";
Comlist	"echo Suddenly $$n's eyes light up with fear.\n
echo $$n screams in agony as she begins to transform.\n
echo The glamour cast on her sloughs away showing her true form...\n
echo ...the evil form of Eruithia, evil necromancer!\n
mload 9751\n
trigger eruithia morphed\n
purge self\n";
};
};
Mobile {
Vnum	9711;
Name	"stone statue horse";
Short	"a stone statue";
Long	"A statue of a horse seems to move slightly on it's pedestal.\n";
Desc	"A fine stone carving of a tall stallion now is covered in a fine web of\n
cracks and a layer of lichen.  This statue is one of the results of the\n
perversion of the life force in the castle, it now lives and breathes, and\n
although it remains slow and lethargic it will soon be very fast.\n";
Level	73;
Align	-100;
Act	(npc sentinel);
Affected	(detect-hidden infrared protect sneak fast-talk polymorph);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	9712;
Name	"statue tall stone woman";
Short	"a stone statue";
Long	"A tall statue of a beautiful woman, resting beside a dry fountain.\n";
Desc	"This statue was placed in a reclining position at the edge of the\n
castle's fountain.  The woman wears only a loosely draped sheet and she once\n
would appear to be staring into the waters, only the waters of the fountain\n
have dried up and now she looks a little more alive.\n";
Level	72;
Align	100;
Act	(npc sentinel);
Affected	(detect-hidden infrared protect sneak fast-talk polymorph);
Sex	(female);
Race	(Giant);
};
Mobile {
Vnum	9713;
Name	"statue stone lion sleeping";
Short	"a stone lion";
Long	"A statue of a sleeping lion guards the castle.\n";
Desc	"A statue of a lion, resting his head on his front paws, sits at the side\n
of the entrance to the castle.  This beautifully carved statue was placed\n
here to create an impression upon guests at the castle.  The lion is now\n
visibly breathing and it only appears to be asleep, you notice once huge\n
yellow eye staring at you, watching for any aggressive movement.\n";
Level	70;
Act	(npc sentinel assist hunter);
Affected	(infrared protect sneak sleep fast-talk polymorph);
Race	(Animal);
};
Mobile {
Vnum	9714;
Name	"troll sentinel boulder";
Short	"a troll sentinel";
Long	"A boulder here suddenly shifts and you realise it's a troll.\n";
Desc	"What appears to be another rock laying on the ground suddenly moves to\n
scan around the room and you realise that you almost sat on a troll.  This\n
troll is rather large and you can imagine its powerful arms crushing you,\n
lucky he is sleepy and docile at the moment then.\n";
Level	77;
Align	-560;
Class	(Warrior);
Act	(npc sentinel stay_area mercenary);
Affected	(detect-hidden protect sneak hide fast-talk polymorph);
Sex	(male);
Race	(Troll);
};
Mobile {
Vnum	9715;
Name	"blacksmith smith demonic";
Short	"the demonic blacksmith";
Long	"An evil looking demon works iron into torture implements for fun.\n";
Desc	"This creature must have been summoned here by the master of the castle to\n
work for him.  The blacksmith pounds viciously at red hot iron he has drawn\n
from the fire, laughing maniacally as he forms it into evil looking hooks\n
and strangely shaped blades.\n";
Level	80;
Align	-1000;
Act	(npc sentinel assist racist);
Affected	(detect-invis detect-hidden infrared sneak haste fast-talk polymorph);
Sex	(male);
Race	(Demon);
MudProg	{
Type	(rand_prog);
Args	"15";
Comlist	"anvil\n";
};
};
Mobile {
Vnum	9716;
Name	"suit armour";
Short	"a suit of armour";
Long	"A rusty suit of armour creaks as it shifts it's weight.\n";
Desc	"This suit of armour has stood here for ages and with the recent influx of\n
life, suddenly realised it was alive.  It's movements are stiff and slow as\n
if it expects its limbs to be moved for it and it seems a little shaky in\n
its balance.  The empty visor stares at you, not exactly comprehending your\n
existence, it hasn't seen any other living creature and it unsure of how to\n
react.\n";
Level	76;
Align	-290;
Act	(npc sentinel stay_area);
Affected	(infrared sneak haste fast-talk polymorph);
Race	(Mechanoid);
};
Mobile {
Vnum	9717;
Name	"kitchen garbage scraps rubbish";
Short	"the kitchen garbage";
Long	"A pile of kitchen scraps and rubbish has come to life and it's hungry!\n";
Desc	"EWW!  This creature stinks!  The pile of rubbish is made up of all the\n
waste from the castle kitchen left to rot over a fair while.  Bones and\n
rotting meat as well a decomposing plant matter continually fall off the\n
pile, each time emitting another cloud of chokingly thick dust which almost\n
kills you with the smell.  This creature is in a terrible state of decay and\n
it obviously needs more material and it's looking at you pal!\n";
Level	74;
Align	-680;
Act	(npc sentinel aggressive buried);
Affected	(detect-hidden infrared sneak hide fast-talk breathing polymorph);
Race	(Earth Elemental);
Specfun	"spec_fido";
};
Mobile {
Vnum	9718;
Name	"zombie priest";
Short	"the zombie priest";
Long	"A zombie wearing priestly robes is moving around the room, lighting candles.\n";
Desc	"The former priest from this chapel is now long dead yet he still\n
maintains the chapel, cleaning the room carefully and lighting candles each\n
day.  He has been kept here against his will, enslaved to forever tend his\n
chapel and perform the dark rites his new masters require for life.  His\n
tattered robes show evidence of the blood rituals performed here and his\n
vacant eyes seem to ask you for release from this slavery.\n";
Level	74;
Align	-780;
Class	(Bishop);
Act	(npc sentinel stay_area racist);
Affected	(faerie-fire mind-mist);
Sex	(male);
Race	(Undead);
MudProg	{
Type	(give_prog);
Args	"9754";
Comlist	"echo &g$$n's eyes suddenly lose their glassy look and he blinks nervously.&n\n
junk icon\n
echo &gHe suddenly realises how he looks and he drops his head in shame.&n\n
say Thank you for giving me my freedom $n.\n
set awake\n
say Please don't make me live with my past, kill me, I beg you.\n
say If you help me escape this life I will help you.\n";
};
MudProg	{
Type	(death_prog);
Args	"100";
Comlist	"if !isvar(awake)\n
    break\n
endif\n
echo &gWith his last dying gasp $$n manages to speak.&n\n
say Thank you for freeing me $n.\n
say I cannot help you much other than to share my knowledge of Moranth.\n
say He has shared his power with his lieutenants.\n
say Kill them and you may have a chance.\n
echo &g$$n slowly slips into death with a heavenly look in his eyes.&n\n
at 9694 mload 9747\n";
};
};
Mobile {
Vnum	9719;
Name	"clay golem";
Short	"a clay golem";
Long	"A tall golem, fashioned from clay follows it's master's command.\n";
Desc	"This creature is a result of a great amount of magical energy all\n
channeled into a clay model.  The carving on this golem is crude and it\n
moves with a jerky stride signifying that this is merely one of the drone\n
troops for the castles master, not much effort was wasted on it's\n
construction.  Still as you can see the creature is massively built and it\n
would appear to be extremely strong, the purpose in creating this golem is\n
clear; they make very tough guards.\n";
Level	76;
Align	-350;
Act	(npc stay_area);
Affected	(detect-invis mind-mist sneak fast-talk polymorph);
Race	(Golem);
};
Mobile {
Vnum	9720;
Name	"stone golem massive";
Short	"a stone golem";
Long	"A massive stone golem patrols the castle for it's master.\n";
Desc	"This is the elite of the evil necromancer's troops.  Carved from a huge\n
granite block by a master craftsman this huge golem would take several\n
weeks, maybe even months of intensive spell-casting to create.  These golems\n
have immense strength and you have little wish to attack one at all.\n";
Level	83;
Align	-350;
Act	(npc stay_area assist racist);
Affected	(detect-invis detect-hidden infrared protect sneak fast-talk polymorph);
Race	(Golem);
};
Mobile {
Vnum	9721;
Name	"gargoyle";
Short	"a gargoyle";
Long	"A gargoyle perches on the edge of the roof, staring down at the courtyard.\n";
Desc	"A statue of an ugly creature which is a half dog, half dragon perches on\n
the edge of the roof.  It's permanently open mouth is eroded from having\n
been used as a gutter for many years and it is covered in the white speckles\n
of bird poo.  It's back is scarred from many years of rain and it has a\n
thick coating of moss on it's underside.\n";
Level	75;
Align	-200;
Act	(npc sentinel);
Affected	(detect-hidden infrared protect sneak fast-talk polymorph);
Sex	(male);
Race	(Earth Elemental);
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 horns wings lungs gills);
};
Mobile {
Vnum	9722;
Name	"giant roc";
Short	"a giant roc";
Long	"The largest bird ever, the roc sweeps it's huge wings causing a brief wind.\n";
Desc	"This bird is absolutely the largest you have ever seen.  It's wingspan\n
alone is wider than a decent sized house and it's beak is at least as tall\n
as a dwarf.  You try not to think about the huge claws as you stare at the\n
massive creature, the thought of those vicious claws scraping at you makes\n
you shiver.\n";
Level	78;
Align	-90;
Act	(npc stay_area);
Affected	(flying);
Race	(Bird);
};
Mobile {
Vnum	9723;
Name	"cloud storm black";
Short	"a storm cloud";
Long	"A small black cloud flashes with lightning.\n";
Desc	"This is a cloud given life by the amazing power surrounding this castle.\n
This small ball of cloud churns with a wild aggression.  Bright flashes of\n
lightning strike out all over the room to make the room crackle with\n
tingling electricity.\n
This cloud is dark in colour and it seems to be highly volatile.\n";
Level	78;
Align	-920;
Act	(npc aggressive stay_area wimpy);
Affected	(detect-invis flying sneak);
Race	(Air Elemental);
};
Mobile {
Vnum	9724;
Name	"air elemental misty";
Short	"an air elemental";
Long	"A misty smear appears to be an elemental, blowing air toward you.\n";
Desc	"A collection of gases you would not even thought possible to exist moves\n
through the air with no other visible movement.  It seems to delight in\n
causing minute storms all about it or poking at nearby clouds, it really\n
isn't all that intelligent but it's existence amazes you all the same.\n";
Level	80;
Align	-420;
Act	(npc stay_area racist);
Affected	(invisible detect-invis flying);
Race	(Air Elemental);
};
Mobile {
Vnum	9725;
Name	"floating corpse body decomposing";
Short	"a floating corpse";
Long	"A decomposing body floats on the water, followed by a school of hungry fish.\n";
Desc	"This body is of a starved villager who has been struck an incredible blow\n
to the head, so it no longer has a head to speak of.  It now is in an\n
advanced state of decay, with small pieces of flesh dropping off into the\n
water to feed a swarm of small fish which trail behind it.\n";
Level	71;
Align	-470;
Act	(npc stay_area wimpy);
Affected	(bleeding breathing);
Race	(Undead);
};
Mobile {
Vnum	9726;
Name	"eel big fat";
Short	"a big fat eel";
Long	"A huge fat eel swims through the water hunting down unwary fish.\n";
Desc	"This is a huge, long eel which looks to be in peak condition.  It's\n
strong tail propels it through the water swiftly as it chases down it prey.\n
It looks pretty mean with it's long, sharp teeth and beady eyes, it's next\n
unwilling victim could be you!\n";
Level	76;
Align	-770;
Act	(npc aggressive hunter);
Affected	(detect-hidden infrared haste breathing);
Race	(Fish);
};
Mobile {
Vnum	9727;
Name	"carp ugly fish";
Short	"an ugly carp";
Long	"This ugly fish swims through the water trailing filth.\n";
Desc	"This extremely ugly fish swims about here eating everything it sees, it\n
takes little care of itself and it's totally covered in a layer of slime\n
which causes a misty cloud around the fish as it swims.  Luckily for it, not\n
only does it look repulsive, it seems to be totally inedible, you think\n
perhaps this is because of its diet as you notice it chowing down on\n
something brown and disgusting.\n";
Level	73;
Align	-820;
Act	(npc scavenger);
Affected	(infrared haste breathing);
Race	(Fish);
};
Mobile {
Vnum	9728;
Name	"fish school swarm baby";
Short	"a swarm of baby fish";
Long	"A large school of small fish feed on the bounty of the castle's energy.\n";
Desc	"These tiny fish swarm about the castle's sewer outlet, eating all the\n
food which grows here in the ripe water.  They swarm everywhere in a frenzy\n
of feeding, looking everywhere for a morsel of food.  There is so many of\n
them in the water that all you can see is a mass of writhing silver bodies.\n";
Level	74;
Align	-550;
Act	(npc sentinel scavenger stay_area);
Race	(Fish);
};
Mobile {
Vnum	9729;
Name	"flame fire blast burst";
Short	"a burst of flame";
Long	"An angry red flame flares up, scorching your skin.\n";
Desc	"A blindingly hot flame dances over the coals in the furnace.  The heat it\n
generates turns your skin red and sore simply from being close and as it\n
dances closer you can hear it's crackling and feel the incredible heat sear\n
your flesh.\n
The flame is red and it looks very angry, somehow you reckon it wont be\n
letting you past without a fight, probably one you will lose.\n";
Level	73;
Align	-900;
Act	(npc sentinel aggressive stay_area);
Affected	(detect-invis detect-hidden infrared flaming);
Race	(Fire Elemental);
};
Mobile {
Vnum	9730;
Name	"brimstone humanoid figure creature";
Short	"a brimstone creature";
Long	"A humanoid figure formed from dripping brimstone rushes at you.\n";
Desc	"Made from a lump of boiling rock, this unnatural monster radiates an\n
incredible amount of heat.  It's skin glows red and sizzling globules\n
occasionally drop to the ground around it, it's shape is vaguely humanoid\n
but this continual dripping and shifting of features has left it as a\n
shapeless creature which shambles toward you blindly.\n";
Level	76;
Align	-590;
Act	(npc aggressive stay_area assist racist);
Affected	(blind detect-magic detect-hidden infrared protect);
Race	(Earth Elemental);
Parts	(torso head 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 horns lungs gills);
};
Mobile {
Vnum	9731;
Name	"hydra manyheaded";
Short	"the hydra";
Long	"A many-headed hydra rises from the magma to strike out at you.\n";
Desc	"The hydra has five heads, each of a different shape and colour.  You must\n
be careful of the breath that comes from this creature, it has huge gouts of\n
flame coming from one, the other sears the rocks around you with a strong\n
acid, lightning and frost and gas emit from the others frequently.  The\n
hydra lashes out at anything nearby and you wonder what got it so annoyed,\n
probably the magma boiling its backside.\n";
Level	82;
Align	-700;
Act	(npc sentinel aggressive assist buried racist);
Affected	(detect-invis detect-hidden infrared hide haste);
Sex	(male);
Race	(Demon);
Parts	(torso head eyes nose left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot tail lungs gills);
};
Mobile {
Vnum	9732;
Name	"golem flame fire";
Short	"a flame golem";
Long	"A golem formed from pure fire is enjoying the extreme heat.\n";
Desc	"This large creature has been created from an unusual mix of fire and\n
magic, together which can be unbelievably powerful.  The flame golem is no\n
exception to this, it's massive form shows amazing strength and the fire in\n
it's eyes burns with unnerving passion.  At the moment it is standing in a\n
bubbling pool of lava, soaking up the heat.\n";
Level	78;
Align	-1000;
Act	(npc sentinel stay_area);
Affected	(detect-evil detect-invis infrared);
Sex	(male);
Race	(Demon);
};
Mobile {
Vnum	9733;
Name	"flame bright red";
Short	"a bright flame";
Long	"A bright red flame dances around the room, setting things on fire.\n";
Desc	"This flame in never still as it searches for new fuel to feed its\n
insatiable hunger.  In the heat here it burns brightly and it has reached a\n
pretty impressive size, sending waves of shimmering heat through the room on\n
every pass it makes looking for more fuel.  Probably created by a jet of\n
flame from the lava, it now has a life of its own and it looks to be\n
enjoying this immensely.\n";
Level	75;
Align	-450;
Act	(npc scavenger stay_area);
Affected	(haste);
Race	(Fire Elemental);
};
Mobile {
Vnum	9734;
Name	"duergar man dark dwarf insane";
Short	"a mad duergar";
Long	"This dark dwarf has long ago succumbed to insanity, he chews on the wall.\n";
Desc	"A grubby little creature scarcely capable of thought huddles in the\n
corner carefully hiding something from you.  His wide-eyed look shows\n
absolutely no thought as he screams at you not to take it.  In the extreme\n
heat his clothes are stuck to his body with sweat and you wonder how he has\n
survived so long under that stress.\n";
Level	79;
Align	-650;
Act	(npc sentinel scavenger stay_area);
Affected	(mind-mist sneak);
Sex	(male);
Race	(Dwarf);
};
Mobile {
Vnum	9735;
Name	"spectre transparent ghostly";
Short	"a transparent spectre";
Long	"A ghostly shape which is so transparent it merges into the greyness.\n";
Desc	"A barely discernible shape drifts through the haze, its outline so hazy\n
that you can scarcely see it.  The spectre appears to have no form, it\n
probably has been drifting aimlessly like this for centuries.\n";
Level	81;
Align	-600;
Act	(npc stay_area);
Affected	(invisible detect-invis detect-hidden hide);
Race	(Wraith);
Specfun	"spec_cast_ghost";
};
Mobile {
Vnum	9736;
Name	"disemboweled woman's ghost";
Short	"a disemboweled woman's ghost";
Long	"The spectre of a disemboweled woman is making a high-pitched shrieking noise.\n";
Desc	"This is the ghost of a woman who was savagely disemboweled, a large gash\n
in her stomach gapes wide and slippery coils of intestines spill out to drag\n
behind her as she drifts about the spirit world.  Her ugly grimace makes you\n
cringe as you can see the eternal pain that she must suffer.\n";
Level	78;
Align	-300;
Act	(npc stay_area);
Affected	(detect-hidden hide);
Sex	(female);
Race	(Wraith);
};
Mobile {
Vnum	9737;
Name	"shadowy nightmare thing";
