#1400 Gate to Griffter's tomb~ You are standing on broken sidewalk before a wrought iron gate. Adorning the gate are tarnished molds of demon faces and brightly glowing sigils. A cold wind from the north sends a putrid smell of rotting flesh into your nostrils. There are exits to the West and South. ~ 14 d 0 0 0 1 D0 A long muttering of a mantra can be heard from the north. ~ north~ 2 -1 1400 D2 You see nothing special. ~ ~ 0 0 1401 D3 You see nothing special. ~ ~ 0 0 1413 S #1401 Draymen Road~ You are standing on Draymen Road which runs north and south through the evil city of Mariak. Erected to the east is a building. Constructed of marble, this building reaches unexplained heights. It's surface is fashioned of a black glowing substance. The entire building floats. There are particles of silver floating around in the air. There are exits to the East, North and South. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1400 D1 You see nothing special. ~ ~ 0 0 1485 D2 You see nothing special. ~ ~ 0 0 1402 S #1402 Draymen Road~ You are standing on Draymen Road which runs North and South through Mariak. To the west lies a large granite archway adorned with the likeness of Marduk's Minions. In the center of the arch there is a copper plaque turned green from age. The exits lead to the North, South, and West into the courtyard. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1401 D2 You see nothing special. ~ ~ 0 0 1403 D3 Sounds of agony are heard from the west. ~ ~ 0 0 1486 E plaque~ The plaque reads: These sacred grounds act as a outlet of amusement for the the followers of Marduk and as a torture pit for the followers of Ao! ~ S #1403 The T of Mariak~ You have entered the T of Mariak. The air here is weightless and the area is calm. Everything from the benches lining the streets to the magician showing off his cantrips is surrounded by a black aura. There are exits to the North, South, West, and Up. At the junction of the T rests a fountain and to it are chained various succubi and incubi. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1402 D2 You see nothing special. ~ ~ 0 0 1404 D3 You see nothing special. ~ ~ 0 0 1429 E fountain~ This fountain was erected by the followers of Marduk. The elemental symbols etched on the ground encircling the fountain suggest that this place is the center of Chaos and ceremonial gatherings. ~ S #1404 Draymen Road~ You are standing on Draymen Road which runs North and South through town. This is one of the residential section of Mariak. There are children playing in the streets wearing costumes resembling warriors of Marduk. There are exits to the North, South, and Azia Road runs East and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1403 D1 You see nothing special. ~ ~ 0 0 1472 D2 You see nothing special. ~ ~ 0 0 1405 D3 You see nothing special. ~ ~ 0 0 1432 S #1405 Draymen Road~ You are standing on the North South running Draymen Road. There are homes scattered about the street. The houses here are lavishly decorated. Silk silver and black carpet runs from the front steps of each home to the street. Each carpet is stamped with a sigil of the owners liking. The street is constructed of red and black marble tiles and line the road in intricate patterns. There are exits North and South. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1404 D2 You see nothing special. ~ ~ 0 0 1406 S #1406 Draymen Road~ You are standing on Draymen Road that runs North and South through the city. The stench of stagnant air fills your lungs. The air is humid and hazy here. You fight dizziness from the awful stench. There are exits to the North, South, East, and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1405 D1 You see nothing special. ~ ~ 0 0 1463 D2 You see nothing special. ~ ~ 0 0 1407 D3 You see nothing special. ~ ~ 0 0 1436 S #1407 Draymen Road~ You are standing on Draymen Road. This part of the road borders on what used to be a large pool constructed of stone blocks. The water in the pool is stagnant, smelling of rotten vegetation. There are exits North, South and East. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1406 D1 You see a pool to the East. ~ ~ 0 0 1487 D2 You see nothing special. ~ ~ 0 0 1408 S #1408 Draymen Road~ You are standing on Draymen Road. On the east wall lies an opening. You are in one of the business parts of town. The stagnant scent can still be noticed as the haze grows thicker. There are exits to the North, South, and East. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1407 D1 You see nothing special. ~ ~ 0 0 1483 D2 You see nothing special. ~ ~ 0 0 1409 S #1409 Draymen Road~ You are standing on Draymen Road. There is a rather large cove to the east. Just above the opening is the word Wares . You can still smell the stagnant scent and the haze is growing thicker. There are exits to the North, South and East. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1408 D1 You see nothing special. ~ ~ 0 0 1484 D2 You see nothing special. ~ ~ 0 0 1410 S #1410 Draymen Road~ You are standing on Draymen Road. This part of the road borders on what used to be a large pool constructed of stone blocks. The water in the pool is stagnant smelling of rotten vegetation. There are exits North, South and East and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1409 D1 You see nothing special. ~ ~ 0 0 1445 D2 You see nothing special. ~ ~ 0 0 1411 D3 You see nothing special. ~ ~ 0 0 1444 S #1411 Draymen Road~ You are standing on a shaded path just off of Draymen Road. Trees line both sides of the road. The limbs of the trees form a canopy above your head while the roots swell up through the road. There are exits to the North and South. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1410 D2 You see nothing special. ~ ~ 0 0 1412 S #1412 Dead End~ You stand on the southern edge of Draymen Road facing towards a very large stone wall. This wall seems to be crafted of very fine marble. The only exit appears to be North. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1411 S #1413 Along the crypt fence~ You are traveling along the fence of Griffter's tomb. The sidewalk is cracked and withering away from protruding roots. The trees on the other side of the fence are dead and rotting. There are exits to the East, South, and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1400 D2 You see nothing special. ~ ~ 0 0 1420 D3 You see nothing special. ~ ~ 0 0 1414 S #1414 Along the crypt fence~ You are traveling along the fence of Griffter's tomb. The sidewalk is cracked and withering away from protruding roots. The trees on the other side of the fence are dead and rotting. There are exits to the East and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1413 D3 You see nothing special. ~ ~ 0 0 1415 S #1415 Along the crypt fence~ You are traveling along the fence of Griffter's tomb. The sidewalk is cracked and withering away from protruding roots. The trees on the other side of the fence are dead and rotting. There are exits to the East and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1414 D3 You see nothing special. ~ ~ 0 0 1416 S #1416 Along the crypt fence~ You have arrived at the junctions of the north gate and east wall. In the corner inlaid within the marble is a symbol. Exits lead to the south on to Terrian Road and east along the fence. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1415 D2 You see nothing special. ~ ~ 0 0 1417 E symbol~ The symbol looks like: +----0----+ )---*---( \ | / \(|)/* \|/ * * * * * * * * ~ S #1417 Terrian Road~ You are standing on the North South running Terrian Road. There are walls on each side of you that tower to the cavern ceiling. The air is stale. There are exits to the North, South and East. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1416 D1 You see nothing special. ~ ~ 0 0 1418 D2 You see nothing special. ~ ~ 0 0 1421 S #1418 A short cutback~ You are standing on a short cutback that is just south of the Crypt Fence. There are a few shops here, some are boarded up and some are in use. To the South is a shop. It has a sign hanging above it. The road continues East and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1419 D2 You see nothing special. ~ ~ 0 0 1488 D3 You see nothing special. ~ ~ 0 0 1417 E sign~ The sign reads: Welcome to Rthos's Robes and Cloaks. ~ S #1419 A short cutback~ You are standing on a short cutback that is just south of the Crypt Fence. There are a few shops here, some are boarded up and some are in use. To the South is a shop. It has a sign hanging above it. The road continues East and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1420 D2 You see nothing special. ~ ~ 0 0 1489 D3 You see nothing special. ~ ~ 0 0 1418 E sign~ The sign reads: Welcome to Azhid's maps. ~ S #1420 The cutback~ You are standing on the short cutback. The road heads North back to fence of Griffter's crypt. The sidewalk is different here is lined with cracks. Between the cracks flows a black glowing liquid. There are exits north and west. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1413 D3 You see nothing special. ~ ~ 0 0 1419 S #1421 Terrian Road~ You are standing on Terrian Road which runs North and South. The walls are towering to the cavern top. The road gets skinner as you walk. There are exits to the north and south. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1417 D2 You see nothing special. ~ ~ 0 0 1422 S #1422 Terrian Road~ You are standing on Terrian Road which runs North and South. The walls are towering to the cavern top but the road gets skinner as you walk. There are exits to the north and south. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1421 D2 You see nothing special. ~ ~ 0 0 1423 S #1423 Terrian Road~ You are standing on Terrian Road which runs North and South. The walls tower to the cavern top but the road gets skinner as you walk. There are exits to the north and south. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1422 D2 You see nothing special. ~ ~ 0 0 1424 S #1424 Terrian Road and Alshir~ You are standing on an intersection of Terrian Road and Alshir. The north way is lined with towering buildings. To the south and north is Terrian Road while Alshir heads east. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1423 D1 You see nothing special. ~ ~ 0 0 1425 D2 You see nothing special. ~ ~ 0 0 1433 S #1425 Alshir Road and Ashten Road~ You have come upon Alshir Road and an intersection to Ashten. This is the part of town where the Warriors of Marduk live. There are many homes along Alshir Road here. Above each door is a copper plaque with crossed swords and the name of the Warrior. It is said that this road was named after a great Warrior of Marduk, Alshir. There are exits to the north, south, west, east. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1426 D1 You see nothing special. ~ ~ 0 0 1430 D2 You see nothing special. ~ door south~ 2 -1 1490 D3 You see nothing special. ~ ~ 0 0 1424 S #1426 Ashten Road~ You are standing on Ashten Road which runs North from here. This section of Mariak is said to be named after a Cleric of Marduk. There are two homes here, one to the East and one to the West. They have steel black plaques of molded demons upon them. The Demons eyes glow black. Ashten roads runs north and south. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1427 D1 You see nothing special. ~ door east~ 2 -1 1493 D2 You see nothing special. ~ ~ 0 0 1425 D3 You see nothing special. ~ door west~ 2 -1 1492 E home house~ The house before you is very dark and Elaborate. It's adorned with pillars and statues. The statues are finely carved replicas of the owner that lives within. The pillars are inscribed with unholy prayers to Marduk. It is said that when one rubs his hands over the prayers, Marduk answers. ~ E demon~ The Demon chants words at you that cannot be comprehended. ~ S #1427 Corner of Ashten and Lithus~ You are standing on the corner of Ashten and Lithus. Ashten makes a sharp turn to the East here onto Lithus, the street of runes. The exits are east, and south. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1428 D2 You see nothing special. ~ ~ 0 0 1426 S #1428 Lithus Road~ You are standing on Lithus Road. The sidewalks are sparkling with silver runes. There are children playing in the streets. Their bodies are polluted with tattoos. This section of town was dedicated to the Tsalari of Marduk. There is a home to the South with a sign hanging from it. Lithus Road continues east and west. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1429 D2 You see nothing special. ~ door south~ 2 -1 1494 D3 You see nothing special. ~ ~ 0 0 1427 E home house~ This house is Different from any other house you have seen througout Mariak. It has no windows. The whole house is dark. ~ E sign~ The sign says: This home is owned is for sale. ~ S #1429 Lithus Road~ You are standing on Lithus Road. The sidewalks are sparkling with silver runes. There are children playing in the streets. Their bodies are polluted with tattoos. This section of town was dedicated to the Tsalari of Marduk. There is a home to the South with a sign hanging from it. Lithus Road continues east and west. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1403 D2 You see nothing special. ~ door south~ 2 -1 1495 D3 You see nothing special. ~ ~ 0 0 1428 E home house~ This house is Different from any other house you have seen throughout Mariak. It has no windows. The whole house is dark. ~ E sign~ The sign says: This home is for sale to an evil mage. ~ S #1430 Corner of Alshir and Azia~ You are standing on the corner of Ashten and Azia. Ashten comes to an end here and turns sharply to the North. There is a house the East with a copper plaque above the door. The exits are North, and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1431 D1 You see nothing special. ~ ~ 2 -1 1491 D3 You see nothing special. ~ ~ 0 0 1425 S #1431 Azia Street~ You are standing on Azia street, one of the most calmest streets in town. This street seems to be where people come and rest. There are benches on both sides of the road. The walls are wrote upon as well as the walk way. There are exits to the South and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1432 D2 You see nothing special. ~ ~ 0 0 1430 E sidewalks sidewalk~ The sidewalks have paintings of evil prayer words and Marduks pictures. ~ E wall~ The wall has paintings of evil words and Marduks pictures. ~ S #1432 Azia Street~ You are standing on Azia street, one of the most calmest streets in town. This street seems to be where people come and rest. There are benches on both sides of the road. The walls are wrote upon as well as the walk way. There are exits to the East and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1404 D3 You see nothing special. ~ ~ 0 0 1431 E sidewalks sidewalk~ The sidewalks have paintings of evil prayer words and Marduk's pictures. ~ E wall~ The wall has paintings of evil words and Marduk's pictures. ~ S #1433 Terrian and Sundown~ You are standing on the intersection of Terrian and Sundown. Terrian proceeds South and Sundown runs East. The walls here are closing in on you. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1434 D2 You see nothing special. ~ ~ 0 0 1437 S #1434 Sundown Road~ You are standing on Sundown Road. This road is a back alley that runs East to Draymen Road. There are no homes or buildings but the aura is glowing blacker. There are exits to the West and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1435 D3 You see nothing special. ~ ~ 0 0 1433 S #1435 Sundown Road~ You are standing on Sundown Road. This road is a back alley that runs East to Draymen Road. There are no homes or buildings but the aura is glowing blacker. There are exits to the West and East and South to Highland Road. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1436 D2 You see nothing special. ~ ~ 0 0 1439 D3 You see nothing special. ~ ~ 0 0 1434 S #1436 Sundown Road~ You are standing on Sundown Road. This road is a back alley that runs East to Draymen Road. There are no homes or buildings but the aura is glowing blacker. There are exits to the West and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1406 D3 You see nothing special. ~ ~ 0 0 1435 S #1437 South Terrian~ You are standing on South Terrian Road. Terrian ends here and turns to the East on to highland Road. The walls have come to a sharp point and do indeed end. There are exits to the North and East. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1433 D1 You see nothing special. ~ ~ 0 0 1438 S #1438 Highland Road~ You are standing on Highland Road. The road here changes from stones to dirt. Every step you take seems to sound hollow. The road splits here and runs South and East. South is Xaydem Cut. Exits are East, West, and South. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1439 D2 You see nothing special. ~ ~ 0 0 1440 D3 You see nothing special. ~ ~ 0 0 1437 S #1439 North Sundown and Highland~ You are standing on the corner of Sundown and Highland. Highland turns North here and heads back to Sundown. There are exits to the West and North. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1435 D3 You see nothing special. ~ ~ 0 0 1438 S #1440 Xaydem Cut~ You are standing on Xandem Cut. This cut runs onto the East running Xaydem section. There is one house that is abandoned and boarded up. There is a sign over the door. Kaylor runs East and to the North is Highland Rode. ~ 14 d 0 0 0 1 D0 you see nothing special. ~ ~ 0 0 1438 D1 You see nothing special. ~ ~ 0 0 1441 D2 You see nothing special. ~ ~ 2 -1 1496 E sign~ The sign reads: This house is for sale to anyone that wants it! ~ S #1441 Section of Xaydem~ You are standing on the East running section of Xaydem Road. To the South is another section of Xaydem Road. There are exits to the West and South. ~ 14 d 0 0 0 1 D2 You see nothing special. ~ ~ 0 0 1442 D3 You see nothing special. ~ ~ 0 0 1440 S #1442 Xaydem Road~ You are standing on Xaydem Road which runs South and North here. To the South is Port Road. There are walls on both sides of this road covered with mud and bones packed within. Whispers can be heard calling from within. There are exits to the North and South. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1441 D2 You see nothing special. ~ ~ 0 0 1443 S #1443 Port Road~ You are standing on the corner of Port and Xaydem. Xaydem runs North and Port continues East. The walls no longer glow black but instead purple. The bushes in this part of town are growing fine and are blooming. There are exits to the North and East. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1442 D1 You see nothing special. ~ ~ 0 0 1444 S #1444 Port Road~ You are standing on Port Road. Which runs East and West. The bushes are growing and blooming. The walls no longer glow Black but rather purple. There are exits to the West and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1410 D3 You see nothing special. ~ ~ 0 0 1443 S #1445 Port Road~ You are traveling on Port Road. This part of the road borders what used to be a large pool constructed of stone. The water left in the pool is cloudy and stagnant. There is a fountain in the middle of this pool but it doesn't spew water. There are exits to the West and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1446 D3 You see nothing special. ~ ~ 0 0 1410 S #1446 Port and Concer~ You are standing on the corner of Port and Concer. The fountain looks even more beautiful from this view. The pool is old and withered away but The statue has not a scratch on it. There are exits to the South and West. ~ 14 d 0 0 0 1 D2 You see nothing special. ~ ~ 0 0 1447 D3 You see nothing special. ~ ~ 0 0 1445 S #1447 Concer Run~ You are standing on Concer Run. Portal runs back to the North. Concer continues to the East. You are walking on the Southern end of the pool. Each step breaks away more stones from the side. Better be careful. it's a long way down. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1446 D1 You see nothing special. ~ ~ 0 0 1448 S #1448 Concer Run~ You are walking on Concer Run. The edge of the pool is more stable here. The ground is infested with glowing black moss and silver sparkles. There are exits to the East and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1449 D3 You see nothing special. ~ ~ 0 0 1447 S #1449 Concer at Temple Road~ You are standing on the corner of Concer and Temple Road. Temple Road starts to the North. There is a building revealed, floating just above the pool to the North. There are exits to the North and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1450 D3 You see nothing special. ~ ~ 0 0 1448 S #1450 Temple Road~ You are standing on the road leading to Marduk's unholy Temple. Both sides of the street are lined with statues of Marduk's minions. There are lamp posts radiating Black Light. The edge of the pool has thorn bushes growing up it. The sidewalk is crafted from carved marble. Legend has it that Marduk once roamed this part of town. There are exits to the South and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1451 D2 You see nothing special. ~ ~ 0 0 1449 S #1451 Temple Road~ You are standing on the road leading to Marduk's unholy Temple. Both sides of the street are lined with statues of Marduk's minions. There are lamp posts radiating Black Light. The edge of the pool has thorn bushes growing up it. The sidewalk is crafted from carved marble. Legend has it that Marduk once roamed this part of town. There are exits to the North and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1452 D3 You see nothing special. ~ ~ 0 0 1450 S #1452 Temple Road Before the Temple~ You are standing in front of Marduk's unholy Temple. The Silver sparkles grow thicker. The lamp post emits a more radiant black. The marble sidewalk has an indent of a very large foot pointing East to the entrance of Marduk's Temple. Off to the West there is a shop floating in thin air over the pool. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1453 D2 ~ ~ 0 -1 1451 D3 You see nothing special. ~ ~ 0 0 1454 E temple~ The large Temple Standing before you is the Temple of Marduk. It's walls are black and are adorned with thorn bushes and Faces of Marduk's demons. The pillars are constructed of granite and inscribed with prayers. Attached to each pillar is a succubi. ~ S #1453 Resting Place before the Entrance~ The place which you stand, is the Resting place where all followers of Marduk come before entering his Temple. This place is for the purging of one's soul. The walls are granite. There are benches on both walls. On each bench lays one of Marduk's unholy Books. There is a Large Iron Door blocking the entrance East into the Temple. There is an exit to the West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ iron east~ 2 7001 1614 D3 You see nothing special. ~ ~ 0 0 1452 S #1454 Priest Shop~ You have stepped into the Priest Shop. There is a Priest walking behind the counter reciting the words of Marduk. On the walls are holy symbols of Marduk. To the West is an exit that leaves from behind the counter. To the East is back Before the Temple. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1452 D3 You see nothing special. ~ ~ 0 0 1497 S #1455 Temple Road~ You are standing on the road leading to Marduk's unholy Temple. Both sides of the street are lined with statues of Marduk's minions. There are lamp posts radiating Black Light. The edge of the pool has thorn bushes growing up it. The sidewalk is crafted from carved marble. Legend has it that Marduk once roamed this part of town. There are exits to the South and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1456 D2 You see nothing special. ~ ~ 0 0 1452 S #1456 Temple Road~ You are standing on Temple Road. Lamp post give off beautiful black light. There are granite benches on both sides of the street. Off to the East there are children playing in the dirt and mud. Temple Road boarders the Pool here. To the North is Zach Road. The West is Temple Road. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1457 D3 You see nothing special. ~ ~ 0 0 1455 S #1457 Zach Road and Temple~ You are walking on the corner of Zach Road and Temple. Temple Road runs South. Zach Road runes West. This section of town boarders the pool offering an exceptional view of the elaborate Statue and the murky water. Granite benches line the banks. The sidewalks are cracked marble. There are exits West and South. ~ 14 d 0 0 0 1 D2 You see nothing special. ~ ~ 0 0 1456 D3 You see nothing special. ~ ~ 0 0 1458 S #1458 T-intersection of Zhac and Ryan~ You are standing on the intersection of Zhac and Ryan. Ryan runs North here. Zhac continues East and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1478 D1 You see nothing special. ~ ~ 0 0 1457 D3 You see nothing special. ~ ~ 0 0 1459 S #1459 Zhac Road~ You are standing on Zhac Road. The view of the pool can be seen at its best from here. It gets really crowded here sometimes. Granite benches line this marble road. Exits are East and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1458 D3 You see nothing special. ~ ~ 0 0 1460 S #1460 T-intersection of Zhac and Flay~ You are walking on an intersection of Zhac and Flay. Flay runs North. Zhac continues East and West. The bank of the pool here is slowing withering away from old age. The marble road is turning green. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1465 D1 You see nothing special. ~ ~ 0 0 1459 D3 You see nothing special. ~ ~ 0 0 1461 S #1461 Corner of Zhac and East Sundown~ You are standing on the corner of Zhac and East Sundown. Zhac stops here and turns North onto East Sundown Road. You can see the pool to the South. Zhac runs East. The walls of this corner are inscribed with insignia. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1462 D1 You see nothing special. ~ ~ 0 0 1460 S #1462 East Sundown Road~ You are walking on East Sundown Road. Sundown Road runs East and West through town. The walls of this stretch of road are disintegrating from age. There are piles of glowing moss and dirt that have come loose from the wall. There are exits to the West and South. ~ 14 d 0 0 0 1 D2 You see nothing special. ~ ~ 0 0 1461 D3 You see nothing special. ~ ~ 0 0 1463 S #1463 Sundown Road~ You are walking on the East West running Sundown Road. The walls of this road are withering away from age. There are piles of glowing moss and dirt from the withering walls laying all over. Just to the South you see a little park with a monument in the middle and benches around it. Sundown Road runs onto Draymen road to the West. ~ 14 d 0 0 0 1 D2 You see nothing special. ~ ~ 0 0 1487 D3 You see nothing special. ~ ~ 0 0 1406 S #1464 Flay Road~ You are traveling on Flay Road. There are a few burnt homes to the South and East. The marble road ends here and turns to dirt. Just to the North is another pool. Flay road continues North and West. There are signs above each alcove. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1467 D1 You see nothing special. ~ door east~ 2 -1 1498 D2 You see nothing special. ~ door south~ 2 -1 1499 D3 You see nothing special. ~ ~ 0 0 1465 E sign~ The sign reads: This place for rent. Talk to Marduk. ~ S #1465 Flay Road~ You are walking on the marble path of Flay Road. The marble is getting quite rugged here and slowly diminishing to rubble. Flay Road runs North to the edge of the pool, South to Zhac Road, and East to another section of Flay. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1466 D1 You see nothing special. ~ ~ 0 0 1464 D2 You see nothing special. ~ ~ 0 0 1460 S #1466 Flay Road at the Pool~ You are standing on Flay road boarding the pool. This pool is constructed of large stone blocks. Murky water flows from it's brim and glows black. In the center is a marble statue of a glowing Blade balancing on its tip. Flay road runs East, and South. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1467 D2 You see nothing special. ~ ~ 0 0 1465 S #1467 Flay Road~ You are standing on the Southern corner of the pool. The walkway is made of marble that have characters inscribed within. There are lamp posts all around bordering each side of the pool. There are exits North, South, and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1468 D2 You see nothing special. ~ ~ 0 0 1464 D3 You see nothing special. ~ ~ 0 0 1466 S #1468 Flay Road~ You are walking on flay Road boarding the pool. Many people come here every day to admire the blade's beauty. The granite benches surround the pool on each side. There is one particular bench that catches your eye. There are exits to the East and South. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1469 D2 You see nothing special. ~ ~ 0 0 1467 E bench~ This bench is larger than the others. It's granite is a shinny gray. It's arm rests on each side are carved into Heads of Demons. The demon's eyes glow yellow. The seat is padded with the finest material. Growing up the legs are thistle bushes. On the back of the seat is a carving of Marduk's Symbol. ~ S #1469 Flay Road~ This part of Flay Road is collapsing from something heavy above. It's loosing is glow. Not many people walk through here, fearing that it may come down on them. There are exits to the West and North. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1470 D3 You see nothing special. ~ ~ 0 0 1468 S #1470 Flay Road~ This part of Flay Road is the oldest in this Evil city. The ceiling is collapsing from something heavy above. Not many people pass through this stretch, fearing they may be trapped if the roof caves in. There is an exit to the East that has been supported by wooden pillars. These pillars are bowing from the pressure above. Flay Road continues North. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1471 D1 You see nothing special. ~ ~ 0 0 1482 S #1471 End of Flay Road~ Flay Road ends here and starts into Baskil Road. This is the main stretch of the pool where the most citizens congregate. There are a few fountains around. A few granite benches line the stone shore of the pool. The marble sidewalk is worn down from travelers that passes through. There are exits to the South and West. ~ 14 d 0 0 0 1 D2 you see nothing special. ~ ~ 0 0 1470 D3 you see nothing special. ~ ~ 0 0 1472 S #1472 Baskil Road~ You are standing on the main Drag of Baskil Road. This is the main stretch of the pool where the most citizens congregate. There are a few fountains around. A few granite benches line the stone shore of the pool. The marble sidewalk is worn down from travel that passes through. There are exits to the West and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1471 D3 You see nothing special. ~ ~ 0 0 1473 S #1473 Baskil Road~ You are standing on the main Drag of Baskil Road. This is the main stretch of the pool where the most citizens congregate. There are a few fountains around. A few granite benches line the stone shore of the pool. The marble sidewalk is worn down from travel that passes through. There are exits to the West and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1472 D3 You see nothing special. ~ ~ 0 0 1474 S #1474 Baskil Road~ You are standing on Baskil Road. There are roots protruding up through the marbel walkway from trees above. There are exits East and South. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1473 D2 You see nothing special. ~ ~ 0 0 1475 S #1475 Baskil Road~ You are standing on Baskil Road. There are roots from the above trees protruding up through the marble walkway. There are exits North and South. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1474 D2 You see nothing special. ~ ~ 0 0 1476 S #1476 Corner of Baskil and Azia~ You are standing on the corner of Azia Street and Baskil Road. Azia street heads West here. Baskil runs North. The marble walkway is being redone here because the roots from trees above have torn the marble apart. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1475 D3 You see nothing special. ~ ~ 0 0 1477 S #1477 Azia Street~ You are standing on Azia Street which runs East and West through town. The marble walkway is being redone here because of the roots of upper trees have torn it apart. There are exits East and West. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1476 D3 You see nothing special. ~ ~ 0 0 1404 S #1478 Ryan Lane~ You are walking along Ryan lane. The walls here are damp. The ceiling is lower than other places you've been. The black aura is almost blinding. Zhac Road is to the South and Ryan Lane continues North. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1479 D2 You see nothing special. ~ ~ 0 0 1458 S #1479 Turn in Ryan Lane~ Ryan Lane turns here and runs East and North. The walls here are damp. The ceiling here is lower than other places you have been. The black aura is almost blinding. There are exits South and East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1480 D2 You see nothing special. ~ ~ 0 0 1478 S #1480 Ryan Lane~ Ryan Lane Turns North here into a small alcove or cave. The cave opening is supported by wooden pillars that are bowing under pressure. Above the threshold is a sign. There are exits North and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1481 D3 You see nothing special. ~ ~ 0 0 1479 E sign~ The sign reads: This part of the road is under construction. Enter at your own Risk. ~ S #1481 Ryan Lane~ You are walking on Ryan Lane. The ceiling is collapsing from pressure above. There are roots growing out of the wall. The ceiling is supported by wooden beams and pillars. Both of which, are bowing under pressure. There are exits North and South. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1482 D2 You see nothing special. ~ ~ 0 0 1480 S #1482 Ryan Lane~ You are standing at Ryan Lane. The road just comes to an end here. The pile of dirt at your feet has many broken shards of wood. The beams of this room couldn't withstand the weight from above. Your only exit is South. ~ 14 d 0 0 0 1 D2 You see nothing special. ~ ~ 0 0 1481 S #1483 A Large cove~ You are standing in a large cove. The walls are stone and cold. Affixed to the wall hang many weapons and armors. There is a man walking around behind a marble counter. There is an exit to the West. ~ 14 d 0 0 0 1 D3 You see nothing special. ~ ~ 0 0 1408 S #1484 A Large cove~ You are standing in a large cove. The walls are stone and cold. Laying out on the counter are many wares ranging from canteens to lanterns. On the north wall stands a thick oak book case with a matching oak desk beside it. Many things