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

Area {
Name	"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