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

Area {
Name	"&rRedwall&x";
Plane	"Koronin";
Builders	"Twoflower";
LVnum	8600;
UVnum	8699;
Security	5;
Flags	(verbose);
Economy	25181;
};


Help {
Name	"REDWALL";
Text	"Redwall was established years ago, when a young explorer discovered an\n
unused region.  With the help of all his friends, he built a small village,\n
which he called Noonvale.  As soon as this was done, creatures of all sorts\n
came from afar to see this new land.  These creatures inhabited the forests\n
and the streams.\n\n
It was when all was calm that the evil came.  Badrang and his army of ugly\n
rodents constructed an underground fortress which was named Marshank.\n
These rodents, whose favourite pastime was killing the innocent, captured\n
the creatures living peacefully in the forests and brought them to Marshank,\n
only to be thrown into the pit or to be killed in cold blood.\n\n
This is the way Redwall is today.  The army of Badrang ruling the area and\n
the rest of the creatures living with a hidden fear.\n\n
Redwall is an area designed for levels 15 to 48.\n";
};




Mobile {
Vnum	8600;
Name	"agrill hedgehog";
Short	"Agrill the old hedgehog";
Long	"Agrill the hedgehog stands here popping cherries into his mouth.\n";
Desc	"Agrill is a small old hedgehog with silvery fur, he leans heavily on a\n
wooden walking stick.  His face is covered in the juice from the cherries he\n
is currently stuffing himself with.\n";
Level	25;
Align	540;
Act	(npc sentinel);
Affected	(detect-evil);
Sex	(male);
Race	(Animal);
Specfun	"spec_deaf";
MudProg	{
Type	(greet_prog);
Args	"50";
Comlist	"mpecho &gAgrill asks 'Are you after my cherries?'&x\n
mpechoat $n $i whacks you with his stick.\n
mpechoaround $n $i whacks $n with his stick.\n";
};
};
Mobile {
Vnum	8601;
Name	"Boldred owl";
Short	"Boldred the owl";
Long	"Boldred the owl sits here drawing.\n";
Desc	"Boldred sits at a desk with a pen clutched in her claws.\n";
Level	30;
Align	700;
Act	(npc sentinel stay_area assist);
Affected	(infrared);
Sex	(female);
Race	(Bird);
Shop	{
Trade	[];
Markup	100;
Open	18;
Close	6;
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"glare $n\n
say Go away $n, you are not welcome here.\n";
};
};
Mobile {
Vnum	8602;
Name	"Horty owl";
Short	"Horty the owl";
Long	"Horty the owl sits here nursing his daughter.\n";
Desc	"Horty the owl is nursing his daughter, Emulet.  His huge wings provide a\n
comfortable cradle for her.\n";
Level	28;
Align	620;
Act	(npc sentinel stay_area assist);
Sex	(male);
Race	(Bird);
};
Mobile {
Vnum	8603;
Name	"Emulet owl";
Short	"Emulet the baby owl";
Long	"Emulet the baby owl sits here hiding under Horty's wings.\n";
Desc	"Emulet, the daughter of Horty and Boldred, hides under the warm wings of\n
her father.\n";
Level	13;
Align	650;
Act	(npc sentinel stay_area assist);
Sex	(female);
Race	(Bird);
};
Mobile {
Vnum	8604;
Name	"wakka squirrel";
Short	"Wakka";
Long	"A large squirrel is waving a short sword around.\n";
Desc	"Wakka the squirrel, leader of the Gawtrybe, waves his sword around\n
threateningly.\n";
Level	26;
Align	150;
Class	(Warrior);
Act	(npc sentinel assist hunter);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8605;
Name	"male squirrel";
Short	"a male squirrel";
Long	"A small squirrel stands here waving his weapon around.\n";
Desc	"A small squirrel, member of the Gawtrybe, he is currently waving his\n
weapon around above his head.\n";
Level	19;
Align	150;
Class	(Warrior);
Act	(npc wimpy assist hunter);
Affected	(hide);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8606;
Name	"female squirrel";
Short	"a female squirrel";
Long	"A small squirrel stands here waving her weapon around.\n";
Desc	"A small squirrel, member of the Gawtrybe, she is currently waving her\n
weapon around above her head.\n";
Level	18;
Align	150;
Class	(Warrior);
Act	(npc wimpy assist hunter);
Affected	(hide);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8607;
Name	"Felldoh squirrel";
Short	"Felldoh";
Long	"Felldoh the Squirrel stands here with a bow in his paws.\n";
Desc	"Felldoh, a very strong and brave warrior, growls at you when you approach\n
him.  His huge bow makes him seem very protective.\n";
Level	32;
Align	630;
Class	(Warrior);
Act	(npc assist hunter);
Race	(Animal);
};
Mobile {
Vnum	8608;
Name	"Ballaw De Quincewold rabbit";
Short	"Ballaw De Quincewold";
Long	"Ballaw De Quincewold is singing loudly to himself.\n";
Desc	"Ballaw De Quincewold, a rather tall rabbit, is trying to attract a crowd\n
for his magic show.  He pulls a stick from behind his ear but no beast seems\n
to be interested.\n";
Level	22;
Align	570;
Class	(Mage);
Sex	(male);
Race	(Animal);
MudProg	{
Type	(greet_prog);
Args	"70";
Comlist	"mpecho &g$$n says 'I say ol' boy, this is a jolly good show wot!'&n\n";
};
};
Mobile {
Vnum	8609;
Name	"Celandine mouse";
Short	"Celandine";
Long	"Celandine, a pretty young mouse-maid, flutters her eyelashes at you.\n";
Desc	"Celandine appears to be the prettiest mouse in the forest.  She is busy\n
worrying about what she looks like and smiling at every beast who comes near.\n";
Level	15;
Align	790;
Class	(Mage);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8610;
Name	"Gaushee mouse";
Short	"Gaushee";
Long	"Gaushee the mouse-maid is playing quietly with her surroundings.\n";
Desc	"Gaushee is a young mouse-maid who is entertained by grass and passing\n
butterflies.  She is dressed in a small pink frock, covered in flowers.\n";
Level	19;
Align	730;
Class	(Mage);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8611;
Name	"Rowanoak Badger";
Short	"Rowanoak";
Long	"Rowanoak, a heavily built Badger, stands here with her arms crossed.\n";
Desc	"Rowanoak is a very strong looking Badger.  She seems to be in charge, for\n
every beast that walks past nods it's head in appreciation.\n";
Level	33;
Align	800;
Class	(Warrior);
Act	(npc assist hunter);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8612;
Name	"trefoil mole";
Short	"Trefoil";
Long	"Trefoil the mole is currently half way into the ground.\n";
Desc	"Trefoil the mole is digging a hole.  His huge digging claws enable him to\n
dig at an enormous speed.  Dirt flies everywhere, even onto your clothes.\n";
Level	24;
Align	736;
Act	(npc assist hunter);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8613;
Name	"Buckler rabbit";
Short	"Buckler";
Long	"Buckler the rabbit is prancing around singing loudly.\n";
Desc	"Buckler the rabbit is currently jumping up and down shouting 'Who's a\n
jolly good fellow wot?' He is wearing a brightly colored jersey and long\n
baggy pants.\n";
Level	22;
Align	638;
Act	(npc assist hunter);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8614;
Name	"Kastern mole";
Short	"Kastern";
Long	"Kastern the mole is digging small holes in the ground and singing to himself.\n";
Desc	"Kastern is a small mole.  He looks like he is only an infant, but his\n
digging claws are exceptionally large.\n";
Level	24;
Align	746;
Act	(npc assist hunter);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8615;
Name	"Keyla squirrel";
Short	"Keyla";
Long	"Keyla the squirrel is here fixing a javelin to his thrower.\n";
Desc	"Keyla, a sturdy young squirrel, looks like the kind of animal who would\n
fight all those who are evil single handedly.  His spear thrower is very\n
well built, obviously built by himself.\n";
Level	32;
Align	798;
Class	(Warrior);
Act	(npc assist hunter);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8616;
Name	"Tullgrew otter";
Short	"Tullgrew";
Long	"Tullgrew the otter stands here holding a sword in her paws.\n";
Desc	"Tullgrew is a fine young otter.  She has obviously had past fighting\n
experience for her muscles are bulging.  She holds a sword in one paw and a\n
shield in the other.\n";
Level	28;
Align	678;
Class	(Warrior);
Act	(npc assist hunter);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8617;
Name	"Hillgorse hedgehog";
Short	"Hillgorse";
Long	"Hillgorse the old hedgehog leans heavily on his walking stick.\n";
Desc	"Hillgorse is an extremely old hedgehog, with a wooden walking stick in\n
his paws.  He is wearing a dull green shirt and dark green pants.\n";
Level	21;
Align	583;
Act	(npc assist hunter);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8618;
Name	"Barkjon squirrel";
Short	"Barkjon";
Long	"Barkjon, father of Felldoh, stand here staring into space.\n";
Desc	"Barkjon is holding a bow and a quiver of arrows hangs over his shoulder.\n
He doesn't seem to be interested in his surroundings, he just stares at the\n
sky.\n";
Level	32;
Align	756;
Class	(Warrior);
Act	(npc assist hunter);
Affected	(infrared);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8619;
Name	"Purslane squirrel";
Short	"Purslane";
Long	"Purslane stands here with a plate of hot scones in her hands.\n";
Desc	"Purslane the squirrel is a very good cook, the smell of her scones is\n
very nice.  She doesn't like the sound of battle.  She wears an apron over\n
the top of her white dress.\n";
Level	20;
Align	700;
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8620;
Name	"Fuffle mouse";
Short	"Fuffle";
Long	"Fuffle the mouse runs at you yelling at the top of his voice.\n";
Desc	"Fuffle is an infant mouse, who wants very much to be a warrior.  He\n
carries a stick which is a sword to him.  He is wearing a helmet which is\n
far too big for him.\n";
Level	24;
Align	343;
Class	(Warrior);
Act	(npc assist hunter);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8621;
Name	"warden marshwood hill";
Short	"the Warden";
Long	"The Warden of Marshwood Hill, is currently picking lizards from his teeth.\n";
Desc	"Looking at this bird, you see that it is an important bird.  His feathers\n
are plain, but they are well kept.  The beak of the warden is rather long\n
and sharp.  All in all, the bird looks pretty tough.\n";
Level	39;
Align	230;
Act	(npc scavenger stay_area);
Affected	(detect-hidden flying);
Sex	(male);
Race	(Bird);
MudProg	{
Type	(greet_prog);
Args	"75";
Comlist	"say I am the Warden of Marshwood Hill. These are my marshes,\n
say I am the only law!\n";
};
};
Mobile {
Vnum	8622;
Name	"dinjer shrew";
Short	"Dinjer the pygmy shrew";
Long	"Dinjer, the son of Amballa, is screaming loudly.\n";
Desc	"This tiny shrew is wearing only a little clothing.  The way he is\n
screaming, suggests that he likes to get his own way and if he doesn't, you\n
don't want to know what happens.  His brown fur is very short and his feet\n
are tiny.  He has these because he is young, a squidjee.\n";
Level	14;
Align	280;
Act	(npc scavenger aggressive stay_area);
Affected	(sneak);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8623;
Name	"Amballa shrew";
Short	"Amballa";
Long	"Amballa, queen of the pygmy shrews, is trying to keep the peace.\n";
Desc	"Amballa is wearing a long robe made from blue material.  She looks very\n
important.  She is forever smiling at everyone and anyone.  You notice the\n
short sword by her side and realize she is not what she seems.\n";
Level	27;
Align	280;
Act	(npc aggressive stay_area);
Affected	(detect-magic);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8624;
Name	"squidjee baby shrew";
Short	"a squidjee";
Long	"A squidjee, or baby shrew, is making fun of you.\n";
Desc	"You see the squidjee as a tiny creature.  The shrew is laughing one\n
minute crying the next.  Somehow, you just wouldn't fit in with the\n
squidjees.\n";
Level	10;
Act	(npc aggressive stay_area);
Affected	(detect-hidden sneak);
