LOW4_Fixup/src/obj/
#AREA   {10 65} Natasha Malathar~
0

#MOBILES
#400
duke ruler stalatharata~
Duke Stalatharata~
Duke Stalatharata, ruler of the Duchy of Malathar, stands here.
~
The Duke is a fair elf of middle years, who carries himself with a grace
impossible for lesser creatures to match. A palpable aura surrounds the
good Duke, and you feel at awe in his noble presence.
~
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#401
duchess wife destelandara~
Duchess Destelandara~
Duchess Destelandara, wife of the Duke of Malathar, stares imperiously at
you.
~
The Duchess is a creature of incredible beauty, a haughty fair elf of 
unmatched poise and appearance. She seems slightly amused by your presence,
but never does her calm face break into even a hint of a smile. She also 
seems to expect you to be respectful and subservient. Maybe you had better
bow...
~
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#402
archmage mage tuo~
The Archmage Tuo~
The Archmage Tuo, loyal half-elven advisor to the Duke, stands here.
~
Despite his mixed blood (half-elven, half-human), the archmage Tuo still
commands considerable respect in the court of the Duke of Malathar. He is 
an elderly male, but still has full control of his faculties, and has never
been more proficient with his magicks. If you're lucky, he may even take
the time to grant you some of his knowledge.
~
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#403
priest lallinthenera~
The High Priest Lallinthera~
The High Priest Lallinthera stands before you.
~
This kindly old elf has been the direct representative of the major elven
deity, Yaegar, in the duchy of Malathar for centuries. His wisdom and
ability in the sciences of astrology and healing are unparalleled, and he
may even heal you.
~
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#404
haan dragon platinum wyrm~
The Platinum Dragon~
The Platinum Dragon known as Haan, ally and friend of the Duke, sleeps here.
~
The mighty Haan served as the Duke's steed during the Goblin Wars many
centuries ago, but is now way past his prime, and he spends most of his
time sleeping and dreaming of past glories. For, long-lived as Wyrms are,
Elves are much longer-lived, being virtually immortal, and it saddens both
Haan and his master that their days together are now numbered.
~
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#405
guard elite elf elven~
An Elite Elven Guard~
One of the Duke's Elite Elven Guard stands rigidly at attention here.
~
The Duke's Elite Elven Guard are recruited from amongst his finest warriors,
many of them being veterans of the Goblin Wars, and they serve their Duke
with undying loyalty.
~
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#406
scout elite elf elven~
An Elite Elven Scout~
One of the Duke's Elite Elven Scouts stares at you suspiciously.
~
The Duke's Elite Elven Scouts are veteran rangers and spies who have for
many decades helped him spy on his treacherous goblin and trollish enemies,
and have helped patrol the borders of his duchy.
~
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#407
guard city elf elven~
A Malatharan City Guard~
A loyal Malatharan City Guard patrols the streets of his Duke's city.
~
The Guards of the City of Malathar are legendary for their loyalty and
devotion to their benevolent Duke. They are clad in the crimson and gold
tabards of the city, and carry sharp swords and stout shields.
~
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#408
citizen elf elven~
A Citizen of Malathar~
A Citizen of Malathar strolls idly by.
~
One of the many peaceful citizens of this city, who has reason to feel
safe when under the protection of such powerful people as the Guard, the
Elite Guards, Haan the Dragon and of course the Duke himself.
~
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#409
citizen elf elven~
A Citizen of Malathar~
A Citizen of Malathar strolls idly by.
~
One of the many peaceful citizens of this city, who has reason to feel
safe when under the protection of such powerful people as the Guard, the
Elite Guards, Haan the Dragon and of course the Duke himself.
~
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#410
acolyte~
An Acolyte of Yaegar~
An Acolyte of Yaegar stands here.
~
An Acolyte of Yaegar, protective deity of this city, rushes purposefully
about on business of his own. He wears the traditional black robes of Yaegar,
the color representing the doom that fell on the Elves at the hands of the
fell Goblins of Miden'Nir from which Yaegar and the Duke rescued them.
~
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#411
acolyte~
An Acolyte of Yaegar~
An Acolyte of Yaegar stands here.
~
An Acolyte of Yaegar, protective deity of this city, rushes purposefully
about on business of her own. She wears the traditional black robes of Yaegar,
the color representing the doom that fell on the Elves at the hands of the
fell Goblins of Miden'Nir from which Yaegar and the Duke rescued them.
~
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#412
guardian high elf elven~
The High Guardian of Malathar~
The High Guardian of Malathar stands stoically before you.
~
A brave Elven knight of the Goblin Wars, the High Guardian was captured by
his foes and mutilated beyond recognition. Left for dead, he was rescued by
Yaegar, who gave him powers unimaginable in return for the knight's vow
to protect the City and the Duke to the best of his (significant) abilities
for the rest of his days. This the Elf gladly did, for he was of pure heart
and fair courage, and he has kept his vow ever since.
~
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#413
cooshee dog pet~
A Cooshee~
A Cooshee, faithful pet and hunting dog of elves across the world, is here.
~
A gift from the Elves of the Valley to their cousins in Malathar, this 
species of dogs is renowned for its loyalty and intelligence. The Elves
use them as pets, hunting dogs, guard dogs and scout dogs. To kill or injure
one carries penalties nearly as severe as those applied to Elves who kill
other Elves, such is the love the Elves have for these beasts.
~
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#414
pegasus~
A Pegasus~
A Pegasus, faithful steed for some Elite Guard, stands here.
~
Pegasii act as steeds for the High Elven Guard who protect and fight for
the Duke. This handsome, winged cousin of the equine herds that roam the 
plains of Human lands is noble and intelligent, and will gladly sacrifice 
its life to save its master.
~
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#415
unicorn~
A Unicorn~
A Unicorn, steed of one of the Nobles of Malathar, stands here.
~
Unicorns serve as steeds for the Nobles of Malathar who are worthy of
such a servant. The beasts are very intelligent, and won't throw themselves
into a fight they know they have no chance of prevailing in, though they
will not willingly abandon their masters to an untimely death if it can
at all be avoided.
~
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#416
scout elf elven~
An Elven Scout~
An Elven Scout is here, preparing to brave the frontiers to scout for Goblins.
~
The Scouts that serve the Duke are younger Elves who hope one day to join
the ranks of the Elite Scouts, though full will survive the ardous tours of
futy on the frontiers scouting the movements of and fighting the many
enemies of Elvenkind.
~
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#417
child elf elven~
An Elven child~
An Elven child plays here.
~
This child happily frolics in the streets of its parents' home town, 
blissfully unaware of how narrowly his entire race escaped decimation at the
hands of the Goblins so recently.
~
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#418
child elf elven~
An Elven child~
An Elven child plays here.
~
This child happily frolics in the streets of its parents' home town, 
blissfully unaware of how narrowly her entire race escaped decimation at the
hands of the Goblins so recently.
~
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#419
menelas mage~
Menelas the Mage~
Menelas the Mage welcome you to his place of business.
~
Menelas is a former apprentice of Tuo, the Archmage of Malathar, who has
established a fluorishing business selling magical artefacts, favored items
among the magically-inclined Elves.
~
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#420
grein armorer~
Grein the Armorer~
Grein the Armorer gruffly welcomes you to his armory.
~
Grein is a crusty old veteran of the Goblin Wars, an Elven foot soldier of
low caste who, like so many of his fellow lesser Elves, fought valiantly for
the Nobles who have since almost forgotten the role these "Khallq" (grunts)
played in their salvation. Nevertheless, Grein has managed to make a healthy
profit in his armory, and, along with his brother Tolos, is one of the most
respected dealers in items of war in the whole nation.
~
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#421
tolos weaponsmith smith~
Tolos the Weaponsmith~
Tolos the Weaponsmith stares coldly at you as you enter his store.
~
Tolos is the brother of Greig, and has even less liking for his fellow Elves
for his treatment after the war. Nevertheless, he still shares the Elven
disdain for foreigners, and will treat you coldly whatever your race. 
Despite his shortcomings, Tolos is a fair dealer, and will give you good
prices for your weapons.
~
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#422
mithara herbalist healer~
Mithara the Herbalist~
Mithara the Herbalist welcomes you with a sweet smile to her shop.
~
Mithara is a respected Herbalist and Healer, and will help you with any
purchase or sales of pills, herbs, potions or similar that you may wish
to undertake. She will also, for a small fee, heal your injuries.
~
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#423
loothala cook elf~
Loothala the fine Elven Cook~
Loothala the fine Elven Cook welcomes you to her restaurant.
~
<NO, she does NOT cook elves...>