Short	"a shadowy nightmare";
Long	"A thing from your most terrible nightmares leaps at you from the shadows.\n";
Desc	"This shadowy creature is made from pure terror, while is doesn't show\n
fangs or red glowing eyes you can sense a darkness about it which makes you\n
freeze in fear.  The nightmare is a being of the most evil parts of the\n
spirit world, attracted here by the power of the necromancer.\n";
Level	83;
Align	-1000;
Act	(npc aggressive stay_area assist racist);
Affected	(detect-invis detect-hidden infrared flying sneak hide);
Race	(Animal);
};
Mobile {
Vnum	9738;
Name	"howling spirit ghost man";
Short	"a howling spirit";
Long	"The ghost of a man stands here howling over an image of a dead child.\n";
Desc	"This ghost is of a man who mourns the loss of a child, the strong magic\n
from his anguish powers the creation of the image of the child which has\n
been cruelly decapitated.  The howls of the man grate on your nerves and you\n
realise that he will howl like this for eternity, best to put him out of his\n
misery.\n";
Level	80;
Align	-810;
Act	(npc stay_area wimpy);
Affected	(detect-hidden infrared flying sneak hide);
Race	(Banshee);
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 lungs gills);
};
Mobile {
Vnum	9739;
Name	"mirror illusion shadow";
Short	"a mirror illusion";
Long	"You notice a shadow forming into a perfect replica of yourself.\n";
Desc	"This spirit's sole purpose seems to be to mimic others in order to borrow\n
the thoughts and emotions of its victims.  It's shimmering outline wavers\n
slightly every few seconds to form into new shapes, it seems it is\n
infinitely flexible in shape changing.\n";
Level	79;
Align	-500;
Race	(Object);
};
Mobile {
Vnum	9740;
Name	"flesh golem guard";
Short	"a flesh golem guard";
Long	"A flesh golem with huge bulging muscles stands guard over his master.\n";
Desc	"Made from flesh harvested from unwilling humans, this golem is powerfully\n
muscled and very tall.  The magic required to create such a being is\n
extremely tricky and this large golem appears to be a masterful creation.\n
Grafted to its arms, this golem has two foot long claws which appear to be\n
incredibly sharp.\n";
Level	89;
Align	-800;
Act	(npc sentinel aggressive stay_area);
Affected	(detect-invis detect-hidden infrared protect);
Race	(Golem);
};
Mobile {
Vnum	9741;
Name	"demon tall nasty";
Short	"a nasty demon";
Long	"A tall demon wielding a wicked jagged knife crouches over a corpse.\n";
Desc	"This demon wields an ugly looking knife, designed for torture.  He has\n
some weird hold over the spirits here and seems to be able to attack them\n
and at the moment he is crouched over a dismembered corpse, his muzzle\n
dripping blood.\n";
Level	81;
Align	-1000;
Act	(npc scavenger racist hunter);
Affected	(detect-hidden infrared protect);
Sex	(male);
Race	(Demon);
};
Mobile {
Vnum	9742;
Name	"insane screaming villager";
Short	"a screaming villager";
Long	"A villager screams at you, tearing his hair out in anguish.\n";
Desc	"This villager was either left behind when everyone left or is the only\n
one left behind, you have little chance of asking him, he appears to be\n
completely insane, continually screaming and running about.\n";
Level	71;
Align	300;
Act	(npc stay_area wimpy);
Affected	(plague protect warp-flesh);
Sex	(male);
};
Mobile {
Vnum	9743;
Name	"shivering woman";
Short	"a shivering woman";
Long	"A shivering woman huddles in the corner trying to avoid your gaze.\n";
Desc	"This woman is clothed in the filthiest rags you have ever seen, it seems\n
as though she hasn't washed in ages.  Not only is she dirty, she appears not\n
to have eaten for quite some time, she is afraid to venture outside for\n
anything and she prefers to sit here in the darkness.\n";
Level	70;
Align	390;
Act	(npc sentinel stay_area);
Affected	(protect hide mute);
Sex	(female);
};
Mobile {
Vnum	9744;
Name	"starving emancipated child";
Short	"an emancipated child";
Long	"A starving child grasps his mother's hand and stares at you from big eyes.\n";
Desc	"This child is so thin that his legs are barely twigs and it's a wonder\n
that he manages to survive.  He holds on to his mother's hand with a\n
white-knuckled grip so tight you are afraid his fragile fingers will snap.\n";
Level	66;
Align	400;
Act	(npc sentinel wimpy);
Affected	(protect hide mute);
Sex	(male);
};
Mobile {
Vnum	9745;
Name	"rats swarm";
Short	"a swarm of rats";
Long	"A swarm of rats are fighting over the skeletal remains of a long dead guard.\n";
Desc	"A squirming ball of grey coloured rats writhe about in a struggle to\n
glean some small scraps of food from a long dead skeleton.  Small red eyes\n
glare at you as the disgusting little creatures climb over their cousins in\n
an attempt to get to the food.\n";
Level	78;
Align	-430;
Act	(npc sentinel scavenger);
Affected	(sneak haste);
Race	(Animal);
Specfun	"spec_fido";
MudProg	{
Type	(attack_prog);
Args	"100";
Comlist	"echoat $n Your attack scatters the swarm and they turn to attack you.\n
mload 9746\n
force rat mp kill $n\n
mload 9746\n
force rat mp kill $n\n
mload 9746\n
force rat mp kill $n\n
mload 9746\n
force rat mp kill $n\n
mload 9746\n
force rat mp kill $n\n
oload 9737\n
drop skel\n
purge self\n";
};
};
Mobile {
Vnum	9746;
Name	"rat ugly grey rabid";
Short	"a rabid rat";
Long	"An ugly grey rat glares at you with evil red eyes.\n";
Desc	"This ugly grey creature squeaks with amazing force as it leaps toward\n
you.  The hungry look in it's eyes shows that it has been driven mad by\n
hunger and disease.  The yellow teeth carry disease and you can see how a\n
wound inflicted by those claws would fester.\n";
Level	70;
Align	-430;
Act	(npc scavenger aggressive assist racist);
Affected	(detect-invis detect-hidden infrared sneak berserk);
Race	(Animal);
Specfun	"spec_fido";
};
Mobile {
Vnum	9747;
Name	"Earth Spirit giant";
Short	"the &yEarth Spirit";
Long	"The form of a giant wrestles against the invisible chains that bind him.\n";
Desc	"Forced away from it's realm of power, the Earth Spirit has lost much of\n
it's power.  This renders it an easy target for spells that currently bind\n
it to the spirit world, where it is trapped.\n\n
However tightly bound it is, the Earth Spirit never gives up, you feel that\n
given the slightest opportunity it will break from its straining bonds.\n";
Level	90;
Align	230;
Repop	0;
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden sanctuary infrared protect poison-resist);
Race	(Giant);
Specfun	"death_ghost";
MudProg	{
Type	(give_prog);
Args	"9750";
Comlist	"echoaround $n &yAs it takes the token from $n the Earth Spirit begins to swell outwards.&n\n
echoat $n &yAs the Earth Spirit takes the token it begins to swell.&n\n
echo &ySoon it towers far above you, dwarfing you in its immensity.&n\n
echo &yA thunderous voice assaults your ears.&n\n
say You have freed me, so know this.\n
say The castle's master's power derives from the four bound elements.\n
say Free us all and you will weaken them greatly.\n
echo &yThe Earth Spirit suddenly parts the ground with a huge fist.&n\n
echo &yIn a cloud of dust the Earth Spirit leaves.&n\n
at 9689 mload 9748\n
purge self\n";
};
MudProg	{
Type	(fight_prog);
Args	"50";
Comlist	"cast earthquake\n";
};
};
Mobile {
Vnum	9748;
Name	"Air Spirit faerie";
Short	"the &cAir Spirit";
Long	"A small faerie with its wings tightly bound struggles feebly.\n";
Desc	"Once taken away from the wide open spaces of its realm, the Air Spirit\n
has become weakened, obviously allowing it to be easily trapped here.  Its\n
wings are bound tightly by some kind of magical chains and so it is forced\n
to crawl about on the ground trying to get free.\n\n
No matter how hopeless the situation, one look in the spirit's eyes shows\n
the grim determination it has, you can see that it will take any measures to\n
ensure its freedom.\n";
Level	91;
Align	330;
Repop	0;
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden sanctuary infrared protect haste poison-resist);
Race	(Faerie);
Specfun	"death_ghost";
MudProg	{
Type	(give_prog);
Args	"9751";
Comlist	"echo &cThe light breeze in the room suddenly becomes a gale.&n\n
echo &cYou see $$n's wings suddenly unfold and it jumps into the air.&n\n
say Thank you for my freedom $n.\n
say You should remember that all is not as it seems...\n
echo &cAs it speaks $$n's body expands into a huge whirling cloud.&n\n
say I wish you well adventurer.\n
echo &c$$n's now masive form gradually fades out.&n\n
at 9684 mload 9749\n
purge self\n";
};
MudProg	{
Type	(fight_prog);
Args	"50";
Comlist	"cast gale\n";
};
};
Mobile {
Vnum	9749;
Name	"Water Spirit fish";
Short	"the &bWater Spirit";
Long	"A large fish swims in a tight circle frantically trying to escape.\n";
Desc	"This fish looks to be unlike any other sort of fish you have seen before.\n
Long and sleek, it bears an impressive set of sharp teeth.  It's scales are\n
an iridescent blue colour that shimmers in the strange water as it swims\n
about anxiously searching for a gap in it's prison.\n\n
Strangely, this fish's eyes look little like the glassy eyes you see on most\n
fish, instead you can see a burning passion, probably hate towards the\n
being who maintains the prison.\n";
Level	91;
Align	340;
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden sanctuary infrared protect haste breathing poison-resist);
Race	(Fish);
MudProg	{
Type	(give_prog);
Args	"9752";
Comlist	"echo &bThe Water Spirit grasps the token in its sharp teeth.&n\n
echo &bSuddenly the Water Spirit thrashes its tail and swims off.&n\n
echo &bA wash of healing water flows over you.&n\n
qforce $n cast 'mass heal'\n
echo &bYou hear a soft voice in your head.&n\n
echo &b'The Necromancer's bodyguards will protect their master well.'&n\n
echo &b'The Necromancer relies on them to watch for intruders.'&n\n
echo &b'Your presence wont be noticed if you are careful.'&n\n
at 9679 mload 9750\n
purge self\n";
};
MudProg	{
Type	(fight_prog);
Args	"50";
Comlist	"cast heal\n";
};
};
Mobile {
Vnum	9750;
Name	"Fire Spirit hydra";
Short	"the &rFire Spirit";
Long	"A massive hydra screams in rage as it strains against the steel binding it.\n";
Desc	"Covered with loop after loop of strong steel chains, this hydra is\n
continually thrashing, trying to break out.  Its tail whips around violently\n
and you think that the chains are sure to break but somehow every time they\n
are about to break, the hydra becomes exhausted and the steel manages to\n
hold.\n\n
Despite the length of time the hydra has been bound, you can see in its eyes\n
the determination to continue the struggle, driven by an overwhelming hate\n
for its captor it will continue to try to free itself until it is free.\n";
Level	92;
Align	200;
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden sanctuary infrared protect haste breathing poison-resist);
Parts	();
MudProg	{
Type	(give_prog);
Args	"9753";
Comlist	"echo &rAs the Fire Spirit takes the token you see the flames around it intensify.&n\n
echo &rSuddenly the chains binding it glow brightly and you can feel the heat.&n\n
echo &rThe chains explode in a flash of &Wwhite hot shards!&n\n
say Thank you $n, for my freedom.\n
say I think you should know that the true power isn't Moranth.\n
say Be wary of Eruithia, for she is the true master.\n
echo &gAs the &rFire Spirit&g utters these words, the other spirits appear.&n\n
echo &gThe &yEarth Spirit&g says '&yEarth for strength.&g'&n\n
echo &gThe &cAir Spirit&g says '&cAir for speed and safety.&g'&n\n
echo &gThe &bWater Spirit&g says '&bWater for healing.&g'&n\n
echo &gThe &rFire Spirit&g says '&rFire for rage and power.&g'&n\n
echo &gThe combined spirits say, 'We will support this adventurer and bless them.'&n\n
oload 9756\n
say You may have a need for this.\n
give rod $n\n
echo &gThe spirits all disappear in a flash of light.&n\n
goto 9673\n
if !findchar(concubine)\n
   break\n
endif\n
trigger concubine morph\n
purge self\n";
};
};
Mobile {
Vnum	9751;
Name	"Eruithia elven woman";
Short	"Eruithia";
Long	"A beautiful elven woman stands here marshalling her evil forces.\n";
Desc	"Who you thought to be the unwilling slave of the evil necromancer Moranth\n
now turns out to be the true master of the potent powers coursing through\n
the castle.  She no longer tries to mask her identity and you can see the\n
malevolent power in her face and the immense malice she bears for all living\n
creatures.  The corruption of her power has left her skin black and all her\n
hair has fallen from her head, it seems like her power is the only thing\n
maintaining the shell of her body.\n";
Level	98;
Align	-1000;
Class	(Warlock);
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden sanctuary protect haste darkness poison-resist);
Sex	(female);
Race	(Elf);
MudProg	{
Type	(sub_prog);
Args	"morphed";
Comlist	"yell You may have discovered my identity but you will never defeat me!\n
yell And as to those puny spirits, they know nothing of power.\n
yell Your souls will only add to my power.\n
mload 9740\n
oload 9731\n
oload 9757\n
at 1 wear all\n";
};
};


Object {
Vnum	9700;
Name	"furnace door open red";
Short	"an open &rfurnace&x";
Long	"The furnace door is open showing an ugly red glow.";
Level	72;
Cost	2000000;
Weight	1000;
Type	(portal);
Extra	(glow);
Material	(iron);
Values	[9773, 0, 0, 0];
ExDesc	{
Keyword	"furnace door open red";
Text	"The main feature on the wall here is a large soot-stained black furnace door\n
which has been flung wide open.  The fire you can see burns your face to look\n
at and it's deep &rred&x glow casts the room in a strange light, making it seem\n
hellish.  \n\n
The furnace seems to be large enough to fit an entire person.\n";
};
};
Object {
Vnum	9701;
Name	"nexus swirling multicoloured";
Short	"a swirling nexus";
Long	"A multi-coloured nexus pulses with surreal life.";
Action	"The nexus hungrily swallows you as you step closer.&n\n";
Level	75;
Cost	1;
Weight	1000;
Type	(portal);
Extra	(dark evil magic);
Material	(crystal);
Values	[9699, 0, 0, 0];
ExDesc	{
Keyword	"nexus swirling multicoloured";
Text	"This nexus fills half the room and is expanding to take over more and\n
more space with an insatiable hunger.  Small objects continually slide into\n
it's open mouth disappearing with small sparks of light.  The centre of the\n
nexus is an impenetrable black and toward the edges you can see large grey\n
swirls which write around with a life of their own.\n";
};
};
Object {
Vnum	9702;
Name	"stone mace heavy";
Short	"a heavy stone mace";
Long	"A massive stone mace, designed to crush the life from everything.";
Level	85;
Weight	35;
Type	(weapon);
Wear	(take double);
Extra	(anti-good noremove horned);
Material	(granite);
Required	(club proficiency);
Values	[(.), 0, 0, (<weapon> crush)];
Affect	{
Location	(speed);
Modifier	-5;
};
Affect	{
Location	(damroll);
Modifier	18;
};
Affect	{
Location	(strength);
Modifier	2;
};
ExDesc	{
Keyword	"stone mace heavy";
Text	"This mace is made from a single huge slab of granite.  The mace is\n
roughly made and has several lumpy protrusions which would really hurt\n
someone, especially with all that weight behind the blow.\n";
};
};
Object {
Vnum	9703;
Name	"stone wristguard";
Short	"a stone wristguard";
Long	"A wide band of solid stone, looks to be incredibly strong.";
Level	85;
Weight	20;
Type	(armour);
Wear	(take wrist);
Extra	(noremove horned);
Material	(granite);
Values	[0, 70, 0, 0];
Affect	{
Location	(ac);
Modifier	-25;
};
Affect	{
Location	(wisdom);
Modifier	-1;
};
Affect	{
Location	(constitution);
Modifier	1;
};
};
Object {
Vnum	9704;
Name	"lightning orb crystalline sphere";
Short	"a &Wlightning &corb";
Long	"A fine crystalline sphere filled with small flickers of light.";
Action	"Lightning dances about the orb as you release it.&n\n";
Level	87;
Type	(treasure);
Wear	(take float);
Extra	(hum magic);
Material	(diamond);
Values	[0, 0, 0, 0];
Affect	{
Location	(air);
Modifier	2;
};
Affect	{
Location	(mana-air);
Modifier	450;
};
Affect	{
Location	(intelligence);
Modifier	1;
};
};
Object {
Vnum	9705;
Name	"withered claw dragon";
Short	"&wa withered claw";
Long	"The claw of a dragon-like creature, all withered and pale, forms a ring.";
Action	"The claw grasps your finger tightly.&n\n";
Level	83;
Weight	5;
Type	(armour);
Wear	(take finger);
Extra	(noremove poisoned);
Material	(dragonskin);
Values	[0, -1, 0, 0];
Affect	{
Location	(magic-resist);
Modifier	-5;
};
Affect	{
Location	(damroll);
Modifier	6;
};
};
Object {
Vnum	9706;
Name	"black obsidian armguards";
Short	"&Kobsidian armguards&x";
Long	"A set of glossy black armguards, fashioned from obsidian.";
Level	90;
Weight	14;
Type	(armour);
Wear	(take arms);
Extra	(dark bless);
Material	(obsidian);
Values	[0, 90, 0, 0];
Affect	{
Location	(magic-resist);
Modifier	4;
};
Affect	{
Location	(hitroll);
Modifier	-5;
};
Affect	{
Location	(ac);
Modifier	-20;
};
};
Object {
Vnum	9707;
Name	"stone collar";
Short	"a stone collar";
Long	"A collar made from heavy stone, looks designed for a hunting dog.";
Level	70;
Weight	20;
Type	(armour);
Wear	(take neck);
Extra	(noremove horned);
Material	(granite);
Values	[0, 30, 0, 0];
};
Object {
Vnum	9708;
Name	"blacksmiths hammer";
Short	"a blacksmith's hammer";
Long	"A long handled hammer coated in soot lies on the ground.";
Level	80;
Weight	18;
Type	(weapon);
Wear	(take wield);
Extra	(dark anti-good anti-neutral);
Material	(steel);
Required	(hammer proficiency);
Values	[(.), 0, 0, (<weapon> pound)];
Affect	{
Location	(constitution);
Modifier	1;
};
};
Object {
Vnum	9709;
Name	"iron red hot poker";
Short	"&ra red hot poker";
Long	"A glowing bar of iron has burnt the ground around it.";
Level	80;
Weight	11;
Type	(weapon);
Wear	(take wield);
Extra	(glow holy);
Material	(iron);
Values	[(burn), 0, 0, (<weapon> stab)];
Affect	{
Location	(hitroll);
Modifier	10;
};
Affect	{
Location	(damroll);
Modifier	15;
};
};
Object {
Vnum	9710;