Race	(Animal);
};
Mobile {
Vnum	8625;
Name	"urran voh mouse";
Short	"Urran Voh";
Long	"Urran Voh the chieftain of Noonvale sits in his comfortable chair.\n";
Desc	"The great mouse sits half asleep in his well padded rocking chair.  He\n
wears nothing that suggests he is a violent creature.  Wrapped around his\n
body is a rather thin looking blanket.  His fur in a light grey colour.\n
This shows he's fairly old.\n";
Level	34;
Align	890;
Class	(Warrior);
Act	(npc sentinel stay_area practice banker);
Affected	(detect-invis detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8626;
Name	"aryah mouse";
Short	"Aryah";
Long	"Aryah, Urran Voh's wife, walks about the village.\n";
Desc	"Aryah walks around slowly and gracefully, smiling at everyone she meets.\n
She wears a long green dress and a shawl around her shoulders.  Her bright\n
blue eyes twinkle in the light.  She is a mouse of great beauty.\n";
Level	31;
Align	850;
Act	(npc stay_area);
Affected	(sanctuary infrared protect);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8627;
Name	"bungo mole";
Short	"Bungo";
Long	"Bungo the mole is stuffing his face with cake.\n";
Desc	"Bungo is a fat mole.  His face is covered with cake crumbs that look more\n
than a day old.  He wears orange pants.  He needs no belt for his tummy\n
alone is enough to keep his pants up.\n";
Level	22;
Align	750;
Act	(npc stay_area wimpy);
Affected	(detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8628;
Name	"teaslepaw hedgehog";
Short	"Teaslepaw";
Long	"Teaslepaw has got a large tray of cakes in her paws.\n";
Desc	"Teaslepaw is a charming hedgehog with plenty of spikes.  Her blue dress\n
has several holes because of them.  Tied around her waist is a floral apron.\n
It's white colour has turned to a blight brown.  That is a sign of good use.\n";
Level	18;
Align	678;
Act	(npc stay_area wimpy);
Affected	(detect-evil sanctuary infrared protect sneak);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8629;
Name	"poppy hedgehog";
Short	"Poppy";
Long	"Poppy the hedgehog dances around the village.\n";
Desc	"Poppy is a young hedgehog.  Her spines are not yet fully developed.  You\n
can still see her spikes through her short yellow dress though.  Poppy is an\n
energetic hedgehog.  She is forever jumping about and dancing.  Only\n
stopping to take a breath or two.\n";
Level	20;
Align	834;
Act	(npc scavenger stay_area);
Affected	(sanctuary infrared protect);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8630;
Name	"brome mouse";
Short	"Brome";
Long	"Brome, a young wannabe warrior, practices his skills with a stick.\n";
Desc	"Brome, the young mouse, has dark brown fur.  The only clothing he wears\n
is the small, black, sleeve-less coat.  He is forever jumping up on people\n
and surprising them.  He often makes them fall.  He always hugs the\n
creatures after surprising them, just to be nice.\n";
Level	31;
Align	790;
Class	(Warrior);
Act	(npc scavenger stay_area);
Affected	(detect-hidden sanctuary infrared protect sneak);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8631;
Name	"rose mouse";
Short	"Rose";
Long	"Rose, the young female warrior, is singing to herself.\n";
Desc	"This young female mouse is dressed in a plain, short, blue dress.  By the\n
expression on her face you can tell she can defend herself well and she is\n
not afraid of anyone.\n";
Level	29;
Align	765;
Class	(Warrior);
Act	(npc scavenger);
Affected	(detect-hidden sanctuary infrared protect sneak);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8632;
Name	"pallum hedgehog";
Short	"Pallum";
Long	"Pallum the hedgehog is sitting down on a log staring into space.\n";
Desc	"The young hedgehog sits staring.  His deep blue eyes unfocused.  He wears\n
on his body a loose shirt made from green material.  You can tell he is not\n
a local by the way he acts, but he is probably very close to becoming one.\n";
Level	27;
Align	593;
Class	(Warrior);
Affected	(detect-evil detect-hidden);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8633;
Name	"grumm mole";
Short	"Grumm";
Long	"Grumm, a rather greedy mole is busy eating the cakes he stole.\n";
Desc	"Grumm, his face covered in cake, loves his food, as anyone could tell.\n
His clothes are stained from all the food he has dribbled down his front.\n
The shoes on his feet are old and worn, but he loves them and no one could\n
ever take them away from him.\n";
Level	26;
Align	724;
Class	(Warrior);
Affected	(detect-hidden);
};
Mobile {
Vnum	8634;
Name	"angry lizard";
Short	"an angry lizard";
Long	"This lizard dashes about thrashing his tail angrily.\n";
Desc	"The lizard is extremely ugly.  It's body is covered in scars from\n
previous fights.  The tongue that keeps flashing in and out of it's mouth is\n
forked, the colour of it is bright red.\n";
Level	28;
Align	-792;
Class	(Warrior);
Act	(npc aggressive);
Affected	(hide);
Race	(Animal);
};
Mobile {
Vnum	8635;
Name	"red frill necked lizard";
Short	"the red frill necked lizard";
Long	"The huge red lizard with a frill neck hisses at you.\n";
Desc	"This lizard is different from the others.  It has a large, red frill\n
around it's neck.  It seemed that as soon as it saw you the frill grew\n
larger.\n";
Level	30;
Align	-985;
Class	(Warrior);
Act	(npc scavenger);
Affected	(hide);
Race	(Animal);
};
Mobile {
Vnum	8636;
Name	"lizard";
Short	"a lizard";
Long	"The tongue of the lizard flashes in and out.\n";
Desc	"The lizard has an extremely long tail.  The tail has several dents in it,\n
this suggesting that this lizard has been knocked around a fair bit.  The\n
body of it is covered in nothing but skin, pretty horrible skin at that.\n";
Level	28;
Align	-836;
Class	(Warrior);
Affected	(hide);
Race	(Animal);
};
Mobile {
Vnum	8637;
Name	"chubby shopkeeper hedgehog";
Short	"The chubby Shopkeeper";
Long	"A rather chubby looking shopkeeper stands here.\n";
Desc	"The shopkeeper stand behind a bench.  His large hands resting on it.  The\n
man has a short, dark beard.  He wears a tight black shirt and black pants.\n
There are no shoes on his long feet.  This enables you to see his missing\n
little toe.\n";
Level	40;
Align	728;
Act	(npc sentinel stay_area);
Affected	(detect-evil);
Sex	(male);
Race	(Munchkin);
Shop	{
Trade	[(weapon), (armour), (treasure), (potion)];
Markup	120;
Markdown	60;
Open	6;
Close	21;
};
};
Mobile {
Vnum	8638;
Name	"log-a-log logalog shrew leader guosssom";
Short	"Log-a-log";
Long	"Log-a-log the leader of the Guosssom tribe.\n";
Desc	"Log-a-log is a fine looking shrew.  His clothes are brown and tattered,\n
but still, somehow, he looks like a king.  His bare feet are tiny and have\n
not one mark on them.\n";
Level	28;
Align	235;
Class	(Warrior);
Act	(npc stay_area hunter);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8639;
Name	"starwort shrew";
Short	"Starwort";
Long	"Starwort the shrew, waves his rapier around in front of him.\n";
Desc	"Starwort is a tough looking shrew.  His rapier appears to be well used.\n
The body of this shrew has several scars, these show that he is no wimp.\n";
Level	27;
Align	235;
Class	(Warrior);
Act	(npc stay_area mercenary hunter);
Affected	(infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8640;
Name	"marigold shrew";
Short	"Marigold";
Long	"Marigold grips her sling tightly.\n";
Desc	"Marigold is female, but she's not any old girl.  She holds her sling with\n
plenty of pride.  She wears a short, tattered, green dress and the hair on\n
her body is very well kept.\n";
Level	25;
Align	235;
Class	(Warrior);
Act	(npc stay_area hunter);
Affected	(infrared protect);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8641;
Name	"gulba shrew";
Short	"Gulba";
Long	"Gulba the young shrew is working on a shrew canoe.\n";
Desc	"Gulba is a worker.  It appears, from what you can see, he makes the\n
canoes that the shrews use.  It is pretty tough work for just one beast, but\n
he seems to be coping with it all right.\n";
Level	24;
Align	190;
Class	(Warrior);
Act	(npc stay_area hunter);
Affected	(infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8642;
Name	"rungle shrew";
Short	"Rungle";
Long	"Rungle the shrew, is shining his rapier.\n";
Desc	"Rungle is a young but strong shrew.  He sits here on a rock with his much\n
loved rapier in his hand.  By the looks of things, Rungle loves to have a\n
shiny weapon when he goes into battle, because in his other hand is a piece\n
of cloth.  He is rubbing the blade, being careful not to cut himself of\n
course.\n";
Level	26;
Align	268;
Class	(Warrior);
Act	(npc stay_area hunter);
Affected	(infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8643;
Name	"nordo shrew";
Short	"Nordo";
Long	"Nordo is collecting rocks for his sling.\n";
Desc	"Nordo is on the ground.  It looks as if he is not aware of what is going\n
on around him, but he is in a world of his own.  Beside him is a small pile\n
of stones which he has been collecting for who knows how long.\n";
Level	26;
Align	242;
Class	(Warrior);
Act	(npc scavenger stay_area hunter);
Affected	(infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8644;
Name	"tubgutt shrew";
Short	"Tubgutt";
Long	"Tubgutt is eating from a bowl of soup.\n";
Desc	"Tubgutt is as you would picture him to be.  A short, fat shrew.  In his\n
hands is a small bowl of brown liquid that looks very much like soup.  He is\n
eating this soup at a very surprising rate.\n";
Level	26;
Align	278;
Class	(Warrior);
Act	(npc stay_area hunter);
Affected	(infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8645;
Name	"gelfar stone dragon";
Short	"Gelfar";
Long	"A stone dragon called Gelfar stands staring at his statue.\n";
Desc	"Gelfar is a cold looking creature.  That is not surprising when you\n
consider the fact he is made from stone.  His head is turned towards the\n
stone head of a dragon, which looks very much like himself, carved into the\n
rock.\n";
Level	30;
Align	-30;
Act	(npc sentinel stay_area);
Affected	(sanctuary);
Sex	(male);
Race	(Dragon);
};
Mobile {
Vnum	8646;
Name	"mudman modral";
Short	"Modral";
Long	"Modral the mudman rises from the mud as you approach.\n";
Desc	"Modral is covered entirely in mud.  As he rises the mud drips from his\n
body.  When some of the mud is gone you can see his naked body underneath.\n";
Level	35;
Align	-530;
Act	(npc sentinel stay_area racist);
Affected	(detect-invis detect-hidden infrared protect mute);
Race	(Earth Elemental);
};
Mobile {
Vnum	8647;
Name	"dragonfly";
Short	"a dragonfly";
Long	"A brightly coloured dragonfly hovers above the stagnant waters.\n";
Desc	"The brightly coloured dragonfly flies around you, not leaving you, even\n
for a minute.  You find the noise of it terribly annoying.  The colours of\n
it probably makes up for the buzzing noise.\n";
Level	29;
Align	252;
Act	(npc stay_area);
Affected	(flying haste);
Race	(Insect);
};
Mobile {
Vnum	8648;
Name	"marsh fly";
Short	"a marsh fly";
Long	"A big fat marsh fly eyes you off, it is going to sting you.\n";
Desc	"This fly is just like the usual fly, only bigger.  When the huge fly\n
lands on your body, it leaves a horrible sticky goo on your skin.  The feel\n
of the creatures is disgusting.\n";
Level	27;
Align	-243;
Act	(npc stay_area);
Affected	(infrared flying protect mute);
Race	(Insect);
};
Mobile {
Vnum	8649;
Name	"martin mouse warrior";
Short	"Martin the Warrior";
Long	"Martin a young warrior mouse walks carrying his father's blade.\n";
Desc	"Martin the warrior is a brave young mouse.  He looks tough.  The blade he\n