Loothala makes remarkably tasty food and refreshments, and any gastronomic
needs you may have can be met here, and at reasonable prices besides.
~
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#424
dyenkalas grocer~
Dyenkalas the Grocer~
Dyenkalas the Grocer welcomes you to his General Store.
~
Dyenkalas can help you with your needs in basic adventuring equipment,
such as lamps, torches, blankets, backpacks, bags and such.
~
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#425
wolthan blacksmith smith~
Wolthan the Blacksmith~
Wolthan the Blacksmith offers to repair your damaged equipment.
~
Wolthan is a fine smith, and will help repair your damaged equipment.
People say he is a little expensive, but his work is excellent, his repairs
faultless.
~
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#426
sage tasstellat~
Tastellat the Sage~
Tastellat the Sage offers to identify any items of unknown nature you have.
~
Tastellat is a wise and learned, if a trifle greedy, Sage who can identify 
any item you may have, magical or mundane. A nephew of the great Thesius,
he does well to hide the taint of Human blood he has.
~
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#427
cartograhper kas~
Kas the Cartographer~
Kas the Cartographer welcomes you to his store and offers you a map.
~
Kas is a well-travelled Elf who has mapped virtually every corner of the
known world, and can sell you some of the maps he has made, if you are
of a level high enough to withstand the perils of the land it leads you to.
(He doesn't want the death of his customers on his conscience.)
~
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#428
noble elf elven~
An Elven Noble~
An Elven Noble haughtily demands your respect.
~
Since the Goblin Wars, the Elven Nobles, who were reduced to humility by the 
War, have now returned to their former haughty ways. Although they are indeed 
loyal and brave citizens, their attitude towards the "Gwellenknach" (Lower
Castes) makes them the target of the hatred of many citizens and servants.
~
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#429
noble elf elven~
An Elven Noble~
An Elven Noble haughtily demands your respect.
~
Since the Goblin Wars, the Elven Nobles, who were reduced to humility by the 
War, have now returned to their former haughty ways. Although they are indeed 
loyal and brave citizens, their attitude towards the "Gwellenknach" (Lower
Castes) makes them the target of the hatred of many citizens and servants.
~
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#430
guildmaster elven rastellagnar~
The Elven Guildmaster~
Rastellagnar, the Elven Guildmaster, stands ready to train you.
~
Rastellagnar has been helping Elves and other willing students advance in
their knowledge of the Elven Magical Arts, and you are but one in a long
line of students.
~
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#431
guildmaster human julistha~
The Human Guildmistress~
Julistha, the Human Guildmistress, coldly appraises your abilities.
~
Julistha is very good at fighting, so good in fact that she even trains
Elves in the Martial Arts, and Elves are NOT renowned for admitting ANY other
race can do ANYTHING better than they can...
~
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#432
guildmaster kender macy~
The Kender Guildmistress~
Macy, the Kender Guildmistress, smiles at you (wonder what she's stolen?:))
~
Macy is one of the best Kender scouts in history, and the Elves, who do not
condone her skills at all, allow her to stay because she can teach their
scouts so much about subterfuge and similar skills.
~
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#433
guildmaster dwarf keruggan~
The Dwarven Guildmaster~
Keruggan, the Dwarven Guildmaster, seems astonished at having a pupil.
~
The Elves as a whole dislike and distrust Dwarves, and the only reason that
Keruggan is allowed to run a business is that he is also the ambassador
to Malathar from Juargen. He has very few customers, as Elves consider
Dwarven skills crude and vulgar, and as such will do his best to try and
encourage any he gets to return.
~
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#434
guildmaster dryad moredhein~
The Dryad Guildmaster~
Moredhein, the Dryad Guildmaster, stands ready to help you practice.
~
Dryads are a respected and feared race in Elven lands, respected for their
knowledge of all things natural and feared for their forbidding size and
appearance (seven foot tall humanoids clad in flowing brown robes that
conceal their features). None of this bothers Moredhein, as he a dryad he 
is above succumbing to the false emotions generated by flattery, and as a
mere mortal he finds the Elves' fear amusing.
~
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#435
guildmaster illithid bloonit~
The Illithid Guildmaster~
Bloonit, the Illithid Guildmaster, welcomes you telepathically.
~
Bloonit is a mysterious figure, clad in flowing pruple robes that disguise
his hideous tentacled maw, glistening purple skin and bulbous yellow
eyes. Bloonit is nevertheless an excellent teacher, and manages to restrain
his natural urges to devour your brain most of the time...
~
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#436
guildmaster avian aelian~
The Avian Guildmaster~
Aelian, the Avian Guildmaster, stares grimly at you.
~
This imposing birdman can help you train in the skills natural to his race,
if you have the ability. He is revered by the Elven scouts as a scout without
parallel, and a creature of excellent vision and speed.
~
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#437
servant elf elven~
A surly Elven Servant~
A surly Elven Servant glumly completes his tasks.
~
"It's ALWAYS me, isn't it? Just 'c os MY Daddy isn't some bigshot noble and
just 'cos MY Daddy didn't fight in the stoopid Goblin Wars, I gotta clean up
other people's crap an' cook their meals an' carry their stuff an'...well
I think it sucks!"
~
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#438
servant elf elven~
A surly Elven Servant~
A surly Elven Servant glumly completes her tasks.
~
"It's ALWAYS me, isn't it? Just 'c os MY Daddy isn't some bigshot noble and
just 'cos MY Daddy didn't fight in the stoopid Goblin Wars, I gotta clean up
other people's crap an' cook their meals an' carry their stuff an'...well
I think it sucks!"
~
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#439
owner t'kana shopkeeper pet~
T'Kana, the Pet Shop Owner~
T'Kana welcomes you with great hospitality to his humble store.
~
T'Kana came to Malathar with a wide variety of strange and mysterious pets
from the south many years ago, and his pets proved so pupular he decided to
stay and set up shop.
~
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#440
allertathala guard captian elf~
Captain Allertathala~
Captain Allertathala cordially welcomes you to his office.
~
The Captain is a middle-aged Elf whose hardened, muscular form speaks of
many battles, and Elves were not immune to scarring you'd wager he would
have accumulated more than his share. He is polite but cautious, and during
his conversation with you he is constantly on guard. He loves his City and 
Duke, and would sooner die than have anything happen to either of them.
~
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#441
rabbit~
A Rabbit~
A cute little Rabbit hops along here.
~
AWWWWW! Look at da purty wabbit! Wonder what it'd look like on the end of
my Xcalibur and then in my belly?
Thats what you're thinking isn't it? Why dontcha find out? Yeah, abuse and
victimise the poor rabbit.
But be careful! Malatharan Rabbits are BAD.
~
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#442
deer~
A noble-looking deer~
A noble-looking deer stares proudly at you.
~
WOW! That sucker must be at LEAST a ten-pointer! Wouldn't THAT look great
over the fireplace?
But I advise caution- all the wildlife in this area have been granted special
powers to help enable their survival...
~
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#443
squirrel~
A Squirrel~
A ferocious-looking Squirrel is sizing you up!
~
Malatharan Squirrels are a by-product of an experiment by the ArchMage Tuo
gone horribly wrong and as such they are generally avoided by sane folk.
~
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#444
stablemaster master elf~
The Stablemaster~
The Stablemaster eyes you cautiously.
~
'Ere! Keep yer ruddy 'ands orf m' Pegasii, ya dirty sod!
The Stablemaster has a terrible temper and it wouldnt do to anger him...
~
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#445
stablehad hand elf~
A surly stablehand~
A surly stablehand glares sullenly at you.
~
These half-elven orphans are used by the City for menial tasks such as 
cleaning out the stables, scrubbing the public toilets and such. They are
thus not the best company, due to both their manner and their godawful
smell.
~
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#446
golem~
A Huge Golem~
A Huge Stone Golem blocks your progress.
~
This massive magical construct was fashioned by the Archmage Tuo and is an
excellent guard, seeing as it never grows weary, bored or greedy, and never
succumbs to bribery or coercion of any form.
~
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#447
librarian elf elven~
An Elven Librarian~
An Elven Librarian rushes madly past you, scattering books everywhere.
~
These frantic, overworked librarians are constantly fighting to keep up
with the demanding process of reshelving and cataloguing the millions of
books stored here.
~
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#448
librarian elf elven~
An Elven Librarian~
An Elven Librarian rushes madly past you, scattering books everywhere.
~
These frantic, overworked librarians are constantly fighting to keep up
with the demanding process of reshelving and cataloguing the millions of
books stored here.
~
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#449
griffon~
An Angry Griffon~
An Angry Griffon lunges forth and attacks!
~
RRRRRROOOOOOOOAAAARRRRRR!