Name	"leather smock blacksmiths";
Short	"a leather smock";
Long	"A thick smock covered in burn marks, the type blacksmiths use.";
Level	80;
Weight	8;
Type	(armour);
Wear	(take body);
Extra	(dark);
Material	(leather);
Values	[0, -1, 0, 0];
};
Object {
Vnum	9711;
Name	"halberd rusted polearm";
Short	"a rusted halberd";
Long	"A long polearm, covered in rust lies here.";
Level	75;
Weight	14;
Type	(weapon);
Wear	(take wield);
Extra	(fragile);
Material	(iron);
Values	[(.), 0, 0, (<weapon> stab)];
};
Object {
Vnum	9712;
Name	"sword longsword rusted";
Short	"a rusty longsword";
Long	"A well used longsword, now coated in a heavy layer of rust.";
Level	75;
Weight	14;
Type	(weapon);
Wear	(take wield);
Extra	(fragile);
Material	(iron);
Values	[(.), 0, 0, (<weapon> slash)];
};
Object {
Vnum	9713;
Name	"fools gold nugget";
Short	"a &Ygold&x nugget";
Long	"A bright gleaming nugget sparkles in the light.";
Action	"Ahh! Now you are extremely rich as long as you have this gold.&n\n";
Level	78;
Cost	1;
Weight	12;
Wear	(take hold);
Extra	(nodrop noremove);
Material	(gold);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"fools gold nugget";
Text	"This gleaming nugget appears to be made from the finest gold, it's\n
surface is barely scratched and it you gauge it to be about 12kg in weight,\n
meaning a huge payout if you sold it.\n";
};
};
Object {
Vnum	9714;
Name	"magma gauntlets";
Short	"magma gauntlets";
Long	"Twin pools of magma glow red with extreme heat.";
Action	"It feels like you are pushing your hands into fire, ARRGGHH!&n\n";
Level	78;
Weight	9;
Repop	500;
Type	(armour);
Wear	(take hands);
Extra	(glow vampire-bane);
Material	(flame);
Values	[0, -1, 0, 0];
Affect	{
Location	(magic-resist);
Modifier	1;
};
Affect	{
Location	(body-temp);
Modifier	30;
};
Affect	{
Location	(damroll);
Modifier	8;
};
};
Object {
Vnum	9715;
Name	"shoulder plates stiff pair";
Short	"stiff shoulder plates";
Long	"A pair of shoulder plates which are heavily reinforced.";
Level	78;
Weight	14;
Type	(armour);
Wear	(take shoulders);
Extra	(dark bless);
Material	(iron);
Values	[0, 20, 0, 0];
Affect	{
Location	(ac);
Modifier	-45;
};
Affect	{
Location	(dexterity);
Modifier	-1;
};
ExDesc	{
Keyword	"shoulder plates stiff pair";
Text	"These heavy shoulder plates are made from heavy iron which means they are\n
extremely clumsy, however the dwarven construction means that they are\n
incredibly strong and they seem to be a very good protection from attack.\n";
};
};
Object {
Vnum	9716;
Name	"fine gem small";
Short	"a small fine gem";
Long	"A small gem twinkles brightly, it appears to have been dislodged recently.";
Level	78;
Repop	200;
Type	(treasure);
Wear	(take);
Extra	(glow bless);
Material	(diamond);
Values	[0, 0, 0, 0];
};
Object {
Vnum	9717;
Name	"sapphires clump cluster";
Short	"a heavy cluster of sapphires";
Long	"A large clump of dark blue sapphires almost escapes your attention.";
Level	78;
Weight	3;
Repop	300;
Type	(treasure);
Wear	(take);
Extra	(dark);
Material	(crystal);
Values	[0, 0, 0, 0];
};
Object {
Vnum	9718;
Name	"coloured glass %a crystal";
Short	"a lump of %a&x coloured crystal";
Long	"A patch of %a&x coloured crystal catches your eye.";
Level	78;
Cost	5000;
Weight	6;
Repop	400;
Type	(treasure);
Wear	(take);
Extra	(glow);
Material	(glass);
Values	[0, 0, 0, 0];
};
Object {
Vnum	9719;
Name	"clay armguards";
Short	"clay armguards";
Long	"A pair of misshapen clay armguards lie here crumbling badly.";
Level	76;
Weight	25;
Type	(armour);
Wear	(take arms);
Extra	(dark fragile);
Material	(organic);
Values	[0, -1, 0, 0];
};
Object {
Vnum	9720;
Name	"greaves stone pair";
Short	"stone greaves";
Long	"This pair of greaves looks to be extremely heavy.";
Level	83;
Weight	45;
Repop	800;
Type	(armour);
Wear	(take legs);
Extra	(magic anti-good);
Material	(granite);
Values	[0, 50, 0, 0];
Affect	{
Location	(hp);
Modifier	75;
};
Affect	{
Location	(ac);
Modifier	-40;
};
Affect	{
Location	(move);
Modifier	-200;
};
};
Object {
Vnum	9721;
Name	"sodden hessian sack";
Short	"a sodden hessian sack";
Long	"A sopping wet hessian sack, only worn by the lowest peasantry, rots here.";
Action	"You notice that the sack is wet and slimy as you put it on.&n\n";
Level	71;
Weight	6;
Type	(armour);
Wear	(take body);
Extra	(fragile);
Material	(hemp);
Values	[0, -10, 0, 0];
Affect	{
Location	(resilience);
Modifier	10;
};
};
Object {
Vnum	9722;
Name	"shield beaten bronze";
Short	"a beaten bronze shield";
Long	"A tall shield made from beaten bronze stands against a wall.";
Level	77;
Weight	28;
Type	(armour);
Wear	(take shield);
Extra	(hum no-cast);
Material	(bronze);
Values	[0, 0, 0, 0];
};
Object {
Vnum	9723;
Name	"broken hobble leather heavy";
Short	"a broken hobble";
Long	"A heavy leather hobble has been bitten through and it's now badly broken.";
Level	75;
Weight	3;
Type	(armour);
Wear	(take ankle);
Extra	(noremove);
Material	(leather);
Values	[0, 40, 0, 0];
Affect	{
Location	(move);
Modifier	-200;
};
Affect	{
Location	(dexterity);
Modifier	-1;
};
};
Object {
Vnum	9724;
Name	"flame blade fiery sword";
Short	"a flame blade";
Long	"A fiery sword seems to be made of a single flawless flame.";
Level	75;
Weight	3;
Type	(weapon);
Wear	(take wield);
Extra	(glow);
Material	(flame);
Values	[(.), 0, 0, (<weapon> rip)];
Affect	{
Location	(speed);
Modifier	5;
};
Affect	{
Location	(magic-resist);
Modifier	2;
};
Affect	{
Location	(fire);
Modifier	2;
};
Affect	{
Location	(hitroll);
Modifier	8;
};
Affect	{
Location	(damroll);
Modifier	12;
};
};
Object {
Vnum	9725;
Name	"fiery girth ring fire";
Short	"a fiery girth";
Long	"A ring of fire scorches a black circle on the ground.";
Action	"The girth forms a ring of hot fire around you.&n\n";
Level	78;
Weight	5;
Type	(armour);
Wear	(take waist);
Extra	(glow magic bless);
Material	(mithril);
Values	[0, -1, 0, 0];
Affect	{
Location	(mana-fire);
Modifier	250;
};
Affect	{
Location	(intelligence);
Modifier	1;
};
Affect	{
Location	(body-temp);
Modifier	50;
};
Affect	{
Location	(damroll);
Modifier	4;
};
};
Object {
Vnum	9726;
Name	"wicked jagged knife blade";
Short	"a wicked knife";
Long	"A jagged knife with a slightly curving blade gleams evilly.";
Level	81;
Weight	7;
Type	(weapon);
Wear	(take wield);
Extra	(dark evil magic);
Material	(steel);
Required	(dagger proficiency);
Values	[(.), 0, 0, (<weapon> slash)];
Affect	{
Location	(hp);
Modifier	50;
};
Affect	{
Location	(damroll);
Modifier	15;
};
};
Object {
Vnum	9727;
Name	"dismembered corpse";
Short	"a dismembered corpse";
Long	"A dismembered corpse sits in a growing pool of blood.";
Level	81;
Cost	5;
Weight	50;
Type	("npc corpse");
Wear	(take);
Material	(organic);
Values	[(<race> Human), 0, 0, 0];
};
Object {
Vnum	9728;
Name	"grafted razor sharp claws";
Short	"grafted claws";
Long	"A pair of razor sharp claws have been torn from someone's hands.";
Level	89;
Weight	13;
Type	(weapon);
Wear	(take double);
Extra	(anti-good noremove sharp);
Material	(ivory);
Values	[(.), 0, 0, (<weapon> claw)];
Affect	{
Location	(speed);
Modifier	5;
};
Affect	{
Location	(constitution);
Modifier	2;
};
Affect	{
Location	(dexterity);
Modifier	1;
};
Affect	{
Location	(damroll);
Modifier	10;
};
Affect	{
Location	(hitroll);
Modifier	10;
};
ExDesc	{
Keyword	"grafted razor sharp claws";
Text	"These claws are made from two feet of fine ivory sharpened to deadly\n
points.  The claws are designed to be fixed to the hands of the wearer,\n
giving them greater agility and movement while disemboweling their opponent.\n
These claws look like business and you are sure you wouldn't want someone to\n
come after you wearing these.\n";
};
};
Object {
Vnum	9729;
Name	"grinning skull mask bone";
Short	"&wa grinning skull mask";
Long	"A bone white mask of a grinning skull stares back at you.";
Level	95;
Weight	4;
Type	(armour);
Wear	(take face);
Extra	(evil magic);
Material	(bone);
Values	[0, -1, 0, 0];
Affect	{
Location	(mana-water);
Modifier	150;
};
Affect	{
Location	(mana-spirit);
Modifier	150;
};
Affect	{
Location	(mana-fire);
Modifier	150;
};
Affect	{
Location	(mana-earth);
Modifier	150;
};
Affect	{
Location	(mana-air);
Modifier	150;
};
Affect	{
Location	(spirit);
Modifier	5;
};
Affect	{
Location	(ac);
Modifier	-20;
};
ExDesc	{
Keyword	"grinning skull mask bone";
Text	"This mask shows a finely detailed skull which seems to stare back at you\n
as if it has life of it's own.  The mask radiates a deep evil and the\n
grinning face makes it seem even more frightening.\n";
};
};
Object {
Vnum	9730;
Name	"midnight blue cape silk";
Short	"&ba midnight blue cape";
Long	"A pool of extremely dark blue silk absorbs all the light around it.";
Level	95;
Weight	10;
Type	(armour);
Wear	(take shoulders);
Extra	(dark magic);
Material	(silk);
Values	[0, -1, 0, 0];
Affect	{
Location	(mana-water);
Modifier	100;
};
Affect	{
Location	(mana-fire);
Modifier	100;
};
Affect	{
Location	(mana-earth);
Modifier	100;
};
Affect	{
Location	(mana-air);
Modifier	100;
};
Affect	{
Location	(mana-spirit);
Modifier	200;
};
Affect	{
Location	(ac);
Modifier	-50;
};
Affect	{
Location	(intelligence);
Modifier	1;
};
};
Object {
Vnum	9731;
Name	"brazen chestplate bronze breastplate";
Short	"a brazen chestplate";
Long	"A bronze breastplate cut so it wont protect anything.";
Level	88;
Weight	8;
Type	(armour);
Wear	(take body);
Extra	(bless);
Material	(bronze);
Values	[0, 20, 0, 0];
Affect	{
Location	(speed);
Modifier	5;
};
Affect	{
Location	(hitroll);
Modifier	10;
};
Affect	{
Location	(ac);
Modifier	50;
};
ExDesc	{
Keyword	"brazen chestplate bronze breastplate";
Text	"This bronze chestplate isn't at all designed to armor the wearer, rather\n
it is worn to show off a woman's most prominent attributes.  The front\n
section of the chestplate has been cut away to offer a viewing window, the\n
remaining bronze is polished until it shines brightly.  This chestplate\n
definitely isn't meant to be worn in sensible company.\n";
};
};
Object {
Vnum	9732;
Name	"stone armguards plates";
Short	"stone armguards";
Long	"A set of extremely heavy stone plates sit here.";
Level	83;
Weight	35;
Type	(armour);
Wear	(take arms);
Extra	(magic anti-good sharp);
Material	(granite);
Values	[0, 50, 0, 0];
Affect	{
Location	(magic-resist);
Modifier	2;
};
Affect	{
Location	(hp);
Modifier	75;
};
Affect	{
Location	(strength);
Modifier	1;
};
};
Object {
Vnum	9733;
Name	"rusted plate mail";
Short	"rusted plate mail";
Long	"A large suit of rusted plate mail leans against a wall.";
Level	75;
Weight	50;
Type	(armour);
Wear	(take body);
Extra	(no-cast fragile);
Material	(iron);
Values	[0, 30, 0, 0];
Affect	{
Location	(move);
Modifier	-100;
};
Affect	{
Location	(dexterity);
Modifier	-2;
};
Affect	{
Location	(ac);
Modifier	-20;
};
ExDesc	{
Keyword	"rusted plate mail";
Text	"This suit of armour has long since rusted in its joints and it's now\n
crumbling away as the steel decays.  You look at it and think how impossibly\n
difficult it would be to move in it, even if it wasn't rusted and creaky as\n
it is.\n";
};
};
Object {
Vnum	9734;
Name	"iron girth rusted";
Short	"a rusted iron girth";
Long	"An old iron girth, covered in a thick coating of rust and dirt.";
Level	75;
Weight	13;
Type	(armour);
Wear	(take waist);
Extra	(sharp fragile);
Material	(iron);
Values	[0, 30, 0, 0];
};
Object {
Vnum	9735;
Name	"filty rags";
Short	"filty rags";
Long	"A pile of filty rags rots to pieces in the dirt.";
Level	70;
Weight	4;
Type	(armour);
Wear	(take body);
Extra	(fragile);
Material	(hemp);
Values	[0, -1, 0, 0];
Affect	{
Location	(resilience);
Modifier	10;
};
};
Object {
Vnum	9736;
Name	"anvil heavy black";
Short	"a heavy black anvil";
Long	"A heavy black anvil squats in the middle of the floor.";
Level	80;
Weight	1780;
Type	(furniture);
Wear	(take);
Extra	(dark);
Material	(steel);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 2, -30, -30];
};
Object {
Vnum	9737;
Name	"skeleton moulding bones pile";
Short	"a moulding skeleton";
Long	"A pile of moulding bones has been picked clean by the swarm of rats.";
Level	70;
Weight	15;
Extra	(poisoned fragile);
Material	(bone);
Values	[0, 0, 0, 0];
};
Object {
Vnum	9749;
Name	"vortex spinning";
Short	"a spinning vortex";
Long	"A spinning vortex fills the room with an eerie purple glow.";
Level	91;
Weight	800;
Type	(portal);
Extra	(glow evil);
Material	(flame);
Values	[9707, 0, 0, 0];
};
Object {
Vnum	9750;
Name	"token clay skull";
Short	"a clay skull token";
Long	"A small round token of a skull made from clay.";
Level	0;
Weight	2;
Type	(treasure);
Wear	(take neck);
Extra	(evil magic);
Material	(clay);
Values	[0, 0, 0, 0];
Affect	{
Location	(mana-earth);
Modifier	120;
};
Affect	{
Location	(constitution);
Modifier	1;
};
ExDesc	{
Keyword	"token clay skull";
Text	"This is a token of great power, given to the troll Grunoow to represent\n
his power over the earth.  As a lieutenant of the evil necromancer Grunoow\n
used this token to draw on the necromancer's power, albeit rarely as trolls\n
understand magic far less than most and a slightly afraid of it.\n
The token is crudely made yet somehow you feel the skull gazing at you.\n";
};
};
Object {
Vnum	9751;
Name	"diamond skull token";
Short	"a diamond skull token";
Long	"A diamond carefully cut in the shape of a grinning skull.";
Level	87;
Weight	2;
Type	(treasure);
Wear	(take float);
Extra	(evil magic);
Material	(diamond);
Values	[0, 0, 0, 0];
Affect	{
Location	(mana-air);
Modifier	120;
};
Affect	{
Location	(intelligence);
Modifier	1;
};
ExDesc	{
Keyword	"diamond skull token";
Text	"This small diamond is cut into a replica of an evilly grinning skull.\n
Given to Yurni as a means of channeling the evil necromancer's energy it now\n
seems to throb with an inner energy of its own.  To the touch it makes your\n
fingers tingle and you can see fine lines of electricity running through the\n
crystal.\n
It seems that this token has been used frequently to help fuel the\n
powerful storms building above the castle.\n";
};
};
Object {
Vnum	9752;
Name	"glass skull token";
Short	"a glass skull token";
Long	"A hollow glass skull seems to wink at you.";
Level	86;
Weight	2;
Type	(treasure);
Wear	(take hold);
Extra	(evil magic fragile);
Material	(glass);
Values	[0, 0, 0, 0];
Affect	{
Location	(mana-water);
Modifier	120;
};
Affect	{
Location	(dexterity);
Modifier	1;
};
ExDesc	{
Keyword	"glass skull token";
Text	"Given to Nisca more as a symbol of the necromancer's trust in her\n
abilities, this token has been discarded, possibly because of a deep\n
resentment of the necromancers power.  The token is made from finely blown\n
glass and its eyes have been dyed an eerie white, making the skull seem\n
blind, which makes its gaze even more unsettling.\n";
};
};
Object {
Vnum	9753;
Name	"flaming skull token flame";
Short	"a flaming skull token";
Long	"A skull made from pure flame seems to move, laughing at you mercilessly.";
Level	88;
Weight	2;
Type	(treasure);
Wear	(take neck);
Extra	(evil magic fragile);
Material	(flame);
Values	[0, 0, 0, 0];
Affect	{
Location	(mana-fire);
Modifier	120;
};
Affect	{
Location	(strength);
Modifier	1;
};
ExDesc	{
Keyword	"flaming skull token flame";
Text	"Somehow a magical force has shaped a single flame to represent a grinning\n
skull, this token is Akkamus' symbol of superiority over the fire realm.\n
This token, designed to channel the necromancer's power, has seen little\n
use, Akkamus' contempt of it is obvious and it seems that he only wears it\n
to show his strength.\n";
};
};
Object {
Vnum	9754;
Name	"icon holy tarnished brass round piece";
Short	"a tarnished holy icon";
Long	"A small round piece of tarnished brass bears a holy icon.";
Level	73;
Type	(treasure);
Wear	(take);
Extra	(dark fragile);
Material	(brass);
Values	[500, 0, 0, 0];
ExDesc	{
Keyword	"icon holy tarnished brass round piece";
Text	"Made from a piece of ancient brass, this small token looks like the type\n
of object that is commonly used by villagers as a focus for their religious\n
beliefs.  The well worn token, bears an engraving that appears to be some\n
god or other, the tarnish makes the form indistinguishable.\n
Quite often these tokens have powers imbued from years of use.  These powers\n
manifest in unusual ways, often bringing the power of their god for a brief\n
moment when it is most needed.\n";
};
};
Object {
Vnum	9755;
Name	"chains magical strong steel";
Short	"strong magical chains";
Long	"A set of strong steel chains lie in a loose coil.";
Level	94;
Weight	40;
Wear	(take waist);
Extra	(dark evil nodrop noremove inventory no-cast);
Material	(steel);
Values	[0, 0, 0, 0];
};
Object {
Vnum	9756;
Name	"rod pure energy";
Short	"a rod of pure energy";
Long	"A thin translucent rod made from pure energy lies here.";
Level	70;
Weight	8;
Type	(wand);
Wear	(take hold);
Extra	(magic bless noremove inventory no-cast);
Material	(energy);
Values	[75, 2, 2, (disintegrate)];
Affect	{
Location	(hitroll);
Modifier	10;
};
};
Object {
Vnum	9757;
Name	"choker crystal jagged circle fractured";
Short	"a choker of jagged crystal";
Long	"A circle of fractured crytal glitters darkly.";
Level	98;
Weight	7;
Type	(armour);
Wear	(take neck);
Extra	(dark evil magic poisoned sharp no-cast);
Material	(crystal);
Values	[0, 30, 0, 0];
Affect	{
Location	(hitroll);
Modifier	4;
};
Affect	{
Location	(hp);
Modifier	-50;
};
};


Room {
Vnum	9673;
Name	"Great Hall";
Desc	"You find yourself in the great hall of the castle you have just left, the\n
room scattered with the leftovers of a meal, plates left lying about and the\n
tablecloth stained by wine and rotting food.  The old hall is dim and light\n
streams in through cracked windows catching on the clouds of dust you stir\n
up as you entered.\n
The hall has only one difference from what you observed earlier, a huge\n
vortex fills the rear wall and in front of this you can see a man sitting\n
on a throne.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> south) {
Keyword	"oaken doors";
ToRoom	9674;
Flags	(door closed passproof);
} ];
