# This file has been autogenerated, you can edit this online. -Version 0; -Date 1024369007; Area { Name "Zoth"; Plane "Farthin"; Builders "Kaz"; Repop "The village idiot grins at you then screams, \"The world is born anew!\"&n\n"; LVnum 12700; UVnum 12999; Security 5; Recall 12757; Temp 5; Flags (verbose); Economy 210291; }; Help { Name "'ZOTH MAP' ZOTH MAP"; Text ". +---+ +---+ + + +\n | 1 | | 2 | | | 3 |\n | +-------+ + +-------+ +---+ KEY\n | | 1> Grocer\n | + +---+---+ + +-------+ +---+ 2> Quest Keeper\n | | | | 5 | | 6 | | 7 | 3> Cemetery Road\n +---+ +---+---+ + +---+---+---+ +---+ 4> Bank\n | 8 | | | | 9 | 5> Cathedral\n +---+ | | +---+ +---+ | | +---+ 6> Blacksmith\n | | | | | | | | 7> Shop of Wonders\n +---+ +---+ | | +---+ +---+ 8> Bar\n | Palace | 9> Great Library\n +---+ +---+ | | +---+ +---+ 10> Baker\n | | | | | | 10 11| 11> Jeweller\n | | | +-----------+ +---+ +---+ 12> Scribe\n | | | | | | 13> Apothecary\n | +---+-------+ +---+---+ | | 14> Pet Shop\n | 12| | | | 13| | | 15> Hall of Learning\n | +---+-------+ +---+ +---+ +---+\n | 14|\n +-------+ +---+ +-------------------+\n | 15| | |\n +---+ + +\n"; }; Mobile { Vnum 12700; Name "Vorlin priest"; Short "Vorlin"; Long "Vorlin, the high-priest of Zoth, sits here smiling absently.\n"; Desc "This tall elven man sits here looking around at all the souls he has\n helped with a contented look upon his face. His far-away look gives you the\n impression that he is thinking of a time long past when he helped many more\n than just these few people, possibly he was even a healer during the Great\n Rending.\n"; Level 100; Align 1000; Class (Cleric); Act (npc sentinel); Affected (detect-invis detect-hidden sanctuary infrared); Sex (male); Race (Elf); Specfun "spec_cast_adept"; MudProg { Type (greet_prog); Args "100"; Comlist "if isgood($n)\n say Welcome my friend. Please rest awhile and tell me of your adventures.\n smile $n\n else\n glare $n\n say If your intentions be good, please, I welcome you. If your intentions\n be foul, I warn you now, I do not house rabble in my temple.\n endif\n"; }; }; Mobile { Vnum 12701; Name "blacksmith smith huge Lorgen"; Short "Lorgen the blacksmith"; Long "A huge man known as Lorgen stands here hammering a hot metal rod.\n"; Desc "This gigantic human toils away over a raging forge-fire, occasionally\n throwing an order to his overworked apprentice. His huge biceps bulge with\n every swing of his giant hammer, and with every swing the axehead he is\n working on takes it's shape.\n"; Level 90; Align 760; Class (Knight); Act (npc sentinel smith); Affected (sanctuary infrared haste); Sex (male); Race (Giant); Shop { Trade [(weapon)]; Markup 120; Markdown 90; Open 7; Close 21; }; }; Mobile { Vnum 12702; Name "grigis son apprentice"; Short "Grigis"; Long "Grigis, Lorgen's son and apprentice, is here working the billows.\n"; Desc "This Giant, although only young, still stands taller than any human. He\n stands next to the billows, working hard to maintain the forge-fire's\n blazing heat. Even though the young apprentice looks almost exhausted, he\n still pumps harder when his father goads him on.\n"; Level 65; Align 690; Class (Warrior); Act (npc sentinel); Affected (detect-hidden sanctuary infrared); Sex (male); Race (Giant); Parts (torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot tail lungs); }; Mobile { Vnum 12703; Name "garen grocer"; Short "Garen the grocer"; Long "Garen the grocer stands here, proudly selling his wares.\n"; Desc "This burly Minotaur stands proudly behind the counter of his shop,\n as a couple of customers peruse the items on his shelves, occasionally picking\n up an item and looking at it. He nods a greeting to you, but still keeps his\n eye on a pair of young boys trying to look inconspicuous in one corner.\n"; Level 75; Align 520; Class (Warrior); Act (npc sentinel); Affected (infrared); Sex (male); Race (Minotaur); Shop { Trade []; Markdown 50; Open 9; Close 20; }; }; Mobile { Vnum 12704; Name "kirin banker"; Short "Kirin"; Long "Kirin sits here counting a pile of gold.\n"; Desc "This short Gnome became the banker of Zoth many years ago under the rule\n of the previous King, Titus the Wanderer. She has lived a full (and rich)\n life ever since, even when civil unrest came to the land upon King Titus'\n death. The current King, Walther de Bronnt, left her at her calling once he\n came to power, since she has always been a fair and just handler of other\n peoples gold.\n"; Level 59; Align 1000; Act (npc sentinel banker); Affected (infrared); Sex (female); Race (Gnome); Shop { Trade [(treasure)]; Markup 170; Markdown 75; }; MudProg { Type (hitprcnt_prog); Args "7"; Comlist "mpoload 12724\n unlock south\n open south\n mpecho Kirin flees south.\n south\n close north\n lock north\n mpjunk all\n mppurge\n"; }; }; Mobile { Vnum 12705; Name "Hafnir baker stocky dwarf"; Short "Hafnir the baker"; Long "A well-fed Dwarf named Hafnir is testing some fresh pink-iced tea cakes.\n"; Desc "This burly, full-bearded Dwarf is the last person you would think to own\n a shop named the Pink Icing Bread and Cake Shop, or to even wear a\n bright pink apron. But he seems happy enough baking away, often\n testing anything that catches his fancy, which seems to mean most\n of his pink-iced goodies.\n"; Level 70; Align 1000; Act (npc sentinel banker); Affected (infrared); Sex (male); Race (Dwarf); Shop { Trade []; Markup 110; Markdown 50; Open 6; Close 21; }; }; Mobile { Vnum 12706; Name "grizzly looking warrior"; Short "a grizzly looking warrior"; Long "A grizzly looking warrior dressed in furs offers you a seat.\n"; Desc "Sitting alone at the bar on a rickety stool, this battle hardened warrior\n mumbles to himself something about the gem of Crynnorac and a beast\n named Goroth. You don't understand what he is talking about. Maybe\n you should ask him?\n"; Level 65; Align 1000; Class (Knight); Act (npc sentinel banker); Affected (infrared); Sex (male); MudProg { Type (speech_prog); Args "crynnorac"; Comlist "say This mprog is incomplete.\n"; }; }; Mobile { Vnum 12707; Name "kallian tall man"; Short "Kallian"; Long "A tall man who must be Kallian stands behind the counter.\n"; Desc "Chatting quietly with himself, Kallian suddenly notices your presence\n and clears his throat, and ask how he may help.\n"; Level 60; Align 1000; Class (Sorceror); Act (npc sentinel banker); Affected (sanctuary infrared protect haste); Sex (male); Race (Elf); Shop { Trade []; Markdown 70; Open 7; Close 21; }; }; Mobile { Vnum 12708; Name "korla "; Short "Korla"; Long "A beautiful young woman, obviously Kallian's sister, Korla, stands here.\n"; Desc "Known as one of the greatest Warlocks in Farthin, you begin to wonder at your\n first sight of Korla. She looks to be only about twenty years old,\n and quite beautiful too. Her kind smile greets you, and her warm blue\n eyes radiate innocence and untold power at the same instant.\n"; Level 70; Align 1000; Class (Warlock); Act (npc sentinel); Affected (sanctuary infrared protect haste); Sex (female); Race (Elf); Shop { Trade []; Markup 130; Markdown 90; Open 7; Close 21; }; }; Mobile { Vnum 12709; Name "gorz"; Short "Gorz"; Long "An old sage named Gorz sits here, waiting to teach his knowledge.\n"; Desc "This old sage sits upon a small cushion in the middle of a small room.\n His ancient form is ocassionally racked by a fit of coughing,\n then sits still again, waiting to pass on his amassed knowledge\n to those willing to learn.\n"; Level 50; Align 1000; Class (Warlock); Act (npc sentinel practice); Affected (sanctuary infrared protect haste); Sex (male); Race (Gnome); Specfun "spec_cast_god"; }; Mobile { Vnum 12710; Name "minotaur tall woman guard city"; Short "the city guard"; Long "A tall minotaur woman stands here in a guards uniform.\n"; Desc "This tall Minotaur looks at you, wondering if you are here to cause\n trouble. Her long hair hangs to her waist, where her long furry tail swings\n lazily from side to side.\n"; Level 80; Align 850; Class (Knight); Act (npc stay_area); Affected (detect-hidden infrared haste); Sex (female); Race (Minotaur); }; Mobile { Vnum 12711; Name "griffnir"; Short "Griffnir"; Long "Griffnir the bartender stands here serving drinks.\n"; Desc "This burly man's huge equine body ripples with the\n muscles nestled under his skin, while his human torso bulges from years of\n training and bar-brawls. His locks of curly brown hair fall lightly down\n his back, looking much like a mane rather than human hair. A kindly smile\n radiates warmth into the room while he offers you a drink.\n"; Level 82; Align 100; Class (Warrior); Act (npc sentinel); Affected (detect-hidden infrared haste); Sex (male); Race (Centaur); Shop { Trade []; Markup 120; }; MudProg { Type (greet_prog); Args "100"; Comlist "say Welcome! would you like a drink?\n"; }; }; Mobile { Vnum 12712; Name "horta centaur"; Short "Horta"; Long "A huge Centaur named Horta sits here waiting to train you.\n"; Desc "This huge centaur, dressed in a suit of chainmail, is currently reading\n a large tome titled \"The Mind And It's Focal Power\". His physical\n abilities and mental strengths are known throughout Kadath, and\n he sits here waiting to train those who aspire to better themselves.\n"; Level 68; Align 1000; Class (Sorceror); Act (npc sentinel train); Affected (sanctuary infrared protect haste); Sex (female); Race (Centaur); Specfun "spec_cast_god"; }; Mobile { Vnum 12713; Name "nirzin"; Short "Nirzin"; Long "Nirzin, Zoth's herbalist and brewer, is huddled over a pot of foul brew.\n"; Desc "Known for his vile tasting concoctions and the extra large pills he sells,\n Nirzin is Zoth's only brewer of herbal potions and pills, as well\n as the healthiest person in the city, he claims due to the use of\n his own wares.\n"; Level 77; Align 500; Class (Warlock); Act (npc sentinel); Affected (infrared protect haste); Sex (male); Race (Centaur); Specfun "spec_cast_mage"; Shop { Trade []; Markup 180; Markdown 70; Open 9; Close 21; }; }; Mobile { Vnum 12714; Name "man heavily muscled guard city"; Short "the city guard"; Long "A heavily muscled man stands here in a guards uniform.\n"; Desc "This short man's guard uniform is caked in dried blood, most of\n it probably isn't even his. His years of service as a city guard have\n fine-tuned his body into a heavily built fighting machine, although the\n innocent look on his face would make you believe otherwise.\n"; Level 76; Align 850; Class (Knight); Act (npc stay_area); Affected (detect-hidden infrared haste); Sex (male); }; Mobile { Vnum 12715; Name "centaur huge guard city"; Short "the city guard"; Long "A huge centaur stands here wearing a guards uniform.\n"; Desc "This towering centaur looks to be only about thirty years old, but\n his uniform is adorned with numerous long service and bravery medals. His\n huge equine torso ripples as he walks, exuding an aura of graceful strength.\n"; Level 79; Align 850; Class (Knight); Act (npc stay_area); Affected (infrared haste); Sex (male); Race (Centaur); }; Mobile { Vnum 12716; Name "gateguard huge guard"; Short "the gateguard"; Long "A huge guard stands here, protecting Zoth from invasion.\n"; Desc "Standing to attention, this tall Minotaur's only job is to guard this gate,\n which he seems to be doing quite well. Any suspicious characters\n are stopped and questioned, and every once in a while someone will\n be turned back into fields outside the city.\n"; Level 81; Align 1000; Class (Knight); Act (npc sentinel); Affected (detect-hidden infrared haste); Sex (male); Race (Minotaur); Parts (torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs); }; Mobile { Vnum 12717; Name "mageguard feeble old elf"; Short "the mageguard"; Long "A feeble old elf sits here, tracing runes in the air.\n"; Desc ".\n"; Level 89; Align 500; Class (Warlock); Act (npc sentinel); Affected (detect-invis detect-hidden infrared protect warp-flesh); Race (Elf); }; Mobile { Vnum 12718; Name "royal chef"; Short "The royal chef"; Long "The Royal chef stands here adding the final touches to a big brown cake.\n"; Desc ".\n"; Level 65; Align 1000; Act (npc sentinel); Affected (detect-hidden infrared protect warp-flesh); Sex (male); Race (Elf); }; Mobile { Vnum 12719; Name "guard king personal"; Short "the King's personal guard"; Long "A tall warrior wearing the King's banner stands on guard.\n"; Desc ".\n"; Level 70; Align 1000; Class (Knight); Act (npc sentinel assist hunter); Affected (infrared protect haste warp-flesh); Sex (male); }; Mobile { Vnum 12720; Name "king walther"; Short "the King"; Long "The King of Zoth, Walther De Bronnt sits here upon his throne.\n"; Desc ".\n"; Level 80; Align 1000; Act (npc sentinel assist hunter); Affected (detect-invis detect-hidden sanctuary infrared); Sex (male); Race (Giant); MudProg { Type (rand_prog); Args "10\n $Comlist if inroom 12762\n mpgoto 12770\n else if inroom 12770\n mpgoto 12762\n endif\n"; }; }; Mobile { Vnum 12721; Name "queen jorla"; Short "the Queen"; Long "The Queen of Zoth, Jorla De Bronnt sits here upon her throne.