The Griffon's peck ***IMPALES*** You!
You sure are BLEEDING!
You have been KILLED!!!
~
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#450
ocelot~
An Ocelot~
An Ocelot bears it claws and snarls ferociously!
~
Ocelots are kinda like very big domestic cats, save that they could
probably tear your throat out.
~
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#451
alsatian dog~
An Alsatian~
A savage Alsatian bears its teeth and growls menacingly.
~
Pliny wrote that if animals could talk, then they would tell us of the wonders
of the world. But if this dog could talk, all it would probably say would be
"Bugger Off!"
~
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#452
sloth~
A Three-toed Sloth~
A Three-toed Sloth hangs here.
~
The Sloth may look harmless enough, but get it mad and it'll kill you!.
~
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#453
kangaroo~
A Kangaroo~
A friendly Kangaroo hops playfully towards you.
~
Playful. Yeah. Right. When this big red gets near you he'll put a hurting
on you like you wouldn't believe.
~
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#454
rhino rhinocerous~
A Rhinocerous~
A Rhinocerous rumbles along here.
~
This baby'll spear you like a shish kebab.
~
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#455
gorilla~
A Huge Gorilla~
A Huge Gorilla beats its chest and growls menacingly.
~
This feller will tear your arms off for a banana.
~
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#456
pegasus~
A Pegasus~
A well-trained Pegasus waits obediently here.
~
This beast is army-surplus. Having exceeded her flying hours, she is now
sub-standard and is being flogged off to the public at rock-bottom prices.
believe me, don't even THINK about trying to buy a new one...
~
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#0