holds is beautiful.  It's edges razor sharp.  Martin wears a purple shirt,\n
over which he puts the sheath for his father's blade.\n";
Level	45;
Align	900;
Class	(Warrior);
Act	(npc sentinel stay_area hunter);
Affected	(detect-evil infrared protect);
Sex	(male);
Race	(Animal);
MudProg	{
Type	(rand_prog);
Args	"60";
Comlist	"if rand(25)\n
    north\n
else if rand(25)\n
    south\n
else if rand(25)\n
    east\n
else if rand(25)\n
    west\n
endif\n";
};
};
Mobile {
Vnum	8650;
Name	"badrang stoat";
Short	"Badrang";
Long	"Badrang, an evil looking stoat, stands growling at everyone.\n";
Desc	"Badrang is very evil.  You can tell this by looking at his eyes, they are\n
red.  He is wearing a black cloak over his body and holds a long, sharp\n
blade in his left hand.\n";
Level	48;
Align	-1000;
Class	(Warrior);
Act	(npc stay_area mercenary);
Affected	(detect-hidden infrared haste);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8651;
Name	"clogg tramum captain pirate";
Short	"Clogg";
Long	"Captain Tramum Clogg the pirate stands here with his arms folded.\n";
Desc	"Captain Tramum Clogg is a rough man.  You can tell by the clothes he\n
wears.  They are all torn, they are barely worth wearing at all.  He has a\n
sword in a scabbard by his side.  On the scabbard are the words 'Captain\n
Clogg'.\n";
Level	46;
Align	-500;
Class	(Warrior);
Act	(npc scavenger);
Affected	(detect-hidden haste);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8652;
Name	"hisk stoat second";
Short	"Hisk";
Long	"Hisk, Badrang's second in command stands here.\n";
Desc	"Hisk is quite tall for a stoat.  He towers over every other stoat in\n
Badrang's army.  He wears a loose shirt on his body, made from dark brown\n
material.  This stoat looks fairly tough.  Although you would expect that\n
from the second in command.\n";
Level	44;
Align	-673;
Class	(Warrior);
Act	(npc stay_area mercenary);
Affected	(infrared);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8653;
Name	"bluehide stoat";
Short	"Bluehide";
Long	"Bluehide the stoat cackles as you approach.\n";
Desc	"Bluehide is quite a short looking stoat.  He wears a bright blue shirt\n
with a collar that stretches up his long neck.  The light brown fur of his\n
legs is quite short but still it is very messy.  If anyone put a comb\n
through his hair, he would be screaming like nothing else.\n";
Level	44;
Align	-762;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8654;
Name	"guarrad stoat";
Short	"Guarrad";
Long	"Guarrad sits here chewing his finger nails.\n";
Desc	"Guarrad is a proud looking stoat.  He looks reasonably neat for a pirate.\n
You know he is a pirate because he wears a black eye-patch over his left eye.\n";
Level	42;
Align	-819;
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8655;
Name	"rotnose stoat";
Short	"Rotnose";
Long	"Rotnose the stoat picks his nose proudly.\n";
Desc	"Rotnose is a tall stoat who has an incredibly ugly nose.  You are not at\n
all surprised because he has always got a finger up it.  The black nose has\n
scars all around it.  These would have come from his sharp claws when he\n
missed his nostril.\n";
Level	40;
Align	-717;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8656;
Name	"scalrag rat";
Short	"Scalrag";
Long	"Scalrag stands here wearing rags.\n";
Desc	"Scalrag is a rat.  He is probably the most indecent rat in the whole of\n
Marshank.  On his body, he wears brown, most likely stained that colour,\n
torn and tattered rags.  He stinks like a pigsty.\n";
Level	37;
Align	-521;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8657;
Name	"fleabane rat horrible";
Short	"Fleabane";
Long	"Fleabane, a horrible looking rat, is scratching himself.\n";
Desc	"Fleabane the rat has probably never seen a bath in his life, let alone\n
been in one.  He stinks like nothing else you know.  You notice that Fleabane\n
is forever scratching himself.  You guess that is why he has the name\n
'Fleabane'.\n";
Level	43;
Align	-549;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8658;
Name	"ugly rat nipwort";
Short	"Nipwort";
Long	"An incredibly ugly rat, Nipwort, stands here.\n";
Desc	"Nipwort is an incredibly ugly rat.  He has lumps all over his body.  You\n
guess that these black and brown lumps are warts.  Some of the warts are\n
huge, like none others you have seen.  Obviously, he does nothing to get rid\n
of the warts because he has too many of them to count.\n";
Level	35;
Align	-426;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8659;
Name	"frogbit noisy rat";
Short	"Frogbit";
Long	"Frogbit, the noisy rat, stands here.\n";
Desc	"Frogbit is an extremely weird rat.  No one could stand next to him for\n
more than a minute without getting totally aggravated.  Frogbit is forever\n
making weird noises.  The noises are not all the same.  Some of them\n
actually sound like a frog.  His mates must have a hard time at night trying\n
to get to sleep with all the noise he makes.\n";
Level	37;
Align	-573;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8660;
Name	"lumpback hunchback rat";
Short	"Lumpback";
Long	"Lumpback, the hunchback rat, slouches here.\n";
Desc	"Lumpback is an odd rat.  He has a funny lump on his back.  At first you\n
would think it is just a bit of clothing or something of that sort.  If you\n
look closer, you see that the lump is perfectly smooth.  A lump of clothing\n
would not be this way, instead it would be all bumpy.  You figure that he\n
must be a hunchback.\n";
Level	33;
Align	-615;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8661;
Name	"big eared rat stiffear";
Short	"Stiffear";
Long	"A big eared rat named Stiffear sits here.\n";
Desc	"Stiffear is a peculiar rat.  His ears are twice the size of a normal rats\n
and he has extra sensitive hearing.  He must annoy his mates sometimes by\n
hearing things that they can't.  He seems to be always twitching and moving\n
his head in an odd way.\n";
Level	34;
Align	-591;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8662;
Name	"tailwart rat tail-less";
Short	"Tailwart";
Long	"Tailwart, the tail-less rat, sniggers at you.\n";
Desc	"Tailwart looks different to all the other rats you have seen.  You can't\n
pick out why.  After a couple of minutes thinking, you realise that he\n
doesn't have a tail.  All that is left of it is a short stump.  The reason\n
for this must have been either his tail was cut off by Badrang for\n
disobeying orders, or he was born deformed, without a tail.\n";
Level	39;
Align	-692;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8663;
Name	"wetpaw weasel";
Short	"Wetpaw";
Long	"Wetpaw, a weasel with huge paws, grins at you.\n";
Desc	"Wetpaw is a weasel with incredibly big paws.  The claws on each of the\n
paws are short, but sharp.  His paws are so big, they make him look like an\n
absolute klutz.  He probably hates his paws, because anything would be made\n
twice as difficult as it would be for any creature but Wetpaw.\n\n";
Level	41;
Align	-896;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8664;
Name	"dedjaw weasel";
Short	"Dedjaw";
Long	"Dedjaw the weasel moves his jaw in an odd way.\n";
Desc	"Dedjaw has peculiar ways.  He is forever moving his jaw from side to side\n
and open and closed.  He surely does look extremely odd.  He doesn't look to\n
happy.  He probably gets picked on by the others because he is somewhat\n
different.\n";
Level	43;
Align	-927;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8665;
Name	"boggs weasel important";
Short	"Boggs";
Long	"Boggs, an important looking weasel, is here.\n";
Desc	"Boggs is a sturdy young weasel.  He would have to be, to be such a high\n
ranking and Captain Tramum Clogg's second in command.  The weasel looks\n
fairly pleased with himself.\n";
Level	45;
Align	-678;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8666;
Name	"growch weasel";
Short	"Growch";
Long	"Growch is here, grumbling to himself.\n";
Desc	"Growch is a weasel that has a permanent frown on his face.  Not once does\n
it turn into a smile.  Something is alway wrong with Growch.  He is always\n
grumbling about something.  He often grumbles about the food provided or the\n
bedding arrangements.\n";
Level	40;
Align	-688;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8667;
Name	"crosstooth bucktooth weasel";
Short	"Crosstooth";
Long	"Crosstooth, the bucktoothed weasel is here.\n";
Desc	"Crosstooth's teeth are one of a kind.  They are almost black.  This isn't\n
surprising in the conditions of Marshank.  His teeth are so wonky it is\n
unbelievable.  Half his teeth have fallen out or are broken in half.  One\n
of his teeth sticks right out of his mouth.  How he can live with teeth like\n
that is a big mystery.\n";
Level	41;
Align	-674;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8668;
Name	"crableg sharp clawed weasel";
Short	"Crableg";
Long	"Crableg, a sharp clawed weasel, is sitting here.\n";
Desc	"Crableg is a short weasel.  The reason for this being that his legs are\n
half the length of anyone else's.  He hobbles along at an extremely slow pace\n
for a weasel.  The claws on each of his paws are incredible.  They are\n
definitely the largest you have ever seen.  The only thing wrong with them\n
is that they are so sharp they cut absolutely everything they touch, even\n
flesh.\n";
Level	39;
Align	-735;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8669;
Name	"gritter ferret";
Short	"Gritter";
Long	"Gritter stands here gritting his teeth.\n";
Desc	"Gritter is a ferret.  A very annoying one at that.  He is always gritting\n
his teeth.  His teeth are not very big, which is not at all surprising, nor\n
are they sharp.  They are just short, blunt stubs of yellow bone.\n";
Level	35;
Align	-431;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8670;
Name	"bluddnose peculiar ferret";
Short	"Bluddnose";
Long	"Bluddnose, a peculiar looking ferret, is here.\n";
Desc	"Bluddnose is a weird creature, he is like none other you have seen.  What\n
makes him so weird is that he has a red nose.  Who knows how it got to be\n
this colour.  It was probably from constant rubbing, which he is doing now.\n";
Level	44;
Align	-891;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8671;
Name	"floater ferret";
Short	"Floater";
Long	"Floater whimpers as you approach.\n";
Desc	"Floater the ferret is a wimp.  He cowers when anyone gets near him.  It\n
seems odd that he is in Badrang's army when he is like this.  When you think\n
again you realise that it does make sense.  Badrang would have forced him to\n
join.\n";
Level	33;
Align	-569;
Class	(Warrior);
Act	(npc scavenger wimpy);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8672;
Name	"gruzzle ferret";
Short	"Gruzzle";
Long	"Gruzzle sits here mumbling to himself.\n";
Desc	"Gruzzle has a bad attitude to everything.  He is totally negative.  If it\n
was suggested that the entire army went against a couple of weaponless\n
outlaws, he would be complaining and saying how dangerous it was.  It seems\n
the ferret is terrified of death and doesn't want to take any chances\n
whatsoever.\n";
Level	34;
Align	-486;
Class	(Warrior);
Act	(npc scavenger wimpy);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8673;
Name	"odd ferret bucktail";
Short	"Bucktail";
Long	"Bucktail, an odd ferret, sniggers at you.\n";
Desc	"Bucktail has a peculiar tail.  It is quite long and has been flattened at\n
it's end.  This is because the other creatures, or maybe even himself, are\n