\n"; Desc ".\n"; Level 76; Align 1000; Act (npc sentinel assist); Affected (sanctuary infrared); Sex (female); }; Mobile { Vnum 12722; Name "cleaner"; Short "the cleaner"; Long "The castle cleaner sits here taking a break from working.\n"; Desc ".\n"; Level 60; Align 1000; Act (npc sentinel); Affected (infrared); Sex (female); }; Mobile { Vnum 12723; Name "handmaiden"; Short "the Queen's handmaiden"; Long "The Queen's handmaiden sits here waiting for her Queen.\n"; Desc ".\n"; Level 65; Align 1000; Act (npc sentinel assist); Affected (infrared mind-mist); Sex (female); Race (Gnome); }; Mobile { Vnum 12724; Name "wolf white"; Short "a white wolf"; Long "A huge white wolf, fangs bared at you, pads slowly along.\n"; Desc ".\n"; Level 90; Act (npc pet hunter); Affected (sanctuary infrared sneak haste); Sex (male); Race (Animal); }; Mobile { Vnum 12725; Name "rabbit"; Short "a cute little rabbit"; Long "A rabbit jumps around your feet.\n"; Desc ".\n"; Level 60; Act (npc pet); Affected (infrared warp-flesh); Sex (female); Race (Animal); }; Mobile { Vnum 12726; Name "bear"; Short "a black bear"; Long "A black bear towers above you.\n"; Desc ".\n"; Level 100; Act (npc pet); Affected (detect-hidden infrared haste); Sex (male); Race (Animal); }; Mobile { Vnum 12727; Name "monkey"; Short "a little black monkey"; Long "A little black monkey sits here.\n"; Desc ".\n"; Level 50; Act (npc pet); Affected (detect-hidden infrared haste); Sex (male); Race (Animal); Parts (torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs); }; Mobile { Vnum 12728; Name "chicken"; Short "a chicken"; Long "A chicken runs around, pecking at the dirt.\n"; Desc ".\n"; Level 70; Act (npc pet); Affected (infrared warp-flesh); Sex (female); Race (Bird); }; Mobile { Vnum 12729; Name "zura"; Short "Zura"; Long "The owner of the pet shop, Zura stands here playing with a cat.\n"; Desc ".\n"; Level 73; Align 1000; Act (npc sentinel); Affected (infrared protect); Sex (female); Race (Hobbit); }; Mobile { Vnum 12730; Name "korazin quest keeper"; Short "Korazin"; Long "Korazin, the keeper of quests, sits here in silent meditation.\n"; Desc ".\n"; Level 94; Align 1000; Class (Monk); Act (npc sentinel questmaster); Affected (sanctuary infrared protect); Sex (male); Race (Centaur); Specfun "spec_cast_psionicist"; }; Mobile { Vnum 12731; Name "neri jeweller"; Short "Neri"; Long "Neri the jeweller sits at her desk making an earring.\n"; Desc ".\n"; Level 64; Align 1000; Act (npc sentinel); Affected (infrared protect haste); Sex (female); Race (Elf); Shop { Trade []; Markdown 100; Open 9; Close 20; }; }; Mobile { Vnum 12732; Name "monk"; Short "a monk"; Long "A monk lost in deep thought sits cross-legged on the ground.\n"; Desc ".\n"; Level 62; Align 600; Class (Monk); Act (npc sentinel hunter); Affected (infrared protect haste); Sex (male); Race (Elf); }; Mobile { Vnum 12733; Name "fish small"; Short "a small fish"; Long "A small fish swims through the water.\n"; Desc ".\n"; Level 50; Act (npc stay_area); Affected (infrared haste); Sex (female); Race (Fish); }; Mobile { Vnum 12734; Name "shady character"; Short "a shady character"; Long "A shady character stands against the wall, whistling tunelessly.\n"; Desc ".\n"; Level 60; Affected (infrared haste); }; Mobile { Vnum 12735; Name "snake charmer exotic man"; Short "the snake charmer"; Long "An exotic man with a flute sits here playing a tune.\n"; Desc ".\n"; Level 78; Act (npc sentinel); Affected (infrared); Sex (male); Race (Elf); MudProg { Type (act_prog); Args "opens a wicker basket"; Comlist "mpmload 12736\n mpforce multicoloured mpkill $n\n"; }; }; Mobile { Vnum 12736; Name "snake long multicoloured"; Short "a &gm&mu&bl&rt&yi&Bc&Ro&Gl&bo&Mu&rr&Ye&Bd&x snake"; Long "A long &gm&mu&bl&rt&yi&Bc&Ro&Gl&bo&Mu&rr&Ye&Bd&x snake sways in front of you.\n"; Desc ".\n"; Level 69; Act (npc sentinel aggressive); Affected (infrared); Sex (male); Race (Animal); Specfun "spec_poison"; }; Mobile { Vnum 12737; Name "gravedigger old"; Short "the gravedigger"; Long "An old gravedigger stands here digging a grave.\n"; Desc ".\n"; Level 90; Align 200; Act (npc sentinel aggressive); Affected (infrared); Sex (male); Race (Orc); }; Mobile { Vnum 12738; Name "skeleton"; Short "a skeleton"; Long "A skeleton rattles towards you.\n"; Desc ".\n"; Level 70; Align -1000; Act (npc aggressive stay_area); Affected (infrared mind-mist mute breathing); Race (Undead); Parts (torso head eyes right-arm right-hand right-fingers left-leg right-leg left-foot right-foot wings lungs); Specfun "spec_cast_ghost"; }; Mobile { Vnum 12739; Name "zombie silent"; Short "a zombie"; Long "A silent zombie shuffles slowly after you.\n"; Desc ".\n"; Level 74; Align -1000; Act (npc aggressive stay_area); Affected (infrared mind-mist plague sneak mute breathing); Sex (female); Race (Undead); Specfun "spec_cast_ghost"; }; Mobile { Vnum 12740; Name "ghoul"; Short "a ghoul"; Long "A ghoul hobbles along, exhaling it's foul breath.\n"; Desc ".\n"; Level 78; Align -1000; Act (npc aggressive stay_area hunter); Affected (infrared mind-mist plague mute warp-flesh breathing); Sex (male); Race (Undead); Specfun "spec_cast_ghost"; }; Mobile { Vnum 12741; Name "corpse fresh"; Short "a fresh corpse"; Long "A freshly buried corpse arises from it's grave!\n"; Desc ".\n"; Level 82; Align -1000; Act (npc aggressive stay_area buried hunter); Affected (infrared mind-mist bleeding haste breathing); Sex (male); Specfun "spec_cast_ghost"; }; Mobile { Vnum 12742; Name "ghost king titus"; Short "King Titus' ghost"; Long "The ghost of King Titus floats above his coffin.\n"; Desc ".\n"; Level 100; Align 1000; Class (Warlock); Act (npc stay_area hunter); Affected (invisible detect-invis detect-hidden infrared protect sneak pass-door haste breathing); Sex (male); Race (Undead); Parts (torso head eyes wings); }; Mobile { Vnum 12743; Name "queen laurin ghost spirit"; Short "Queen Laurin's ghost"; Long "The ghostly spirit of Queen Laurin peers into your soul.\n"; Desc ".\n"; Level 97; Align -1000; Class (Sorceror); Act (npc aggressive stay_area hunter); Affected (detect-invis detect-hidden infrared protect sneak pass-door haste breathing); Sex (female); Race (Undead); Parts (torso head eyes right-fingers left-leg right-leg left-foot right-foot wings lungs); }; Mobile { Vnum 12744; Name "carrion worm giant"; Short "a carrion worm"; Long "A giant worm is feeding on a corpse.\n"; Desc ".\n"; Level 73; Align -1000; Act (npc stay_area wimpy hunter); Affected (infrared sneak warp-flesh); Race (Ooze); Specfun "spec_fido"; }; Mobile { Vnum 12745; Name "royal guardian dragon statue"; Short "the royal guardian dragon's statue"; Long "A statue of the royal guardian dragon watches over those who enter.\n"; Desc ".\n"; Level 95; Align 1000; Class (Warlock); Act (npc sentinel); Affected (detect-invis detect-hidden infrared protect haste breathing); Sex (male); Parts (); Specfun "spec_breath_acid"; }; Mobile { Vnum 12746; Name "rats swarm hungry"; Short "a rat swarm"; Long "A swarm of hungry rats surges towards you.\n"; Desc ".\n"; Level 87; Align -1000; Class (Monk); Act (npc aggressive stay_area assist); Affected (infrared plague protect haste breathing); Race (Animal); Specfun "spec_fido"; }; Mobile { Vnum 12747; Name "embalmed corpse mummy"; Short "an embalmed corpse"; Long "The embalmed corpse of an ancient magician hobbles towards you.\n"; Desc ".\n"; Level 86; Align -1000; Class (Sorceror); Act (npc aggressive stay_area hunter); Affected (detect-invis detect-hidden sanctuary infrared haste breathing); Sex (male); Race (Undead); Specfun "spec_cast_ghost"; }; Mobile { Vnum 12748; Name "wraith"; Short "a wraith"; Long "A wraith-like figure floats towards you.\n"; Desc ".\n"; Level 87; Align -1000; Act (npc aggressive stay_area); Affected (sanctuary infrared haste breathing); Sex (female); Race (Wraith); Specfun "spec_cast_ghost"; }; Mobile { Vnum 12749; Name "graverobber"; Short "a graverobber"; Long "A graverobber is here lifting a coffin from a grave.\n"; Desc ".\n"; Level 75; Class (Thief); Act (npc stay_area); Affected (sanctuary infrared haste breathing); Sex (male); Specfun "spec_cast_ghost"; }; Mobile { Vnum 12750; Name "graverobber"; Short "a graverobber"; Long "A graverobber is filling his bag with the treasures of the dead.\n"; Desc ".\n"; Level 74; Class (Thief); Act (npc stay_area); Affected (sanctuary infrared haste breathing); Sex (male); Race (Dwarf); Specfun "spec_cast_ghost"; }; Mobile { Vnum 12751; Name "spider huge black"; Short "a huge spider"; Long "A huge black spider hangs from it's web.\n"; Desc ".\n"; Level 79; Align -1000; Act (npc sentinel aggressive hunter); Affected (infrared sneak haste breathing); Race (Insect); Specfun "spec_poison"; }; Mobile { Vnum 12752; Name ""; Short ""; Long ".\n"; Desc ".\n"; Affected (infrared sneak haste breathing); }; Mobile { Vnum 12753; Name "bird little"; Short "a bird"; Long "A little bird sits in a tree.\n"; Desc ".\n"; Level 50; Act (npc stay_area); Affected (infrared flying haste breathing); Race (Bird); }; Mobile { Vnum 12754; Name "rabbit brown"; Short "a rabbit"; Long "A brown rabbit hops through the undergrowth.\n"; Desc ".\n"; Level 54; Act (npc stay_area); Affected (infrared haste breathing); Race (Animal); }; Mobile { Vnum 12755; Name "ranger park tall"; Short "the park ranger"; Long "The tall park ranger stands here, looking for poachers.\n"; Desc ".\n"; Level 70; Align 1000; Class (Ranger); Act (npc stay_area assist hunter); Affected (infrared protect breathing); Sex (male); Race (Minotaur); }; Mobile { Vnum 12756; Name "triffid plant tall"; Short "a triffid"; Long "A tall plant stands here, and it looks like it wants to eat you!\n"; Desc ".\n"; Level 60; Align -1000; Act (npc stay_area); Affected (infrared warp-flesh breathing); Race (Plant); Specfun "spec_poison"; }; Mobile { Vnum 12757; Name "lizard small"; Short "a small lizard"; Long "A small lizard suns itself on a rock.\n"; Desc ".\n"; Level 51; Act (npc stay_area); Affected (infrared breathing); Sex (female); Race (Animal); }; Mobile { Vnum 12758; Name "snake brown long"; Short "a snake"; Long "A long brown snake hisses a warning to you.\n"; Desc ".\n"; Level 58; Act (npc stay_area); Affected (infrared breathing); Sex (female); Race (Animal); Specfun "spec_poison"; }; Mobile { Vnum 12759; Name "master bishop"; Short "the master Bishop"; Long "The master Bishop stands here, ready to pass on his knowledge.\n"; Desc ".\n"; Level 90; Align 1000; Class (Bishop); Act (npc sentinel practice); Affected (breathing); Sex (male); }; Mobile { Vnum 12760; Name "master assassin"; Short "the master Assassin"; Long "The master Assassin sits here counting his wealth.\n"; Desc ".\n"; Level 90; Align -1000; Class (Assassin); Act (npc sentinel practice); Affected (infrared breathing); Sex (male); Race (Hobbit); }; Mobile { Vnum 12761; Name "master sorceror"; Short "the master Sorceror"; Long "The master Sorceror is weaving a spell in front of your eyes.\n"; Desc ".\n"; Level 90; Class (Sorceror); Act (npc sentinel practice); Affected (infrared breathing); Sex (female); Parts (); }; Mobile { Vnum 12762; Name "grand mystic"; Short "the Grand Mystic"; Long "The Grand Mystic is contemplating. Or is he asleep?\n"; Desc ".\n"; Level 90; Class (Mystic); Act (npc sentinel practice); Affected (infrared breathing); Sex (male); Race (Elf); }; Mobile { Vnum 12763; Name "ninja master"; Short "the Ninja Master"; Long "The Ninja Master slices the air with his spinning blades.\n"; Desc ".\n"; Level 90; Class (Ninja); Act (npc sentinel practice); Affected (infrared breathing); Sex (male); Race (Draconian); }; Mobile { Vnum 12764; Name "library guard female"; Short "the Library Guard"; Long "A female Library Guard stares at you, daring you to make a noise.\n"; Desc "This female Library Guard wears a nice little smiley face badge on her\n coat, while on her face it looks like someone has glued a really ugly frown\n mask. She stares at you, wishing you would say something, anything, loud\n enough for her to yell at you about.