#OBJECTS
#400
sword lightbringer~
lightbringer, the Sword of the Elven Kingdoms~
Lightbringer, the Sword of the Elven Kingdoms, glows brillinatly here.
~
~
5 1|2|64|1024 1|8192
0 0 0 11 
25 0 0
A
1 1
A
2 1
A
5 1
A
12 50
A
13 50
A
17 -20
A
18 8
A
19 8
A
24 -5
E
lightbringer sword~
Lightbringer was one of seven blades forged by the Elven deity Yaegar for his 
favorite princes. Lighbringer was the only to survive the Goblin Wars, and
now rests in the care of Duke Stalatharata of Malathar.
~
#401
crown~
the Crown of Malathar~
The Crown of the Dukes of Malathar is here.
~
~
9 1|2|1024|4096 1|16
0 0 0 0 
25 0 0
A
3 3
A
4 3
A
12 50
A
17 -10
A
23 -3
A
24 -3
E
crown~
This crown was forged by Yaegar for the Dukes of Malathar, and it grants
them degrees of intelligence far beyond those of normal Elves.
~
#402
cloak~
the Famous Cloak of Stalatharata~
The Famous Cloak of Stalatharata, Duke of Malathar, floats past you.
~
~
9 2|1024|32768 1|1024
0 0 0 0 
25 0 0
A
2 2
A
13 25
A
14 250
A
17 -10
A
18 3
A
19 3
E
cloak~
This cloak was fashioned by the Archmage Tuo, and has become famous for an
accidental enchantment placed upon it that causes it to float away if not
worn.
~
#403
ring~
the Duchess' Ring~
The Duchess of Malathar's Ring glitters here.
~
~
8 1 1|2
0 0 0 0 
10 0 0
#404
diadem~
the Duchess' Diadem~
The Duchess of Malathar's Diadem twinkles here.
~
~
8 1 1|16
0 0 0 0 
10 0 0
#405
slippers~
the Duchess' Slippers~
The Duchess of Malathar's Slippers are here.
~
~
9 1|4096 1|64
0 0 0 0 
20 0 0
A
2 3
A
14 500
E
slippers~
The Archmage Tuo made these specially for the Duchess. It is said that they
grant the wearer extraordinary litheness.
~
#406
robe~
tuo's Robe~
The Archmage Tuo's Robe is here.
~
~
9 1|1024|4096 1|8
0 0 0 0 
20 0 0
A
1 -2
A
2 -2
A
3 2
A
4 1
A
5 -2
A
12 25
A
13 -20
A
14 -150
A
24 -3
E
robe~
It is said that the Archmage's Robe is possessed of a life of its own, and
that once donned it can never be removed...
~
#407
gem~
a Power Gem~
A Power Gem rests here.
~
~
8 32|1024 1|16384
0 0 0 0 
50 0 0
A
12 75
E
gem~
Power Gems were fashioned by the Old Ones and granted them tremendous magical
energy.
~
#408
spellbook~
the Archmage Tuo's Spellbook~
The Archmage Tuo's Spellbook is here.
~
~
2 1|2|1024 1|16384
56 70 30 26 
50 0 0
E
spellbook~
The Spellbook of Tuo, when read, unleashes tremendous magical energies upon
the foe it is recited against, usually mortally wounding him/her/it.
~
#409
scroll~
the Archmage of Tuo's emergency Scroll~
The Archmage Tuo's emergency Scroll is here.
~
~
2 1|2|1024 1|16384
56 28 28 28 
10 0 0
E
scroll~
This scroll reads- "When one has sustained serious injuries, recite this
scroll".
~
#410
wand~
the Archmage Tuo's Wondrous Wand~
The Archmage Tuo's Wondrous Wand is here.
~
~
3 1|1024 1|16384
56 25 25 53 
5 0 0
E
wand~
This wand will help the wielder know what his possessions are.
~
#411
orb~
the Orb of Yuul~
The Orb of Yuul sits here, glowing strangely.
~
~
4 1|2|1024 1|16384
56 10 10 63 
25 0 0
E
orb~
Yaegar fashioned this Orb to enable his priests to defend themselves.
~
#412
mitre~
the High Priest's Mitre~
High Priest Lallinthenera's Mitre is here.
~
~
9 1|1024 1|16
0 0 0 0 
15 0 0
A
13 50
A
17 -25
E
mitre~
This mystical headgear affords great protection to its wearer.
~
#413
symbol~
a Holy Symbol of Yaegar~
A Holy Symbol of Yaegar is here.
~
~
5 1|2|1024 1|16384
0 0 0 0 
20 0 0
A
18 4
A
19 4
E
symbol~
There's only one person in the mud who should have this device, and that
is Yaegar's close personal friend Lallinthenera the High Priest of Malathar,
and if he EVER catches ANYONE else with it he will doubtless be VERY upset...
~
#414
hoard~
a Dragon's Hoard~
A Dragon's Hoard of Coins is here.
~
~
20 1 1|16384
1234567 0 0 0 
500 0 0
#415
scale~
a Scale from a Platinum Dragon~
This Dragon Scale would make an EXCELLENT Shield...
~
~
9 1 1|512
0 0 0 0 
25 0 0
A
13 25
A
17 -25
A
23 -3
A
24 -3
E
scale~
This scale has come from the body of the great Platinum Dragon Haan.
~
#416
chest~
a Treasure Chest~
The Treasure Chest of the Platinum Dragon Haan. It looks EXTREMELY heavy...
~
~
15 0 1|16384
1000 8 1017 0 
250 0 0
E
chest~
This chest contains the wealth of Haan.
~
#417
key~
a WyrmKey~
Haan's WyrmKey lies here.
~
~
18 1 1|16384
0 0 0 0 
5 0 0
E
key~
This key unlocks Haan's Treasue Chest.
~
#418
helmet~
a Beautifully-Carved Bone Helmet~
This Helmet looks WONDERFUL! Coming from a Dragon's Hoard it is doubtless very