Resets	{
# a flesh golem guard to room.
  M 9740 -2;
#	equip grafted claws two-handed.
  E 9728 ("two-handed");
# a flesh golem guard to room.
  M 9740 -2;
#	equip grafted claws two-handed.
  E 9728 ("two-handed");
# Moranth's elven concubine to room.
  M 9710 1;
#	equip a brazen chestplate body.
  E 9731 ("body");
# Moranth to room.
  M 9709 1;
#	equip a grinning skull mask face.
  E 9729 ("face");
#	equip a midnight blue cape shoulders.
  E 9730 ("shoulders");
# a spinning vortex to room.
  O 9749;
};
};
Room {
Vnum	9674;
Name	"A Halfway Point Between the Worlds";
Desc	"You stand at the cusp of two worlds created by a powerful upheaval in the\n
magical realm, to the south the spirit world with its unearthly creatures\n
lies and right in front of you stands a tall oaken door, leading to the\n
world you are far more familiar with.  A strange veil of mist separates the\n
worlds, leaving a distinct unclean sensation on your skin as you pass\n
through it.\n
Right now you are glad to be back on normal ground and you hope to leave\n
the spirit world far behind and never go back.\n";
Flags	(no_mob indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
Keyword	"oaken doors";
ToRoom	9673;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	9675;
} ];
};
Room {
Vnum	9675;
Name	"Totally Disoriented";
Desc	"The unusual grey light filtering in from every direction makes you soon\n
lose all sense of direction.  Screaming wraiths and stolen souls scream at\n
you, their wailing making you cringe in terror as they wear down at your raw\n
nerves.  The featureless grey combined with the continual screaming is\n
enough to send anyone insane, you hope for relief and only wish for a way\n
out of this.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9674;
}, @(<dir> east) {
ToRoom	9688;
}, @(<dir> west) {
ToRoom	9676;
}, @(<dir> up) {
ToRoom	9690;
}, @(<dir> down) {
ToRoom	9676;
} ];
Resets	{
# an evil imp to room.
  M 9704 9;
};
};
Room {
Vnum	9676;
Name	"Totally Disoriented";
Desc	"The unusual grey light filtering in from every direction makes you soon\n
lose all sense of direction.  Screaming wraiths and stolen souls scream at\n
you, their wailing making you cringe in terror as they wear down at your raw\n
nerves.  The featureless grey combined with the continual screaming is\n
enough to send anyone insane, you hope for relief and only wish for a way\n
out of this.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9681;
}, @(<dir> east) {
ToRoom	9677;
}, @(<dir> south) {
ToRoom	9675;
}, @(<dir> up) {
ToRoom	9678;
}, @(<dir> down) {
ToRoom	9679;
} ];
Resets	{
# a shadowy nightmare to room.
  M 9737 2;
};
};
Room {
Vnum	9677;
Name	"Totally Disoriented";
Desc	"The unusual grey light filtering in from every direction makes you soon\n
lose all sense of direction.  Screaming wraiths and stolen souls scream at\n
you, their wailing making you cringe in terror as they wear down at your raw\n
nerves.  The featureless grey combined with the continual screaming is\n
enough to send anyone insane, you hope for relief and only wish for a way\n
out of this.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9679;
}, @(<dir> south) {
ToRoom	9678;
}, @(<dir> west) {
ToRoom	9678;
}, @(<dir> up) {
ToRoom	9677;
}, @(<dir> down) {
ToRoom	9676;
} ];
Resets	{
# a mirror illusion to room.
  M 9739 4;
};
};
Room {
Vnum	9678;
Name	"Totally Disoriented";
Desc	"The unusual grey light filtering in from every direction makes you soon\n
lose all sense of direction.  Screaming wraiths and stolen souls scream at\n
you, their wailing making you cringe in terror as they wear down at your raw\n
nerves.  The featureless grey combined with the continual screaming is\n
enough to send anyone insane, you hope for relief and only wish for a way\n
out of this.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9677;
}, @(<dir> west) {
ToRoom	9679;
}, @(<dir> up) {
ToRoom	9676;
}, @(<dir> down) {
ToRoom	9679;
} ];
Resets	{
# an evil imp to room.
  M 9704 9;
};
};
Room {
Vnum	9679;
Name	"In the Presence of the Fire Spirit";
Desc	"This room makes you incredibly queasy as you see huge sheets of flame\n
raging across the room and the floor a bed of glowing red coals, yet there\n
is no real feeling of heat here, just the eerie sense of no temperature at\n
all.  The light here flickers about you as fire lashes about you and you\n
gradually get more annoyed at the hollow flames as they leap toward you\n
hungrily just to go straight through you with no effect.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9678;
}, @(<dir> east) {
ToRoom	9680;
}, @(<dir> south) {
ToRoom	9678;
}, @(<dir> up) {
ToRoom	9680;
}, @(<dir> down) {
ToRoom	9682;
} ];
};
Room {
Vnum	9680;
Name	"Wandering Through a Spirit Maze";
Desc	"You find that all around you lost souls and screaming spirits surround\n
you, touching you with their deathly cold hands and wailing in their eternal\n
agony.  You now realise that these poor beings are the owners of all the\n
lives the necromancer has stolen to fuel his ambitions.  Your momentary\n
sense of pity is swallowed as the souls begin to show you image after\n
horrible image of tortures and terrible deaths, these creatures have been\n
twisted by experience and now are doomed to this existence by fate.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9679;
}, @(<dir> west) {
ToRoom	9682;
}, @(<dir> up) {
ToRoom	9681;
}, @(<dir> down) {
ToRoom	9680;
} ];
Resets	{
# an evil imp to room.
  M 9704 9;
};
};
Room {
Vnum	9681;
Name	"Wandering Through a Spirit Maze";
Desc	"You find that all around you lost souls and screaming spirits surround\n
you, touching you with their deathly cold hands and wailing in their eternal\n
agony.  You now realise that these poor beings are the owners of all the\n
lives the necromancer has stolen to fuel his ambitions.  Your momentary\n
sense of pity is swallowed as the souls begin to show you image after\n
horrible image of tortures and terrible deaths, these creatures have been\n
twisted by experience and now are doomed to this existence by fate.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9684;
}, @(<dir> south) {
ToRoom	9682;
}, @(<dir> west) {
ToRoom	9680;
}, @(<dir> down) {
ToRoom	9681;
} ];
};
Room {
Vnum	9682;
Name	"Wandering Through a Spirit Maze";
Desc	"You find that all around you lost souls and screaming spirits surround\n
you, touching you with their deathly cold hands and wailing in their eternal\n
agony.  You now realise that these poor beings are the owners of all the\n
lives the necromancer has stolen to fuel his ambitions.  Your momentary\n
sense of pity is swallowed as the souls begin to show you image after\n
horrible image of tortures and terrible deaths, these creatures have been\n
twisted by experience and now are doomed to this existence by fate.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9684;
}, @(<dir> up) {
ToRoom	9681;
}, @(<dir> down) {
ToRoom	9683;
} ];
Resets	{
# a transparent spectre to room.
  M 9735 3;
# an evil imp to room.
  M 9704 9;
# an evil imp to room.
  M 9704 9;
};
};
Room {
Vnum	9683;
Name	"Wandering Through a Spirit Maze";
Desc	"You find that all around you lost souls and screaming spirits surround\n
you, touching you with their deathly cold hands and wailing in their eternal\n
agony.  You now realise that these poor beings are the owners of all the\n
lives the necromancer has stolen to fuel his ambitions.  Your momentary\n
sense of pity is swallowed as the souls begin to show you image after\n
horrible image of tortures and terrible deaths, these creatures have been\n
twisted by experience and now are doomed to this existence by fate.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9684;
}, @(<dir> west) {
ToRoom	9681;
}, @(<dir> up) {
ToRoom	9682;
}, @(<dir> down) {
ToRoom	9684;
} ];
Resets	{
# a nasty demon to room.
  M 9741 1;
#	equip a wicked knife rwielded.
  E 9726 ("rwielded");
#	a dismembered corpse to inventory.
  G 9727;
};
};
Room {
Vnum	9684;
Name	"In the Presence of the Water Spirit";
Desc	"The air is filled with a fine spray of water and you find yourself\n
standing on the surface of a glassy lake.  The mirror-like surface reflects\n
your image perfectly and you can barely make out large shapes moving beneath\n
the surface.  The dreamlike nature of this place is amazing, you find that\n
the water in the air doesn't drench your clothing and the wind makes you no\n
cooler than you were before.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
Desc	"A shimmering in the mist.\n
    &g-a massive horror.&n\n";
ToRoom	9684;
}, @(<dir> east) {
ToRoom	9685;
}, @(<dir> south) {
ToRoom	9683;
}, @(<dir> west) {
ToRoom	9683;
}, @(<dir> up) {
ToRoom	9686;
}, @(<dir> down) {
ToRoom	9685;
} ];
Resets	{
# a mirror illusion to room.
  M 9739 4;
};
};
Room {
Vnum	9685;
Name	"Wandering Through a Spirit Maze";
Desc	"You find that all around you lost souls and screaming spirits surround\n
you, touching you with their deathly cold hands and wailing in their eternal\n
agony.  You now realise that these poor beings are the owners of all the\n
lives the necromancer has stolen to fuel his ambitions.  Your momentary\n
sense of pity is swallowed as the souls begin to show you image after\n
horrible image of tortures and terrible deaths, these creatures have been\n
twisted by experience and now are doomed to this existence by fate.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9684;
}, @(<dir> south) {
ToRoom	9688;
}, @(<dir> west) {
ToRoom	9687;
}, @(<dir> down) {
ToRoom	9684;
} ];
};
Room {
Vnum	9686;
Name	"Wandering Through a Spirit Maze";
Desc	"You find that all around you lost souls and screaming spirits surround\n
you, touching you with their deathly cold hands and wailing in their eternal\n
agony.  You now realise that these poor beings are the owners of all the\n
lives the necromancer has stolen to fuel his ambitions.  Your momentary\n
sense of pity is swallowed as the souls begin to show you image after\n
horrible image of tortures and terrible deaths, these creatures have been\n
twisted by experience and now are doomed to this existence by fate.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9685;
}, @(<dir> south) {
ToRoom	9687;
}, @(<dir> up) {
ToRoom	9689;
} ];
Resets	{
# a howling spirit to room.
  M 9738 2;
# an evil imp to room.
  M 9704 9;
};
};
Room {
Vnum	9687;
Name	"Wandering Through a Spirit Maze";
Desc	"You find that all around you lost souls and screaming spirits surround\n
you, touching you with their deathly cold hands and wailing in their eternal\n
agony.  You now realise that these poor beings are the owners of all the\n
lives the necromancer has stolen to fuel his ambitions.  Your momentary\n
sense of pity is swallowed as the souls begin to show you image after\n
horrible image of tortures and terrible deaths, these creatures have been\n
twisted by experience and now are doomed to this existence by fate.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9688;
}, @(<dir> east) {
ToRoom	9688;
}, @(<dir> south) {
ToRoom	9687;
}, @(<dir> up) {
ToRoom	9686;
} ];
};
Room {
Vnum	9688;
Name	"Wandering Through a Spirit Maze";
Desc	"You find that all around you lost souls and screaming spirits surround\n
you, touching you with their deathly cold hands and wailing in their eternal\n
agony.  You now realise that these poor beings are the owners of all the\n
lives the necromancer has stolen to fuel his ambitions.  Your momentary\n
sense of pity is swallowed as the souls begin to show you image after\n
horrible image of tortures and terrible deaths, these creatures have been\n
twisted by experience and now are doomed to this existence by fate.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9689;
}, @(<dir> west) {
ToRoom	9685;
}, @(<dir> down) {
ToRoom	9687;
} ];
Resets	{
# a transparent spectre to room.
  M 9735 3;
};
};
Room {
Vnum	9689;
Name	"In the Presence of the Air Spirit";
Desc	"Here you find the air rushes past you with incredible velocity stinging\n
your eyes until they water.  You can see translucent clouds float by, but\n
the effect is ruined as they drift in the opposite direction to the wind.\n
The one unnerving thing about this room is that your feet seem to hit the\n
floor but when you look down, the floor isn't there, you walk in midair, so\n
high up the ground is lost in the grey.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9691;
}, @(<dir> east) {
ToRoom	9690;
}, @(<dir> west) {
ToRoom	9688;
}, @(<dir> up) {
ToRoom	9686;
}, @(<dir> down) {
ToRoom	9690;
} ];
};
Room {
Vnum	9690;
Name	"Immersed in the Spirit World";
Desc	"You find yourself in a weird silence which seems to suffocate you, the\n
grey atmosphere closing in on you.  The air around you is filled with\n
whispering voices which play on your fears, conjuring images of frightening\n
creatures which hover just out of your field of vision.\n
You suddenly realise that you are lost.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9691;
}, @(<dir> east) {
ToRoom	9692;
}, @(<dir> west) {
ToRoom	9693;
}, @(<dir> up) {
ToRoom	9689;
}, @(<dir> down) {
ToRoom	9689;
} ];