always stepping on it.  The other odd thing about his tail is that it is all\n
twisted up.  It would certainly hurt Bucktail if anyone were to pull his\n
tail out straight.\n";
Level	42;
Align	-919;
Class	(Warrior);
Act	(npc scavenger mercenary);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8674;
Name	"administrator";
Short	"the administrator";
Long	"The administrator greets you with a bright smile.\n";
Desc	"The administrator of the fortress of Marshank is a pleasant old creature.\n
You wouldn't expect this from a ferret.  In one hand is a small note pad and\n
in the other is a pencil.  He is quite a tubby administrator and his clothes\n
seem to be busting at their seems.\n";
Level	33;
Align	200;
Class	(Thief);
Act	(npc sentinel);
Sex	(male);
Race	(Animal);
Specfun	"spec_thief";
};


Object {
Vnum	8600;
Name	"corpse squirrel";
Short	"a squirrel corpse";
Long	"The corpse of an unfortunate squirrel.";
Level	10;
Cost	1;
Weight	100;
Type	("npc corpse");
Material	(organic);
Values	[(<race> Animal), 0, 0, 0];
ExDesc	{
Keyword	"corpse";
Text	"This poor squirrel was caught unawares by the lizards when he walked a\n
little too far from his home.  The corpse is fresh but is quickly becoming\n
very, very smelly.\n";
};
};
Object {
Vnum	8601;
Name	"wooden sword";
Short	"a wooden sword";
Long	"A roughly cut wooden sword lies here.";
Level	24;
Weight	8;
Type	(weapon);
Wear	(take wield);
Material	(wood);
Required	(short sword proficiency);
Values	[(.), 0, 0, (<weapon> stab)];
};
Object {
Vnum	8602;
Name	"wooden axe";
Short	"a blunt wooden axe";
Long	"A chunk of wood in the shape of an axe.";
Level	16;
Weight	5;
Type	(weapon);
Wear	(take wield);
Material	(wood);
Values	[(.), 0, 0, (<weapon> crush)];
Affect	{
Location	(damroll);
Modifier	-2;
};
};
Object {
Vnum	8603;
Name	"otter sword";
Short	"an otter sword";
Long	"A sword, engraved with a picture of an otter.";
Level	32;
Weight	7;
Type	(weapon);
Wear	(take wield);
Material	(iron);
Required	(short sword proficiency);
Values	[(.), 0, 0, (<weapon> stab)];
Affect	{
Location	(move);
Modifier	25;
};
Affect	{
Location	(hitroll);
Modifier	-4;
};
Affect	{
Location	(damroll);
Modifier	5;
};
};
Object {
Vnum	8604;
Name	"rusty saucepan helmet";
Short	"a rusty saucepan";
Long	"A rusty saucepan has been beaten into the shape of a helmet.";
Level	24;
Weight	3;
Type	(armour);
Wear	(take head);
Extra	(hum);
Material	(iron);
Values	[0, 30, 0, 0];
Affect	{
Location	(ac);
Modifier	-5;
};
};
Object {
Vnum	8605;
Name	"claws huge digging pair";
Short	"huge digging claws";
Long	"A pair of claws designed for digging holes, lie in the dirt.";
Level	24;
Weight	4;
Type	(weapon);
Wear	(take wield);
Material	(bone);
Values	[(.), 0, 0, (<weapon> claw)];
};
Object {
Vnum	8606;
Name	"wooden spear";
Short	"a wooden spear";
Long	"A length of wood has been made into a spear.";
Level	32;
Weight	4;
Type	(weapon);
Wear	(take wield);
Extra	(hum);
Material	(wood);
Values	[(.), 0, 0, (<weapon> pierce)];
Affect	{
Location	(damroll);
Modifier	5;
};
};
Object {
Vnum	8607;
Name	"claws deadly sharp";
Short	"sharp claws";
Long	"Some deadly sharp claws, used for digging the earth.";
Level	33;
Weight	4;
Type	(weapon);
Wear	(take wield);
Extra	(noremove sharp);
Material	(ivory);
Values	[(.), 0, 0, (<weapon> claw)];
};
Object {
Vnum	8608;
Name	"cake";
Short	"a cake";
Long	"A nice hot cake.";
Level	22;
Cost	220;
Type	(food);
Wear	(take);
Material	(organic);
Values	[50, 0, 0, 0];
};
Object {
Vnum	8609;
Name	"lemonade fountain";
Short	"the lemonade fountain";
Long	"Noonvale's lemonade fountain stands in the centre of town, spouting fizz.";
Action	"&MYou burp loudly!&x&n\n";
Level	23;
Weight	10000;
Type	(fountain);
Material	(eternium);
Values	[0, 0, (<liquid> water), 0];
};
Object {
Vnum	8610;
Name	"rapier thin";
Short	"a rapier";
Long	"A thin rapier shines in the light.";
Level	28;
Weight	2;
Type	(weapon);
Wear	(take wield);
Extra	(hum sharp);
Material	(steel);
Values	[(.), 0, 0, (<weapon> pierce)];
Affect	{
Location	(strength);
Modifier	1;
};
Affect	{
Location	(hitroll);
Modifier	3;
};
};
Object {
Vnum	8611;
Name	"sling short";
Short	"a short sling";
Long	"A sling made from old, tough leather lies here.";
Level	24;
Weight	3;
Type	(weapon);
Wear	(take wield);
Extra	(dark);
Material	(leather);
Values	[(.), 0, 0, (<weapon> pound)];
Affect	{
Location	(damroll);
Modifier	2;
};
Affect	{
Location	(hitroll);
Modifier	-3;
};
};
Object {
Vnum	8612;
Name	"rocks some smooth";
Short	"some rocks";
Long	"A pile of smooth rocks, collected for a sling.";
Level	25;
Cost	4;
Weight	8;
Wear	(take);
Material	(eternium);
Values	[0, 0, 0, 0];
};
Object {
Vnum	8613;
Name	"canoe shrew miniature";
Short	"a miniature shrew canoe";
Long	"A tiny, half-finished wooden canoe.";
Level	24;
Type	(boat);
Wear	(take);
Material	(wood);
Values	[0, 0, 0, 0];
};
Object {
Vnum	8614;
Name	"bowl soup";
Short	"a bowl of soup";
Long	"A steaming bowl of soup, filled with lumpy soup.";
Level	26;
Cost	230;
Weight	2;
Type	(food);
Wear	(take hold);
Material	(organic);
Values	[30, 0, 0, 0];
};
Object {
Vnum	8615;
Name	"bone sword";
Short	"the Bone Sword";
Long	"A beautifully crafted sword lies here.";
Level	32;
Weight	11;
Repop	300;
Type	(weapon);
Wear	(take wield);
Extra	(hum);
Material	(bone);
Values	[(.), 0, 0, (<weapon> slice)];
Affect	{
Location	(damroll);
Modifier	5;
};
Affect	{
Location	(hitroll);
Modifier	3;
};
Affect	{
Location	(hp);
Modifier	-20;
};
ExDesc	{
Keyword	"bone sword";
Text	"This beautifully crafted sword is lying on a bone table.  The warden of\n
Marshwood Hill is probably the one who made it.  The material this sword has\n
been made from is most likely the bones of the lizards living in the\n
marshes.\n";
};
};
Object {
Vnum	8616;
Name	"stone armor dragon";
Short	"&KStone&w Armour of the &KDragon&n";
Long	"A large, strong and VERY heavy stone suit of armour rests here.";
Level	30;
Weight	80;
Type	(armour);
Wear	(take body);
Extra	(bless anti-evil no-cast);
Material	(eternium);
Values	[0, 90, 0, 0];
Affect	{
Location	(hp);
Modifier	50;
};
Affect	{
Location	(hitroll);
Modifier	-5;
};
Affect	{
Location	(ac);
Modifier	-35;
};
ExDesc	{
Keyword	"stone armour dragon";
Text	"This huge piece of armour is made entirely from stone.  It seems as\n
though nothing could penetrate the tough granite.  The armour is immensely\n
heavy and unwieldy and it would be difficult for anyone to carry, let alone\n
wear if they lacked the strength.\n";
};
};
Object {
Vnum	8617;
Name	"modral's ring strength";
Short	"modral's ring of strength";
Long	"A ring, formed from vines and dried mud, blends into the ground.";
Level	35;
Weight	4;
Type	(armour);
Wear	(take finger);
Extra	(hum evil no-cast);
Material	(organic);
Values	[0, -1, 0, 0];
Affect	{
Location	(hp);
Modifier	10;
};
Affect	{
Location	(strength);
Modifier	2;
};
Affect	{
Location	(mana-air);
Modifier	-10;
};
Affect	{
Location	(mana-fire);
Modifier	-10;
};
Affect	{
Location	(mana-spirit);
Modifier	-10;
};
Affect	{
Location	(mana-water);
Modifier	-10;
};
ExDesc	{
Keyword	"modral ring strength";
Text	"This ring is hard to see in the mud, as it is made from organic\n
materials, dried mud and twisted vines, which perfectly camouflage the ring.\n";
};
};
Object {
Vnum	8618;
Name	"mud stained rusty iron key";
Short	"a mud stained rusty iron key";
Long	"A small iron key lies in the mud, rusting.";
Level	35;
Cost	100;
Weight	4;
Type	(key);
Wear	(take);
Extra	(dark);
Material	(iron);
Values	[0, 0, 0, 0];
};
Object {
Vnum	8619;
Name	"sword blade luke warrior";
Short	"the sword of Luke the Warrior";
Long	"The beautifully crafted blade of Luke the Warrior lies here.";
Level	45;
Weight	7;
Type	(weapon);
Wear	(take wield);
Extra	(magic anti-evil anti-neutral);
Material	(steel);
Required	(long sword proficiency);
Values	[(.), 0, 0, (<weapon> slice)];
Affect	{
Location	(speed);
Modifier	3;
};
Affect	{
Location	(wisdom);
Modifier	1;
};
Affect	{
Location	(hitroll);
Modifier	9;
};
Affect	{
Location	(damroll);
Modifier	7;
};
};
Object {
Vnum	8620;
Name	"redwall map";
Short	"a map of Redwall";
Long	"A tightly rolled map coloured with age lies here.";
Level	15;
Weight	5;
Wear	(take);
Extra	(fragile);
Material	(paper);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"Redwall map";
Text	"&rMap of REDWALL:\n
     &BQ                    &BA - &bAgrill\n
&g    __+______---+--+ &BL    B - &bBoldred\n
&g   |        |   |  |__    &BQ - &bSquirrels\n
&BB&g-+        |   &BW&g    +|    &BW - &bWarden's Hut\n
&g   |       ++        &BP&g|   &BL - &bLizards\n
&B A&g-|_      &BF&g|      ___|   &BP - &bPigmy Shrews\n
&g    |       +---+  | |    &BM - &bMarshank\n
&g   _|__         |__|&BM&g|_   &B  - &bMarshes\n
&g   |&m.&Mo&g|           | | |   &BS - &bShrews\n
&B N &g|__+-----------+ +-|   &BF - &bForest Path\n
            &BS             N - &bNoonvale&n\n";
};
};
Object {
Vnum	8621;
Name	"badrang's black cloak";
Short	"badrang's cloak";
Long	"Badrang's black cloak lies crumpled on the floor.";
Level	48;
Weight	7;
Type	(armour);
Wear	(take shoulders);
Extra	(dark evil anti-good anti-neutral);
Material	(eternium);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-10;
};
Affect	{
Location	(wisdom);
Modifier	-1;
};
Affect	{
Location	(constitution);
Modifier	1;
};
Affect	{
Location	(strength);
Modifier	1;
};
Affect	{
Location	(magic-resist);
Modifier	3;
};
};
Object {
Vnum	8622;
Name	"badrang blade sword long";
Short	"badrang's blade";
Long	"A long, sharp sword lies on the ground collecting dust.";
Level	48;
Weight	10;
Type	(weapon);
Wear	(take wield);
Extra	(dark evil anti-good anti-neutral sharp);
Material	(steel);
Required	(long sword proficiency);
Values	[(.), 0, 0, (<weapon> slash)];
Affect	{
Location	(hitroll);
Modifier	5;
};
Affect	{
Location	(damroll);
Modifier	9;
};
Affect	{
Location	(strength);
Modifier	1;
};
Affect	{
Location	(hp);
Modifier	-20;
};
};
Object {
Vnum	8623;
Name	"sword clogg captain tramum pirate";
Short	"tramum Clogg's sword";
Long	"The sword of the well known pirate, Captain Tramum Clogg is here.";
Level	46;
Weight	11;
Type	(weapon);
Wear	(take wield);
Extra	(evil anti-good);
Material	(steel);
Required	(short sword proficiency);
Values	[(.), 0, 0, (<weapon> slice)];
};
Object {
Vnum	8624;
Name	"plain sword";
Short	"a plain sword";
Long	"A rather plain looking sword lies unwanted on the ground.";
Level	0;
Weight	9;
Type	(weapon);
Wear	(take wield);
Extra	(evil anti-good);
Material	(steel);
Values	[(.), 0, 0, (<weapon> slice)];
};
Object {
Vnum	8625;
Name	"bag leather small";
Short	"a small leather bag";
Long	"A small leather bag lies on the ground here.";
Level	15;
Weight	2;
Repop	500;
Type	(container);
Wear	(take);
Material	(leather);
Values	[63, 0, 0, 0];
};
Object {
Vnum	8626;
Name	"a small pencil";
Short	"a pencil";
Long	"A small pencil that has been chewed at the end is lying here.";
Level	33;
Type	(weapon);
Wear	(take wield);
Material	(carbon);
Values	[(.), 0, 0, (<weapon> stab)];
Affect	{
Location	(intelligence);
Modifier	1;
};
Affect	{
Location	(hitroll);
Modifier	4;
};
Affect	{
Location	(damroll);
Modifier	-4;
};
};


Room {
Vnum	8600;
Name	"The Cherry Orchard";
Desc	"You are standing near several rows of cherry trees.  You see an old\n
hedgehog popping cherries into his mouth.  As soon as he sees you he comes\n
over to investigate.  He seems to think you want to steal his cherries and\n
he starts to hit you with his wooden walking stick.\n";
Flags	(no_mob safe);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8601;
}, @(<dir> west) {
ToRoom	870;
} ];