valuable.
~
~
9 1|2|128|4096 1|16
0 0 0 0 
50 0 0
A
1 -2
A
2 -2
A
3 -2
A
4 -2
A
5 -2
A
12 -50
A
13 -50
A
14 -100
A
17 25
A
18 -3
A
19 -3
E
helmet~
This helmet is the most beautiful thing you have EVER seen...
~
#419
helm~
an Elite Helm~
An Elite Helm is here.
~
~
9 0 1|16
0 0 0 0 
15 0 0
A
3 2
A
17 -5
#420
ring signet~
a Malatharan Signet Ring~
A Malatharan Signet Ring rests here.
~
~
9 0 1|2
0 0 0 0 
5 0 0
A
18 2
A
19 2
E
ring~
This ring is beautifully carved and bears the coat of arms of the Duchy of
Malathar.
~
#421
armor elite~
the Armor of an Elite Guard~
The Armor of an Elite Guard rests here.
~
~
9 0 1|8
0 0 0 0 
20 0 0
A
5 1
A
17 -15
#422
leggings~
some Silvery Leggings~
Some Silvery Leggings are here.
~
~
9 0 1|32
0 0 0 0 
15 0 0
A
2 2
A
14 100
#423
sword~
a Shiny Steel Sword~
A Shiny Steel Sword is here.
~
~
5 1|64 1|16384
0 0 0 11 
18 0 0
A
18 2
A
19 2
#424
shield~
a Shield bearing the Coat of Arms of Malathar~
A Shield bearing the Coat of Arms of Malathar is here.
~
~
9 0 1|512
0 0 0 0 
20 0 0
A
17 -10
#425
bow~
a sturdy longbow~
A sturdy longbow rests here.
~
~
5 0 1|32768
0 0 0 6 
15 0 0
A
18 2
#426
javelin~
a sturdy javelin~
A sturdy javelin rests here.
~
~
30 0 1|16384
0 0 0 0 
10 0 0
A
18 2
A
19 2
#427
cloak~
a humble Scout's Cloak~
A humble Scout's Cloak is here.
~
~
9 4 1|4
0 0 0 0 
10 0 0
A
2 2
A
14 50
A
23 -2
#428
boots~
a pair of dirty boots~
A pair of dirty boots rests here. They look very well-used.
~
~
9 0 1|64
0 0 0 0 
10 0 0
A
2 2
A
14 150
A
18 1
E
boots~
This scruffy pair of boots belong(ed) to one of the Elven scouts of 
Malathar, and have been worn on countless missions by their owner defending
the Elven lands from Goblin or Troll incursions.
~
#429
banner~
a Malatharan War Banner~
A Malatharan War Banner is here.
~
~
1 1 1|16384
0 0 24 0 
5 0 0
E
banner~
The Elven warriors of Malathar use these to light their way on darkest nights.
~
#430
shield~
a sturdy shield~
A sturdy-looking Elven shield is here.
~
~
9 0 1|512
0 0 0 0 
10 0 0
#431
sword~
a sturdy sword~
A sturdy-looking Elven sword is here.
~
~
5 0 1|8192
0 0 0 11 
15 0 0
#432
helm~
a sturdy helm~
A sturdy-looking Elven helm is here.
~
~
9 0 1|16
0 0 0 0 
10 0 0
#433
breastplate~
a sturdy breastplate~
A sturdy-looking Elven breastplate is here.
~
~
9 0 1|8
0 0 0 0 
10 0 0
#434
leggings~
some sturdy leggings~
A pair of sturdy-looking Elven leggings is here.
~
~
9 0 1|32
0 0 0 0 
10 0 0
#435
mittens~
a pair of Acolyte's Mittens~
An Elven Acolyte uses these fluffy mittens to keep his hands all warm :)
~
~
13 0 1|128
0 0 0 0 
5 0 0
#436
sword guardian~
the High Guardian's Two-Handed Sword~
The High Guardian's Two-Handed Sword is here.
~
~
5 1|2|64|1024 1|8192
0 0 0 11 
20 0 0
A
1 3
A
18 5
A
19 5
E
sword~
This huge blade was mystically forged by the Great Deity Yaegar Himself to
aid Yaegar's Guardian in doing his oh-so-important job. It slices it dices,
and its yours for $19.95 plus p+h. But Wait! There's More! Order NOW and 
you'll receive this genuine 30-carat gold chain ABSOLUTELY FREE!
RING NOW-
1-800-IMAFOOL!
~
#437
mask~
the High Guardian's Face Mask~
The High Guardian borrowed this device from the Man in the Iron Mask...
~
~
9 1024|4096 1|16
0 0 0 0 
50 0 0
A
5 5
A
17 -25
A
18 3
A
19 3
E
mask~
And he wants it BACK!
~
#438
collar~
a Pet's Collar~
This Collar marks the wearer as being a faithful pet of the Elven Nation...
~
~
9 1024|4096 1|4
0 0 0 0 
10 0 0
A
0 1000
E
collar~
If you are wearing this, any and all Elves will start saying "Good boy! GOOD
boy! Fetch!" et al.
~
#439
toy~
an Elven Child's Toy~
An Elven infant has carelessly discarded its toy.
~
~
13 0 1|16384
0 0 0 0 
1 0 0
#440
wand fud~
a Wand of Fud~
A Wand of Fud fuds its way along here.
~
~
3 64 1|16384
1 5 5 12 
5 0 0
E
wand fud~
'Tis said that these Wands can meet a person's nutritional needs for days.
Then again 'tis also said that the King still lives...
~
#441
cup water~
a Cup of Water~
A Cup of Water which fills to the brim on command!
~
~
4 64 1|16384
1 5 5 80 
5 0 0
E
cup water~
This Cup, when held and brandished, causes water to pur forth from it and
onto the ground.
~
#442
stone~
a Shield Stone~
A Shield Stone shimmers here.
~
~
4 1|64 1|16384
5 5 5 67 
5 0 0
E
stone~
This Stone, when held and brandished, causes a magical shield to be erected
about its wielder.
~
#443
staff~
a Staff of Acid~
A Staff of Acid is here.
~
~
4 1|64 1|16384