Resets	{
# a shadowy nightmare to room.
  M 9737 2;
};
};
Room {
Vnum	9691;
Name	"Immersed in the Spirit World";
Desc	"You find yourself in a weird silence which seems to suffocate you, the\n
grey atmosphere closing in on you.  The air around you is filled with\n
whispering voices which play on your fears, conjuring images of frightening\n
creatures which hover just out of your field of vision.\n
You suddenly realise that you are lost.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9690;
}, @(<dir> east) {
ToRoom	9691;
}, @(<dir> west) {
ToRoom	9692;
}, @(<dir> down) {
ToRoom	9693;
} ];
Resets	{
# an evil imp to room.
  M 9704 9;
};
};
Room {
Vnum	9692;
Name	"Immersed in the Spirit World";
Desc	"You find yourself in a weird silence which seems to suffocate you, the\n
grey atmosphere closing in on you.  The air around you is filled with\n
whispering voices which play on your fears, conjuring images of frightening\n
creatures which hover just out of your field of vision.\n
You suddenly realise that you are lost.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9691;
}, @(<dir> south) {
ToRoom	9694;
}, @(<dir> west) {
ToRoom	9692;
} ];
Resets	{
# a mirror illusion to room.
  M 9739 4;
};
};
Room {
Vnum	9693;
Name	"Immersed in the Spirit World";
Desc	"You find yourself in a weird silence which seems to suffocate you, the\n
grey atmosphere closing in on you.  The air around you is filled with\n
whispering voices which play on your fears, conjuring images of frightening\n
creatures which hover just out of your field of vision.\n
You suddenly realise that you are lost.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9692;
}, @(<dir> east) {
ToRoom	9694;
}, @(<dir> south) {
ToRoom	9694;
}, @(<dir> west) {
ToRoom	9691;
} ];
Resets	{
# a howling spirit to room.
  M 9738 2;
# a disemboweled woman's ghost to room.
  M 9736 1;
# an evil imp to room.
  M 9704 9;
};
};
Room {
Vnum	9694;
Name	"In the Presence of the Earth Spirit";
Desc	"You find yourself in a wide section of the spirit world, here large\n
see-through boulders lie scattered around and you can see strange spirit\n
trees climbing toward the ashen sky.  All about you are signs of the earth\n
yet you hear no sounds and the earthy smell you expect is absent, this is a\n
mere representation of earth.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9696;
}, @(<dir> south) {
ToRoom	9693;
}, @(<dir> west) {
ToRoom	9695;
} ];
};
Room {
Vnum	9695;
Name	"Immersed in the Spirit World";
Desc	"You find yourself in a weird silence which seems to suffocate you, the\n
grey atmosphere closing in on you.  The air around you is filled with\n
whispering voices which play on your fears, conjuring images of frightening\n
creatures which hover just out of your field of vision.\n
You suddenly realise that you are lost.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9694;
}, @(<dir> south) {
ToRoom	9699;
}, @(<dir> west) {
ToRoom	9694;
}, @(<dir> down) {
ToRoom	9698;
} ];
Resets	{
# a transparent spectre to room.
  M 9735 3;
};
};
Room {
Vnum	9696;
Name	"Immersed in the Spirit World";
Desc	"You find yourself in a weird silence which seems to suffocate you, the\n
grey atmosphere closing in on you.  The air around you is filled with\n
whispering voices which play on your fears, conjuring images of frightening\n
creatures which hover just out of your field of vision.\n
You suddenly realise that you are lost.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9695;
}, @(<dir> east) {
ToRoom	9698;
}, @(<dir> up) {
ToRoom	9697;
} ];
Resets	{
# a mirror illusion to room.
  M 9739 4;
};
};
Room {
Vnum	9697;
Name	"Immersed in the Spirit World";
Desc	"You find yourself in a weird silence which seems to suffocate you, the\n
grey atmosphere closing in on you.  The air around you is filled with\n
whispering voices which play on your fears, conjuring images of frightening\n
creatures which hover just out of your field of vision.\n
You suddenly realise that you are lost.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9698;
}, @(<dir> south) {
ToRoom	9696;
}, @(<dir> west) {
ToRoom	9698;
} ];
Resets	{
# an evil imp to room.
  M 9704 9;
};
};
Room {
Vnum	9698;
Name	"Immersed in the Spirit World";
Desc	"You find yourself in a weird silence which seems to suffocate you, the\n
grey atmosphere closing in on you.  The air around you is filled with\n
whispering voices which play on your fears, conjuring images of frightening\n
creatures which hover just out of your field of vision.\n
You suddenly realise that you are lost.\n";
Flags	(indoors underground no_recall no_portal);
Exit	[  @(<dir> south) {
ToRoom	9695;
}, @(<dir> west) {
ToRoom	9696;
}, @(<dir> down) {
ToRoom	9697;
} ];
};
Room {
Vnum	9699;
Name	"Entering an Eerie Tunnel";
Desc	"You stand in a large open tunnel which is lit by an eerie grey light\n
coming from all directions.  The walls about you seem to shift around,\n
quickly making you feel queasy as your senses of upwards and downwards lurch\n
around.  To the north you can see a darker grey patch but you are unsure of\n
the direction, it could be east, up, ahh who cares...\n";
Flags	(no_mob indoors underground no_recall no_portal);
Exit	[  @(<dir> up) {
ToRoom	9698;
} ];
};
Room {
Vnum	9700;
Name	"Before a Great Hulking Castle";
Desc	"You stand before a massive castle, it's rough hewn stone blocks glow\n
faintly as if with some powerful inner life force.  Unlike the town below\n
you to the west, this castle overflows with life, small animals move about\n
everywhere through a thick layer of healthy green plants.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	9701;
}, @(<dir> west) {
ToRoom	9795;
} ];
};
Room {
Vnum	9701;
Name	"On a Wooden Drawbridge";
Desc	"Here on the drawbridge of the castle you can see evidence of the power of the\n
life force.  The wooden planks of the heavily tarred drawbridge are sprouting\n
green shoots all over, fighting for dominance over the hold of a thick layer\n
of moss.  \n\n
Below you can see the swirling waters of the moat.\n";
Flags	(no_mob);
Sector	(city);
Exit	[  @(<dir> east) {
Desc	"The tall iron-bound wooden gates are darkened with age but the black\n
bands of iron have not rusted even slightly.  The gates look extremely\n
heavy, designed for a time not so long ago when this castle must have been\n
attacked.\n";
Keyword	"castle gates";
ToRoom	9702;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	9700;
}, @(<dir> down) {
Desc	"A small iron ladder, slicked with a heavy coating of slime, leads down to\n
the water level.  Obviously used for the purposes of cleaning the moat it is\n
now almost rusted away totally.\n";
ToRoom	9755;
} ];
Resets	{
# a stone lion to room.
  M 9713 -2;
#	equip a stone collar neck1.
  E 9707 ("neck1");
# a stone lion to room.
  M 9713 -2;
#	equip a stone collar neck1.
  E 9707 ("neck1");
};
MudProg	{
Type	(act_prog);
Args	"p opens the castle.";
Comlist	"echoat $n &yThe heavy gates groan deafeningly as they slowly swing inwards.&n\n
if rand(10) < 3\n
    wait 1\n
    if findchar(sleeping lion)\n
        if inroom($n) == inroom($i)\n
            echoat $n A sleeping lion slowly opens an eye and stares at you calmly.\n
            echoaround $n A sleeping lion slowly opens an eye and stars at $n calmly.\n
        else\n
            force lion emote opens an eye momentarily.\n
        endif\n
    endif\n
endif\n";
};
};
Room {
Vnum	9702;
Name	"The Courtyard";
Desc	"The central courtyard of the castle is paved with small grey flagstones,\n
which have tufts of grass growing prolifically between them.  As you gaze\n
around you notice movement all over the courtyard, not only the tiny\n
scutterings of mice and small insects but you think you notice the entire\n
castle shifting.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9709;
}, @(<dir> east) {
ToRoom	9707;
}, @(<dir> south) {
ToRoom	9703;
}, @(<dir> west) {
Keyword	"castle gates";
ToRoom	9701;
Flags	(door closed passproof);
} ];
Resets	{
# a troll sentinel to room.
  M 9714 -1;
#	equip a beaten bronze shield shield.
  E 9722 ("shield");
};
};
Room {
Vnum	9703;
Name	"The Courtyard";
Desc	"An uncomfortable feeling sets in about this place and you start to notice\n
every tiny movement.  Even the walls around you seem to close in menacingly,\n
strange how reasurring solid stone can be so frightening.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9702;
}, @(<dir> east) {
ToRoom	9706;
}, @(<dir> south) {
ToRoom	9704;
} ];
Resets	{
# a clay golem to room.
  M 9719 4;
#	equip clay armguards arms.
  E 9719 ("arms");
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9704;
Name	"The Courtyard";
Desc	"The corner of the courtyard is dark and silent.  In this shaded region\n
dampness in the air clings to your skin making you shudder.  The great thick\n
walls of the castle tower above you, seeming to glow with an arcane energy.\n";
Flags	(dark);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9703;
}, @(<dir> east) {
ToRoom	9705;
}, @(<dir> south) {
ToRoom	9722;
} ];
Resets	{
# a dirty imp to room.
  M 9700 10;
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9705;
Name	"The Courtyard";
Desc	"Movement to your right distracts you, but as you swiftly turn you can\n
only see a large stone statue of a horse.  You feel that the overpowering\n
power saturating this area is tampering with your sensibilities, you are now\n
beginning to see impossible occurances.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9706;
}, @(<dir> east) {
ToRoom	9711;
}, @(<dir> south) {
Keyword	"wooden door";
ToRoom	9718;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	9704;
} ];
Resets	{
# a stone statue to room.
  M 9711 -1;
};
};
Room {
Vnum	9706;
Name	"The Courtyard";
Desc	"You are directly underneath the bulk of the main keep, it seems to grin\n
down on you as you look up.  This massive stone structure seems to be the\n
source of this powerful life force and you wonder if the answer would be\n
inside.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9707;
}, @(<dir> east) {
Keyword	"grand double doors";
ToRoom	9716;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	9705;
}, @(<dir> west) {
ToRoom	9703;
} ];
Resets	{
# a troll sentinel to room.
  M 9714 -1;
#	equip a beaten bronze shield shield.
  E 9722 ("shield");
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9707;
Name	"The Courtyard";
Desc	"The powerful life force is seductive, penetrating your thoughts and\n
drawing you into a dreamlike trance.  Your eyes are forced towards the east\n
where you feel that everything will be resolved.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9708;
}, @(<dir> east) {
ToRoom	9715;
}, @(<dir> south) {
ToRoom	9706;
}, @(<dir> west) {
ToRoom	9702;
} ];
Resets	{
# a stone golem to room.
  M 9720 1;
#	equip stone armguards arms.
  E 9732 ("arms");
#	equip stone greaves legs.
  E 9720 ("legs");
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9708;
Name	"The Courtyard";
Desc	"Your strength is being bolstered by the life force here and you feel that\n
if you stay long enough you will become at least more healthy than you ever\n
imagined.  However you are distracted from your thoughts on the movement\n
around you as you notice a hot red glow to the north.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9710;
}, @(<dir> east) {
Desc	"A rusty steel door on decaying hinges bears the fading inscription\n
\"Armoury\".  The door has had grass growing at the base and looks to be\n
fairly unused.\n";
Keyword	"armoury door steel";
ToRoom	9713;
Flags	(door closed passproof);
}, @(<dir> south) {
ToRoom	9707;
}, @(<dir> west) {
ToRoom	9709;
} ];
};
Room {
Vnum	9709;
Name	"The Courtyard";
Desc	"The flagstones under your feet are warm and you can almost feel the grass\n
growing as you stand here.  All around you you can feel the powerful\n
permeating life force, invigorating you and making you feel better already.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9734;
Flags	(door closed passproof);
}, @(<dir> east) {
ToRoom	9708;
}, @(<dir> south) {
ToRoom	9702;
} ];
Resets	{
# a stone statue to room.
  M 9712 -1;
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9710;
Name	"The Blacksmith's Forge";
Desc	"You have entered into a room which has been recessed into the massively\n
thick walls of the castle.  A wave of heat washes over you as you enter this\n
room.  The forge glows with the light of a large open furnace and several\n
smaller fires.  Implements of the blacksmith's trade decorate the walls,\n
hammers, punches and heavy iron bars.\n";
Flags	(no_mob indoors no_recall no_portal hot);
Exit	[  @(<dir> south) {
ToRoom	9708;
} ];
Resets	{
# an open furnace to room.
  O 9700;
# a heavy black anvil to room.
  O 9736;
# the demonic blacksmith to room.
  M 9715 1;
#	equip a blacksmith's hammer rwielded.
  E 9708 ("rwielded");
#	equip a red hot poker lwielded.
  E 9709 ("lwielded");
#	equip a leather smock body.
  E 9710 ("body");
};
};
Room {
Vnum	9711;
Name	"The Kitchen Garden";
Desc	"Here you stand in the castle's rundown kitchen garden, between the main\n
keep and the great stone walls.  Prolific growth covers every square inch of\n
this area, outgrown food plants, climber beans and potatoes among others,\n
grow in every available space.  The air is filled with a strong stench of\n
plants, their pollens making the air heavy.\n";
Flags	(forage);
Exit	[  @(<dir> east) {
ToRoom	9712;
}, @(<dir> west) {
ToRoom	9705;
} ];
Resets	{
# the kitchen garbage to room.
  M 9717 1;
};
};
Room {
Vnum	9712;
Name	"The Castle Kitchen";
Desc	"The disused castle kitchen has been taken over by a layer of filth.\n
Discarded food preparation implements lie about rusting and broken crockery\n
cracks under your every footstep.  Remains of previous feasts still lie\n
about, all coated in a thick hairy layer of mould, a half eaten roast still\n
spins above long dead coals in the great hearth.\n";
Flags	(dark indoors no_recall no_portal forage);
Exit	[  @(<dir> north) {
Keyword	"small door";
ToRoom	9717;
Flags	(door closed passproof);
}, @(<dir> west) {
ToRoom	9711;
} ];
ExDesc	{
Keyword	"roast hearth";
Text	"This haunch of some deer sized animal is covered in a thick layer of\n
mould.  As you tear a small strip of rotten meat the entire leg dissolves\n
leaving only whitened bones and a mass of writhing maggots which fall to the\n
floor.  The stench is terrible as the rotten meat is well past the putrid\n
stage.\n";
};
};
Room {
Vnum	9713;
Name	"The Castle Armoury";
Desc	"You have entered a large open room filled with weapons and armour, large\n
racks of swords and spears cover the east wall and several large suits of\n
rusting plate mail stand to the south wall.  The empty gazes of the suits of\n
armour make you shiver and for some reason your eyes are drawn to the sharp\n
and deadly implements of maiming that they all carry.\n";
Flags	(dark indoors);
Exit	[  @(<dir> north) {
ToRoom	9714;
}, @(<dir> west) {
ToRoom	9708;
Flags	(door closed passproof);
} ];
Resets	{
# a suit of armour to room.
  M 9716 -2;
#	equip a rusty longsword rwielded.
  E 9712 ("rwielded");
#	equip a rusted iron girth waist.
  E 9734 ("waist");
# a suit of armour to room.
  M 9716 -2;
#	equip a rusted halberd rwielded.
  E 9711 ("rwielded");
#	equip rusted plate mail body.
  E 9733 ("body");
};
};
Room {
Vnum	9714;
Name	"The Castle Armoury";
Desc	"This section of the armoury is coated in a thick layer of dust, but\n
although it is fairly dark in here you notice that the closet suit of\n
armour is highly polished and free from dust, unlike the rack of various\n
implements of war which are rusting under the think layer of dust.  A small\n
squeak makes you look to the nearest suit of armour but your mind tells you\n
that it must have simply been a small shifting of weight, nothing to worry\n
about.\n";
Flags	(dark indoors);
Exit	[  @(<dir> south) {
ToRoom	9713;
} ];
Resets	{
# rusted plate mail to room.
  O 9733;
# a suit of armour to room.
  M 9716 -2;
#	equip a rusty longsword rwielded.
  E 9712 ("rwielded");
#	equip a rusted iron girth waist.
  E 9734 ("waist");
# a suit of armour to room.
  M 9716 -2;
#	equip a rusted halberd rwielded.
  E 9711 ("rwielded");
#	equip a rusted iron girth waist.
  E 9734 ("waist");
};
};
Room {
Vnum	9715;
Name	"A Small Chapel";
Desc	"This chill room shows nothing of the decay the rest of the castle has\n
been subject to, the room is luxuriously appointed with a number of large\n
velvet covered chairs all facing a central altar.  A number of candles still\n
burn on the altar and the sweet smell of incense fills the air.  The only\n
thing strange you notice about this room is that behind the altar instead of\n
the usual focus of faith, is a large portal swirling leading into some place\n
you cannot determine.  Several small piles of ash and half burnt incense\n
sticks hint at the reason for the sweet smell.\n";
Flags	(dark no_mob indoors cold);
Exit	[  @(<dir> west) {
ToRoom	9707;
} ];
ExDesc	{
Keyword	"altar incense candles";
Text	"The altar is covered in a white linen sheet, marked all over with large\n
brown blood stains.  The candles have left large circles of wax around them\n
as they burn close to the stub.  This altar has been used many times for\n
evil purposes not originally intended in it's construction.\n";
};
Resets	{
# the zombie priest to room.
  M 9718 1;