\n"; Level 50; Class (Knight); Act (npc sentinel mercenary hunter); Affected (infrared haste berserk); Race (Ogre); }; Object { Vnum 12700; Name "beer bottle"; Short "a bottle of beer"; Long "A bottle of golden liquid sits here."; Level 20; Cost 80; Weight 4; Type (drink-container); Wear (take hold); Material (glass); Values [15, 15, (<liquid> water), 0]; }; Object { Vnum 12701; Name "ale bottle"; Short "a bottle of ale"; Long "A bottle of ale sits here."; Level 20; Cost 75; Weight 4; Type (drink-container); Wear (take hold); Material (glass); Values [15, 15, (<liquid> water), 0]; }; Object { Vnum 12702; Name "vodka bottle"; Short "a bottle of vodka"; Long "A bottle of vodka sits here."; Level 20; Cost 145; Weight 4; Type (drink-container); Wear (take hold); Material (glass); Values [21, 21, (<liquid> water), 0]; }; Object { Vnum 12703; Name "mead bottle"; Short "a bottle of mead"; Long "A bottle of mead sits here."; Level 20; Cost 100; Weight 4; Type (drink-container); Wear (take hold); Material (glass); Values [15, 15, (<liquid> water), 0]; }; Object { Vnum 12704; Name "lamp oil blackened"; Short "an oil lamp"; Long "A large blackened oil lamp sits here."; Level 25; Cost 140; Weight 6; Type (light); Wear (take hold); Material (iron); Values [0, 0, 50, 0]; }; Object { Vnum 12705; Name "waterskin leather"; Short "a leather waterskin"; Long "A bloated leather waterskin sits here."; Level 20; Cost 180; Weight 5; Type (drink-container); Wear (take hold); Material (leather); Values [50, 50, (<liquid> water), 0]; }; Object { Vnum 12706; Name "sack leather small"; Short "a small leather sack"; Long "A small leather sack sits here."; Level 20; Cost 65; Weight 4; Type (container); Wear (take waist); Material (leather); Values [10, 0, 0, 0]; }; Object { Vnum 12707; Name "broadsword sword huge"; Short "a broadsword"; Long "A huge sword rests against the wall."; Level 39; Cost 834; Weight 13; Type (weapon); Wear (take wield); Material (steel); Required (long sword proficiency); Values [(.), 0, 0, (<weapon> slash)]; }; Object { Vnum 12708; Name "axe double-bladed battle huge"; Short "a huge battle axe"; Long "A huge double-bladed battle axe sits here."; Level 44; Cost 945; Weight 17; Type (weapon); Wear (take double); Material (steel); Required (axe proficiency); Values [(.), 0, 0, (<weapon> slice)]; }; Object { Vnum 12709; Name "mace iron deadly"; Short "an iron mace"; Long "A mace with a deadly iron head sits here."; Level 37; Cost 814; Weight 10; Type (weapon); Wear (take wield); Material (iron); Required (club proficiency); Values [(.), 0, 0, (<weapon> pound)]; }; Object { Vnum 12710; Name "lance footman's short barbed"; Short "a footman's lance"; Long "A short lance with a barbed head sits here."; Level 40; Cost 901; Weight 12; Type (weapon); Wear (take wield); Material (wood); Values [(.), 0, 0, (<weapon> pierce)]; }; Object { Vnum 12711; Name "dagger sharpened dangerously"; Short "a sharpened dagger"; Long "A dangerously sharp dagger sits here."; Level 31; Cost 705; Weight 7; Type (weapon); Wear (take wield); Material (steel); Required (dagger proficiency); Values [(.), 0, 0, (<weapon> pierce)]; }; Object { Vnum 12712; Name "axe battle huge zothian guard"; Short "a Zothian Guard's battle axe"; Long "A huge battle axe with the Zothian Guard's insignia lies here."; Level 58; Cost 1004; Weight 17; Type (weapon); Wear (take double); Material (steel); Required (axe proficiency); Values [(.), 0, 0, (<weapon> slice)]; Affect { Location (constitution); Modifier 2; }; Affect { Location (hp); Modifier 100; }; Affect { Location (dexterity); Modifier -4; }; }; Object { Vnum 12713; Name "sword long zothian guard"; Short "a Zothian Guard's sword"; Long "A long sword bearing the Zothian Guard's insignia lies here."; Level 59; Cost 781; Weight 13; Type (weapon); Wear (take wield); Material (steel); Required (long sword proficiency); Values [(.), 0, 0, (<weapon> slash)]; }; Object { Vnum 12714; Name "lance zothian guard battered"; Short "a Zothian Guard's lance"; Long "A battered lance bearing the Zothian Guard's insignia lies here."; Level 58; Cost 831; Weight 15; Type (weapon); Wear (take wield); Material (wood); Values [(.), 0, 0, (<weapon> pierce)]; Affect { Location (hp); Modifier 50; }; Affect { Location (dexterity); Modifier -2; }; }; Object { Vnum 12715; Name "cape huge flowing zothian guard"; Short "a Zothian Guard's cape"; Long "A huge flowing cape bearing the Zothian Guard's insignia is here."; Level 48; Cost 400; Weight 7; Type (armour); Wear (take shoulders); Material (eternium); Values [0, 40, 0, 0]; Affect { Location (ac); Modifier -20; }; }; Object { Vnum 12716; Name "helmet huge zothian guard"; Short "a Zothian Guard's helmet"; Long "A huge helmet bearing the insignia of the Zothian Guard's lies here."; Level 48; Cost 690; Weight 9; Type (armour); Wear (take head); Material (steel); Values [0, 40, 0, 0]; Affect { Location (ac); Modifier -46; }; }; Object { Vnum 12717; Name "helmet horned zothian guard"; Short "a Zothian Guard's helmet"; Long "A horned helmet bearing the insignia of the Zothian Guard's lies here."; Level 55; Cost 690; Weight 13; Type (armour); Wear (take); Extra (horned); Material (steel); Values [0, 40, 0, 0]; Affect { Location (ac); Modifier -50; }; }; Object { Vnum 12718; Name "breast-pate plate black steel"; Short "a black steel breast-plate"; Long "A black breast-plate lies here."; Level 30; Cost 581; Weight 10; Type (armour); Wear (take body); Material (steel); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -28; }; }; Object { Vnum 12719; Name "helmet black steel small"; Short "a black steel helmet"; Long "A small black helmet sits here."; Level 30; Cost 690; Weight 8; Type (armour); Wear (take head); Material (steel); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -28; }; }; Object { Vnum 12720; Name "vault key bank"; Short "the key to the bank vault"; Long "The key to the bank vault lies here...."; Level 1000; Cost 1; Type (key); Wear (take hold); Material (steel); Values [0, 0, 0, 0]; }; Object { Vnum 12721; Name "gauntlets steel shiny pair"; Short "a pair of steel gauntlets"; Long "A pair of shiny steel gauntlets lies here."; Level 30; Cost 432; Weight 2; Type (armour); Wear (take hands); Material (steel); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -6; }; }; Object { Vnum 12722; Name "girth steel shiny"; Short "a steel girth"; Long "A shiny steel girth lies here."; Level 30; Cost 572; Weight 4; Type (armour); Wear (take waist); Material (steel); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -27; }; }; Object { Vnum 12723; Name "arm bands shiny steel"; Short "a pair of steel arm bands"; Long "A pair of shiny steel arm bands lie here."; Level 30; Cost 490; Weight 3; Type (armour); Wear (take arms); Material (steel); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -13; }; }; Object { Vnum 12724; Name "leg plates shiny steel"; Short "a pair of steel leg plates"; Long "A pair of shiny steel leg plates lie here."; Level 30; Cost 480; Weight 5; Type (armour); Wear (take legs); Material (steel); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier 13; }; }; Object { Vnum 12725; Name "shoulders shiny steel"; Short "a pair of steel shoulders"; Long "A pair of shiny steel shoulders lie here."; Level 30; Cost 600; Weight 4; Type (armour); Wear (take shoulders); Material (steel); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -13; }; }; Object { Vnum 12726; Name "shield huge shiny steel"; Short "a steel shield"; Long "A huge shiny steel shield lies here."; Level 30; Cost 800; Weight 8; Type (armour); Wear (take shield); Material (steel); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -30; }; }; Object { Vnum 12727; Name "boots shiny steel plated"; Short "a pair of steel plated boots"; Long "A pair of shiny steel plated boots lie here."; Level 30; Cost 395; Weight 2; Type (armour); Wear (take feet); Material (steel); Values [0, 30, 0, 0]; Affect { Location (ac); Modifier -8; }; }; Object { Vnum 12728; Name "bearskin skin brown shaggy"; Short "a shaggy brown bearskin"; Long "A shaggy brown bearskin sits here."; Level 50; Cost 55; Weight 7; Type (armour); Wear (take shoulders); Material (leather); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -25; }; }; Object { Vnum 12729; Name "boots tough leather"; Short "a pair of tough leather boots"; Long "A pair of tough boots made from leather sit here."; Level 50; Cost 29; Weight 3; Type (armour); Wear (take feet); Material (leather); Values [0, 30, 0, 0]; Affect { Location (ac); Modifier -12; }; }; Object { Vnum 12730; Name "lamp rusty old oil"; Short "a rusty oil lamp"; Long "A rusty old lamp full of oil sits here."; Level 50; Cost 40; Weight 2; Type (light); Wear (take hold); Material (iron); Values [0, 0, 100, 0]; }; Object { Vnum 12731; Name "ring iron bullring thick"; Short "a thick iron bullring"; Long "A thick ring made of iron sits here."; Level 50; Cost 40000; Type (armour); Wear (take nose); Material (iron); Values [0, -1, 0, 0]; Affect { Location (hitroll); Modifier 5; }; Affect { Location (ac); Modifier -7; }; }; Object { Vnum 12732; Name "golden earring"; Short "a golden earring"; Long "A gold earring sits here."; Level 50; Cost 292; Type (armour); Wear (take ear); Extra (glow); Material (gold); Values [0, -1, 0, 0]; Affect { Location (damroll); Modifier 4; }; Affect { Location (hitroll); Modifier 3; }; }; Object { Vnum 12733; Name "earring rune-etched silver"; Short "a rune-etched silver earring"; Long "A silver earring covered in arcane runes lies here."; Level 50; Cost 591; Type (armour); Wear (take ear); Material (silver); Values [0, -1, 0, 0]; Affect { Location (wisdom); Modifier 2; }; Affect { Location (intelligence); Modifier 2; }; }; Object { Vnum 12734; Name "wolfskin vest grey"; Short "a wolfskin vest"; Long "A grey wolfskin vest is crumpled up in a pile."; Level 50; Cost 19; Weight 5; Type (armour); Wear (take body); Material (leather); Values [0, 30, 0, 0]; Affect { Location (ac); Modifier -50; }; }; Object { Vnum 12735; Name "shield large heavy oak"; Short "a heavy oak shield"; Long "A large oak shield lies here."; Level 50; Cost 290; Weight 8; Type (armour); Wear (take shield); Material (wood); Values [0, -1, 0, 0]; Affect { Location (ac); Modifier -50; }; }; Object { Vnum 12736; Name "pants ripped leather"; Short "ripped leather pants"; Long "A pair of ripped leather pants sits here in a pile."; Action "Oh no, there's a hole in the back of them, and everyone can see your ass!"; Level 50; Cost 3; Weight 3; Type (armour); Wear (take legs); Material (leather); Values [0, 30, 0, 0]; Affect { Location (ac); Modifier -25; }; }; Object { Vnum 12737; Name "blood red broadsword sword sharpened"; Short "a &rblood red&x broadsword"; Long "A viscously sharpened &rblood red&x broadsword lies here."; Level 60; Cost 984; Weight 21; Type (weapon); Wear (take wield); Extra (sharp); Material (eternium); Values [(.), 0, 0, (<weapon> slash)]; Affect { Location (damroll); Modifier 15; }; Affect { Location (hitroll); Modifier 15; }; }; Object { Vnum 12738; Name "scabbard long"; Short "a long scabbard"; Long "A long scabbard sits here with thick &gslime&x oozing out of the bottom."; Level 50; Cost 57; Weight 3; Type (container); Wear (take waist); Material (leather); Values [21, 0, 0, 0]; }; Object { Vnum 12739; Name "slimesword long sword"; Short "the &GSlimesword"; Long "A long sword covered in thick &Ggreen slime&x sits here."; Level 60; Cost 219; Weight 21; Type (weapon); Wear (take wield); Extra (glow poisoned); Material (steel); Values [(.), 0, 0, (<weapon> slash)]; Affect { Location (damroll); Modifier 9; }; Affect { Location (hitroll); Modifier 10; }; }; Object { Vnum 12740; Name "plates iron thick"; Short "a pair of iron plates"; Long "A pair of thick iron plates sits here."; Level 50; Cost 67; Weight 4; Type (armour); Wear (take arms); Material (iron); Values [0, 30, 0, 0]; Affect { Location (ac); Modifier -25; }; }; Object { Vnum 12741; Name "ring stone"; Short "a stone ring"; Long "A ring made from stone is here."; Level 50; Cost 28; Type (armour); Wear (take finger); Material (eternium); Values [0, 30, 0, 0]; }; Object { Vnum 12742; Name "box donuts"; Short "a box of donuts"; Long "An open box of donuts sits here."; Level 30; Cost 100; Weight 3; Type (container); Wear (take hold); Material (paper); Values [6, 5, 0, 0]; }; Object { Vnum 12743; Name "donut pink"; Short "a donut with pink icing"; Long "A donut covered in sweet pink icing has been carelessly left here."; Level 30; Cost 20; Type (food); Wear (take hold); Material (organic); Values [20, 10, 0, 0]; }; Object { Vnum 12744; Name "cake chocolate pink"; Short "a chocolate cake with pink icing"; Long "A delicious chocolate cake smothered in bright pink icing sits here."; Level 30; Cost 80; Weight 3; Type (food); Wear (take hold); Material (organic); Values [20, 30, 0, 0]; }; Object { Vnum 12745; Name "tea cake pink"; Short "a tea cake with pink icing"; Long "A pink-iced tea cake sits here looking for some tea."; Level 30; Cost 70; Weight 2; Type (food); Wear (take hold); Material (organic); Values [20, 28, 0, 0]; }; Object { Vnum 12746; Name "lemon meringue pie pink"; Short "a pink lemon meringue pie"; Long "A pink lemon meringue pie sits here looking very pink indeed."; Level 30; Cost 95; Weight 3; Type (food); Wear (take hold); Material (organic); Values [20, 55, 0, 0]; }; Object { Vnum 12747; Name "scroll holy"; Short "a holy scroll"; Long "A scroll sealed with a holy cross sits here"; Level 30; Cost 1000; Weight 2; Type (scroll); Wear (take hold); Extra (no-id); Material (paper); Values [55, (protection), (bless), (.)]; }; Object { Vnum 12748; Name "wand burning red red"; Short "a burning red wand"; Long "A burning red wand sits here"; Level 30; Cost 700; Weight 3; Type (wand); Wear (take hold); Extra (glow magic no-id); Material (flame); Values [35, 9, 9, (fireball)]; }; Object { Vnum 12749; Name "wand electricity"; Short "an electric wand"; Long "A wand sparking with electricity sits here."; Level 30; Cost 450; Weight 2; Type (wand); Wear (take hold); Extra (glow hum no-id); Material (aluminium); Values [35, 6, 6, (.)]; }; Object { Vnum 12750; Name "wand crystal refractive"; Short "a crystal wand"; Long "A crystal wand sits here, refracting the light."; Level 30; Cost 799; Weight 4; Type (wand); Wear (take hold); Extra (glow no-id); Material (crystal); Values [35, 15, 15, (.)]; }; Object { Vnum 12751; Name "wand frozen cold"; Short "a frozen wand"; Long "A frozen wand sits here."; Level 30; Cost 699; Weight 2; Type (wand); Wear (take hold); Extra (glow no-id); Material (eternium); Values [35, 11, 11, (blizzard)]; }; Object { Vnum 12752; Name "potion flaming burning"; Short "a flaming potion"; Long "A potion burning with an inner flame sits here."; Level 30; Cost 754; Weight 2; Type (potion); Wear (take hold); Extra (glow magic no-id); Material (glass); Values [35, (flaming shield), (.), (.)]; }; Object { Vnum 12753; Name "potion body control bodily"; Short "a potion of body control"; Long "A potion with a sticker claiming complete bodily control sits here."; Level 30; Cost 1249; Weight 3; Type (potion); Wear (take hold); Extra (glow no-id); Material (crystal); Values [70, (biofeedback), (.), (.)]; }; Object { Vnum 12754; Name "wicker basket"; Short "a wicker basket"; Long "A wicker basket sits here."; Level 40; Cost 187; Weight 9; Type (container); Wear (take); Material (organic); Values [20, 0, 0, 0]; }; Object { Vnum 12755; Name "corpse lady korliss"; Short "the corpse of lady Korliss"; Long "The corpse of Lady Korliss lies here as it was buried."; Level 30; Weight 50; Type ("npc corpse"); Wear (take); Material (organic); Values [(<race> Elf), 0, 0, 0]; }; Object { Vnum 12756; Name "coffin large"; Short "a large coffin"; Long "A large coffin rests on a stone block."; Level 30; Cost 5879; Weight 200; Type (container); Wear (hold); Material (wood); Values [200, 5, 0, 0]; }; Room { Vnum 12700; Name "Western Gate Of Zoth"; Desc "The two guards here are having a great time while their gates are shut\n for road repairs. All three are involved in a game of cards, with a large\n sum of money laid out between them. At the moment however, the two\n gateguards are arguing with the mageguard as to whether or not he was using\n magic to cheat.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12701; } ]; Resets { # the mageguard to room. M 12717 4; # the gateguard to room. M 12716 8; # the gateguard to room. M 12716 8; }; }; Room { Vnum 12701; Name "Thargim Street At The City Gate"; Desc "The city gates lie to your west, while Thargim Street continues north and\n South, and a small alley leads east. To the south the sounds of various\n animals can be heard in the distance.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12704; }, @(<dir> east) { ToRoom 12735; }, @(<dir> south) { ToRoom 12702; }, @(<dir> west) { ToRoom 12700; } ]; }; Room { Vnum 12702; Name "Thargim Street"; Desc "The smell of animal shit and the sounds of many caged animals drifts from\n the south. Most of the houses have their windows and doors completely shut,\n probably to keep out the noise and the smell.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12701; }, @(<dir> south) { ToRoom 12703; } ]; Resets { # the city guard to room. M 12714 3; # equip a Zothian Guard's cape shoulders. E 12715 ("shoulders"); # equip a Zothian Guard's sword rwielded. E 12713 ("rwielded"); }; }; Room { Vnum 12703; Name "Thargim Street"; Desc "The people mill about this narrow part of the street, constantly pushing\n each other in their hurry to get away from the foul smell of animal shit.\n Everyone suddenly jumps out of the way, as a large cart suddenly flies past\n chased by it's owner, missing you by inches.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12702; }, @(<dir> south) { ToRoom 12744; } ]; }; Room { Vnum 12704; Name "Thargim Street"; Desc "Not far to the north you can hear the sounds of boisterous laughter,\n accompanied by the clink of half empty bottles and breaking glass. Suddenly\n a small boy runs from behind a hay-laden cart, almost knocking you over as\n he speeds south.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12705; }, @(<dir> south) { ToRoom 12701; } ]; }; Room { Vnum 12705; Name "Thargim Street"; Desc "The shouting of the drunkards in the bar is much louder here, almost at a\n deafening level as you are pushed closer to the door by a hurrying merchant.\n A half bottle of ale flies past your head from the inn's doors, and not long\n after a drunken patron flies through the air after it.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12706; }, @(<dir> south) { ToRoom 12704; }, @(<dir> west) { ToRoom 12753; Flags (door closed bashproof pickproof); } ]; }; Room { Vnum 12706; Name "Thargim Street"; Desc "The sound of rowdy shouts and breaking glass crash through the air here,\n coming from the bar to the south, where you can see a swinging sign hanging\n above the door, rocking gently in the breeze.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12707; }, @(<dir> south) { ToRoom 12705; } ]; }; Room { Vnum 12707; Name "Corner Of Hargren Road And Thargim Street"; Desc "People mill about a few small carts here, trying to snap up a good\n bargain. Above the scent of the spiced air, there is a faint trace of mould\n and old leather. A small sign above a door to the north states that this is\n Garen's General Store.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12754; Flags (door closed bashproof pickproof); }, @(<dir> east) { ToRoom 12708; }, @(<dir> south) { ToRoom 12706; } ]; }; Room { Vnum 12708; Name "Hargren Road"; Desc "Hargren Road is bustling with citizens going about their daily business.\n Carts covered in exotic wares roam the streets, while their drivers shout\n above the noise to be noticed. Most of the people ignore them, but\n occasionally something catches your own eye. To the south a sign proclaims\n a large stone building to be the bank.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12709; }, @(<dir> south) { ToRoom 12755; Flags (door closed bashproof pickproof); }, @(<dir> west) { ToRoom 12707; } ]; }; Room { Vnum 12709; Name "Hargren Road"; Desc "Hargren Road is bustling with citizens going about their daily business.\n Carts covered in exotic wares roam the streets, while their drivers shout\n above the noise to be noticed. Most of the people ignore them, but\n occasionally something catches your own eye.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12710; }, @(<dir> west) { ToRoom 12708; } ]; }; Room { Vnum 12710; Name "Hargren Road"; Desc "As you pass by, the smell of fresh flowers and strange herbs blows in\n from the north, and through a small arch of ivy you can see a beautiful\n garden filled with blooming flowers, and a tall man tending the plants.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12788; }, @(<dir> east) { ToRoom 12711; }, @(<dir> west) { ToRoom 12709; } ]; }; Room { Vnum 12711; Name "Hargren Road At The City Gate"; Desc "To the north you see the mighty Northgate, the largest of the four gates\n that guard against outside attack. Two large guards stand at attention, one\n on either side of the gate, while a weak looking elf in a long flowing robe\n sits beside the largest guard.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12712; }, @(<dir> east) { ToRoom 12713; }, @(<dir> south) { ToRoom 12730; }, @(<dir> west) { ToRoom 12710; } ]; }; Room { Vnum 12712; Name "Northern Gate Of Zoth"; Desc "Two large guards stand to attention on either side of the gate, ever\n vigilant in their guarding of the innocent citizens of the city. A thin,\n feeble elf sits beside the largest of these guards on a small stool, tracing\n golden sigils in the air. You don't know why they really bother showing off\n so much, since the gate is presently closed for repairs to the roads.\n"; Sector (city); Exit [ @(<dir> south) { ToRoom 12711; } ]; Resets { # the mageguard to room. M 12717 4; # the gateguard to room. M 12716 8; # the gateguard to room. M 12716 8; }; }; Room { Vnum 12713; Name "Hargren Road"; Desc "Hargren Road is bustling with citizens going about their daily business.\n Carts covered in exotic wares roam the streets, while their drivers shout\n above the noise to be noticed. From the south wafts the acrid smell of\n melted metals from Lorgen's Fine Weapons and Armour.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12714; }, @(<dir> south) { ToRoom 12756; }, @(<dir> west) { ToRoom 12711; } ]; Resets { # the city guard to room. M 12715 2; # equip a Zothian Guard's cape shoulders. E 12715 ("shoulders"); # equip a Zothian Guard's lance lwielded. E 12714 ("lwielded"); }; }; Room { Vnum 12714; Name "Hargren Road"; Desc "Hargren Road is bustling with citizens going about their daily business.\n Carts covered in exotic wares roam the streets, while their drivers shout\n above the noise to be noticed. Most of the people ignore them, but\n occasionally something catches your own eye.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12715; }, @(<dir> west) { ToRoom 12713; } ]; }; Room { Vnum 12715; Name "Hargren Road"; Desc "Hargren Road is bustling with citizens going about their daily business.\n Carts covered in exotic wares roam the streets, while their drivers shout\n above the noise to be noticed. Most of the people ignore them, but\n occasionally something catches your own eye. A small road branches to the\n north, and a small sign above the archway states that this is Cemetery Road.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12900; }, @(<dir> east) { ToRoom 12716; }, @(<dir> west) { ToRoom 12714; } ]; }; Room { Vnum 12716; Name "Corner Of Hargren Road And Solen Road"; Desc "The people here wander closely together, trying to stay away from a small\n exotic man sitting in the corner of the city wall. He sits playing a\n strange flute, intently watching a wicker basket that sits in front of him.\n The milling people watch skeptically as he plays, knowing his snake has\n never risen from the basket.\n"; Sector (city); Exit [ @(<dir> south) { ToRoom 12717; }, @(<dir> west) { ToRoom 12715; } ]; Resets { # the snake charmer to room. M 12735 1; # a wicker basket to room. O 12754; }; }; Room { Vnum 12717; Name "Solen Road"; Desc "As you walk past the buildings along either side, a small open door to\n the east catches your attention. The faint aroma of incense floats on the\n breeze, and looking through the curtain you can see a wondrous room filled\n with strange magical artifacts.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12716; }, @(<dir> south) { ToRoom 12718; } ]; }; Room { Vnum 12718; Name "Solen Road"; Desc "The quiet almost deafens you as you pass through this part of Solen Road.\n Looking to the east you see why, the front doors of the Great Library. The\n occasional person walks in, looking around warily as they do, just to make\n sure they aren't recognized.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12717; }, @(<dir> east) { ToRoom 4201; Flags (door closed bashproof pickproof); }, @(<dir> south) { ToRoom 12719; } ]; Resets { # the Library Guard to room. M 12764 1; # the city guard to room. M 12714 3; # equip a Zothian Guard's cape shoulders. E 12715 ("shoulders"); # equip a Zothian Guard's sword rwielded. E 12713 ("rwielded"); }; }; Room { Vnum 12719; Name "Solen Road"; Desc "The quietness of Solen Road is broken only the distant sound of a barking\n dog from outside the city wall to your east. A few people walk around, most\n on their way to or from the library.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12718; }, @(<dir> south) { ToRoom 12720; } ]; }; Room { Vnum 12720; Name "Solen Road At The City Gate"; Desc "To your east lies the current main gate of Zoth, since the other three\n gates are currently closed for repairs to the roads. To your west is a\n small alley that leads to Gripnar Circuit.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12719; }, @(<dir> east) { ToRoom 12721; }, @(<dir> south) { ToRoom 12722; }, @(<dir> west) { ToRoom 12724; } ]; }; Room { Vnum 12721; Name "Eastern Gate Of Zoth"; Desc "Although not busy, the guards here look ready to fall asleep.\n Occasionally one will nod a greeting to a friend, but half of the time their\n eyes are all but closed.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 1000; }, @(<dir> west) { ToRoom 12720; } ]; Resets { # the mageguard to room. M 12717 4; # the gateguard to room. M 12716 8; # the gateguard to room. M 12716 8; }; }; Room { Vnum 12722; Name "Solen Road"; Desc "Two buildings catch your eye here, a small door to the east accompanied\n by a large display window full of jewellery and a sign saying that this is\n Neri's Fine Jewellery, and a larger door to the west from which the smell of\n fresh breads and cakes drifts past a sign saying that this is the Pink Icing\n bread and cake shop.