15 5 5 70 
10 0 0
E
staff~
Designed for use especially against Trolls, this Staff functions perfectly
well against other opponents, showering them in a gout of deadly ACID. YEAH!
~
#444
scroll~
a Random Scroll~
A Random Scroll!!!
~
~
2 2|64 1|16384
20 72 23 20 
10 0 0
E
scroll~
Recite it and find out!
~
#445
chair~
a Comfortable-looking Chair~
A Comfortable-looking Chair is here.
~
~
12 64 1
0 0 0 0 
100 0 0
E
chair~
This is the easychair of some Elven Noble or Scholar.
~
#446
ottoman~
an Ottoman~
An Ottoman sits here.
~
~
12 64 1
0 0 0 0 
50 0 0
E
ottoman~
This Ottoman servesa as a footrest for somebody...
~
#447
table~
an Oak Table~
An elaborately-carved Oak Table is here.
~
~
12 64 1
0 0 0 0 
250 0 0
E
table~
This ornate Oak Table looks EXTREMELY bulky...
~
#448
light globe~
a Light Globe~
A Light Globe bobs along here.
~
~
1 1|32768 1|16384
0 0 24 0 
1 0 0
E
globe~
These nifty li'l devices serve as lighting for the city at night.
~
#449
book~
a Spellbook~
A Spellbook hums strangely here...
~
~
13 2|128|4096 1|16384
0 0 0 0 
10 0 0
A
3 -2
A
4 -2
A
12 -25
E
spellbook book~
ACK! Don't pick it UP! Oh dear...too late...
~
#450
spellbook book~
a Spellbook~
A Spellbook bound in bronze sits here.
~
~
4 64 1|16384
30 6 6 66 
10 0 0
E
book spellbook~
This spellbook belonged to the mighty mage Xeruphi, who could never seem to
be able to cast Stone Skin properly, so he had it inscribed into a book for
him to brandish when necessary.
~
#451
scroll~
a tattered scroll~
This scroll looks to be VERY well-read...
~
~
2 64 1|16384
30 57 3 1 
5 0 0
E
scroll~
This scroll has been handled so many times it has become all tattered at the
edges.
~
#452
book~
an old history book~
An old history book lies here.
~
~
13 0 1|16384
0 0 0 0 
10 0 0
E
book~
This rather boring old book is an outdated history of the Roman Empire by
someone called Gibbon.
~
#453
book~
an old science book~
An old science book lies here.
~
~
13 0 1|16384
0 0 0 0 
10 0 0
E
book~
This rather boring old book is an outdated scientific text by someone called
Darwin.
~
#454
book~
an old geography book~
An old geography book lies here.
~
~
13 0 1|16384
0 0 0 0 
10 0 0
E
book~
This rather boring old book is an outdated geography text by someone called
Ptolemy.
~
#455
desk~
an Ornate Desk~
An Ornate Desk rests here.
~
~
12 1 0
0 0 0 0 
10000 0 0
E
desk~
This desk looks FAR too heavy to move...
~
#456
phonograph~
an Antique Phonograph~
Whoa! That looks like the thing off the old RCA Victor ads!
~
~
8 2 1|16384
0 0 0 0 
25 0 0
A
5 3
A
17 -10
E
phonograph~
Any wonder the Sage's records sounded so scratchy...
~
#457
fountain~
an Old Fountain~
This Fountain has been supplying visitors to Malathar with water for centuries...
~
~
25 64 0
0 0 0 0 
5000 0 0
#458
portrait~
a Portrait of Yaegar~
Whoa! What a Handsome Guy! What an EXCELLENT Portrait to have!!!
~
~
2 1|2|64|128|4096 1|16384
50 28 77 36 
5 0 0
A
1 1
A
2 1
A
3 1
A
4 1
A
5 1
E
portrait~
This is your absolute bestest possession now dude! An autographed portrait
of that self-styled czar of comedy, Yaegar!
~
#459
backpack~
a sturdy backpack~
A sturdy backpack lies here.
~
~
15 0 1|8
100 1 0 0
10 0 0
#460
helmet~
a sturdy helmet~
A sturdy Elven helmet has been discarded here.
~
~
9 0 1|16
0 0 0 0 
5 0 0
#461
waterskin~
a waterskin~
A waterskin lies here.
~
~
17 0 1|16384
5 5 0 0
5 0 0
#462
girdle~
an elven girdle~
This girdle increases the wearer's agility.
~
~
9 0 1|2048
0 0 0 0
5 0 0
A 2 2
#463
sword blade~
a fine elven blade~
A Fine Elven Blade glimmers here.
~
~
5 1|1024 1|8192
0 0 0 3
15 0 0
A 18 2
A 19 2
#464
bow~
a fine elven bow~
A fine Elven Bow is here.
~
~
5 1|1024 1|8192
0 0 0 2
15 0 0
A 18 2
A 19 2
#465
dagger~
a fine elven dagger~
This dagger would be an excellent weapon for backstabbing...
~
~
5 1|1024 1|8192
0 0 0 11
15 0 0
A 18 2
A 19 2
#466
mace~
a fine elven mace~
This Elven mace is magically enchanted.
~
~
5 1|64|1024 1|8192
0 0 0 8
18 0 0
A 1 2
#467
potion~
a potion~
A potion rests here.
~
~
10 0 1|16384
10 1 3 16
10 1000 0
#468
herb~
a medical herb~
When ingested, this herb renders the target extremely resistant to poison.
~
~
26 0 1
10 43 0 0
1 400 0
#469
bread~
elven bread~
Some Elven Bread.
~
~
19 0 1
12 0 0 0
1 0 0
#470
wine~
some elven wine~
Some Elven wine.
~
~
17 0 1|16384
5 5 2 0
5 0 0
#471
map~
a map of the area~
This map shows the places around Malathar.
~
~
13 0 1|16384
0 0 0 0
1 0 0
E
map~