# a swirling nexus to room.
  O 9701;
};
};
Room {
Vnum	9716;
Name	"Great Hall";
Desc	"Unlike outside, in here there is less evidence of life, instead you can\n
hear the murmurs from outside.  The large feast table dominates the centre\n
of the hall, the large oaken trestles still strong even under the work of a\n
thousand wood worms.\n";
Flags	(indoors);
Exit	[  @(<dir> east) {
ToRoom	9717;
}, @(<dir> west) {
ToRoom	9706;
Flags	(door closed);
} ];
};
Room {
Vnum	9717;
Name	"Great Hall";
Desc	"You are at the head of the great hall on a raised platform.  The large\n
feast table here is covered in the remnants of a meal, obviously left in\n
haste.  Silverware and fine pottery lie scattered all over the place, shards\n
of the glasses tossed away crunch under your footsteps.  The once fine\n
tapestries hang in tatters from the walls, stained and faded in the thin\n
murky light shining through the high windows.\n";
Flags	(indoors);
Exit	[  @(<dir> south) {
Keyword	"small door";
ToRoom	9712;
Flags	(door closed hidden);
}, @(<dir> west) {
ToRoom	9716;
} ];
};
Room {
Vnum	9718;
Name	"A Tight Stairwell";
Desc	"After entering the thick castle walls you find you are at the base of a\n
narrow staircase leading up though the castle walls.  The stone steps are\n
roughly cut but worn smooth by many years of traffic, slippery moss covers\n
the steps so you must be careful in ascending these stairs.\n";
Flags	(dark no_mob indoors private no_recall no_portal);
Exit	[  @(<dir> north) {
Desc	"This door leads out onto the courtyard.\n";
Keyword	"courtyard door";
ToRoom	9705;
Flags	(door closed);
}, @(<dir> up) {
ToRoom	9719;
} ];
};
Room {
Vnum	9719;
Name	"A Small Landing";
Desc	"A small amount of light gets in here through an old arrow slit.  The\n
stairway narrows further up ahead but here the landing has been widened to\n
allow people to pass.\n
A small stone seat sits to the side in a little embrasure.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9720;
}, @(<dir> down) {
ToRoom	9718;
} ];
};
Room {
Vnum	9720;
Name	"A Tight Stairwell";
Desc	"You squeeze between the walls as they close in even closer.  You wonder\n
if this stairwell was only added as an afterthought or if it was designed to\n
discourage any intruders to a very private and important section of the\n
castle.\n";
Flags	(dark no_mob indoors solitary no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	9719;
}, @(<dir> up) {
ToRoom	9721;
} ];
};
Room {
Vnum	9721;
Name	"A Tight Stairwell";
Desc	"Here the stairwell is at it's very narrowest.  The damp walls close in\n
and you are forced to squeeze yourself through a very narrow gap.  Luckily\n
the stairwell doesn't appear to get any narrower than this, you can see a\n
bright light only a few steps up from where you are.\n";
Flags	(no_mob indoors solitary no_recall no_portal);
Exit	[  @(<dir> up) {
ToRoom	9739;
}, @(<dir> down) {
ToRoom	9720;
} ];
};
Room {
Vnum	9722;
Name	"A Room Within the Castle Walls";
Desc	"This room in the base of the castle walls was obviously used for the\n
common room of the castle guards.  A roughly constructed table fills the\n
centre of the room, covered with the paraphernalia of a guards work, rusted\n
knives, oilstones and discarded uniforms.  A strange sense that there is\n
someone else here as well comes over you but you notice no-one else.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> north) {
Desc	"This door appears to be stuck open, the wood seems to have sprouted and\n
the door is covered in leaves of different types.\n";
Keyword	"wooden door";
ToRoom	9704;
}, @(<dir> west) {
ToRoom	9723;
} ];
};
Room {
Vnum	9723;
Name	"Corner Stairwell";
Desc	"You are now deep in the wide stone wall of the castle.  Massive stone\n
pillars support the enormous weight of the wall and buttresses strengthen the\n
walls.  Around a central pillar wraps a spiral staircase, leading up to the\n
top of the castle wall.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9722;
}, @(<dir> up) {
ToRoom	9724;
} ];
};
Room {
Vnum	9724;
Name	"Corner Stairwell";
Desc	"A small room here encloses the staircase from the outside world.  You can\n
feel a slight breeze through an arrow slit on the south wall leading through\n
the open door to the north.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9726;
Flags	(door closed);
}, @(<dir> up) {
ToRoom	9725;
}, @(<dir> down) {
ToRoom	9723;
} ];
Resets	{
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9725;
Name	"Corner Tower";
Desc	"The stairway leads up into a round platform surrounded by a high\n
crenellated wall.  From here you can see the rest of the castle to the north\n
and east with the courtyard below you.  It strikes you how alive this place\n
feels and you seem to notice the keep practically glowing with energy.\n
Movement is evident all over the castle, as creatures revel in the\n
outflowing of life force, strangely though there is no evidence of human\n
life from here either.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> down) {
ToRoom	9724;
} ];
Resets	{
# a troll sentinel to room.
  M 9714 -1;
#	equip a beaten bronze shield shield.
  E 9722 ("shield");
};
};
Room {
Vnum	9726;
Name	"Upon the Battlements";
Desc	"A thin breeze blows up along the top of the wall here and you find that\n
the stone merlins provide little cover from it's chill.  The walkway along\n
the top of the wall is completely open on the eastern side and you can see\n
down into the courtyard easily from this point.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9727;
}, @(<dir> south) {
ToRoom	9724;
Flags	(door closed);
} ];
Resets	{
# a clay golem to room.
  M 9719 4;
#	equip clay armguards arms.
  E 9719 ("arms");
};
};
Room {
Vnum	9727;
Name	"Upon the Battlements";
Desc	"Here you notice signs that the wall is crumbling in disrepair, one of the\n
large stone crenellations has a crack running down the centre where a tough\n
grass has set root.  It seems while the energy flowing about in this region\n
is abundant, none of the man made structures benefit in any way from this,\n
quite to the contrary their decay seems to be accelerated by this\n
proliferation of growth.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9728;
}, @(<dir> south) {
ToRoom	9726;
} ];
Resets	{
# a troll sentinel to room.
  M 9714 -1;
#	equip a beaten bronze shield shield.
  E 9722 ("shield");
};
};
Room {
Vnum	9728;
Name	"Upon the Battlements";
Desc	"You stand next to the gate-house looking over the courtyard.  The stark\n
grey stone of the gate-house is bleached bare in parts from the intense sun\n
it must get however most of it is now covered in a think layer of lichen,\n
taking opurtunity of free space, a rare commodity it seems in this place.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9730;
}, @(<dir> south) {
ToRoom	9727;
}, @(<dir> west) {
Keyword	"gate-house door";
ToRoom	9729;
Flags	(door closed);
} ];
Resets	{
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9729;
Name	"The Gate-house";
Desc	"A small dark room is filled with pulleys and levers and you notice huge\n
cables running down through the floor designed to raise and lower the\n
massive drawbridge below.  The room is musty and filled with decay, the\n
massive cogs and chains for the drawbridge are rusted and brittle.\n";
Flags	(dark indoors no_recall no_portal fall);
Exit	[  @(<dir> east) {
Keyword	"gate-house door";
ToRoom	9728;
Flags	(door closed);
}, @(<dir> down) {
Desc	"This is obviously the little door where defenders of the castle would\n
drop all sorts of nasty things on invaders, broken nails, spikes and boiling\n
stuff.  The wood appears to be swollen and it might be difficult to open.\n";
Keyword	"trapdoor";
ToRoom	9701;
Flags	(door closed hidden);
} ];
Resets	{
# a swarm of rats to room.
  M 9745 1;
};
};
Room {
Vnum	9730;
Name	"Upon the Battlements";
Desc	"You stand on the open battlements of the castle, here the wall is lower\n
and you can see out over the town to the west and the moat below you.  You\n
are careful with your footing as you notice the old mortar between stones\n
crumbling from age and the strong grip of mosses and lichens.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	9731;
Flags	(door closed);
}, @(<dir> south) {
ToRoom	9728;
} ];
Resets	{
# a troll sentinel to room.
  M 9714 -1;
#	equip a beaten bronze shield shield.
  E 9722 ("shield");
};
};
Room {
Vnum	9731;
Name	"Corner Stairwell";
Desc	"The stairs here wrap around a giant central supporting granite column,\n
the walls above your head are roughly cut, not dressed like the outside\n
walls.  The landing here leads south to the front wall of the castle and\n
their also seems to be a small door leading to the northern wall.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> east) {
Desc	"This small door almost escapes your notice as it is hidden behind a solid\n
buttress.  The wood it is made from is not so badly aged as you have seen and\n
unlike many other pieces of wood it hasn't yet started to sprout.\n";
Keyword	"small partially hidden door";
ToRoom	9735;
Flags	(door closed hidden);
}, @(<dir> south) {
ToRoom	9730;
Flags	(door closed);
}, @(<dir> up) {
ToRoom	9732;
}, @(<dir> down) {
ToRoom	9733;
} ];
};
Room {
Vnum	9732;
Name	"Corner Tower";
Desc	"The air here wafts over you as you stare out over the low wall.  Once\n
long ago someone planted a few small hardy flowers and now they have thrived\n
on the glut of life force flowing in this castle, they now clog the entire\n
platform here with proud flashes of colour.  The heady scent of the roses\n
and other flowers clogs your nostrils and you almost sneeze.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> down) {
ToRoom	9731;
} ];
Resets	{
# a troll sentinel to room.
  M 9714 -1;
#	equip a beaten bronze shield shield.
  E 9722 ("shield");
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9733;
Name	"Corner Stairwell";
Desc	"You are at the base of a spiral staircase which winds around a massively\n
thick granite pillar.  The walls here are supported by strong stone\n
buttresses as you are directly inside the corners of the castle walls.\n
It seems as if the proliferation of life that infects the rest of the\n
castle, while not as evident, has struck here as well.  Creepers grow in\n
widening cracks in the walls and the darker corners of the room are filled\n
with thick mosses.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	9734;
}, @(<dir> up) {
ToRoom	9731;
} ];
Resets	{
# a clay golem to room.
  M 9719 4;
#	equip clay armguards arms.
  E 9719 ("arms");
};
};
Room {
Vnum	9734;
Name	"A Room Within the Castle Walls";
Desc	"This small room appears to have been used as the cloakroom for the guards\n
who once liked in the castle.  The walls are covered in metal hooks for\n
coats, the remains of which still hang from them.  As you touch one of the\n
guard uniforms it crumbles and a cloud of moths rise up.  A pile of decaying\n
clothing in the corner of the room provide enough food for a small orange\n
tree.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> south) {
Desc	"This door can barely move, the sprouting wooden planks it is made from\n
appear to be setting root.\n";
Keyword	"wooden door";
ToRoom	9709;
Flags	(door closed);
}, @(<dir> west) {
ToRoom	9733;
} ];
};
Room {
Vnum	9735;
Name	"The Northern Battlement";
Desc	"High walls surround you on both sides of the path here which is narrow\n
and very confining.  Only at a few places are there arrow slits in the high\n
walls, you realise that the northern wall must be extremely high and strong\n
for the builders not to make defense precautions here.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	9736;
}, @(<dir> west) {
Keyword	"tower door";
ToRoom	9731;
Flags	(door closed hidden);
} ];
Resets	{
# a clay golem to room.
  M 9719 4;
#	equip clay armguards arms.
  E 9719 ("arms");
};
};
Room {
Vnum	9736;
Name	"The Northern Battlement";
Desc	"The narrow stone path here is covered with small stone fragments,\n
obviously off the walls which are crumbling badly.  At several places you\n
are forced to clamber over large chunks of the wall which have slid onto the\n
path, you wonder if this decay took very long for such drastic change in the\n
castle's appearance.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	9737;
}, @(<dir> west) {
ToRoom	9735;
} ];
Resets	{
# a dirty imp to room.
  M 9700 10;
};
};
Room {
Vnum	9737;
Name	"The Northern Battlement";
Desc	"Here you can get a full magnificent view of the region around the castle.\n
The death and lifelessness around the area make you wonder how this castle\n
should have life so abundant and you realise that this is only because the\n
castle must drain the energy from every living being nearby, no small wonder\n
they appeared so dejected.\n\n
Above you a large hole has been eaten from the walls of the main keep\n
which towers overhead very close on this north side.\n";
Flags	(no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> west) {
ToRoom	9736;
}, @(<dir> up) {
ToRoom	9738;
} ];
};
Room {
Vnum	9738;
Name	"A Rock Chamber";
Desc	"This room shows the remnants of the previous inhabitants destroyed with\n
something like wild fury.  All the furniture which must once have decorated\n
a luxurious guest room in the castle has been reduced to splinters and the\n
room is scattered with rock fragments.\n";
Flags	(underground no_recall no_portal);
Exit	[  @(<dir> down) {
ToRoom	9737;
} ];
Resets	{
# Grunoow to room.
  M 9705 1;
#	equip a heavy stone mace two-handed.
  E 9702 ("two-handed");
#	equip a stone wristguard rwrist.
  E 9703 ("rwrist");
#	equip a clay skull token neck1.
  E 9750 ("neck1");
};
};
Room {
Vnum	9739;
Name	"On the Castle Roof";
Desc	"The air whips your hair about as you emerge from the sheltered stairwell.\n
The stairs lead to a small platform in the roof of the castle, surrounded by\n
a low ornamental iron fence, which is so low as to be totally useless for\n
stopping anyone falling.  Here you can see the roofs of the castle, covered\n
in a mixture of slate and ceramic, at the corners of the more prominent\n
towers stone gargoyles decorate the roof line.\n";
Flags	(no_mob no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> up) {
ToRoom	9740;
}, @(<dir> down) {
ToRoom	9721;
} ];
Resets	{
# a gargoyle to room.
  M 9721 -2;
#	equip a broken hobble lankle.
  E 9723 ("lankle");
# a gargoyle to room.
  M 9721 -2;
#	equip a broken hobble lankle.
  E 9723 ("lankle");
};
};
Room {
Vnum	9740;
Name	"Climbing Above the Castle";
Desc	"As the castle below recedes, you scan around the area to see how the\n
effect of the castle extends up into the sky.  It seems as though the castle\n
has a bubble of life surrounding it, feeding of the powerful forces emitting\n
from it's centre.  Compared to the castle below which glows with the power\n
of new growth and strong life, the surrounding countryside looks brown and\n
bare and you shiver to think that those grey forests could have been strong\n
and tall and the pastures green.\n";
Flags	(no_recall no_portal fall);
Sector	(air);
Exit	[  @(<dir> up) {
ToRoom	9741;
}, @(<dir> down) {
ToRoom	9739;
} ];
Resets	{
# a crazy flying imp to room.
  M 9701 7;
};
};
Room {
Vnum	9741;
Name	"Up in the Clouds";
Desc	"You a flying well above the castle below which seems tiny through the\n
large distance.  The air is cold and crisp up here and you can see your\n
breath steam from your mouth.\n";
Flags	(no_recall no_portal fall);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	9744;
}, @(<dir> west) {
ToRoom	9742;
}, @(<dir> down) {
ToRoom	9740;
} ];
};
Room {
Vnum	9742;
Name	"Up in the Clouds";
Desc	"A few clouds float around here, thin and wispy from the bright sunlight.\n
The air is thin and cold here and the chill air burns into your lungs.  You\n
notice all around you flickers of movement, just obscured by clouds and you\n
wonder exactly what effect the castle's abundance of life has made up here.\n";
Flags	(no_recall no_portal fall);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	9745;
}, @(<dir> east) {
ToRoom	9741;
}, @(<dir> west) {
ToRoom	9743;
} ];
Resets	{
# a crazy flying imp to room.
  M 9701 7;
};
};
Room {
Vnum	9743;
Name	"Up in the Clouds";
Desc	"A bright flash of colour races past your eyes and you twist around to\n
notice a brightly coloured bird flying off.  All around now you can see\n
other birds of varying size and colour fluttering about in the gentle\n
breeze.  They all appear to be very well fed and content and they seem a\n
little annoyed at your intrusion.\n";
Flags	(no_recall no_portal fall);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	9746;
}, @(<dir> east) {
ToRoom	9742;
} ];
Resets	{
# a giant roc to room.
  M 9722 2;
};
};
Room {
Vnum	9744;
Name	"Up in the Clouds";
Desc	"The clouds waft gently by you in the wind and slowly soak your clothing,\n
leaving it clinging to your skin.  The thin air seems to drive straight\n
through you, making you shiver in your wet clothes.  You realise that the\n
experience of flying isn't all that wonderful and as you notice movements\n
all around you wonder what menaces could be coming to get you.\n";
Flags	(no_recall no_portal fall);
Sector	(air);
Exit	[  @(<dir> south) {
ToRoom	9741;
}, @(<dir> west) {
ToRoom	9745;
} ];
Resets	{
# a crazy flying imp to room.
  M 9701 7;
};
};
Room {
Vnum	9745;
Name	"Up in the Clouds";
Desc	"The air is filled with small sounds of fluttering wings and whispering\n
noises.  Through the mistiness of the clouds you can just make out flocks of\n
birds to the north and west which surround larger menacing shapes.\n
To the west you can see black storm clouds forming.\n";
Flags	(no_recall no_portal fall);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	9744;
}, @(<dir> south) {
ToRoom	9742;
}, @(<dir> west) {
ToRoom	9746;
} ];
};
Room {
Vnum	9746;
Name	"Up in the Clouds";
Desc	"From this great height the ground appears to be nothing more than a\n
distant brown carpet, all the detail is lost at long range.  You are\n
astounded by the empty brown wasteland surrounding the tiny castle below,\n
which contrasts starkly against the lush green immediately around the\n
stronghold.\n
Black clouds are building to the north and west of you and their great\n
roiling bulk churns with the expectancy of a powerful storm.\n";
Flags	(no_recall no_portal fall);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	9748;
}, @(<dir> east) {
ToRoom	9745;
}, @(<dir> south) {
ToRoom	9743;
}, @(<dir> west) {
ToRoom	9747;
} ];
};
Room {
Vnum	9747;
Name	"In a Thick Black Thundercloud";
Desc	"You are directly in the centre of a thick black mass of cloud.  It is\n
extremely dark mostly, except for occasional flashed of lightning which turn\n
the entire area grey momentarily.  As you are tumbled about by the force of\n
the storm you bump into creatures, each encounter startling you more than\n
the last as you imagine claws and all manner of evil beings.\n";
Flags	(dark no_recall no_portal);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	9749;
}, @(<dir> east) {
ToRoom	9746;
} ];