Resets	{
# Agrill the old hedgehog to room.
  M 8600 1;
};
};
Room {
Vnum	8601;
Name	"Forest Path";
Desc	"Looking west you see an orchard.  The cherries that hang in great\n
quantities look delicious.  You get a craving for cherries.  When you look\n
north you forget all about cherries.  All you see is darkness.  A huge\n
tunnel starts.  No sunlight can get in.  It must have a magical spell over\n
it because no tunnel that big could keep out the sun that well.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8602;
}, @(<dir> south) {
ToRoom	8676;
}, @(<dir> west) {
ToRoom	8600;
} ];
};
Room {
Vnum	8602;
Name	"The Entrance to Boldred's Tunnel";
Desc	"You are in the entrance to Boldred's tunnel.  On either side of you are\n
solid rock walls.  On the ground you notice bits of paper scattered\n
everywhere, as you walk along you find more and more of them.\n";
Flags	(underground safe);
Exit	[  @(<dir> north) {
ToRoom	8603;
}, @(<dir> south) {
ToRoom	8601;
} ];
ExDesc	{
Keyword	"paper";
Text	"You notice these pieces of paper are in fact small fragments of a map.\n
When you look closer you see that it has the word REDWALL written clearly on\n
it.\n";
};
};
Room {
Vnum	8603;
Name	"Boldred's Tunnel";
Desc	"It is pitch black here.  You stumble several times, for you can't even\n
see your own hand.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	8604;
}, @(<dir> south) {
ToRoom	8602;
} ];
};
Room {
Vnum	8604;
Name	"Boldred's Tunnel";
Desc	"The tunnel is still very dark, but to the west you can see a dim light.\n
You can also hear voices, one of a male and another of a female.  By the way\n
they keep squawking, you gather they are birds.\n";
Flags	(dark underground);
Exit	[  @(<dir> north) {
ToRoom	8606;
}, @(<dir> south) {
ToRoom	8603;
}, @(<dir> west) {
ToRoom	8605;
} ];
};
Room {
Vnum	8605;
Name	"Boldred's Chamber";
Desc	"Here you see two large owls.  The biggest one is nursing a young owl.\n
The female owl is writing something on a bit of paper.  The owls notice you\n
as you enter their chamber.\n";
Flags	(no_mob underground);
Exit	[  @(<dir> east) {
ToRoom	8604;
} ];
Resets	{
# Emulet the baby owl to room.
  M 8603 1;
# Horty the owl to room.
  M 8602 1;
# Boldred the owl to room.
  M 8601 1;
#	a map of Redwall to inventory.
  G 8620;
};
};
Room {
Vnum	8606;
Name	"Boldred's Tunnel";
Desc	"The tunnel is very dark.  You accidentally trip on a rock that is\n
sticking up from the ground.  You hit the cold rock floor with a thud.\n";
Flags	(dark no_mob underground);
Exit	[  @(<dir> north) {
ToRoom	8607;
}, @(<dir> south) {
ToRoom	8604;
} ];
};
Room {
Vnum	8607;
Name	"The Edge of the Forest";
Desc	"There are many trees surrounding you.  Up in the trees are some squirrels.\n
They are throwing rocks at you and laughing as if it were a game.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8608;
}, @(<dir> south) {
ToRoom	8606;
} ];
Resets	{
# a male squirrel to room.
  M 8605 5;
#	equip a blunt wooden axe rwielded.
  E 8602 ("rwielded");
};
};
Room {
Vnum	8608;
Name	"Forest of the Gawtrybe";
Desc	"As you walk a very young squirrel lands on your shoulder.  When you push\n
it away another squirrel lands on your head.  You leave it there.  All\n
around you are huge trees.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8609;
}, @(<dir> west) {
ToRoom	8607;
} ];
Resets	{
# a female squirrel to room.
  M 8606 4;
#	equip a blunt wooden axe rwielded.
  E 8602 ("rwielded");
# a male squirrel to room.
  M 8605 5;
#	equip a blunt wooden axe lwielded.
  E 8602 ("lwielded");
};
};
Room {
Vnum	8609;
Name	"Forest of the Gawtrybe";
Desc	"You are very annoyed by the squirrels of the Gawtrybe.  You see one\n
sitting on a branch and you catapult it off into the forest.  Thinking this\n
was hilarious the other squirrels copy.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8610;
}, @(<dir> west) {
ToRoom	8608;
} ];
Resets	{
# a female squirrel to room.
  M 8606 4;
#	equip a blunt wooden axe rwielded.
  E 8602 ("rwielded");
};
};
Room {
Vnum	8610;
Name	"Forest of the Gawtrybe";
Desc	"Here there are several young squirrels having mock battles.  Using\n
branches as staves.  They don't notice you when you walk past.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8611;
}, @(<dir> east) {
ToRoom	8612;
}, @(<dir> south) {
ToRoom	8609;
} ];
Resets	{
# a female squirrel to room.
  M 8606 4;
#	equip a blunt wooden axe rwielded.
  E 8602 ("rwielded");
# a male squirrel to room.
  M 8605 5;
#	equip a blunt wooden axe rwielded.
  E 8602 ("rwielded");
};
};
Room {
Vnum	8611;
Name	"The Leader's Residence";
Desc	"As you walk forward a rather big squirrel jumps down from a tree.  He is\n
armed with a short sword.  He waves the sword threateningly and shouts at\n
you.  'Abugda ont oom ear'\n";
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	8610;
} ];
Resets	{
# a male squirrel to room.
  M 8605 5;
#	equip a blunt wooden axe rwielded.
  E 8602 ("rwielded");
# Wakka to room.
  M 8604 1;
#	equip a wooden sword rwielded.
  E 8601 ("rwielded");
};
};
Room {
Vnum	8612;
Name	"Forest of the Gawtrybe";
Desc	"You step on a twig, which breaks under your weight.  The noise attracts\n
many squirrels.  They laugh at you for no particular reason.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8614;
}, @(<dir> west) {
ToRoom	8610;
} ];
Resets	{
# a female squirrel to room.
  M 8606 4;
#	equip a blunt wooden axe lwielded.
  E 8602 ("lwielded");
# a male squirrel to room.
  M 8605 5;
#	equip a blunt wooden axe rwielded.
  E 8602 ("rwielded");
};
};
Room {
Vnum	8613;
Name	"Forest of the Gawtrybe";
Desc	"There are a few squirrels here.  To the south, where a path begins, there\n
aren't any.  The squirrels are obviously not allowed there.\n";
Flags	(no_mob);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8614;
}, @(<dir> south) {
ToRoom	8658;
} ];
};
Room {
Vnum	8614;
Name	"The Edge of the Forest ";
Desc	"There are very few squirrels here.  Those that are here are keeping very\n
quiet.  This must be so they don't attract the attention of the Marshwood\n
Hill Lizards.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8615;
}, @(<dir> south) {
ToRoom	8613;
}, @(<dir> west) {
ToRoom	8612;
} ];
};
Room {
Vnum	8615;
Name	"Marshwood Hill";
Desc	"The ground here is very soggy.  You can see the corpse of an unfortunate\n
squirrel, who must have wandered out of the forest at the wrong time.  On a\n
tree stump there is a sign.\n";
Flags	(no_mob);
Sector	(hills);
Exit	[  @(<dir> east) {
ToRoom	8616;
}, @(<dir> west) {
ToRoom	8614;
} ];
Resets	{
# a squirrel corpse to room.
  O 8600;
};
};
Room {
Vnum	8616;
Name	"Marshwood Hill";
Desc	"You are walking through some hills, as you get further and further\n
through them you find yourself sinking a little.  Here you see what looks\n
like the tail of a lizard.  You can't find the other body parts, so you\n
gather this lizard was eaten.\n";
Sector	(hills);
Exit	[  @(<dir> north) {
ToRoom	8617;
}, @(<dir> west) {
ToRoom	8615;
} ];
Resets	{
# an angry lizard to room.
  M 8634 6;
};
};
Room {
Vnum	8617;
Name	"Marshwood Hill";
Desc	"When you walk you step on several skulls.  Not all are that of a lizard,\n
there are skulls from squirrels, mice, moles and more.  It is like a giant\n
graveyard.  You decide this isn't a safe place to be.\n";
Sector	(hills);
Exit	[  @(<dir> east) {
ToRoom	8618;
}, @(<dir> south) {
ToRoom	8616;
} ];
Resets	{
# a lizard to room.
  M 8636 6;
# an angry lizard to room.
  M 8634 6;
};
};
Room {
Vnum	8618;
Name	"Marshwood Hill";
Desc	"As you walk you wonder what kind of life the Warden of Marshwood Hill\n
would have.  You jump when you step on the skull of a lizard that looks like\n
it's only recently killed.\n";
Sector	(hills);
Exit	[  @(<dir> east) {
ToRoom	8619;
}, @(<dir> west) {
ToRoom	8617;
} ];
Resets	{
# a lizard to room.
  M 8636 6;
# an angry lizard to room.
  M 8634 6;
};
};
Room {
Vnum	8619;
Name	"Marshwood Hill";
Desc	"The track here is very hard to see.  You have to be extremely careful\n
where you tread.  There is hissing all around you.\n";
Sector	(hills);
Exit	[  @(<dir> east) {
ToRoom	8622;
}, @(<dir> south) {
ToRoom	8620;
}, @(<dir> west) {
ToRoom	8618;
} ];
Resets	{
# a lizard to room.
  M 8636 6;
};
};
Room {
Vnum	8620;
Name	"Marshwood Hill";
Desc	"You are walking very slowly.  You accidentally step into a patch of\n
sinking sand.  Luckily you find something to pull yourself out with.  You\n
walk even slower after your close encounter with death.\n";
Sector	(hills);
Exit	[  @(<dir> north) {
ToRoom	8619;
}, @(<dir> south) {
ToRoom	8621;
} ];
Resets	{
# the red frill necked lizard to room.
  M 8635 1;
};
};
Room {
Vnum	8621;
Name	"Warden's Hut";
Desc	"As you step inside you shiver, covering the entire floor are the bones of\n
lizards.  As you step on them they crack, thats if they haven't already been\n
broken.  In the corner of your eye you notice something beautiful.  It looks\n
like a sword.\n";
Exit	[  @(<dir> north) {
ToRoom	8620;
} ];
Resets	{
# the Bone Sword to room.
  O 8615;
# the Warden to room.
  M 8621 1;
};
};
Room {
Vnum	8622;
Name	"Marshes";
Desc	"The hissing of the lizards is starting to get on your nerves.  You start\n
to walk faster, but you trip on a lizards skull and fall over.\n";
Sector	(swamp);
Exit	[  @(<dir> east) {
ToRoom	8623;
}, @(<dir> west) {
ToRoom	8619;
} ];
Resets	{
# an angry lizard to room.
  M 8634 6;
};
};
Room {
Vnum	8623;
Name	"Marshes";
Desc	"The ground here is so soggy it makes squelching noises as you walk.  You\n
find it hard to walk properly for your feet keep getting buried in the mud.\n";
Sector	(swamp);
Exit	[  @(<dir> south) {
ToRoom	8624;
}, @(<dir> west) {
ToRoom	8622;
} ];
Resets	{
# a lizard to room.
  M 8636 6;
# an angry lizard to room.
  M 8634 6;
};
};
Room {
Vnum	8624;
Name	"Marshes";
Desc	"You are finding it so hard to walk here, you have to walk extremely\n
slowly.  You wonder how the lizards can run across here so easily.\n";
Sector	(swamp);
Exit	[  @(<dir> north) {
ToRoom	8623;
}, @(<dir> south) {
ToRoom	8625;
} ];
Resets	{
# a lizard to room.
  M 8636 6;
};
};
Room {
Vnum	8625;
Name	"Marshes";
Desc	"You are surrounded by marshes and the hissing of lizards.  You begin to\n
wonder if coming here was such a good idea.\n";
Sector	(swamp);
Exit	[  @(<dir> north) {
ToRoom	8624;
}, @(<dir> east) {
ToRoom	8626;
} ];
Resets	{
# a lizard to room.
  M 8636 6;
# an angry lizard to room.
  M 8634 6;
};
};
Room {
Vnum	8626;
Name	"Marshes";
Desc	"This is the edge of the swampland.  To the west of you, the hissing of\n
lizards is unbearable.  To the south are the screams of the squidjees.\n";
Flags	(no_mob);
Sector	(swamp);
Exit	[  @(<dir> south) {
ToRoom	8627;
}, @(<dir> west) {
ToRoom	8625;
} ];
};
Room {
Vnum	8627;
Name	"Entrance to the Shrew Cave";
Desc	"Before you is the entrance to the cave in which many pygmy shrews live.\n
You stand on the sand of the beach where several squidjees, or baby pygmy\n
shrews, are playing noisily.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	8626;
}, @(<dir> south) {
ToRoom	8630;
}, @(<dir> west) {
ToRoom	8628;
} ];
Resets	{
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
};
};
Room {
Vnum	8628;
Name	"Inside the Shrew Cave";
Desc	"In the room you stand in are great long rows of tables.  Seated at these\n
tables are old shrews.  You can hardly hear yourself think in all the noise\n
of this great hall.\n";
Exit	[  @(<dir> east) {
ToRoom	8627;
}, @(<dir> south) {
ToRoom	8629;
} ];
Resets	{
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
};
};
Room {
Vnum	8629;
Name	"The Squidjees' Dormitory";
Desc	"Surrounding you are many beds, extremely small ones at that!  The\n
squidjees here are noisier then ever.  The older shrews are trying to hush\n
them, but they are unsuccessful.\n";
Flags	(underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	8628;
} ];
Resets	{
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# a squidjee to room.