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12720; }, @(<dir> east) { ToRoom 12782; }, @(<dir> south) { ToRoom 12723; }, @(<dir> west) { ToRoom 12758; } ]; }; Room { Vnum 12723; Name "Solen Road"; Desc "Two lovers walk along the street, ocassionally stopping to look in a\n window. A small dog runs about your feet, yapping loudly until you lash out\n with your foot, catching it in the rump with your boot.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12722; } ]; }; Room { Vnum 12724; Name "A Small Alley"; Desc "This small alley joins Gripnar Circuit that encircles the King's palace\n to Solen Road. Nobody really seems to be using the alley, although a shady\n character stands against the north wall.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12720; }, @(<dir> west) { ToRoom 12725; } ]; }; Room { Vnum 12725; Name "Gripnar Circuit"; Desc "A short wall along the western side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12726; }, @(<dir> east) { ToRoom 12724; }, @(<dir> south) { ToRoom 12743; } ]; }; Room { Vnum 12726; Name "Gripnar Circuit"; Desc "A short wall along the western side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12727; }, @(<dir> south) { ToRoom 12725; } ]; }; Room { Vnum 12727; Name "Gripnar Circuit"; Desc "From here you can see a tall spire that is the highest point of the\n King's Palace through a break in the trees. The huge spire rises above all\n else, seeming to dwarf even the tallest of the other buildings.\n"; Sector (city); Exit [ @(<dir> south) { ToRoom 12726; }, @(<dir> west) { ToRoom 12728; } ]; }; Room { Vnum 12728; Name "Gripnar Circuit"; Desc "A short wall along the northern side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12727; }, @(<dir> west) { ToRoom 12729; } ]; }; Room { Vnum 12729; Name "Gripnar Circuit"; Desc "You are now standing at the Palace Gates, and looking south you can see\n nothing but the huge palace. It's giant main spire reaches up beyond the\n tallest buildings and trees, and it's myriad windows gleam as the sun\n strikes them and reflects.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12730; }, @(<dir> east) { ToRoom 12728; }, @(<dir> west) { ToRoom 12731; } ]; Resets { # the city guard to room. M 12714 3; # equip a Zothian Guard's cape shoulders. E 12715 ("shoulders"); # equip a Zothian Guard's sword lwielded. E 12713 ("lwielded"); }; }; Room { Vnum 12730; Name "A Small Alley"; Desc "This alley connects Gripnar Circuit to the south with Hargren Road to the\n north. People wander through rarely, since there isn't much in the way of\n shops on Gripnar Circuit.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12711; }, @(<dir> south) { ToRoom 12729; } ]; }; Room { Vnum 12731; Name "Gripnar Circuit"; Desc "A short wall along the northern side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond. An ornately designed\n temple rises above you to the north.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12757; }, @(<dir> east) { ToRoom 12729; }, @(<dir> west) { ToRoom 12732; } ]; }; Room { Vnum 12732; Name "Gripnar Circuit"; Desc "From here you can see a tall spire that is the highest point of the\n King's Palace through a break in the trees. The huge spire rises above all\n else, seeming to dwarf even the tallest of the other buildings.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12731; }, @(<dir> south) { ToRoom 12733; } ]; }; Room { Vnum 12733; Name "Gripnar Circuit"; Desc "A short wall along the eastern side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12732; }, @(<dir> south) { ToRoom 12734; } ]; }; Room { Vnum 12734; Name "Gripnar Circuit"; Desc "A short wall along the eastern side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12733; }, @(<dir> south) { ToRoom 12736; }, @(<dir> west) { ToRoom 12735; } ]; }; Room { Vnum 12735; Name "A Small Alley"; Desc "This alley connects Gripnar Circuit to the east with Thargim Street to\n the west. People wander through rarely, since there isn't much in the way\n of shops on Gripnar Circuit.\n"; Flags (dark); Sector (city); Exit [ @(<dir> east) { ToRoom 12734; }, @(<dir> west) { ToRoom 12701; } ]; }; Room { Vnum 12736; Name "Gripnar Circuit"; Desc "A short wall along the eastern side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12734; }, @(<dir> south) { ToRoom 12737; } ]; }; Room { Vnum 12737; Name "Gripnar Circuit"; Desc "From here you can see a tall spire that is the highest point of the\n King's Palace through a break in the trees. The huge spire rises above all\n else, seeming to dwarf even the tallest of the other buildings.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12736; }, @(<dir> east) { ToRoom 12738; } ]; Resets { # the city guard to room. M 12715 2; # equip a Zothian Guard's helmet head. E 12716 ("head"); # equip a Zothian Guard's cape shoulders. E 12715 ("shoulders"); # equip a Zothian Guard's lance rwielded. E 12714 ("rwielded"); }; }; Room { Vnum 12738; Name "Gripnar Circuit"; Desc "A short wall along the northern side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12739; }, @(<dir> west) { ToRoom 12737; } ]; }; Room { Vnum 12739; Name "Gripnar Circuit"; Desc "A short wall along the northern side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12741; }, @(<dir> south) { ToRoom 12740; }, @(<dir> west) { ToRoom 12738; } ]; }; Room { Vnum 12740; Name "A Small Alley"; Sector (city); Exit [ @(<dir> north) { ToRoom 12739; }, @(<dir> south) { ToRoom 12749; } ]; }; Room { Vnum 12741; Name "Gripnar Circuit"; Desc "A short wall along the northern side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12742; }, @(<dir> west) { ToRoom 12739; } ]; }; Room { Vnum 12742; Name "Gripnar Circuit"; Desc "From here you can see a tall spire that is the highest point of the\n King's Palace through a break in the trees. The huge spire rises above all\n else, seeming to dwarf even the tallest of the other buildings.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12743; }, @(<dir> west) { ToRoom 12741; } ]; }; Room { Vnum 12743; Name "Gripnar Circuit"; Desc "A short wall along the western side of the street encloses the huge\n Palace Park. The huge trees inside have grown into a thick wall of foliage\n dense enough to allow no view of the Palace beyond.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12725; }, @(<dir> south) { ToRoom 12742; } ]; Resets { # the city guard to room. M 12710 1; # equip a Zothian Guard's helmet head. E 12717 ("head"); # equip a Zothian Guard's cape shoulders. E 12715 ("shoulders"); # equip a Zothian Guard's battle axe lwielded. E 12712 ("lwielded"); }; }; Room { Vnum 12744; Name "Thargim Street"; Sector (city); Exit [ @(<dir> north) { ToRoom 12703; }, @(<dir> south) { ToRoom 12745; } ]; }; Room { Vnum 12745; Name "Corner Of Thargim Street And Blaenok Street"; Sector (city); Exit [ @(<dir> north) { ToRoom 12744; }, @(<dir> east) { ToRoom 12746; } ]; }; Room { Vnum 12746; Name "Blaenok Street"; Sector (city); Exit [ @(<dir> east) { ToRoom 12747; }, @(<dir> west) { ToRoom 12745; } ]; }; Room { Vnum 12747; Name "Blaenok Street"; Sector (city); Exit [ @(<dir> east) { ToRoom 12748; }, @(<dir> west) { ToRoom 12746; } ]; }; Room { Vnum 12748; Name "Blaenok Street"; Sector (city); Exit [ @(<dir> east) { ToRoom 12749; }, @(<dir> west) { ToRoom 12747; } ]; }; Room { Vnum 12749; Name "Blaenok Street At The City Gates"; Flags (no_mob); Sector (city); Exit [ @(<dir> north) { ToRoom 12740; }, @(<dir> east) { ToRoom 12751; }, @(<dir> south) { ToRoom 12750; }, @(<dir> west) { ToRoom 12748; } ]; }; Room { Vnum 12750; Name "Southern Gate To The City Of Zoth"; Desc "The two guards here stand at attention, while the mageguard for this gate\n sits on a stool in the shade of the city wall. All three look at you as you\n pass by, but none try to stop you.\n"; Flags (no_mob); Sector (city); Exit [ @(<dir> north) { ToRoom 12749; }, @(<dir> south) { ToRoom 977; } ]; Resets { # the gateguard to room. M 12716 8; # the gateguard to room. M 12716 8; # the mageguard to room. M 12717 4; }; }; Room { Vnum 12751; Name "Solen Road"; Desc "People here wander slowly between the shops, not in any hurry at the\n moment to be anywhere special. No shops really take your interest along\n this part of the street.\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12752; }, @(<dir> west) { ToRoom 12749; } ]; }; Room { Vnum 12752; Name "Blaenok Street"; Desc ".\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12786; }, @(<dir> east) { ToRoom 12753; }, @(<dir> west) { ToRoom 12751; } ]; }; Room { Vnum 12753; Name "Blaenok Street"; Desc ".\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12754; }, @(<dir> west) { ToRoom 12752; } ]; }; Room { Vnum 12754; Name "Corner Of Blaenok Street And Solen Road"; Desc ".\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12755; }, @(<dir> east) { ToRoom 12789; }, @(<dir> west) { ToRoom 12753; } ]; }; Room { Vnum 12755; Name "Solen Road"; Desc "People here wander slowly between the shops, not in any hurry at the\n moment to be anywhere special. No shops really take your interest along\n this part of the street.\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12723; }, @(<dir> south) { ToRoom 12754; } ]; }; Room { Vnum 12756; Name "Lorgen's Fine Weapons and Armour"; Flags (indoors safe no_portal); Exit [ @(<dir> north) { ToRoom 12713; } ]; Resets { # Lorgen the blacksmith to room. M 12701 1; # a sharpened dagger to inventory. G 12711; # a footman's lance to inventory. G 12710; # an iron mace to inventory. G 12709; # a huge battle axe to inventory. G 12708; # a broadsword to inventory. G 12707; }; }; Room { Vnum 12757; Name "The Temple of Light"; Flags (indoors safe no_portal); Exit [ @(<dir> south) { ToRoom 12731; }, @(<dir> west) { ToRoom 12861; } ]; Resets { # Vorlin to room. M 12700 1; }; }; Room { Vnum 12758; Name "The Pink Icing Bread And Cake Shop"; Desc "The glass cabinets that line the walls are filled with various cakes and\n breads, all covered with pink icing. Even Hafnir himself wears a pink\n apron.\n"; Flags (indoors safe no_portal); Exit [ @(<dir> east) { ToRoom 12722; } ]; Resets { # Hafnir the baker to room. M 12705 1; # a box of donuts to inventory. G 12742; # a donut with pink icing inside a donut with pink icing. P 12743 12742; # a donut with pink icing inside a donut with pink icing. P 12743 12742; # a donut with pink icing inside a donut with pink icing. P 12743 12742; # a donut with pink icing inside a donut with pink icing. P 12743 12742; # a donut with pink icing inside a donut with pink icing. P 12743 12742; # a donut with pink icing inside a donut with pink icing. P 12743 12742; # a donut with pink icing to inventory. G 12743; # a chocolate cake with pink icing to inventory. G 12744; # a tea cake with pink icing to inventory. G 12745; # a pink lemon meringue pie to inventory. G 12746; }; }; Room { Vnum 12759; Name "The Bank Vault"; Desc "You know you shouldn't be in here. It's forbidden to enter without Kirin\n herself, and she probably wouldn't bring you in here. Even the King hasn't\n had the privilege of coming into the vault. And no wonder, the walls are\n lined with safe boxes, none of which are locked and are probably full.\n"; Flags (indoors no_portal); Exit [ @(<dir> north) { Keyword "vault door"; ToRoom 12755; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12760; Name "Entrance To The Great Hall"; Desc "This long hall is covered in a vaulted, arched ceiling, and frescoes of\n ancient battles line the walls. Further to the south you can see a pair of\n huge metallic doors guarded by two well-armed and heavily-muscled giants.\n"; Flags (indoors no_portal); Exit [ @(<dir> south) { ToRoom 12761; } ]; }; Room { Vnum 12761; Name "The Great Hall"; Desc "This huge hallway has doors leading to the main areas of the palace; to\n your east is an arch leading through to the extravagantly decorated\n Ballroom, to the west is another arch, this leading through to the Royal\n Dining room, and to the south of you is a pair of huge gilded silver doors\n that lead to the King's throne room which it is rumoured he only ever uses\n when trying to appear powerful to visitors from other areas.\n"; Flags (indoors no_portal); Exit [ @(<dir> north) { ToRoom 12760; }, @(<dir> east) { ToRoom 12763; }, @(<dir> south) { Keyword "silver gilded doors"; ToRoom 12762; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> west) { ToRoom 12765; } ]; }; Room { Vnum 12762; Name "The Throne Room"; Desc "Looking up you can barely tell that there is a glass ceiling above you.\n It is immaculately clean, and through it you can see the fluffy clouds in\n the sky, and the red orb of Nyssian, the Huntress Moon, chasing the fiery\n yellow form of the primary sun Kurzeos on it's path south. The walls\n themselves have been overgrown by creeping vines which seem to grow from the\n onyx tiled floor.