Resets	{
# a crazy flying imp to room.
  M 9701 7;
# a storm cloud to room.
  M 9723 3;
};
};
Room {
Vnum	9748;
Name	"In a Thick Black Thundercloud";
Desc	"The absolute darkness of the thundercloud engulfs you into a nightmare\n
realm filled with uncounted bumps and tumbles.  You soon lose all sense of\n
direction as you find you are tossed about, bumping into unseen creatures in\n
all directions.  Your worst fear is that those large thunderbolts building\n
will take you and fry you to a crisp, you never know where they strike and\n
some are awfully close.\n";
Flags	(dark no_recall no_portal);
Sector	(air);
Exit	[  @(<dir> south) {
ToRoom	9746;
}, @(<dir> west) {
ToRoom	9749;
} ];
Resets	{
# a storm cloud to room.
  M 9723 3;
};
};
Room {
Vnum	9749;
Name	"In a Thick Black Thundercloud";
Desc	"Your vision is suddenly taken as a great flash of lightning crashes to\n
the earth right in front of you.  In the darkness you shiver as thousands of\n
shapes brush past you, some of them touch you and you find yourself shudder\n
as the deathly cold of their grasp.\n
As you feel the cold and black getting to you you notice a small area of\n
greyness shining through the pitch black surrounding you.\n";
Flags	(dark no_recall no_portal);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	9748;
}, @(<dir> south) {
ToRoom	9747;
}, @(<dir> up) {
Desc	"A small patch of dull grey light seems to shine through the darkness,\n
making you hope for a way out of this nightmarish experience.\n";
ToRoom	9750;
} ];
Resets	{
# a crazy flying imp to room.
  M 9701 7;
};
};
Room {
Vnum	9750;
Name	"Above the Clouds";
Desc	"You climb up out of the turmoil of the clouds below to find the sun\n
shining brightly through the thin atmosphere onto the top side of the\n
clouds.  The air here is cold despite the sun and you can feel the brisk\n
wind going straight through your clothing to drain all the heat from your\n
body.  You find yourself looking around to see a large open plain formed by\n
the top sides of clouds stretching for a short distance only to drop away.\n
The clouds seem to be building up for something and you can visibly see them\n
swelling.\n";
Flags	(no_recall no_portal fall cold);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	9752;
}, @(<dir> east) {
ToRoom	9751;
}, @(<dir> down) {
ToRoom	9749;
} ];
Resets	{
# an air elemental to room.
  M 9724 2;
# a crazy flying imp to room.
  M 9701 7;
};
};
Room {
Vnum	9751;
Name	"Above the Clouds";
Desc	"Here above the level of the clouds the wind whips at you viciously,\n
hurling you about seemingly with the intent to crush you with it's strength.\n
The air is thin and you have difficulty breathing properly as you a\n
pummeled by the force of the wind.  The clouds below are turbulent and they\n
seem to lunge upwards at you with every gust of wind.\n
To the north you notice a strange construction glowing with some arcane\n
energy.\n";
Flags	(no_recall no_portal cold);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	9753;
}, @(<dir> west) {
ToRoom	9750;
}, @(<dir> down) {
ToRoom	9748;
} ];
Resets	{
# a storm cloud to room.
  M 9723 3;
};
};
Room {
Vnum	9752;
Name	"Above the Clouds";
Desc	"You are now flying above the northernmost edge of the cloud bank, it\n
seems to form a distinct edge at this point, slightly curved, as if enclosed\n
in a bubble.  The sky above is a deep purple and you can even make out a few\n
stars over the glare of the sun which seems brighter and clearer than you\n
have ever seen it.\n
To the east you notice a great deal of electrical activity, mainly the\n
generation of huge charges of lightning which are continuously discharging\n
into the cloud bank below.\n";
Flags	(no_recall no_portal cold);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	9753;
}, @(<dir> south) {
ToRoom	9750;
} ];
Resets	{
# a giant roc to room.
  M 9722 2;
# a crazy flying imp to room.
  M 9701 7;
};
};
Room {
Vnum	9753;
Name	"The Storm Lords Platform";
Desc	"Raised above the level of the clouds is a large platform, made from an\n
ethereal substance which pulses with life.  Upon this platform stands a ring\n
of weirdly shaped instruments made from the same material in a series of\n
circles and cones which all point to a central sphere.  In this sphere is a\n
ghostly shape which crackles with lightning.\n";
Flags	(no_recall no_portal cold);
Sector	(air);
Exit	[  @(<dir> south) {
ToRoom	9751;
}, @(<dir> west) {
ToRoom	9752;
} ];
Resets	{
# an air elemental to room.
  M 9724 2;
# Yurni, master of storms to room.
  M 9706 1;
#	equip a lightning orb lfloat.
  E 9704 ("lfloat");
#	equip a diamond skull token rfloat.
  E 9751 ("rfloat");
};
};
Room {
Vnum	9754;
Name	"In the Castle Moat";
Desc	"Here the moat's waters are no longer stagnant like to the south.  A swift\n
current pulls the waters underground almost dragging you with it.  Small\n
creatures all about you swim desperately to stay near the surface as they\n
too are swept underground by the rush of the disappearing waters.  This rent\n
in the earth appears to be recent as you can see a wide crack in the castle\n
wall several feet underwater.\n";
Flags	(no_recall no_portal fall forage);
Sector	(water);
Exit	[  @(<dir> south) {
ToRoom	9755;
}, @(<dir> down) {
ToRoom	9764;
} ];
};
Room {
Vnum	9755;
Name	"In the Castle Moat";
Desc	"The moat here is covered in darkness from the drawbridge overhead and you\n
notice a thick layer of moss covering the wooden boards.  Thick dark clumps\n
of water weeds clog the area under the drawbridge, sheltered from the\n
elements and obviously thriving on the strength of the energy in the castle.\n";
Flags	(forage);
Sector	(water);
Exit	[  @(<dir> north) {
ToRoom	9754;
}, @(<dir> south) {
ToRoom	9756;
}, @(<dir> up) {
ToRoom	9701;
} ];
Resets	{
# an imp hunter to room.
  M 9702 9;
};
};
Room {
Vnum	9756;
Name	"In the Castle Moat";
Desc	"The moat swirls about, with small eddies whirling all over the surface of\n
the water.  You begin to notice small splashes all about you as the creature\n
living in the moat swim around you.\n";
Flags	(no_recall no_portal forage);
Sector	(water);
Exit	[  @(<dir> north) {
ToRoom	9755;
}, @(<dir> south) {
ToRoom	9757;
} ];
};
Room {
Vnum	9757;
Name	"In the Castle Moat";
Desc	"The moat here is filled with life swimming about you.  The fish here are\n
mainly the smaller fish found in most moats, you even notice a larger trout,\n
a surviver from a time where game fish thrived in the moat for some lord's\n
pleasure.  There seems to be plenty of feed here for all types of fish and\n
you reckon that there would be a fair meal here is someone could bother\n
trying to catch a meal.\n";
Flags	(no_recall no_portal forage);
Sector	(water);
Exit	[  @(<dir> north) {
ToRoom	9756;
}, @(<dir> south) {
ToRoom	9758;
} ];
Resets	{
# an ugly carp to room.
  M 9727 6;
};
};
Room {
Vnum	9758;
Name	"In the Castle Moat";
Desc	"The water in the moat here has been warmed from the sun, teems schools of\n
fish swim around you, enjoying the warm waters.  The stone of the castle\n
wall here is smooth and slippery with slime, you find it difficult to\n
imagine anyone scaling that bulk in times of siege.\n";
Flags	(no_recall no_portal forage);
Sector	(water);
Exit	[  @(<dir> north) {
ToRoom	9757;
}, @(<dir> south) {
ToRoom	9759;
} ];
Resets	{
# a floating corpse to room.
  M 9725 2;
#	equip a sodden hessian sack body.
  E 9721 ("body");
# an imp hunter to room.
  M 9702 9;
};
};
Room {
Vnum	9759;
Name	"At the Bend in the Moat";
Desc	"The moat at this point rounds out to give sufficient width at the corner\n
of the castle and to accommodate the bulk of the large corner tower.  The\n
bend has made the water stagnate toward the edges and you find that it is\n
filled with scum and evil looking growths.  Insects fill the air above the\n
water, using the still waters as the perfect breeding ground and you get\n
stung multiple times as they swarm about you.\n";
Flags	(no_recall no_portal forage);
Sector	(water);
Exit	[  @(<dir> north) {
ToRoom	9758;
}, @(<dir> east) {
ToRoom	9760;
} ];
Resets	{
# an imp hunter to room.
  M 9702 9;
};
};
Room {
Vnum	9760;
Name	"In the Castle Moat";
Desc	"The water here is so deep you wonder exactly how far down it really goes.\n
The thought of what is in those dark waters, however, makes you shudder as\n
you notice some quite large creatures moving about beneath you.\n";
Flags	(no_recall no_portal forage);
Sector	(water);
Exit	[  @(<dir> east) {
ToRoom	9761;
}, @(<dir> west) {
ToRoom	9759;
}, @(<dir> down) {
ToRoom	9766;
} ];
Resets	{
# an ugly carp to room.
  M 9727 6;
};
};
Room {
Vnum	9761;
Name	"In the Castle Moat";
Desc	"As a particularly menacing shape swims past you and your imagination\n
conjures up ghastly images of dreadful monsters, you wonder exactly if the\n
life force would really have an affect on the evolution of creatures in this\n
moat.  Surely it couldn't but your imagination is powerful and those\n
horrible images seem all to real even if they are fanciful.\n";
Flags	(no_recall no_portal forage);
Sector	(water);
Exit	[  @(<dir> east) {
ToRoom	9762;
}, @(<dir> west) {
ToRoom	9760;
}, @(<dir> down) {
ToRoom	9767;
} ];
};
Room {
Vnum	9762;
Name	"In the Castle Moat";
Desc	"Large clumps of water cress and various watery weeds float past getting\n
entangled in your limbs as they float by.  This glut of life essence has\n
affected every aspect of living beings in the castle and you can't help but\n
notice the size and strength of even the small fish feeding off the weeds\n
here.  This would not have concerned you normally except for those larger\n
shapes swimming about nearby.\n";
Flags	(no_recall no_portal forage);
Sector	(water);
Exit	[  @(<dir> east) {
ToRoom	9763;
}, @(<dir> west) {
ToRoom	9761;
}, @(<dir> down) {
ToRoom	9768;
} ];
Resets	{
# a floating corpse to room.
  M 9725 2;
# an imp hunter to room.
  M 9702 9;
};
};
Room {
Vnum	9763;
Name	"In the Castle Moat";
Desc	"The moat ends here up against a solid stone buttress extending from the\n
rear tower of the castle.  The shadow of the castle shelters a large mass of\n
dark green weed, being fed upon by a teeming mass of small fish and\n
tadpoles.  The water here is chilling to the bone and you find your joints\n
freezing up as the cold penetrates you forcing you to huddle closer into a\n
ball.\n";
Flags	(no_recall no_portal cold);
Sector	(water);
Exit	[  @(<dir> west) {
ToRoom	9762;
}, @(<dir> down) {
ToRoom	9769;
} ];
Resets	{
# an ugly carp to room.
  M 9727 6;
};
};
Room {
Vnum	9764;
Name	"An Underground Waterfall";
Desc	"The water rushes down here through a narrow crack in the rocks,\n
thundering downward with such haste you could imagine the moat quickly\n
drying up.  This is not the original path of the moat, you can see wide gaps\n
in the foundations of the castle, freshly opened but swiftly filling with\n
tough water weeds and algae.\n";
Flags	(no_recall no_portal);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	9765;
}, @(<dir> up) {
ToRoom	9754;
} ];
};
Room {
Vnum	9765;
Name	"A Small Niche in the Foundations";
Desc	"The tumultuous upheaval that caused this rent in the castle's foundations\n
must have been quite amazing.  The crack splits a massive granite foundation\n
stone which would at first glance be easily mistaken for bedrock.  It seems\n
as though the life force that this castle enjoys began to have an effect at\n
about the same time as this rending as the marks look of a similar age to\n
the masses of growth abounding here.\n";
Flags	(underground private no_recall no_portal);
Sector	(underwater);
Exit	[  @(<dir> west) {
ToRoom	9764;
} ];
};
Room {
Vnum	9766;
Name	"Deep in the Moat";
Desc	"It is terribly cold as you swim below the surface of the water.  You swim\n
close to the bottom of the moat here and you can hardly see a few inches for\n
the thickness of weed and dirt in the water.  A clogging mud covers the\n
bottom upon which now growths a thick layer of rough weeds.\n";
Flags	(dark no_recall no_portal cold);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	9767;
}, @(<dir> up) {
ToRoom	9760;
} ];
Resets	{
# a big fat eel to room.
  M 9726 2;
# an imp hunter to room.
  M 9702 9;
};
};
Room {
Vnum	9767;
Name	"At the Bottom of the Moat";
Desc	"As you begin to get accustomed to the chill water you begin to try and\n
peer through the murkiness.  Large fishy shapes will the water all about you\n
and you also notice a few slitherings through the thick growth of weed and\n
mud on the bottom of the moat.  Some of these shapes move fast and look very\n
menacing and you marvel at the strength in some of the nudges you get as\n
larger fish push past you.\n";
Flags	(dark no_recall no_portal cold);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	9768;
}, @(<dir> west) {
ToRoom	9766;
}, @(<dir> up) {
ToRoom	9761;
} ];
};
Room {
Vnum	9768;
Name	"At the Bottom of the Moat";
Desc	"The fish here are so thick you wonder exactly what they feed on, \"each\n
other\" you think wryly as you notice a particularly large carp savage a\n
smaller fish.  There is little you can do to avoid being bumped from all\n
directions as smooth scaly bodies writhe past you.  You just hope you can\n
manage to avoid the larger fish, especially when they get hungry!\n";
Flags	(dark no_recall no_portal cold);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	9769;
}, @(<dir> west) {
ToRoom	9767;
}, @(<dir> up) {
ToRoom	9762;
} ];
Resets	{
# an ugly carp to room.
  M 9727 6;
# a big fat eel to room.
  M 9726 2;
# an imp hunter to room.
  M 9702 9;
};
};
Room {
Vnum	9769;
Name	"Deep in the Moat";
Desc	"Large glowing eyes peer at you through the thick waters as you swim\n
onward.  The coldness of the water is beginning to take effect as you feel\n
yourself slowing down and your joints begin to freeze.  The bottom of the\n
moat here has a great crack in it running crosswise, evidence of a great\n
upheaval.\n";
Flags	(dark no_recall no_portal cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	9770;
}, @(<dir> west) {
ToRoom	9768;
}, @(<dir> up) {
ToRoom	9763;
}, @(<dir> down) {
ToRoom	9771;
} ];
};
Room {
Vnum	9770;
Name	"The Castle's Sewer Outlet";
Desc	"You involuntarily choke as you swim into this room, the taste and smell\n
of rotting refuse particularly human waste and other foul matter making you\n
gag.  Overhead you can see a large outlet leads from the toilets of the\n
castle and another outlet showing several animal skeletons obviously comes\n
from the kitchens.  The water is filled with fish of all sizes swimming\n
around picking at the bones or eating the lush growth of thick black weeds\n
growing around the outlets.\n";
Flags	(dark no_recall no_portal cold);
Sector	(underwater);
Exit	[  @(<dir> south) {
ToRoom	9769;
}, @(<dir> down) {
ToRoom	9772;
} ];
Resets	{
# a swarm of baby fish to room.
  M 9728 1;
# an ugly carp to room.
  M 9727 6;
# an ugly carp to room.
  M 9727 6;
# an imp hunter to room.
  M 9702 9;
# an imp hunter to room.
  M 9702 9;
};
};
Room {
Vnum	9771;
Name	"A Crevice in the Moat Bottom";
Desc	"A powerful movement of the foundation bedrock of the castle has caused a\n
split in the rock here.  The sides to this crevice show signs of being only\n
recently exposed yet still there is a thick layer of weeds and algae\n
covering the crumbling rock.\n";
Flags	(dark no_recall no_portal cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	9772;
}, @(<dir> up) {
ToRoom	9769;
} ];
Resets	{
# an imp hunter to room.
  M 9702 9;
};
};
Room {
Vnum	9772;
Name	"An Underwater Spring";
Desc	"A powerful rush of water flows from the end of this gaping crack in the\n
natural stone.  The water here is warmer than elsewhere and it tastes of\n
sulfur, fewer fish swim about due to the foulness of the water but you\n
notice several hardy water weeds taking root in the newly broken rock.\n
You notice a large piece of skin caught on a jutting piece of rock.\n";
Flags	(dark no_mob no_recall no_portal);
Sector	(underwater);
Exit	[  @(<dir> south) {
ToRoom	9771;
}, @(<dir> up) {
ToRoom	9770;
} ];
ExDesc	{
Keyword	"skin jutting rock";
Text	"As you take a closer look you notice that the sharp piece of rock has\n
torn a strip of skin from a large dragon-like creature.  The rock sticks out\n
above a large hole which leads into darkness, but the rush of pungent water\n
from here is too strong for you to get a better look.  You assume that a\n
large underground creature has used this rending of the earth to escape\n
their confinement, not a pretty thought.\n";
};