  M 8624 18;
# Dinjer the pygmy shrew to room.
  M 8622 1;
# Amballa to room.
  M 8623 1;
#	equip a wooden sword rwielded.
  E 8601 ("rwielded");
};
};
Room {
Vnum	8630;
Name	"South Cliffs";
Desc	"You walk along the edge of a fairly large drop.  At the bottom of the\n
drop is the ocean.  The cliff is crumbling away at the edges, so it would be\n
advisable to steer clear of it.\n";
Flags	(no_mob);
Sector	(mountain);
Exit	[  @(<dir> north) {
ToRoom	8627;
}, @(<dir> south) {
ToRoom	8631;
} ];
};
Room {
Vnum	8631;
Name	"South Cliffs";
Desc	"The grass on which you walk is very green, due to a lot of rain.  The\n
path that runs along the cliff is narrow and looks well used.\n";
Sector	(mountain);
Exit	[  @(<dir> north) {
ToRoom	8630;
}, @(<dir> south) {
ToRoom	8632;
} ];
};
Room {
Vnum	8632;
Name	"South Cliffs";
Desc	"To the east of you, you hear the waves crashing against the rocks at the\n
base of the cliff.  To the south there is also a cliff, which is\n
considerably smaller.  This cliff also drops down to the ocean.  Looking out\n
from this cliff, you can see the fortress of Marshank and the black beach at\n
it's gates.\n";
Sector	(mountain);
Exit	[  @(<dir> north) {
ToRoom	8631;
}, @(<dir> west) {
ToRoom	8633;
} ];
};
Room {
Vnum	8633;
Name	"South Cliffs";
Desc	"The foul stench coming from the marshes is overpowering.  Something on\n
the edge of the cliff draws your attention.  It is a bit of rock which looks\n
very much like a dragon's head.\n";
Flags	(no_mob);
Sector	(mountain);
Exit	[  @(<dir> east) {
ToRoom	8632;
}, @(<dir> south) {
ToRoom	8640;
}, @(<dir> west) {
ToRoom	8634;
} ];
Resets	{
# Gelfar to room.
  M 8645 1;
#	equip Stone Armour of the Dragon body.
  E 8616 ("body");
};
};
Room {
Vnum	8634;
Name	"Marshes";
Desc	"To the east you can see the grassy area next to the cliff.  All around\n
you, you hear a faint buzzing sound, obviously coming from the flies in the\n
area.\n";
Sector	(swamp);
Exit	[  @(<dir> east) {
ToRoom	8633;
}, @(<dir> west) {
ToRoom	8635;
} ];
Resets	{
# a marsh fly to room.
  M 8648 5;
# a dragonfly to room.
  M 8647 3;
};
};
Room {
Vnum	8635;
Name	"Marshes";
Desc	"The marshes smell like dead creatures.  You have to extremely careful\n
where you tread for there are bogs all over the place.\n";
Sector	(swamp);
Exit	[  @(<dir> east) {
ToRoom	8634;
}, @(<dir> south) {
ToRoom	8636;
} ];
Resets	{
# a marsh fly to room.
  M 8648 5;
# a dragonfly to room.
  M 8647 3;
};
};
Room {
Vnum	8636;
Name	"Marshes";
Desc	"You are on the edge of the marshes, but you can't get to solid ground\n
because of the bogs.  To the east is the fortress of Marshank.  It's stone\n
walls make it look like a prison from the outside.\n";
Sector	(swamp);
Exit	[  @(<dir> north) {
ToRoom	8635;
}, @(<dir> south) {
ToRoom	8637;
} ];
Resets	{
# a marsh fly to room.
  M 8648 5;
# a marsh fly to room.
  M 8648 5;
};
};
Room {
Vnum	8637;
Name	"Marshes";
Desc	"The marshes are extremely hot.  There is no shade, so you have to put up\n
with the heat, as well as the many flies which keep buzzing around you.\n";
Sector	(swamp);
Exit	[  @(<dir> north) {
ToRoom	8636;
}, @(<dir> east) {
ToRoom	8638;
}, @(<dir> south) {
ToRoom	8646;
} ];
Resets	{
# a dragonfly to room.
  M 8647 3;
};
};
Room {
Vnum	8638;
Name	"Marshes";
Desc	"You have come to an extremely muddy part of the marshes.  You find it\n
very hard even to lift a foot.  You fall a few times but you manage to stay\n
above ground.\n";
Sector	(swamp);
Exit	[  @(<dir> east) {
ToRoom	8639;
}, @(<dir> south) {
ToRoom	8645;
}, @(<dir> west) {
ToRoom	8637;
} ];
Resets	{
# Modral to room.
  M 8646 1;
#	equip modral's ring of strength lfinger.
  E 8617 ("lfinger");
#	a mud stained rusty iron key to inventory.
  G 8618;
# a marsh fly to room.
  M 8648 5;
};
};
Room {
Vnum	8639;
Name	"Marshes";
Desc	"The marshes aren't that boggy here.  To the north is the beach of\n
Marshank.  The sand, unlike other beaches, is not white or yellow.\n";
Flags	(no_mob);
Sector	(swamp);
Exit	[  @(<dir> north) {
ToRoom	8640;
}, @(<dir> south) {
ToRoom	8642;
}, @(<dir> west) {
ToRoom	8638;
} ];
};
Room {
Vnum	8640;
Name	"The Beach of Marshank";
Desc	"The sand of this beach is black.  The gates of Marshank are made of wood\n
which has been painted black.  The whole fortress looks miserable, for it's\n
walls are all made of grey stone.\n";
Sector	(desert);
Exit	[  @(<dir> north) {
ToRoom	8633;
}, @(<dir> south) {
ToRoom	8639;
}, @(<dir> west) {
Keyword	"Gates of Marshank";
Key	8618;
ToRoom	8641;
Flags	(door closed locked bashproof);
} ];
ExDesc	{
Keyword	"gates marshank fortress";
Text	"Towering above you are the wooden gates of Marshank.  They look to be\n
made of wood, although it is difficult to tell with them painted black.\n";
};
};
Room {
Vnum	8641;
Name	"Inside the Gates";
Desc	"The insides of the gates are just as black as the outside.  The light\n
here is very dim.  You wouldn't be able to see unless you had a light.\n";
Flags	(dark);
Exit	[  @(<dir> east) {
Keyword	"Gates of Marshank";
Key	8618;
ToRoom	8640;
Flags	(door closed locked bashproof);
}, @(<dir> down) {
ToRoom	8677;
} ];
};
Room {
Vnum	8642;
Name	"Marshes";
Desc	"The marshes at this particular area smell like rotting carcasses.  You\n
have to use your mouth for breathing in order to avoid the putrid stench of\n
the place.  The hills to the south look more than inviting, with their\n
bright green grass.\n";
Sector	(swamp);
Exit	[  @(<dir> north) {
ToRoom	8639;
}, @(<dir> south) {
ToRoom	8643;
} ];
};
Room {
Vnum	8643;
Name	"Northern Hills";
Desc	"In the north are the marshes.  You can smell them from where you stand,\n
you could probably smell them from further away though.  The power of the\n
smell makes you cough and splutter.  The grass on which you stand reaches\n
your knees.  It tickles as you walk through, but nothing like that can take\n
your mind off the horrible smell coming from the marshes.\n";
Flags	(no_mob);
Sector	(hills);
Exit	[  @(<dir> north) {
ToRoom	8642;
}, @(<dir> west) {
ToRoom	8644;
} ];
};
Room {
Vnum	8644;
Name	"Northern Hills";
Desc	"As you walk along you can hear the rushing of the Broadstream, which is\n
to the south and west of you.  This sound is accompanied by the continual\n
buzzing of the flies in the marshes.\n";
Sector	(hills);
Exit	[  @(<dir> north) {
ToRoom	8645;
}, @(<dir> east) {
ToRoom	8643;
} ];
};
Room {
Vnum	8645;
Name	"Northern Hills";
Desc	"The grass beneath your feet is bright green and covered in dew.  Your\n
legs and feet get soaked as you walk through it.  A slight breeze blows\n
across your face, cooling you considerably.\n";
Flags	(no_mob);
Sector	(hills);
Exit	[  @(<dir> north) {
ToRoom	8638;
}, @(<dir> south) {
ToRoom	8644;
}, @(<dir> west) {
ToRoom	8646;
} ];
};
Room {
Vnum	8646;
Name	"Northern Hills";
Desc	"To the south is the bank of the Broadstream.  From where you stand to the\n
surface of the water is quite a drop compared to further upstream.  You can\n
hear the sound of the water rushing at a very fast rate.\n";
Flags	(no_mob);
Sector	(hills);
Exit	[  @(<dir> north) {
ToRoom	8637;
}, @(<dir> east) {
ToRoom	8645;
}, @(<dir> west) {
ToRoom	8647;
} ];
};
Room {
Vnum	8647;
Name	"Northern Hills";
Desc	"You can faintly hear the rustle of leaves in the forest to the north.\n
The hill on which you stand has very few trees surrounding it and upon it.\n
Looking to the south, you see a very hilly out-crop.  You notice that no path\n
leads into it.  You don't wonder why.  Beyond the hills, to the southeast\n
you can vaguely see the ocean, but no ocean sounds or smells reach your ears\n
and nose.\n";
Sector	(hills);
Exit	[  @(<dir> north) {
ToRoom	8648;
}, @(<dir> east) {
ToRoom	8646;
}, @(<dir> west) {
ToRoom	8659;
} ];
};
Room {
Vnum	8648;
Name	"Northern Hills";
Desc	"You are now surrounded by a few trees.  Looking northward, you see that\n
the trees grow very thick there.  The small rocky path that leads north\n
through the forest makes a change to the wide, brown on that you stand on at\n
the moment.  To the south are more hills.  In that direction there are less\n
trees.  The only vegetation you can see is the occasional bush.  Most of the\n
ones you see are the same bright green colour as the grass.\n";
Flags	(no_mob);
Sector	(hills);
Exit	[  @(<dir> north) {
ToRoom	8649;
}, @(<dir> south) {
ToRoom	8647;
} ];
};
Room {
Vnum	8649;
Name	"Forest Path";
Desc	"You are now under the eaves of the forest.  Shade covers your entire\n
face.  You glance north and see that the trees grow awfully close there.\n
You also notice that the path does not continue in that direction.  To the\n
west, the small path on which you stand goes on into the forest.  To the\n
east, you can faintly hear the buzzing of the flies around Marshank.  You\n
can also smell the marshes in the east, the overpowering stench taking away\n
much of the beauty of the forest.\n";
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	8648;
}, @(<dir> west) {
ToRoom	8650;
} ];
Resets	{
# Felldoh to room.
  M 8607 1;
};
};
Room {
Vnum	8650;
Name	"Forest Path";
Desc	"As you walk, the dry, brown leaves that cover the path crackle under your\n
weight.  You take a look at your surroundings.  All you see are trees, trees\n
and more trees.  The trees are all extremely tall, fighting for all the\n
light they can get.  You see a number of dead trees that obviously couldn't\n
reach the light.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8649;
}, @(<dir> west) {
ToRoom	8651;
} ];
Resets	{
# Ballaw De Quincewold to room.
  M 8608 1;
};
};
Room {
Vnum	8651;
Name	"Forest Path";
Desc	"When you walk, you can feel the ground is wet.  You occasionally step\n
into a puddle of murky water.  All this dampness is probably due to recent\n
rain.  Morning dew would certainly not make a puddle as deep as the one you\n
have just stepped into.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8650;
}, @(<dir> west) {
ToRoom	8652;
} ];
Resets	{
# Celandine to room.
  M 8609 1;
};
};
Room {
Vnum	8652;
Name	"Forest Path";
Desc	"At this place, the forest is not so dense.  Here, the path maker obviously\n
took the opportunity to make a turn.  The path here is very clear, for it is\n
outlined in a row of darker stones.  This making the white stones of the\n
path stand out more than they did before.  This outlining on the path stops\n
when the path hits the denser part of the forest once more.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8653;
}, @(<dir> east) {
ToRoom	8651;
} ];
Resets	{
# Gaushee to room.
  M 8610 1;
};
};
Room {
Vnum	8653;
Name	"Forest Path";
Desc	"There are signs of movement here.  You look closely at the path and see\n
that there are wheel tracks, from a cart perhaps, on it.  The tracks are\n
quite old, but still very clear.  As you walk further, your eyes start to\n
droop, as if someone had suddenly put a spell over you.  You soon realise\n
that it is the forest itself that put the spell on you.  The calmness and\n
the peace is enough to put anyone to sleep.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8654;
}, @(<dir> south) {
ToRoom	8652;
} ];