\n"; Exit [ @(<dir> north) { Keyword "silver gilded doors"; ToRoom 12761; Flags (door closed locked bashproof pickproof passproof); } ]; Resets { # the King to room. M 12720 1; # the Queen to room. M 12721 1; # the King's personal guard to room. M 12719 2; # the King's personal guard to room. M 12719 2; }; }; Room { Vnum 12763; Name "The Royal Ballroom"; Desc ".\n"; Flags (dark); Exit [ @(<dir> east) { ToRoom 12764; }, @(<dir> west) { ToRoom 12761; } ]; }; Room { Vnum 12764; Name "The Royal Ballroom"; Desc ".\n"; Flags (dark); Exit [ @(<dir> west) { ToRoom 12763; } ]; }; Room { Vnum 12765; Name "The Royal Dining Room"; Exit [ @(<dir> east) { ToRoom 12760; }, @(<dir> west) { ToRoom 12766; } ]; }; Room { Vnum 12766; Name "The Royal Dining Room"; Exit [ @(<dir> east) { ToRoom 12765; }, @(<dir> south) { ToRoom 12767; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12767; Name "The Kitchen"; Desc "The kitchen looks like it hasn't had a good clean in a few years, as pots\n and pans are piled in the numerous sinks, cupboard doors have been left half\n open, and rotten food has been piled in one corner, where there was probably\n once a bin.\n"; Exit [ @(<dir> north) { ToRoom 12766; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> south) { ToRoom 12768; Flags (door closed locked bashproof pickproof passproof); } ]; Resets { # The royal chef to room. M 12718 1; }; }; Room { Vnum 12768; Name "The Staff Stairway"; Desc ".\n"; Exit [ @(<dir> north) { ToRoom 12768; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> up) { ToRoom 12882; } ]; }; Room { Vnum 12769; Name "The Great Staircase"; Desc ".\n"; Exit [ @(<dir> north) { ToRoom 12773; }, @(<dir> east) { ToRoom 12778; }, @(<dir> west) { ToRoom 12777; }, @(<dir> down) { ToRoom 12761; } ]; }; Room { Vnum 12770; Name "The King's Toilet"; Desc ".\n"; Exit [ @(<dir> east) { ToRoom 12772; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12771; Name "The Balcony"; Desc ".\n"; Sector (city); Exit [ @(<dir> south) { ToRoom 12772; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> up) { ToRoom 119; } ]; }; Room { Vnum 12772; Name "The King's Bedroom"; Desc ".\n"; Exit [ @(<dir> north) { ToRoom 12771; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> south) { ToRoom 12773; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> west) { ToRoom 12770; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12773; Name "A Grand Hallway"; Desc ".\n"; Exit [ @(<dir> north) { ToRoom 12772; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> south) { ToRoom 12769; } ]; }; Room { Vnum 12774; Name "A Guest Bedroom"; Desc ".\n"; Exit [ @(<dir> south) { ToRoom 12775; Flags (door closed locked bashproof pickproof passproof); } ]; Resets { # the cleaner to room. M 12722 1; }; }; Room { Vnum 12775; Name "A Grand Hallway"; Desc ".\n"; Exit [ @(<dir> north) { ToRoom 12774; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> east) { ToRoom 12777; }, @(<dir> south) { ToRoom 12776; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12776; Name "A Guest Bedroom"; Desc ".\n"; Exit [ @(<dir> north) { ToRoom 12775; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12777; Name "A Grand Hallway"; Desc ".\n"; Exit [ @(<dir> east) { ToRoom 12769; }, @(<dir> west) { ToRoom 12775; } ]; }; Room { Vnum 12778; Name "A Grand Hallway"; Desc ".\n"; Exit [ @(<dir> east) { ToRoom 12779; }, @(<dir> west) { ToRoom 12769; } ]; }; Room { Vnum 12779; Name "A Grand Hallway"; Desc ".\n"; Exit [ @(<dir> north) { ToRoom 12780; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> south) { ToRoom 12781; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> west) { ToRoom 12778; } ]; }; Room { Vnum 12780; Name "A Guest Bedroom"; Desc ".\n"; Exit [ @(<dir> south) { ToRoom 12779; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12781; Name "A Guest Bedroom"; Desc ".\n"; Exit [ @(<dir> north) { ToRoom 12779; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12782; Name "Neri's Fine Jewellery"; Desc ".\n"; Flags (indoors no_portal); Exit [ @(<dir> west) { ToRoom 12722; } ]; Resets { # Neri to room. M 12731 1; # a golden earring to inventory. G 12732; # a rune-etched silver earring to inventory. G 12733; }; }; Room { Vnum 12786; Name "Nirzin's Apothecary"; Desc ".\n"; Flags (indoors no_portal); Exit [ @(<dir> south) { ToRoom 12797; } ]; Resets { # Nirzin to room. M 12713 1; }; }; Room { Vnum 12787; Name "An Empty Shop"; Desc ".\n"; Flags (dark indoors no_portal); Exit [ @(<dir> west) { ToRoom 12791; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12788; Name "Korazin's Garden"; Desc "Following a cleared path through the plants and trees you come upon a\n small clearing, in the middle of which sits a number of large baskets filled\n with freshly picked herbs and other useful plants, all ready to be carted\n off to Korazin's brother Nirzin's shop to be used in his potions and herbal\n remedies.\n"; Flags (no_portal); Sector (forest); Exit [ @(<dir> south) { ToRoom 12710; } ]; Resets { # Korazin to room. M 12730 1; }; }; Room { Vnum 12789; Name "Zura's House Of Pets"; Desc ".\n"; Flags (indoors pet_shop); Exit [ @(<dir> west) { ToRoom 12799; } ]; Resets { # Zura to room. M 12729 1; }; }; Room { Vnum 12790; Name "Zura's Pet Room"; Desc ".\n"; Flags (no_mob pet_shop no_portal); Sector (city); Resets { # a white wolf to room. M 12724 1; # a cute little rabbit to room. M 12725 1; # a black bear to room. M 12726 1; # a little black monkey to room. M 12727 1; # a chicken to room. M 12728 1; }; }; Room { Vnum 12791; Name "Thargim Street"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> east) { ToRoom 12787; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> south) { ToRoom 12792; } ]; }; Room { Vnum 12792; Name "Corner Of Thargim Street And Blaenok Street"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> north) { ToRoom 12791; }, @(<dir> east) { ToRoom 12793; } ]; }; Room { Vnum 12793; Name "Blaenok Street"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> east) { ToRoom 12794; }, @(<dir> west) { ToRoom 12792; } ]; }; Room { Vnum 12794; Name "Blaenok Street"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> east) { ToRoom 12795; }, @(<dir> west) { ToRoom 12793; } ]; }; Room { Vnum 12795; Name "Blaenok Street"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> west) { ToRoom 12794; } ]; }; Room { Vnum 12796; Name "Blaenok Street"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> east) { ToRoom 12797; } ]; }; Room { Vnum 12797; Name "Blaenok Street"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> north) { ToRoom 12786; }, @(<dir> east) { ToRoom 12798; }, @(<dir> west) { ToRoom 12796; } ]; }; Room { Vnum 12798; Name "Blaenok Street"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> east) { ToRoom 12799; }, @(<dir> west) { ToRoom 12797; } ]; }; Room { Vnum 12799; Name "Corner Of Blaenok Street And Solen Road"; Desc ".\n"; Flags (pet_shop no_portal); Sector (city); Exit [ @(<dir> east) { ToRoom 12789; }, @(<dir> west) { ToRoom 12798; } ]; }; Room { Vnum 12800; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12876; }, @(<dir> west) { ToRoom 12801; } ]; }; Room { Vnum 12801; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12802; }, @(<dir> east) { ToRoom 12800; } ]; }; Room { Vnum 12802; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12803; }, @(<dir> south) { ToRoom 12801; } ]; }; Room { Vnum 12803; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12802; }, @(<dir> west) { ToRoom 12804; } ]; Resets { # a monk to room. M 12732 2; }; }; Room { Vnum 12804; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12803; }, @(<dir> west) { ToRoom 12805; } ]; }; Room { Vnum 12805; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12804; }, @(<dir> south) { ToRoom 12806; } ]; }; Room { Vnum 12806; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12805; }, @(<dir> west) { ToRoom 12807; } ]; }; Room { Vnum 12807; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12806; }, @(<dir> west) { ToRoom 12808; } ]; }; Room { Vnum 12808; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12807; }, @(<dir> south) { ToRoom 12809; } ]; }; Room { Vnum 12809; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12808; }, @(<dir> south) { ToRoom 12810; } ]; }; Room { Vnum 12810; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12809; }, @(<dir> east) { ToRoom 12811; } ]; }; Room { Vnum 12811; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12812; }, @(<dir> west) { ToRoom 12810; } ]; }; Room { Vnum 12812; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12811; }, @(<dir> south) { ToRoom 12813; } ]; }; Room { Vnum 12813; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12812; }, @(<dir> east) { ToRoom 12814; }, @(<dir> south) { ToRoom 12893; } ]; }; Room { Vnum 12814; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12815; }, @(<dir> west) { ToRoom 12813; } ]; }; Room { Vnum 12815; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12816; }, @(<dir> south) { ToRoom 12814; } ]; }; Room { Vnum 12816; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12817; }, @(<dir> west) { ToRoom 12815; } ]; }; Room { Vnum 12817; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12818; }, @(<dir> south) { ToRoom 12816; } ]; }; Room { Vnum 12818; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12819; }, @(<dir> west) { ToRoom 12817; } ]; }; Room { Vnum 12819; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (pet_shop no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12877; }, @(<dir> south) { ToRoom 12820; }, @(<dir> west) { ToRoom 12818; } ]; }; Room { Vnum 12820; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_mob no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12819; }, @(<dir> east) { ToRoom 12878; }, @(<dir> south) { ToRoom 12821; } ]; }; Room { Vnum 12821; Name "A Small Pond"; Desc ".\n"; Flags (no_portal cold forage); Sector (water); Exit [ @(<dir> north) { ToRoom 12820; }, @(<dir> south) { ToRoom 12822; } ]; }; Room { Vnum 12822; Name "A Small Pond"; Desc ".\n"; Flags (no_portal cold forage); Sector (water); Exit [ @(<dir> north) { ToRoom 12821; }, @(<dir> south) { ToRoom 12891; }, @(<dir> west) { ToRoom 12823; } ]; }; Room { Vnum 12823; Name "A Small Pond"; Desc ".\n"; Flags (no_portal cold forage); Sector (water); Exit [ @(<dir> east) { ToRoom 12822; }, @(<dir> south) { ToRoom 12824; } ]; Resets { # a small fish to room. M 12733 5; }; }; Room { Vnum 12824; Name "A Small Pond"; Desc ".\n"; Flags (no_portal cold forage); Sector (water); Exit [ @(<dir> north) { ToRoom 12823; }, @(<dir> east) { ToRoom 12891; }, @(<dir> south) { ToRoom 12825; } ]; }; Room { Vnum 12825; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_mob no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12824; }, @(<dir> east) { ToRoom 12826; }, @(<dir> west) { ToRoom 12897; } ]; }; Room { Vnum 12826; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_mob no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12891; }, @(<dir> east) { ToRoom 12827; }, @(<dir> west) { ToRoom 12825; } ]; }; Room { Vnum 12827; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12828; }, @(<dir> west) { ToRoom 12826; } ]; }; Room { Vnum 12828; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_mob no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12829; }, @(<dir> south) { ToRoom 12827; }, @(<dir> west) { ToRoom 12891; } ]; Resets { # a monk to room. M 12732 2; }; }; Room { Vnum 12829; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12830; }, @(<dir> west) { ToRoom 12828; } ]; }; Room { Vnum 12830; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12831; }, @(<dir> west) { ToRoom 12829; } ]; }; Room { Vnum 12831; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12832; }, @(<dir> south) { ToRoom 12830; } ]; }; Room { Vnum 12832; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12833; }, @(<dir> west) { ToRoom 12831; } ]; }; Room { Vnum 12833; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12834; }, @(<dir> south) { ToRoom 12839; }, @(<dir> west) { ToRoom 12832; } ]; }; Room { Vnum 12834; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12835; }, @(<dir> west) { ToRoom 12833; } ]; }; Room { Vnum 12835; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12836; }, @(<dir> west) { ToRoom 12834; } ]; }; Room { Vnum 12836; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12837; }, @(<dir> south) { ToRoom 12835; } ]; }; Room { Vnum 12837; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12836; }, @(<dir> west) { ToRoom 12838; } ]; }; Room { Vnum 12838; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12837; }, @(<dir> west) { ToRoom 12881; } ]; }; Room { Vnum 12839; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12833; }, @(<dir> south) { ToRoom 12840; } ]; }; Room { Vnum 12840; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12839; }, @(<dir> east) { ToRoom 12841; } ]; }; Room { Vnum 12841; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12842; }, @(<dir> west) { ToRoom 