        DROW
         |
         |-----------------------ANIMALAND
VALLEY---                     | 
         |                GOBLINS    
         |---FAERIE
         |              --------MALATHAR
         |              | 
         ----------------                    DRUIDS
                        |                      |
                        ------------------------

~
#472
potion brew~
a herbal brew~
This herbal brew will give you great mobility.
~
~
10 0 1|16384
10 56 81 606
5 0 0
#473
brain mind nightmare druid~
a dying druid~
You see the dying form of a druid lying here. You feel drawn toward it.
~
~
33 0 0
150 0 0 1
1 0 0
E
druid~
You feel drawn into the nightmares of this tormented soul's brain. It
feels so real you feel like you could enter and participate....
~
#0


#ROOMS
#400
The Plains of Malathar~
You have emerged from the dark forest on the plains of the Elven Duchy
of Malathar, ruled by the good Duke Stalatharata, under the guidance and
watchful presence of his God and Mentor, the Elven Immortal Yaegar. Tall 
spires rise in the distance, emerging from the magnificent Elven city of 
Malathar, to which the path you are upon leads.

There is a small, hand-lettered sign near the path...
~
0 4 2
D1
the road to malathar~
road~
0 -1 401
D2
the city entrance~
road~
0 -1 8807
D3
plains~
~
0 -1 8807
E
sign~
*********************************************************************
***** T H I S  A R E A  C O N S T R U C T E D  B Y  Y A E G A R *****
*********************************************************************
***** Built on a standard text editor especially for AnonyMud   *****
***** in October 1995, but suitable for any Merc 2.2 Mud.       *****
*********************************************************************
***** Thanks to - Rainman Lenny Argh Garth Lok Fle Marc Marius  *****
***** Special thanks to J.R.R. Tolkien, Michael Moorcock for    *****
***** inspiration, and to anyone else I have left out :)        *****
*********************************************************************
~
S
#401
The Road to Malathar~
You are moving along a broad, well-formed path that is bordered by neatly-
groomed trees and hedges. To the north you can hear what sounds like a horse
braying, while to the east the city of Malathar looms larger.
~
0 0 2
D0
the path to the unicorn glade~
path~
0 -1 402
D1
The Road to Malathar~
road~
0 -1 404
D3
the plains of malathar~
plains~
0 -1 400
S
#402
The Path to the Unicorn Glade~
You feel a sudden sense of peace and serenity wash over you as you enter this
gentle wooded glade. Here the sound of braying is louder, and you fancy you
can smell the odour of equine beasts. The aura of the surroundings make you
feel like doing nothing more that lying down and resting for a LONG time...
~
0 4 3
D1
the unicorn glade~
glade~
0 -1 403
D2
the road to malathar~
road~
0 -1 401
S
#403
The Unicorn Glade~
You have entered the sanctum of the Unicorns of of Malathar, close friends
and allies of the Elves of Malathar. However, despite their benevolent
nature, the Unicorns dislike intruders, especially armed and aggressive ones,
and will not hesitate to use extreme force to evict these intruders. In
addition, to protect these creatures, the Elven sorceror Tuo has placed
powerful enchantments on this place that prevent magical attacks on the
unicorns.
~
0 128|8192 3
D3
the path to the unicorn glade~
path~
0 -1 402
S
#404
The Road to Malathar~
You have progressed further along the road to the Elven capital, past several
farmhouses and various creatures of the wild that stop to stare inquisitively
at you as you pass. The gates of the city are now visible, as are the guards
stationed near them, their colorful rainments dazzling you even from this
distance. In the near distance there appears to be a monument of some sort.
~
0 0 2
D1
a monument to the Elven lords~
monument~
0 -1 405
D3
the road to malathar~
road~
0 -1 401
S
#405
A Monument to the Elven Lords~
At this point on the road the Nobles of Malathar have had a huge marble 
monument erected, dedicated to the many Elven Lords who died during the 
ferocious Goblin Wars that devastated most of the Elven Nations. The statue 
shows a band of Elves courageously defending an unarmed woman and her child 
from a band of hideous Goblins, and is quite brilliantly fashioned. There is
an inscription at the base of the statue.
~
0 128 2
D1
a prominent farmhouse~
farmhouse~
0 -1 406
D3
the road to malathar~
road~
0 -1 404
E
statue inscription~
The Inscription reads-
"Ban Qall Tasla'tebel'th M'es oOoranthelarita. G'kesta malla O Tostallth."
And below it, in common-
"To those who died so valiantly, defending their people. They shan't be 
forgotten".
~
S
#406
A Prominent Farmhouse~
As you approach the gates of the city, you pass by a prominent farmhouse,
far more distinguished and well-kept than its neighbours. A pungent herbal
aroma wafts on the wind to your nose, and your eyes water involuntarily.
There is a small sign in one window.
~
0 4 2
D1
the gates of malathar~
gates~
0 -1 408
D2
the herbalist's shop~
shop~
0 -1 407
D3
a monument to the elven lords~
monument~
0 -1 405
E
sign~
The sign says-

"This be the Home of Madame Mithara, Dealer in Herbs, Potions, Unguents,
 Medicines and Spell Components. Business Hours are Dawn to Dusk Every
 Day, Save the Day of the War".
 