Resets	{
# Nisca, the albino serpent to room.
  M 9707 1;
#	equip a withered claw lfinger.
  E 9705 ("lfinger");
#	equip a glass skull token rhold.
  E 9752 ("rhold");
};
};
Room {
Vnum	9773;
Name	"Inside the Furnace";
Desc	"Phew!  It really IS hot in here!  You stand on a bed of coals which still\n
glow a dull red and burn through the soles of your feet.  The walls of the\n
furnace are made from black iron which radiates wave after wave of\n
overpowering heat.  A small vent near the floor allows air in which results\n
in flames leaping up from the coals below you.\n";
Flags	(no_mob indoors no_recall no_portal hot);
Exit	[  @(<dir> north) {
Desc	"The heavy iron wall of the furnace has melted here and a large hole has\n
opened into a dark cavern.  The extent of the damage is incredible, there a\n
piles of molten iron all round the hole as well a droplets which seem to\n
have exploded out with amazing force to strike the walls and ceiling of the\n
furnace.\n";
ToRoom	9774;
}, @(<dir> south) {
ToRoom	9710;
} ];
Resets	{
# a burst of flame to room.
  M 9729 4;
# a burst of flame to room.
  M 9729 4;
# a burst of flame to room.
  M 9729 4;
# a burst of flame to room.
  M 9729 4;
};
};
Room {
Vnum	9774;
Name	"An Underground Passage";
Desc	"A small tunnel, which looks to be naturally formed runs both east and\n
north from here.  The tunnel is hot and dry and your footsteps kick up small\n
puffs of dust as you walk.  The roof here is low and several large rocks\n
partially block the narrow passage.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	9776;
}, @(<dir> east) {
ToRoom	9775;
}, @(<dir> south) {
Desc	"A the iron rear wall of a furnace has been violently blown open into a\n
small doorway, if you are capable of withstanding the heat.\n";
ToRoom	9773;
} ];
Resets	{
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9775;
Name	"A Dead End";
Desc	"The passage here becomes extremely narrow and, as you weave around\n
builders which lie all about on the ground, you find you have to duck to\n
avoid the jagged roof.  You are blocked from going further in this direction\n
by a large boulder which has fallen from the roof.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	9774;
} ];
Resets	{
# a flame golem to room.
  M 9732 -1;
};
};
Room {
Vnum	9776;
Name	"An Underground Passage";
Desc	"The passage suddenly drops out from beneath your feet and you find\n
yourself standing precariously on the crumbling lip of a small drop.  Below\n
you, you can see where large boulders, which once formed part of the roof\n
here, now lie fractured by their fall.  Unfortunately for you, the edge of\n
the drop has nothing to secure you and unless you can fly you will end up on\n
the boulders below.\n";
Flags	(underground no_recall no_portal fall);
Exit	[  @(<dir> south) {
ToRoom	9774;
}, @(<dir> down) {
ToRoom	9777;
} ];
Resets	{
# a bright flame to room.
  M 9733 4;
#	equip a flame blade rwielded.
  E 9724 ("rwielded");
};
};
Room {
Vnum	9777;
Name	"A Dry Underground River";
Desc	"A large pile of fractured boulders lies in the middle of a smooth dry\n
river bed.  A dark line in the wall shows where a once full flowing river\n
reached.  Now the river is completely dry, the only evidence of it's\n
existence the smooth stones and several crushed skeletons of some strange\n
fishy creature.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> north) {
ToRoom	9779;
}, @(<dir> west) {
ToRoom	9778;
}, @(<dir> up) {
ToRoom	9776;
} ];
};
Room {
Vnum	9778;
Name	"A Dry Underground River";
Desc	"Here you can see signs of a pool which once must have been at the base of\n
a large waterfall.  A hole directly above you in the roof of the cave is\n
surrounded by a ring a stained rock, probably from the rush of water.  The\n
basin formed by falling water is mainly smooth but in places it shows large\n
scratch marks, made by some powerful creature.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> east) {
ToRoom	9777;
} ];
Resets	{
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9779;
Name	"A Dry Underground River";
Desc	"The heat here parches your lungs as you struggle to breathe the heavy\n
air.  A strong sulfurous smell seeps into you skin from the surrounding rock\n
and you begin to sweat profusely.  The smooth bed of the river is beginning\n
to become warmer as you move onward and you start to hear a dull thrumming\n
noise through the very walls of the cave.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> east) {
ToRoom	9780;
}, @(<dir> south) {
ToRoom	9777;
}, @(<dir> down) {
Desc	"A small hole has been recently broken open, you can see the fresh cracks\n
in the base of the creek.\n";
ToRoom	9785;
} ];
Resets	{
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9780;
Name	"A Dry Underground River";
Desc	"When you were just thinking that this place had little of the life power\n
of the castle above, you begin to notice thousands of scurrying noises about\n
you.  In particular your eyes are drawn to a large carcass of a creature\n
which must have died when the river dried up and then got caught at this\n
turn in the river, a small army of rats and a few strange lizards are\n
feasting on the partially decomposed corpse.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> south) {
ToRoom	9781;
}, @(<dir> west) {
ToRoom	9779;
} ];
Resets	{
# a bright flame to room.
  M 9733 4;
#	equip a flame blade rwielded.
  E 9724 ("rwielded");
# a flame golem to room.
  M 9732 -1;
#	equip a fiery girth waist.
  E 9725 ("waist");
};
};
Room {
Vnum	9781;
Name	"At the Top of a Dry Waterfall";
Desc	"The river bed here drops downward steeply into the darkness below, what\n
once must have been a strong current rushing over the jagged rocks has\n
merely become a scree slope, covered in a layer of shifting pebbles and rock\n
fragments.  The walls here have become hotter as you continue further\n
downward and you can hear a bubbling noise coming from down the tunnel.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> north) {
ToRoom	9780;
}, @(<dir> down) {
ToRoom	9782;
} ];
Resets	{
# a brimstone creature to room.
  M 9730 2;
#	equip magma gauntlets hands.
  E 9714 ("hands");
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9782;
Name	"A Boiling Lake";
Desc	"This used to be a large lake, fed by the river above and several springs,\n
but with the drying up of it's main tributary, the level of the lake has\n
dropped.  The roof of the cavern is a fair distance above your head here and\n
you notice several large stalactites hanging precariously from the ceiling\n
just above you.  A patch of lava at the bottom of the lake has been allowed\n
by the absence of fresh water to heat the lake until it now continuously\n
boils.  The steam in the air makes a fog in front of you, making it both\n
difficult to breathe and impossible to see.\n";
Flags	(dark underground no_recall no_portal hot);
Sector	(water);
Exit	[  @(<dir> east) {
ToRoom	9783;
}, @(<dir> up) {
ToRoom	9781;
} ];
};
Room {
Vnum	9783;
Name	"A Boiling Lake";
Desc	"As clouds of sulfurous smelling steam waft past your face, momentarily\n
obscuring your vision you notice that the boiling water is home to a number\n
of creatures who seem to revel in the extreme temperature of the water.  The\n
water here is more than scaldingly hot and you believe that it could quite\n
quickly sear the flesh from your bones.\n";
Flags	(dark underground no_recall no_portal hot);
Sector	(water);
Exit	[  @(<dir> west) {
ToRoom	9782;
}, @(<dir> down) {
Desc	"You notice a deep red glow beneath the surface of the water, probably a\n
layer a lava which keeps the lake at this incredible temperature.\n";
ToRoom	9784;
} ];
Resets	{
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9784;
Name	"Boiling Water";
Desc	"The temperature of this water is unbearable.  You are forced to keep a\n
fair distance between you and the hot surface of the lava which continuously\n
sends up large bubbles of superheated gases.  However hot it is here though\n
you see several creatures rising out from out of the lava.\n";
Flags	(no_mob underground no_recall no_portal hot);
Sector	(underwater);
Exit	[  @(<dir> up) {
ToRoom	9783;
} ];
Resets	{
# the hydra to room.
  M 9731 1;
};
};
Room {
Vnum	9785;
Name	"A Small Tunnel";
Desc	"The tunnel here is overpoweringly hot, large cracks in the walls show\n
flows of lava running along these cracks.  You find it difficult to pick\n
your way between pools of molten rock as the floor becomes hotter and less\n
stable.\n
A deep rumble shakes the ground beneath you making it a challenge to\n
maintain your footing.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> west) {
ToRoom	9786;
}, @(<dir> up) {
ToRoom	9779;
} ];
Resets	{
# a bright flame to room.
  M 9733 4;
#	equip a flame blade rwielded.
  E 9724 ("rwielded");
};
};
Room {
Vnum	9786;
Name	"A Small Tunnel";
Desc	"You reel backwards, stumbling over the rocks strewn on the ground as a\n
burst of flame shoots up from a small crack in the ground.  A small\n
upwelling of lava follows and the wave of heat from this makes you sway\n
backwards.  You find it harder to move here as large pieces of the floor\n
show signs of melting, in places large areas glow red with the heat.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> north) {
ToRoom	9787;
}, @(<dir> east) {
ToRoom	9785;
} ];
Resets	{
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9787;
Name	"A Small Tunnel";
Desc	"The tunnel here is filled with the chokingly strong smell of sulfur.\n
Across the tunnel runs a thick red flow of lava, the heat from which washes\n
over you, singing your exposed skin.  Bubbles in the lava stream exhale\n
their deadly vapours into the air and you can see the wide black scorch\n
marks on the walls and ceiling from the regular bursts of flame resulting\n
from these gases.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> north) {
ToRoom	9789;
}, @(<dir> south) {
ToRoom	9786;
}, @(<dir> west) {
ToRoom	9788;
} ];
};
Room {
Vnum	9788;
Name	"The Geyser Cave";
Desc	"The air here is filled with a sticky, smelling steam which erupts from a\n
geyser in the centre of the room.  The scalding air rushes out of the\n
ground, flying high into the cavern and settling on every surface.  Fine\n
yellow crystals have formed all over the rocks of the cave, from the\n
poisonous water.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> east) {
ToRoom	9787;
}, @(<dir> up) {
Desc	"A small slippery path, which is so steep it is more like a stair, leads\n
upwards to a narrow ledge which runs around the top of the cave.\n";
ToRoom	9791;
} ];
Resets	{
# a flame golem to room.
  M 9732 -1;
#	equip a fiery girth waist.
  E 9725 ("waist");
};
};
Room {
Vnum	9789;
Name	"In the Air Above a Fire Pit";
Desc	"As you walk along the ever narrowing tunnel you find that the ground\n
suddenly drops out from beneath you.  The floor of the tunnel has been\n
blasted out by an explosive surge of magma and below you there still flows a\n
bright red flow of molten rock.\n";
Flags	(underground no_recall no_portal fall hot);
Sector	(air);
Exit	[  @(<dir> north) {
ToRoom	9790;
}, @(<dir> south) {
ToRoom	9787;
}, @(<dir> down) {
ToRoom	9793;
} ];
Resets	{
# a bright flame to room.
  M 9733 4;
#	equip a flame blade rwielded.
  E 9724 ("rwielded");
};
};
Room {
Vnum	9790;
Name	"A Rock Fall";
Desc	"Here the lava streams that flow across the floors and down the walls have\n
melted the rocks of the walls themselves, causing the ceiling to fall in on\n
the tunnel.  Instead of a mass of jumbled boulders, you can only see a\n
glowing lump of half molten rock which plugs the tunnel.  The extreme heat\n
in the tunnel makes the air shimmer as you scan around the room.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> south) {
ToRoom	9789;
} ];
Resets	{
# a flame golem to room.
  M 9732 -1;
#	equip a fiery girth waist.
  E 9725 ("waist");
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9791;
Name	"At the Top of the Geyser Cave";
Desc	"A small ledge around the top of the cave allows you to look down onto the\n
geyser which is continually blowing scalding steam all over you.  Your\n
clothes stink from the rancid, poisonous steam and in the heat you feel\n
dizzy and nauseous.  The heat at the top of the cavern is worse than before\n
and you feel you will never go in another sauna as long as you live after\n
this.\n";
Flags	(underground no_recall no_portal fall hot);
Exit	[  @(<dir> south) {
Desc	"The ledge runs around the top of the cave and eventually leads to a small\n
dark cave.\n";
ToRoom	9792;
}, @(<dir> down) {
ToRoom	9788;
} ];
Resets	{
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9792;
Name	"A Small Hidden Cave";
Desc	"In the darkness the heat seems to become less although you are aware of\n
the sweat dripping off you.  As you get accustomed to the dimness you notice\n
the cave walls have precious stones set into the rock of the walls and\n
ceiling which seem to glow with some inner energy.  The room really is quite\n
beautiful and you are astonished by the variety of gems here, all made by\n
the intense heat in the stone about you.\n";
Flags	(dark no_mob underground no_recall no_portal hot);
Exit	[  @(<dir> north) {
ToRoom	9791;
} ];
Resets	{
# a mad duergar to room.
  M 9734 1;
#	equip a gold nugget lhold.
  E 9713 ("lhold");
#	equip stiff shoulder plates shoulders.
  E 9715 ("shoulders");
# a small fine gem to room.
  O 9716;
# a heavy cluster of sapphires to room.
  O 9717;
# a lump of %a coloured crystal to room.
  O 9718;
};
};
Room {
Vnum	9793;
Name	"The Fires of Hell";
Desc	"You have dropped into a blazing inferno, filled with bubbling lava and\n
great sheets of red and yellow flame.  The river of magma here is as fresh\n
as it ever was and it is visibly eating away at the solid rock walls of the\n
cave, turning them into a molten sludge.  The sound of straining rock\n
cracking and the explosions of noxious vapours exploding makes this room\n
very noisy and at every sound of a large boulder sliding into the boiling\n
stream you jump.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> east) {
ToRoom	9794;
}, @(<dir> up) {
ToRoom	9789;
} ];
Resets	{
# a brimstone creature to room.
  M 9730 2;
#	equip magma gauntlets hands.
  E 9714 ("hands");
# a fire imp to room.
  M 9703 9;
};
};
Room {
Vnum	9794;
Name	"The Fires of Hell";
Desc	"You are in a large cavern which burns all over with the heat of vast\n
amounts of molten rock.  You feel you must really be in Hell with the\n
intense heat and the flames beating at you, draining the strength from your\n
body.  An obsidian island rises from the centre of the lake of magma,\n
surrounded by large geysers of flame and exploding chunks of hot rock.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> west) {
ToRoom	9793;
} ];
Resets	{
# the Fire Lord Akkamus to room.
  M 9708 1;
#	equip obsidian armguards arms.
  E 9706 ("arms");
#	equip a fiery girth waist.
  E 9725 ("waist");
#	equip a flaming skull token neck1.
  E 9753 ("neck1");
};
};
Room {
Vnum	9795;
Name	"A Deserted Town";
Desc	"This desolate town looks completely deprived of life.  Run-down buildings\n
made from rotting timber lean precariously in the harsh wind which whips up\n
clouds of dust from beneath your feet.  The entire place has a stifling\n
silence about it, as if totally bereft of life.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	9700;
}, @(<dir> south) {
ToRoom	9796;
}, @(<dir> west) {
ToRoom	9798;
} ];
};
Room {
Vnum	9796;
Name	"The Old Run-down Inn";
Desc	"The old inn of the town has been smashed up and you can see wreckage of\n
tables and chairs strewn all over the floor.  The place appears to have been\n
looted quite thoroughly and now the open windows have let in drifts of fine\n
dirt which has also covered every surface.\n";
Flags	(indoors);
Exit	[  @(<dir> north) {
ToRoom	9795;
}, @(<dir> down) {
Desc	"A dark passage leads down into what could only be the cellar.\n";
ToRoom	9797;
} ];
};
Room {
Vnum	9797;
Name	"A Dark Cellar";
Desc	"A stifling darkness fills the room and you can here small wimpering\n
noises from the back corner.  The room was once used to store barrels of\n
wine but there are none left, the beaten dirt floor is covered in straw,\n
made into rough bedding.\n";
Flags	(dark no_mob indoors underground);
Exit	[  @(<dir> up) {
ToRoom	9796;
} ];
Resets	{
# a shivering woman to room.
  M 9743 1;
#	equip filty rags body.
  E 9735 ("body");
#	equip a tarnished holy icon rhold.
  E 9754 ("rhold");
# an emancipated child to room.
  M 9744 1;
#	equip filty rags body.
  E 9735 ("body");
};
};
Room {
Vnum	9798;
Name	"A Deserted Town";
Desc	"You find yourself in a completely empty town with a cold wind blowing\n
clouds of dust up from the street.  The buildings show signs of dereliction\n
and they lean precariously in the breeze.  It is strange to see that the\n
townspeople left so completely, you wonder what would cause a town to be\n
deserted so.\n";
Flags	(indoors underground);
Sector	(desert);
Exit	[  @(<dir> east) {
ToRoom	9795;
}, @(<dir> south) {
ToRoom	9799;
} ];
Resets	{
# a screaming villager to room.
  M 9742 1;
#	equip a sodden hessian sack body.
  E 9721 ("body");
};
};
Room {
Vnum	9799;
Name	"A Dirt Path";
Desc	"You are walking along a path which winds through a forest which was\n
killed off recently in some cataclysmic event.  The path shows signs that is\n
had once been used frequently but now the dirt crumbles under your feet.\n
The dry forest is now completely silent and you see or hear no signs of life\n
about you, you wonder what would cause such a rapid change from lush forest\n
to the desolation about you.\n";
Sector	(desert);
Exit	[  @(<dir> north) {
ToRoom	9798;
} ];
};



eof