12840; } ]; }; Room { Vnum 12842; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_mob no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12911; }, @(<dir> south) { ToRoom 12843; }, @(<dir> west) { ToRoom 12841; } ]; }; Room { Vnum 12843; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12842; }, @(<dir> east) { ToRoom 12844; } ]; }; Room { Vnum 12844; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_mob no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12911; }, @(<dir> east) { ToRoom 12845; }, @(<dir> west) { ToRoom 12843; } ]; }; Room { Vnum 12845; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12846; }, @(<dir> west) { ToRoom 12844; } ]; }; Room { Vnum 12846; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_mob no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12847; }, @(<dir> south) { ToRoom 12845; }, @(<dir> west) { ToRoom 12911; } ]; }; Room { Vnum 12847; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12848; }, @(<dir> west) { ToRoom 12846; } ]; }; Room { Vnum 12848; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12849; }, @(<dir> south) { ToRoom 12847; } ]; }; Room { Vnum 12849; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12850; }, @(<dir> south) { ToRoom 12848; } ]; }; Room { Vnum 12850; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12875; }, @(<dir> south) { ToRoom 12849; }, @(<dir> west) { ToRoom 12851; } ]; }; Room { Vnum 12851; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12852; }, @(<dir> east) { ToRoom 12850; } ]; }; Room { Vnum 12852; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12853; }, @(<dir> south) { ToRoom 12851; } ]; }; Room { Vnum 12853; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12864; }, @(<dir> south) { ToRoom 12852; }, @(<dir> west) { ToRoom 12854; } ]; }; Room { Vnum 12854; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12853; }, @(<dir> west) { ToRoom 12855; } ]; }; Room { Vnum 12855; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12854; }, @(<dir> west) { ToRoom 12856; } ]; }; Room { Vnum 12856; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12855; }, @(<dir> west) { ToRoom 12880; } ]; }; Room { Vnum 12857; Name "Entrance To The Assassin's Hideout"; Desc ".\n"; Flags (indoors no_portal); Exit [ @(<dir> north) { ToRoom 12858; }, @(<dir> south) { ToRoom 12724; } ]; }; Room { Vnum 12858; Name "The Assassin's Hideout"; Desc ".\n"; Flags (indoors no_portal); Exit [ @(<dir> south) { ToRoom 12857; } ]; }; Room { Vnum 12859; Name "Entrance to the Mystic's Hall of Meditation"; Desc ".\n"; Flags (indoors no_portal); Exit [ @(<dir> east) { ToRoom 12791; }, @(<dir> south) { ToRoom 12860; } ]; }; Room { Vnum 12860; Name "The Mystic's Hall of Meditation"; Desc ".\n"; Flags (indoors no_portal); Exit [ @(<dir> north) { ToRoom 12859; } ]; Resets { # the Grand Mystic to room. M 12762 1; }; }; Room { Vnum 12861; Name "A Corridor Through The Church"; Desc ".\n"; Flags (indoors no_portal); Exit [ @(<dir> north) { ToRoom 12862; }, @(<dir> east) { ToRoom 12757; } ]; }; Room { Vnum 12862; Name "The Bishop's Prayer Room"; Desc ".\n"; Flags (indoors no_portal); Exit [ @(<dir> south) { ToRoom 12861; } ]; Resets { # the master Bishop to room. M 12759 1; }; }; Room { Vnum 12863; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_mob no_portal forage); Sector (forest); }; Room { Vnum 12864; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12865; }, @(<dir> south) { ToRoom 12853; } ]; }; Room { Vnum 12865; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12866; }, @(<dir> west) { ToRoom 12864; } ]; }; Room { Vnum 12866; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12867; }, @(<dir> west) { ToRoom 12865; } ]; }; Room { Vnum 12867; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12868; }, @(<dir> west) { ToRoom 12866; } ]; }; Room { Vnum 12868; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12867; }, @(<dir> east) { ToRoom 12869; } ]; }; Room { Vnum 12869; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12870; }, @(<dir> west) { ToRoom 12868; } ]; }; Room { Vnum 12870; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12869; }, @(<dir> south) { ToRoom 12871; } ]; }; Room { Vnum 12871; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12870; }, @(<dir> south) { ToRoom 12872; } ]; }; Room { Vnum 12872; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12871; }, @(<dir> west) { ToRoom 12873; } ]; }; Room { Vnum 12873; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12874; }, @(<dir> east) { ToRoom 12872; } ]; }; Room { Vnum 12874; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12873; }, @(<dir> west) { ToRoom 12875; } ]; }; Room { Vnum 12875; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12874; }, @(<dir> west) { ToRoom 12850; } ]; }; Room { Vnum 12876; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12877; }, @(<dir> west) { ToRoom 12800; } ]; }; Room { Vnum 12877; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12876; }, @(<dir> south) { ToRoom 12878; }, @(<dir> west) { ToRoom 12819; } ]; }; Room { Vnum 12878; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12877; }, @(<dir> west) { ToRoom 12820; } ]; }; Room { Vnum 12879; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12880; } ]; }; Room { Vnum 12880; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12879; }, @(<dir> east) { ToRoom 12856; }, @(<dir> south) { ToRoom 12881; } ]; }; Room { Vnum 12881; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (no_portal forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12880; }, @(<dir> east) { ToRoom 12838; } ]; }; Room { Vnum 12882; Name "Top Of The Staff Staircase"; Desc ".\n"; Flags (no_portal forage); Exit [ @(<dir> east) { ToRoom 12883; }, @(<dir> down) { ToRoom 12768; } ]; }; Room { Vnum 12883; Name "A Dark Hallway"; Desc ".\n"; Flags (dark no_portal forage); Exit [ @(<dir> east) { ToRoom 12884; }, @(<dir> south) { ToRoom 12887; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> west) { ToRoom 12882; } ]; }; Room { Vnum 12884; Name "A Dark Hallway"; Desc ".\n"; Flags (dark no_portal forage); Exit [ @(<dir> east) { ToRoom 12885; }, @(<dir> south) { ToRoom 12888; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> west) { ToRoom 12883; } ]; }; Room { Vnum 12885; Name "A Dark Hallway"; Desc ".\n"; Flags (dark no_portal forage); Exit [ @(<dir> east) { ToRoom 12886; }, @(<dir> south) { ToRoom 12889; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> west) { ToRoom 12884; } ]; }; Room { Vnum 12886; Name "A Dark Hallway"; Desc ".\n"; Flags (dark no_portal forage); Exit [ @(<dir> south) { ToRoom 12890; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> west) { ToRoom 12885; } ]; }; Room { Vnum 12887; Name "A Small Bedroom"; Desc ".\n"; Flags (dark no_portal forage); Exit [ @(<dir> north) { ToRoom 12883; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12888; Name "A Small Bedroom"; Desc ".\n"; Flags (dark no_portal forage); Exit [ @(<dir> north) { ToRoom 12884; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12889; Name "A Small Bedroom"; Desc ".\n"; Flags (dark no_portal forage); Exit [ @(<dir> north) { ToRoom 12885; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12890; Name "A Small Bedroom"; Desc ".\n"; Flags (dark no_portal forage); Exit [ @(<dir> north) { ToRoom 12886; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12891; Name "A Small Pond"; Desc ".\n"; Flags (no_portal cold forage); Sector (water); Exit [ @(<dir> north) { ToRoom 12822; }, @(<dir> east) { ToRoom 12828; }, @(<dir> south) { ToRoom 12826; }, @(<dir> west) { ToRoom 12824; }, @(<dir> down) { ToRoom 12892; } ]; Resets { # a small fish to room. M 12733 5; }; }; Room { Vnum 12892; Name "Below The Pond"; Desc ".\n"; Flags (dark cold forage); Sector (underwater); Exit [ @(<dir> east) { ToRoom 12898; }, @(<dir> up) { ToRoom 12891; } ]; Resets { # a small fish to room. M 12733 5; }; }; Room { Vnum 12893; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12813; }, @(<dir> south) { ToRoom 12894; } ]; }; Room { Vnum 12894; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12893; }, @(<dir> east) { ToRoom 12895; } ]; }; Room { Vnum 12895; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (forage); Sector (forest); Exit [ @(<dir> south) { ToRoom 12896; }, @(<dir> west) { ToRoom 12894; } ]; }; Room { Vnum 12896; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (forage); Sector (forest); Exit [ @(<dir> north) { ToRoom 12895; }, @(<dir> east) { ToRoom 12897; } ]; }; Room { Vnum 12897; Name "A Path Through The Palace Gardens"; Desc ".\n"; Flags (forage); Sector (forest); Exit [ @(<dir> east) { ToRoom 12825; }, @(<dir> west) { ToRoom 12896; } ]; }; Room { Vnum 12898; Name "An Underground River"; Desc ".\n"; Flags (underground cold forage); Sector (underwater); Exit [ @(<dir> east) { ToRoom 12899; }, @(<dir> west) { ToRoom 12892; } ]; }; Room { Vnum 12899; Name "An Underground River"; Desc ".\n"; Flags (underground cold forage); Sector (underwater); Exit [ @(<dir> north) { ToRoom 12906; }, @(<dir> west) { ToRoom 12898; } ]; }; Room { Vnum 12900; Name "Cemetery Road"; Desc ".\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12901; }, @(<dir> south) { ToRoom 12715; } ]; }; Room { Vnum 12901; Name "Cemetery Road"; Desc ".\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12902; }, @(<dir> south) { ToRoom 12900; } ]; }; Room { Vnum 12902; Name "Cemetery Road"; Desc ".\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12903; }, @(<dir> west) { ToRoom 12901; } ]; }; Room { Vnum 12903; Name "Cemetery Road"; Desc ".\n"; Sector (city); Exit [ @(<dir> east) { ToRoom 12904; }, @(<dir> west) { ToRoom 12902; } ]; }; Room { Vnum 12904; Name "Cemetery Road"; Desc ".\n"; Sector (city); Exit [ @(<dir> north) { ToRoom 12905; }, @(<dir> west) { ToRoom 12903; } ]; }; Room { Vnum 12905; Name "The Cemetery Gates"; Desc ".\n"; Sector (city); Exit [ @(<dir> south) { ToRoom 12904; } ]; }; Room { Vnum 12906; Name "An Underground River"; Desc ".\n"; Flags (underground cold forage); Sector (underwater); Exit [ @(<dir> east) { ToRoom 12899; } ]; Resets { # a small fish to room. M 12733 5; }; }; Room { Vnum 12907; Name "An Underground River"; Desc ".\n"; Flags (underground cold forage); Sector (underwater); Exit [ @(<dir> east) { ToRoom 12908; }, @(<dir> west) { ToRoom 12906; } ]; }; Room { Vnum 12908; Name "An Underground River"; Desc ".\n"; Flags (underground cold forage); Sector (underwater); Exit [ @(<dir> east) { ToRoom 12909; }, @(<dir> south) { ToRoom 12912; }, @(<dir> west) { ToRoom 12907; } ]; }; Room { Vnum 12909; Name "An Underground River"; Desc ".\n"; Flags (underground cold forage); Sector (underwater); Exit [ @(<dir> east) { ToRoom 12910; }, @(<dir> west) { ToRoom 12908; } ]; }; Room { Vnum 12910; Name "An Underground River"; Desc ".\n"; Flags (underground cold forage); Sector (underwater); Exit [ @(<dir> west) { ToRoom 12909; }, @(<dir> up) { ToRoom 12911; } ]; Resets { # a small fish to room. M 12733 5; }; }; Room { Vnum 12911; Name "A Small Pond"; Desc ".\n"; Flags (cold forage); Sector (water); Exit [ @(<dir> east) { ToRoom 12846; }, @(<dir> south) { ToRoom 12844; }, @(<dir> west) { ToRoom 12842; }, @(<dir> down) { ToRoom 12910; } ]; }; Room { Vnum 12912; Name "An Underground River"; Desc ".\n"; Flags (underground cold forage); Sector (underwater); Exit [ @(<dir> north) { ToRoom 12908; }, @(<dir> up) { ToRoom 12913; } ]; }; Room { Vnum 12913; Name "An Underground Alcove"; Desc ".\n"; Flags (underground cold forage); Exit [ @(<dir> down) { ToRoom 12912; } ]; }; Room { Vnum 12914; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (no_mob forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12915; }, @(<dir> south) { ToRoom 12905; Flags (door closed locked bashproof pickproof passproof); } ]; }; Room { Vnum 12915; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12951; }, @(<dir> east) { ToRoom 12916; }, @(<dir> south) { ToRoom 12914; }, @(<dir> west) { ToRoom 12946; } ]; Resets { # a skeleton to room. M 12738 3; }; }; Room { Vnum 12916; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12917; }, @(<dir> west) { ToRoom 12915; } ]; }; Room { Vnum 12917; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12918; }, @(<dir> west) { ToRoom 12916; } ]; }; Room { Vnum 12918; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12919; }, @(<dir> west) { ToRoom 12917; } ]; Resets { # a ghoul to room. M 12740 2; }; }; Room { Vnum 12919; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12924; }, @(<dir> south) { ToRoom 12920; }, @(<dir> west) { ToRoom 12918; } ]; }; Room { Vnum 12920; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12919; }, @(<dir> east) { ToRoom 12922; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> south) { ToRoom 12921; } ]; Resets { # a skeleton to room. M 12738 3; }; }; Room { Vnum 12921; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12920; }, @(<dir> east) { ToRoom 12923; Flags (door closed locked pickproof passproof); } ]; }; Room { Vnum 12922; Name "The Gravedigger's Hut"; Desc ".