Resets	{
# Fuffle to room.
  M 8620 1;
#	equip a rusty saucepan head.
  E 8604 ("head");
#	equip a wooden sword rwielded.
  E 8601 ("rwielded");
# Rowanoak to room.
  M 8611 1;
};
};
Room {
Vnum	8654;
Name	"Forest Path";
Desc	"You are now in the heart of the forest.  Trees and bushes are all around\n
you.  The denseness of this place is incredible.  Just as incredible as the\n
colours.  Every shade of green can be seen.  In all four directions there\n
are paths.  To the east, though, the path is overgrown.  It would be\n
impossible for anyone, save squirrels, to follow it.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8657;
}, @(<dir> south) {
ToRoom	8653;
}, @(<dir> west) {
ToRoom	8655;
} ];
Resets	{
# Kastern to room.
  M 8614 1;
#	equip huge digging claws rwielded.
  E 8605 ("rwielded");
# Trefoil to room.
  M 8612 1;
#	equip huge digging claws rwielded.
  E 8605 ("rwielded");
};
};
Room {
Vnum	8655;
Name	"Forest Path";
Desc	"As you walk, your attention is drawn to the south.  From there you can\n
hear voices and music.  The lively music is enough to wake anyone up from\n
their dreams and send them to another wonderland.  The music kind of makes\n
you want to dance.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8654;
}, @(<dir> south) {
ToRoom	8656;
} ];
Resets	{
# Purslane to room.
  M 8619 1;
# Buckler to room.
  M 8613 1;
};
};
Room {
Vnum	8656;
Name	"Forest Path";
Desc	"As you enter this part of the forest, the music stops.  The path has come\n
to a dead end.  You stand in front of a caravan.  The van is rather large\n
and is covered in brightly coloured patterns.  It has a small, wooden door,\n
which has three small steps leading up to it.  At one end of the caravan are\n
two wooden poles sticking out from the main body.  You gather they must be\n
for the creatures that pull the cart along.  You glance at the small\n
rectangular window to the left of the door.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8655;
} ];
ExDesc	{
Keyword	"window rectangular";
Text	"In the window are several musical instruments.  Also, hanging up just\n
inside the window are a number of strange objects.  They look like they are\n
from some magic show, or something along those lines.\n";
};
Resets	{
# Barkjon to room.
  M 8618 1;
# Tullgrew to room.
  M 8616 1;
#	equip an otter sword rwielded.
  E 8603 ("rwielded");
};
};
Room {
Vnum	8657;
Name	"Forest Path";
Desc	"You get the feeling that you are enclosed in an area and cannot get out.\n
It is quite frightening.  The reason for this sudden outbreak of\n
claustrophobia is that the trees here seem to be constantly moving closer\n
together.  Also, it is darker here than anywhere else in the forest.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8658;
}, @(<dir> south) {
ToRoom	8654;
} ];
Resets	{
# Keyla to room.
  M 8615 1;
};
};
Room {
Vnum	8658;
Name	"Forest Path";
Desc	"Here, the path changes.  North, the path is wide and hard to see.  South,\n
the path is narrow and very clear.  You can hear faintly the sound of\n
laughing and screaming.  These noises are coming from the squirrels forest\n
of the Gawtrybe.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8613;
}, @(<dir> south) {
ToRoom	8657;
} ];
Resets	{
# Hillgorse to room.
  M 8617 1;
};
};
Room {
Vnum	8659;
Name	"Northern Hills";
Desc	"To the south you can hear the rushing of the waters of the Broadstream.\n
You look in that direction.  You see several shrews working to keep their\n
canoe the right way up.  There are also many shrews along the bank.  Some\n
are watching their fellows in the canoes, others are doing different things.\n";
Flags	(no_mob);
Sector	(hills);
Exit	[  @(<dir> east) {
ToRoom	8647;
}, @(<dir> south) {
ToRoom	8660;
} ];
};
Room {
Vnum	8660;
Name	"Along the Broadstream";
Desc	"The path that you are on runs right along the bank of the stream.  One\n
step more to the east and you would be swimming with the fish.  Swimming in\n
this stream would not be too pleasant, for the water isn't exactly calm.\n
Also, You would be forever bumped by the shrew's canoes.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8659;
}, @(<dir> south) {
ToRoom	8661;
} ];
};
Room {
Vnum	8661;
Name	"Along the Broadstream";
Desc	"Here the river makes a turn.  The path cuts the corner so the distance is\n
not so great.  You are glad that the corner was cut, because the land\n
doesn't look too secure on the corner.  With any weight at all, the bank\n
would collapse.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8660;
}, @(<dir> west) {
ToRoom	8662;
} ];
Resets	{
# Gulba to room.
  M 8641 1;
#	a miniature shrew canoe to inventory.
  G 8613;
#	some rocks to inventory.
  G 8612;
#	equip a short sling rwielded.
  E 8611 ("rwielded");
# Marigold to room.
  M 8640 1;
#	some rocks to inventory.
  G 8612;
#	equip a short sling rwielded.
  E 8611 ("rwielded");
};
};
Room {
Vnum	8662;
Name	"Along the Broadstream";
Desc	"There is plenty of vegetation in this area.  Most of the smaller shrubs\n
have been hacked to bits by the shrews.  By the looks of things, the shrews\n
use the trees and bushes for weapon practice.  It does seem cruel, but it is\n
just their way of life.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8661;
}, @(<dir> west) {
ToRoom	8663;
} ];
Resets	{
# Nordo to room.
  M 8643 1;
#	equip a short sling rwielded.
  E 8611 ("rwielded");
# Rungle to room.
  M 8642 1;
#	equip a rapier rwielded.
  E 8610 ("rwielded");
# Log-a-log to room.
  M 8638 1;
#	equip a rapier rwielded.
  E 8610 ("rwielded");
};
};
Room {
Vnum	8663;
Name	"Along the Broadstream";
Desc	"You notice that just beside the stream are lots of rocks.  You have seen\n
the shrews with their slings and decide that the rocks would be more useful\n
to the shrews than they would be to you, so you leave the rocks in their\n
original positions.\n";
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8662;
}, @(<dir> west) {
ToRoom	8664;
} ];
Resets	{
# Tubgutt to room.
  M 8644 1;
#	a bowl of soup to inventory.
  G 8614;
# Starwort to room.
  M 8639 1;
#	equip a rapier rwielded.
  E 8610 ("rwielded");
};
};
Room {
Vnum	8664;
Name	"Along the Broadstream";
Desc	"As you walk, the water lapping at the banks get s just a little annoying.\n
You try to get your mind of it by taking in your surroundings.  Westward is\n
the village of Noonvale.  There, the path grows wider.  Also in Noonvale,\n
you notice that the gardens are magnificent.  There are flower beds beside\n
every road.  The flowers sure do make the village brighter and more\n
cheerful.\n";
Flags	(no_mob);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	8663;
}, @(<dir> west) {
ToRoom	8665;
} ];
};
Room {
Vnum	8665;
Name	"The Village of Noonvale";
Desc	"The entrance to the village is quite a small one.  The road is narrow.\n
All around you are the beautiful gardens.  Most probably kept by Noonvale's\n
finest gardener.  The purple daisies and the white geraniums really stand\n
out against the bright green ferns.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8666;
}, @(<dir> east) {
ToRoom	8664;
}, @(<dir> south) {
ToRoom	8667;
}, @(<dir> west) {
ToRoom	8668;
} ];
Resets	{
# Grumm to room.
  M 8633 1;
};
};
Room {
Vnum	8666;
Name	"The Village of Noonvale";
Desc	"You are in the northeastern corner of town now.  All around you are small\n
cottages made from wood.  Their roofs are made from simple, but beautiful\n
wooden tiles.  You notice one of the houses has white floral curtains\n
hanging in the windows, you fall in love with them at once.\n";
Sector	(city);
Exit	[  @(<dir> south) {
ToRoom	8665;
}, @(<dir> west) {
ToRoom	8669;
} ];
Resets	{
# Brome to room.
  M 8630 1;
};
};
Room {
Vnum	8667;
Name	"The Village of Noonvale";
Desc	"You are in the southeastern corner of the village.  You look south.  You\n
can vaguely see the shrews in their canoes traveling west.  You think to\n
yourself, it would be quite an odd experience to travel in one of those\n
shrew canoes down the Broadstream.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8665;
}, @(<dir> west) {
ToRoom	8670;
} ];
};
Room {
Vnum	8668;
Name	"The Village of Noonvale";
Desc	"You are in the center of town.  Just beside the village's drinking\n
supply, the lemonade fountain.  Just next to the fountain is a huge tree.\n
The tree looks to be over one hundred years old.  You look further up the\n
trunk and see that there are several ropes hanging off the branches.  You\n
gather these were put here for the young children to swing off.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8669;
}, @(<dir> east) {
ToRoom	8665;
}, @(<dir> south) {
ToRoom	8670;
}, @(<dir> west) {
ToRoom	8671;
} ];
Resets	{
# the lemonade fountain to room.
  O 8609;
# Poppy to room.
  M 8629 1;
# Martin the Warrior to room.
  M 8649 1;
#	equip the sword of Luke the Warrior rwielded.
  E 8619 ("rwielded");
};
};
Room {
Vnum	8669;
Name	"The Village of Noonvale";
Desc	"You are on the edge of the village now.  You look north and see the\n
forest trees closing in on the path.  You look south, east and west and see\n
the neatly kept gardens next to the white, pebbled path.  You also see the\n
neat little huts beside the road just looking as pretty as they can.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8674;
}, @(<dir> east) {
ToRoom	8666;
}, @(<dir> south) {
ToRoom	8668;
}, @(<dir> west) {
ToRoom	8673;
} ];
Resets	{
# Rose to room.
  M 8631 1;
};
};
Room {
Vnum	8670;
Name	"The Village of Noonvale";
Desc	"West of you is a brick wall.  Probably the only one you will see in\n
Noonvale.  All the houses are made from wood because it is easier to get and\n
it costs less.  This particular red brick wall belongs to the cottage of\n
Urran Voh.  There is a small round window at about eye level.  You look in\n
and see an extremely well kept room.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8668;
}, @(<dir> east) {
ToRoom	8667;
} ];
};
Room {
Vnum	8671;
Name	"The Village of Noonvale";
Desc	"A small pavilion stands on the very edge of the village.  The small\n
wooden table which takes up most of the space in the tent, has many things\n
lying on it.  Weapons, armour and food can all be seen on the table.  A\n
small sign hangs up on the wall of the tent.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8673;
}, @(<dir> east) {
ToRoom	8668;
}, @(<dir> south) {
ToRoom	8672;
Flags	(door closed);
} ];
ExDesc	{
Keyword	"sign small";
Text	"The sign says:\n
   Shop hours...\n
      6am - 9pm\n
 The shop sells\\buys weaponry, armour, treasures and potions.\n";
};
ExDesc	{
Keyword	"sign small";
Text	"The sign says:\n
     Shop hours...\n
         6am - 9pm\n
 The shop sells armour, weaponry, treasure and potions.\n";
};
Resets	{
# The chubby Shopkeeper to room.
  M 8637 1;
#	a cake to inventory.
  G 8608;
#	a wooden spear to inventory.
  G 8606;
#	huge digging claws to inventory.
  G 8605;
#	a blunt wooden axe to inventory.
  G 8602;
#	a wooden sword to inventory.
  G 8601;
# Bungo to room.
  M 8627 1;
#	a cake to inventory.
  G 8608;
};
};
Room {
Vnum	8672;
Name	"Cottage of Urran Voh";
Desc	"The cottage in which you stand is small and well kept.  The wooden floor\n
has been polished thoroughly.  A rather large wooden rocking chair sits\n
rocking in the corner of the room.  There is a small table in the centre of\n
the room.  On it is a checked table cloth.  On the south wall there is a\n
small door.  On the door is a sign.\n";
Exit	[  @(<dir> north) {
ToRoom	8671;
Flags	(door closed);
}, @(<dir> south) {
Keyword	"small door";
Key	8600;
ToRoom	8200;
Flags	(door closed locked bashproof pickproof passproof);
} ];
ExDesc	{
Keyword	"sign small door";
Text	"There are bold letters painted on the door.  They say:\n
     &rPrivate, Keep Out!&n\n";
};
Resets	{
# Aryah to room.
  M 8626 1;