from potions to wands are scattered about it. There is a woman walking around behind a marble counter. There is an exit to the West. ~ 14 d 0 0 0 1 D3 You see nothing special. ~ ~ 0 0 1409 S #1485 Rune Warehouse~ You are standing in a huge warehouse. There are many workers at tables making rune robes. This must be where the Robe and Cloak shop gets it's supply. There is an exit to the West. ~ 14 d 0 0 0 1 D3 You see nothing special. ~ ~ 0 0 1401 S #1486 Courtyard~ You have entered the courtyard through a huge stone arch. On all three walls are candels. On each wall just under the candels, granite benches are made. Above each bench is a copper plaque that has turned green with age. Made into the floor of this Courtyard is a grate that has been sealed for years. Sounds of agnoy come from below. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1402 D5 ~ ~ 0 -1 1635 E down floor~ This is a dungeon made under the courtyard. There are many bones, weapons, cloaks, and symbols of Ao down there. You can see some shackles on the west wall of the dungeon holding up a still rotting corpse. ~ S #1487 Little Park~ You are standing in a little park just south of Sundown Road and East of Draymen. There is a granite statue of a warrior of Marduk bearing his sword. There are a few benches to rest upon. There are exits to the North and West. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1463 D3 You see nothing special. ~ ~ 0 0 1407 S #1488 Rothos's Robes and Cloaks~ You are standing in Rothos's Robes and Cloak. Rothos is standing behind his counter ready to sell you his wares. There is an exit North. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1418 S #1489 Azhid's maps~ You have entered Azhid's map shop. Azhid is sleeping in a chair by the fire. There is a sign on the counter. There is an exit North. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ ~ 0 0 1419 E sign~ The sign Reads: If you need assistance wake me. Thank you, Azhid. ~ S #1490 A home of a Warrior~ This place is for rent to any evil warrior that may want it. The only thing in this house is a throw rug in the shape of the symbol of Marduk. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ door north~ 2 -1 1425 S #1491 A home of a Warrior~ This place is for rent to any evil warrior that may want it. The only thing in this house is a throw rug in the shape of the symbol of Marduk. ~ 14 d 0 0 0 1 D3 You see nothing special. ~ door west~ 2 -1 1430 S #1492 A home of a Cleric~ This place is for rent to any evil cleric that may want it. The only thing in this house is a throw rug in the shape of the symbol of Marduk. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ door east~ 2 -1 1426 S #1493 A home of a Cleric~ This place is for rent to any evil cleric that may want it. The only thing in this house is a throw rug in the shape of the symbol of Marduk. ~ 14 d 0 0 0 1 D3 You see nothing special. ~ door west~ 2 -1 1426 S #1494 House of Adaline~ You are standing in an octagonal room. This room is filled with the scent of burning incense and Grand Evil. Along the East wall is the symbol of Marduk, which covers the entire wall. On the West wall is a large cryptic insignia. On the floor under it are small candles and a circle drawn with charcoal. A demon is currently trapped inside this circle thrashing along the walls trying to escape. The South wall is dominated by a small alcove which is used for sleeping. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ door north~ 2 -1 1428 S #1495 A home of a Mage~ This place is for rent to any evil mage that may want it. The only thing in this house is a throw rug in the shape of the symbol of Marduk. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ door north~ 2 -1 1429 S #1496 A home~ You are standing in a home that is for sale to anyone evil citizen that wants it. The only thing left here is a large throw rug with the symbol of Marduk upon it. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ door north~ 2 -1 1440 S #1497 Statue in the middle of pool~ You are standing beneath a large diamond Statue. The statue is in the shape of a large eyeball. Emitting from the eye is a black aura that gives this town it's glow. It's said that Marduk sees through this eye and overlooks the town and his followers. There is an exit to the East. ~ 14 d 0 0 0 1 D1 You see nothing special. ~ ~ 0 0 1454 S #1498 A Burnt home~ You are standing in a home that is for sale. There is nothing left in this house. Everything has burnt with the fire. It could use some fixing up. It's for sale to any evil citizen that wants in. ~ 14 d 0 0 0 1 D3 You see nothing special. ~ door west~ 2 -1 1464 S #1499 A Burnt home~ You are standing in a home that is for sale. There is nothing left in this house. Everything has burnt with the fire. It could use some fixing up. It's for sale to any evil citizen that wants in. ~ 14 d 0 0 0 1 D0 You see nothing special. ~ door north~ 2 -1 1464 S $~