\n"; Flags (indoors forage); Exit [ @(<dir> west) { ToRoom 12920; Flags (door closed locked pickproof passproof); } ]; }; Room { Vnum 12923; Name "The Gravedigger's Shed"; Desc ".\n"; Flags (indoors forage); Exit [ @(<dir> west) { ToRoom 12921; Flags (door closed locked pickproof passproof); } ]; }; Room { Vnum 12924; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12925; }, @(<dir> south) { ToRoom 12919; } ]; }; Room { Vnum 12925; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12926; }, @(<dir> south) { ToRoom 12924; } ]; Resets { # a carrion worm to room. M 12744 3; }; }; Room { Vnum 12926; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12927; }, @(<dir> south) { ToRoom 12925; }, @(<dir> west) { ToRoom 12957; } ]; }; Room { Vnum 12927; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12928; }, @(<dir> south) { ToRoom 12926; } ]; }; Room { Vnum 12928; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12929; }, @(<dir> south) { ToRoom 12927; } ]; Resets { # a zombie to room. M 12739 4; }; }; Room { Vnum 12929; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> south) { ToRoom 12928; }, @(<dir> west) { ToRoom 12930; } ]; }; Room { Vnum 12930; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12929; }, @(<dir> west) { ToRoom 12931; } ]; }; Room { Vnum 12931; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12964; }, @(<dir> east) { ToRoom 12930; }, @(<dir> west) { ToRoom 12932; } ]; }; Room { Vnum 12932; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12931; }, @(<dir> west) { ToRoom 12933; } ]; Resets { # a wraith to room. M 12748 1; }; }; Room { Vnum 12933; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12932; }, @(<dir> south) { ToRoom 12947; }, @(<dir> west) { ToRoom 12934; } ]; }; Room { Vnum 12934; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12933; }, @(<dir> west) { ToRoom 12935; } ]; }; Room { Vnum 12935; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12958; }, @(<dir> east) { ToRoom 12934; }, @(<dir> west) { ToRoom 12936; } ]; Resets { # a zombie to room. M 12739 4; }; }; Room { Vnum 12936; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12935; }, @(<dir> west) { ToRoom 12937; } ]; }; Room { Vnum 12937; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12936; }, @(<dir> south) { ToRoom 12938; } ]; }; Room { Vnum 12938; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12937; }, @(<dir> south) { ToRoom 12939; } ]; }; Room { Vnum 12939; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12938; }, @(<dir> south) { ToRoom 12940; } ]; }; Room { Vnum 12940; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12939; }, @(<dir> east) { ToRoom 12952; }, @(<dir> south) { ToRoom 12941; } ]; }; Room { Vnum 12941; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12940; }, @(<dir> south) { ToRoom 12942; } ]; Resets { # a fresh corpse to room. M 12741 2; }; }; Room { Vnum 12942; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12941; }, @(<dir> south) { ToRoom 12943; } ]; }; Room { Vnum 12943; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12942; }, @(<dir> east) { ToRoom 12944; } ]; Resets { # a carrion worm to room. M 12744 3; }; }; Room { Vnum 12944; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12945; }, @(<dir> west) { ToRoom 12943; } ]; Resets { # an embalmed corpse to room. M 12747 1; }; }; Room { Vnum 12945; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12946; }, @(<dir> west) { ToRoom 12944; } ]; }; Room { Vnum 12946; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12915; }, @(<dir> west) { ToRoom 12945; } ]; Resets { # a zombie to room. M 12739 4; }; }; Room { Vnum 12947; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12933; }, @(<dir> south) { ToRoom 12948; } ]; }; Room { Vnum 12948; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12947; }, @(<dir> south) { ToRoom 12949; } ]; Resets { # a zombie to room. M 12739 4; }; }; Room { Vnum 12949; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12948; }, @(<dir> east) { ToRoom 12955; }, @(<dir> south) { ToRoom 12950; }, @(<dir> west) { ToRoom 12954; } ]; }; Room { Vnum 12950; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12949; }, @(<dir> south) { ToRoom 12951; } ]; }; Room { Vnum 12951; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12950; }, @(<dir> south) { ToRoom 12915; } ]; }; Room { Vnum 12952; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12953; }, @(<dir> west) { ToRoom 12940; } ]; }; Room { Vnum 12953; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12954; }, @(<dir> west) { ToRoom 12952; } ]; Resets { # a graverobber to room. M 12749 1; # a graverobber to room. M 12750 1; }; }; Room { Vnum 12954; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12949; }, @(<dir> west) { ToRoom 12953; } ]; }; Room { Vnum 12955; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12956; }, @(<dir> west) { ToRoom 12949; } ]; }; Room { Vnum 12956; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12957; }, @(<dir> west) { ToRoom 12955; } ]; Resets { # a fresh corpse to room. M 12741 2; }; }; Room { Vnum 12957; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12926; }, @(<dir> west) { ToRoom 12956; } ]; }; Room { Vnum 12958; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12959; }, @(<dir> south) { ToRoom 12935; } ]; }; Room { Vnum 12959; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12960; }, @(<dir> south) { ToRoom 12958; } ]; Resets { # a ghoul to room. M 12740 2; }; }; Room { Vnum 12960; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12961; }, @(<dir> west) { ToRoom 12959; } ]; Resets { # a rat swarm to room. M 12746 1; }; }; Room { Vnum 12961; Name "In Front Of The Royal Burial Chamber"; Desc "A large square door carved into the rock of the cliff face is the\n entrance to the Royal Family's burial chamber, supposedly here since Zoth\n was just a small farming village, and the royal family of the time had\n visited and decided to create the royal family's place of rest here. The\n door is currently closed, and looks quite heavy.\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12965; Flags (door closed bashproof pickproof passproof); }, @(<dir> east) { ToRoom 12962; }, @(<dir> west) { ToRoom 12960; } ]; }; Room { Vnum 12962; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> east) { ToRoom 12963; }, @(<dir> west) { ToRoom 12961; } ]; }; Room { Vnum 12963; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> south) { ToRoom 12964; }, @(<dir> west) { ToRoom 12962; } ]; Resets { # a carrion worm to room. M 12744 3; }; }; Room { Vnum 12964; Name "A Path Through The Cemetery"; Desc ".\n"; Flags (forage); Sector (field); Exit [ @(<dir> north) { ToRoom 12963; }, @(<dir> south) { ToRoom 12931; } ]; Resets { # a skeleton to room. M 12738 3; }; }; Room { Vnum 12965; Name "The Royal Burial Vault"; Desc "At the birth of every royal child and the marriage of every prince or\n princess, this burial chamber is expanded by a team of workers, all\n descendants of the workers who carved the original burial vaults over four\n centuries ago. Since then it has become the home to the remains of over\n twenty members of the royal family. It was last expanded thirty years ago\n when King Titus died and his son, Walther, married to claim the throne.\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> north) { ToRoom 12966; }, @(<dir> south) { ToRoom 12941; } ]; Resets { # the royal guardian dragon's statue to room. M 12745 1; }; }; Room { Vnum 12966; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> north) { ToRoom 12973; }, @(<dir> east) { ToRoom 12967; }, @(<dir> south) { ToRoom 12965; }, @(<dir> west) { ToRoom 12970; } ]; }; Room { Vnum 12967; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> east) { ToRoom 12968; }, @(<dir> west) { ToRoom 12966; } ]; }; Room { Vnum 12968; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> north) { ToRoom 12969; }, @(<dir> west) { ToRoom 12967; } ]; }; Room { Vnum 12969; Name "The Queen's Burial Chamber"; Desc "The most recent addition to the Royal Burial Vault, this will be the\n final resting place of the current Queen upon her death. The intricately\n carved walls show scenes depicting her family home in Daleken City. A\n raised stone platform carved from the middle of the floor will be the place\n the Queen shall rest for all eternity.\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> south) { ToRoom 12968; } ]; }; Room { Vnum 12970; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> east) { ToRoom 12966; }, @(<dir> west) { ToRoom 12971; } ]; }; Room { Vnum 12971; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> north) { ToRoom 12972; }, @(<dir> east) { ToRoom 12970; } ]; }; Room { Vnum 12972; Name "The King's Burial Chamber"; Desc "The empty burial chamber of the current King, Walther, the walls are\n decorated with scenes from the King's younger days when he followed his\n Father's footsteps, and became a wanderer, rarely letting any know he was\n actually the Prince. A space on the north wall has been left to depict his\n death.\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> south) { ToRoom 12971; } ]; }; Room { Vnum 12973; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> north) { ToRoom 12974; }, @(<dir> south) { ToRoom 12966; } ]; }; Room { Vnum 12974; Name "The Royal Burial Vault"; Desc "Strewn rubble blocks passage any further into the vault, as a landslide\n has brought down most of the roof. A team of workers occasionally comes in\n here, but so far have only been able to clear the smaller pieces, and break\n down a few larger chunks.\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> north) { Keyword "a pile of rubble"; ToRoom 12961; Flags (door closed locked bashproof pickproof passproof); }, @(<dir> east) { ToRoom 12978; }, @(<dir> south) { ToRoom 12973; }, @(<dir> west) { ToRoom 12975; } ]; }; Room { Vnum 12975; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> east) { ToRoom 12974; }, @(<dir> west) { ToRoom 12976; } ]; }; Room { Vnum 12976; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> north) { ToRoom 12977; }, @(<dir> east) { ToRoom 12975; } ]; }; Room { Vnum 12977; Name "The Burial Vault Of King Titus"; Desc "A large coffin sits upon the raised stone dais, the final resting place\n of King Titus the Wanderer. The walls all depict scenes of his life before\n becoming the King, when he wandered the world searching for adventure and\n challenge. The north wall depicts his death at the hands of a mortally\n wounded Werewolf, the last of a pack that had ravaged Zoth thirty years ago\n before being killed by Titus alone.\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> south) { ToRoom 12976; } ]; Resets { # King Titus' ghost to room. M 12742 1; }; }; Room { Vnum 12978; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> east) { ToRoom 12979; }, @(<dir> west) { ToRoom 12974; } ]; Resets { # a huge spider to room. M 12751 1; }; }; Room { Vnum 12979; Name "The Royal Burial Vault"; Desc ".\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> north) { ToRoom 12980; }, @(<dir> west) { ToRoom 12978; } ]; }; Room { Vnum 12980; Name "The Burial Vault Of Queen Laurin"; Desc "Known for her short temper and deviously cunning mind, Queen Laurin was\n known to have tricked King Titus into marrying her with the use of poison,\n thus the walls are bordered not with the ivy and roses that border the other\n chambers, but with leaves carved as deadly nightshade. Ironically she was\n killed by an assassin, who poisoned her wine.\n"; Flags (dark no_mob indoors underground cold); Exit [ @(<dir> south) { ToRoom 12979; } ]; Resets { # Queen Laurin's ghost to room. M 12743 1; }; }; Room { Vnum 12981; Name "The Palace Courtyard"; Desc "The impressive expanse of the palace's full form rises above you. The\n main gates which are currently closed dwarf even the trees in the\n surrounding park.\n"; Flags (no_mob indoors underground cold); Sector (city); }; Room { Vnum 12982; Name "Inside The Royal Palace Gates"; Desc "The Palace's full glory shines down upon you. Even though you can see\n workers scaling the walls of the Palace you still get the full effect of\n what it will look like once it is finished.\n"; Flags (no_mob indoors underground cold); }; Room { Vnum 12983; Name "The Grand Archway"; Desc "Stepping through the arch you find yourself in the most splendid building\n you have ever seen. The onyx ceiling is adorned with numerous white\n diamonds, set into the pattern of the stars of the night sky.\n"; Flags (no_mob indoors underground cold); }; Room { Vnum 12986; Name "The Queen's Chamber"; Desc "Furnished with a large curtained bed and a tall polished gold mirror, the\n Queen's chamber seems to you as homely as the deepest pits of Hell. You\n wonder how the Queen can live in such a boring place without going insane.\n"; Flags (no_mob indoors underground cold); Resets { # the Queen's handmaiden to room. M 12723 1; }; }; eof