# Urran Voh to room.
  M 8625 1;
};
};
Room {
Vnum	8673;
Name	"The Village of Noonvale";
Desc	"Right in front of you is a small hut.  It's small white door has a red\n
ornament hanging on it.  You try the door and find that you cannot pass it.\n
Over your head is a low roof.  It is made from what looks like wood,\n
although it is hard to tell what it is made from through the thick coating\n
of white paint.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8669;
}, @(<dir> south) {
ToRoom	8671;
} ];
Resets	{
# Pallum to room.
  M 8632 1;
# Teaslepaw to room.
  M 8628 1;
#	a cake to inventory.
  G 8608;
#	a cake to inventory.
  G 8608;
#	a cake to inventory.
  G 8608;
};
};
Room {
Vnum	8674;
Name	"Forest Path";
Desc	"As you walk along the leaves crunch under your feet.  Looking south you\n
can see the paths of Noonvale, lined with white, pink, purple and blue\n
flowers and bright green ferns.  The path you are on continues to go west.\n";
Flags	(no_mob);
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	8669;
}, @(<dir> west) {
ToRoom	8675;
} ];
};
Room {
Vnum	8675;
Name	"Forest Path";
Desc	"The forest path winds in and out of the tall trees.  There is sometimes a\n
low branch that you have to duck under so that you don't bump your heat.\n
You do happen to bump your head on a branch, luckily you weren't going too\n
fast.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8676;
}, @(<dir> east) {
ToRoom	8674;
} ];
};
Room {
Vnum	8676;
Name	"Forest Path";
Desc	"All around you are tall trees and shrubs.  You feel enclosed, like you\n
are in prison made from living trees.  You look up.  All you can see are the\n
tops of the huge trees, only a spec of sunlight is able to get through.\n";
Flags	(dark);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	8601;
}, @(<dir> south) {
ToRoom	8675;
} ];
Resets	{
# a small leather bag to room.
  O 8625;
};
};
Room {
Vnum	8677;
Name	"Administration Office";
Desc	"This is a small dark room.  On the large, paper covered desk near the far\n
wall is a dim light which is coming from a small lamp.  You walk over to the\n
table.  You try to read what is no one of the pieces of paper but find it's\n
just a whole lot of illegible scribble.\n";
Flags	(dark no_mob underground);
Exit	[  @(<dir> up) {
ToRoom	8641;
}, @(<dir> down) {
ToRoom	8679;
} ];
Resets	{
# the administrator to room.
  M 8674 1;
#	equip a pencil lwielded.
  E 8626 ("lwielded");
};
};
Room {
Vnum	8678;
Name	"Fortress of Marshank";
Desc	"This part of the fortress is dark and damp.  You don't know how or why,\n
but there is a dripping noise coming from up above.  Also, there is water\n
splashed all over the ground.  You have difficulty trying to dodge the\n
puddles and the drips in the darkness.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	8679;
} ];
Resets	{
# Scalrag to room.
  M 8656 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Crableg to room.
  M 8668 1;
#	equip a plain sword lwielded.
  E 8624 ("lwielded");
};
};
Room {
Vnum	8679;
Name	"Fortress of Marshank";
Desc	"There is a ladder just next to where you stand now.  You look up it, but\n
can see nothing due to the almost pitch black environment.  You strain your\n
eyes, only to see yet another ladder leading up into blackness.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	8680;
}, @(<dir> south) {
ToRoom	8690;
}, @(<dir> west) {
ToRoom	8678;
}, @(<dir> up) {
ToRoom	8677;
} ];
Resets	{
# Lumpback to room.
  M 8660 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Wetpaw to room.
  M 8663 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
};
};
Room {
Vnum	8680;
Name	"Fortress of Marshank";
Desc	"The roof of this place is surprisingly low.  You had expected a higher\n
roof in a place like this.  You take a closer look at the roof and find that\n
is is made from stone.  They must have worked hard to make this place.\n
Putting in a stone roof seems a bit pointless, especially when they could\n
have just left the roof as it was.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	8681;
}, @(<dir> south) {
ToRoom	8691;
}, @(<dir> west) {
ToRoom	8679;
} ];
Resets	{
# Rotnose to room.
  M 8655 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Bluddnose to room.
  M 8670 1;
#	equip a plain sword lwielded.
  E 8624 ("lwielded");
};
};
Room {
Vnum	8681;
Name	"Fortress of Marshank";
Desc	"This fortress must be old.  In this corner, the roof has actually\n
collapsed, only partly though.  The huge stone almost blocks off the passage\n
completely.  This place is almost like a collapsed mine.  All the wooden\n
supports are broken and look pretty dangerous just sitting here with sharp\n
splinters sticking out.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	8680;
} ];
Resets	{
# Fleabane to room.
  M 8657 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Gruzzle to room.
  M 8672 1;
#	equip a plain sword lwielded.
  E 8624 ("lwielded");
};
};
Room {
Vnum	8682;
Name	"Fortress of Marshank";
Desc	"West of you is a doorway.  It has no door in it.  The door must have been\n
knocked out a while before, because the hinges are still there, but they are\n
all rusty.  Who knows why they don't take the hinges down or put a new door\n
in.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> south) {
ToRoom	8683;
}, @(<dir> west) {
ToRoom	8691;
} ];
Resets	{
# Stiffear to room.
  M 8661 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Bucktail to room.
  M 8673 1;
#	equip a plain sword lwielded.
  E 8624 ("lwielded");
};
};
Room {
Vnum	8683;
Name	"Fortress of Marshank";
Desc	"By the walls, just next to where you stand, are a row of benches.  The\n
benches are made from wood, but the wood does not look to sturdy.  If anyone\n
heavy sat on these benches they would probably fall to the floor.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	8682;
}, @(<dir> south) {
ToRoom	8684;
} ];
Resets	{
# Badrang to room.
  M 8650 1;
#	equip badrang's cloak shoulders.
  E 8621 ("shoulders");
#	equip badrang's blade lwielded.
  E 8622 ("lwielded");
};
};
Room {
Vnum	8684;
Name	"Fortress of Marshank";
Desc	"Right in front of you is a desk, a desk made from good quality wood.  The\n
desk has hardly anything on it, only a few papers can be seen.  The chair\n
behind the desk is black.  It doesn't look terribly comfortable, but it\n
would be bearable, if you were only sitting here for a short length of time.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	8683;
} ];
};
Room {
Vnum	8685;
Name	"Fortress of Marshank";
Desc	"The floor on which you stand is extremely rough.  A decent builder would\n
have at least smoothed the floor.  Maybe, the builder of the fortress wasn't\n
very good at all.  All over the floor are little stones, these probably came\n
from the roof.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	8692;
}, @(<dir> west) {
ToRoom	8686;
} ];
Resets	{
# Frogbit to room.
  M 8659 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Crosstooth to room.
  M 8667 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
};
};
Room {
Vnum	8686;
Name	"Fortress of Marshank";
Desc	"The walls, you find as you rub them, are rough.  You look at them closely\n
and see that several lumps of unwanted food have been splattered all over\n
the wall.  Simply the sight of this mess make you sick.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	8685;
}, @(<dir> west) {
ToRoom	8687;
} ];
Resets	{
# Tailwart to room.
  M 8662 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Dedjaw to room.
  M 8664 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
};
};
Room {
Vnum	8687;
Name	"Fortress of Marshank";
Desc	"In this corner, are a number of plain wooden beds.  Each has an extremely\n
thin mattress and single sheet on it.  None of the bed are made properly.\n
Some of the sheets are all twisted and sit as a lump in the middle of the\n
mattress.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	8688;
}, @(<dir> east) {
ToRoom	8686;
} ];
Resets	{
# Boggs to room.
  M 8665 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Growch to room.
  M 8666 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
};
};
Room {
Vnum	8688;
Name	"Fortress of Marshank";
Desc	"North of you is an extremely high, metal fence.  At the top of the fence\n
are a row of sharp metal spikes.  You take a look through the rungs of the\n
fence and see a wide, black hole.  You gather this must be some sort of\n
prison pit.\n";
Flags	(dark underground no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	8693;
}, @(<dir> south) {
ToRoom	8687;
} ];
Resets	{
# Floater to room.
  M 8671 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Clogg to room.
  M 8651 1;
#	equip tramum Clogg's sword rwielded.
  E 8623 ("rwielded");
};
};
Room {
Vnum	8689;
Name	"Prison Pit";
Desc	"You are now in the prisoners pit.  The prisoners taken by Badrang's army\n
are shoved down the very hole you are in now.  Both above and below you is\n
total blackness.  You begin to feel a slight breeze on your face.\n";
Flags	(dark no_mob underground no_recall no_portal fall);
Exit	[  @(<dir> east) {
ToRoom	8690;
}, @(<dir> down) {
ToRoom	8694;
} ];
};
Room {
Vnum	8690;
Name	"Fortress of Marshank";
Desc	"West of you is the towering gate of the prison pit.  It is made from the\n
toughest metal.  On it is a huge lock, anyone who even thought of breaking\n
out of the enclosed area would be insane.  The lock, though, is not done up.\n
The door swings open as you touch it.  You should be mighty careful not to\n
fall in.\n";
Flags	(dark underground no_recall no_portal fall);
Exit	[  @(<dir> north) {
ToRoom	8679;
}, @(<dir> south) {
ToRoom	8693;
}, @(<dir> west) {
ToRoom	8689;
} ];
Resets	{
# Guarrad to room.
  M 8654 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Gritter to room.
  M 8669 1;
#	equip a plain sword lwielded.
  E 8624 ("lwielded");
};
};
Room {
Vnum	8691;
Name	"Fortress of Marshank";
Desc	"On the floor, where you stand, is a pile of skulls.  Goodness knows where\n
they came from.  A thought crosses your mind that Badrang either kills his\n
own men or he kills the innocent prisoners that don't want to cooperate.\n
You accidentally step onto one of the skulls and it breaks up into little\n
pieces.  After this incident, you don't think that sound will ever leave\n
your mind.\n";
Flags	(dark underground no_recall no_portal fall);
Exit	[  @(<dir> north) {
ToRoom	8680;
}, @(<dir> east) {
ToRoom	8682;
}, @(<dir> south) {
ToRoom	8692;
} ];
};
Room {
Vnum	8692;
Name	"Fortress of Marshank";
Desc	"On the floor under you, you see a stain.  When you look closer, you\n
realize that stain is blood, dried blood.  You shiver and look up.  On the\n
wall, east of you, you notice blobs of blood as well.  You shiver again, you\n
hate to think of whose blood it was and how it got to being here.\n";
Flags	(dark underground no_recall no_portal fall);
Exit	[  @(<dir> north) {
ToRoom	8691;
}, @(<dir> south) {
ToRoom	8685;
}, @(<dir> west) {
ToRoom	8693;
} ];
Resets	{
# Bluehide to room.
  M 8653 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
};
};
Room {
Vnum	8693;
Name	"Fortress of Marshank";
Desc	"When you stand still and silent you can hear a faint scratching sound.\n
You look around to see where the sound is coming from and you catch a\n
glimpse of a small brown creature.  You can't see it for long because it\n
scurries back into it's hole.\n";
Flags	(dark underground no_recall no_portal fall);
Exit	[  @(<dir> north) {
ToRoom	8690;
}, @(<dir> east) {
ToRoom	8692;
}, @(<dir> west) {
ToRoom	8688;
} ];
Resets	{
# Nipwort to room.
  M 8658 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
# Hisk to room.
  M 8652 1;
#	equip a plain sword rwielded.
  E 8624 ("rwielded");
};
};
Room {
Vnum	8694;
Name	"Falling";
Desc	"The walls here are very smooth, probably due to the prisoners groping for\n
something to save them on their way down, after being pushed into the pit.\n
You think of it as barbaric to push innocent, defenseless creatures into a\n
hole, simply because they are a nuisance.\n";
Flags	(dark underground no_recall no_portal fall);
Exit	[  @(<dir> up) {
ToRoom	8689;
}, @(<dir> down) {
ToRoom	8695;
} ];
};
Room {
Vnum	8695;
Name	"The Pit Bottom";
Desc	"You are now at the bottom of that dreaded pit.  All around you are the\n
skeletons of of the dead prisoners.  You see some of the bones have been\n
cracked in the impact of someone falling on them.  One of the skeletons even\n
has some rotting flesh still on it.  You turn your eyes from that immediately\n
and start looking for an exit.\n";
Flags	(dark underground no_recall no_portal fall);
Exit	[  @(<dir> south) {
ToRoom	8259;
Flags	(hidden);
}, @(<dir> up) {
ToRoom	8694;
} ];
};



eof