Then below that-

"Foreigners Welcome".

Then below THAT-

"Please Keep Your Pets Under Control".
~
S
#407
The Herbalist's Shop~
Entering the busines premises of the Herbalist, you find that you grow
quickly accustomed to the vile smell you detected earlier, and even find it
to be rather pleasant. Mithara quickly informs you that the substance is 
tobacco, and that she specializes in it. She also has a wide range of other
substances, including potions, herbs and healing salves.
~
0 8 0
D0
outside the herbalist's shop~
shop~
0 -1 406
S
#408
The Gates of Malathar~
You have finally reached the Gates of Malathar, huge oaken portals banded
with bronze. Guards patrol smartly both inside and outside the gate, 
constantly on guard for troublemakers or looters. However, the City of
Malathar is always open to peaceful travellers, and it has not been necessary
to close the City Gates for six decades.

There is a sign posted on one of the gates.
~
0 0 1
D1
inside the gates~
gates~
0 -1 409
D3
a prominent farmhouse~
farmhouse~
0 -1 406
E
sign~
The Sign says-
"Welcome to the peaceful Elven City of Malathar, ruled by the kind Duke
 Stalatharata and the Duchess Destelandara. Visitors welcome, but any
 loiterers, vagabonds, criminals or troublemakers will be punished to
 the fullest extent of the Law.
 
 Thank You for Your Co-Operation,

 Signed- Captain Allertathala."
~
S
#409
Inside the Gates~
You are now standing inside the Gates of Malathar, on what is known as Mallas
Street, whic runs between two tall stone walls before turning south into Talein 
Street, which is in the city proper. In times of war, this narrow passage
can be easily defended, and you spy pots of oil atop the walls ready to pour
upon any foes that seek to enter by this route.
~
0 4 1
D1
a guard tower~
tower~
0 -1 437
D3
outside the gates~
gates~
0 -1 408
S
#410
Upon Nollthala Street~
You are walking along Nollthala Street which heads east towards the scout
quarters, guard quarters and stables, and west towards the palace of the Duke,
which stands in the very center of this unusually symmetrical city.
~
0 0 1
D1
nollthala street~
street~
0 -1 412
D3
the palace~
palace~
0 -1 490
S
#411
Guard Quarters~
You have entered the barracks for the Elite Guard of Malathar. Most of the
guards will be absent on patrol in the City or surrounding Duchy, but 
occasionally a few, rendered inactive by sickness or injury or on leave will
be here, relaxing, talking, singing or meditating. They are not adverse to
visitors, and will happily chat with foreigners about distant lands, though
it would not do to act aggressively in the presence of these doughty warriors.
~
0 8 0
D0
nollthala street~
street~
0 -1 412
S
#412
Nollthala Street~
You are standing outside the quarters of the Elite Guard, to the north and
south. To the west lies the Duke's Palace, and to the east more quarters.
~
0 0 1
D0
guard quarters~
quarters~
0 -1 413
D1
nollthata street~
street~
0 -1 414
D2
guard quarters~
quarters~
0 -1 411
D3
nollthata street~
street~
0 -1 410
S
#413
Guard Quarters~
You have entered the barracks for the Elite Guard of Malathar. Most of the
guards will be absent on patrol in the City or surrounding Duchy, but 
occasionally a few, rendered inactive by sickness or injury or on leave will
be here, relaxing, talking, singing or meditating. They are not adverse to
visitors, and will happily chat with foreigners about distant lands, though
it would not do to act aggressively in the presence of these doughty warriors.
~
0 8 0
D2
nollthala street~
street~
0 -1 412
S
#414
Nollthala Street~
You are standing outside the quarters of the Elite Guard, to the north and
south. To the west lies the Duke's Palace, and to the east more quarters.
~
0 0 1
D0
guard quarters~
quarters~
0 -1 416
D1
nollthatal street~
street~
0 -1 417
D2
guard quarters~
quarters~
0 -1 415
D3
nollthala street~
street~
0 -1 412
S
#415
Guard Quarters~
You have entered the barracks for the Elite Guard of Malathar. Most of the
guards will be absent on patrol in the City or surrounding Duchy, but 
occasionally a few, rendered inactive by sickness or injury or on leave will
be here, relaxing, talking, singing or meditating. They are not adverse to
visitors, and will happily chat with foreigners about distant lands, though
it would not do to act aggressively in the presence of these doughty warriors.
~
0 8 0
D0
nollthala street~
street~
0 -1 414
S
#416
Guard Quarters~
You have entered the barracks for the Elite Guard of Malathar. Most of the
guards will be absent on patrol in the City or surrounding Duchy, but 
occasionally a few, rendered inactive by sickness or injury or on leave will
be here, relaxing, talking, singing or meditating. They are not adverse to
visitors, and will happily chat with foreigners about distant lands, though
it would not do to act aggressively in the presence of these doughty warriors.
~
0 8 0
D2
nollthala street~
street~
0 -1 414
S
#417
Nollthala Street~
You are standing outside the quarters of the Elite Scouts, to the north and
south. To the west lies the Duke's Palace, and to the east some stables.
~
0 0 1
D0
scout quarters~
quarters~
0 -1 419
D1
nollthatal street and an alley~
street~
0 -1 420
D2
scout quarters~
quarters~
0 -1 418
D3
nollthala street~
street~
0 -1 414
S
#418
Scout Quarters~
You have entered the barracks for the Elite Scouts of Malathar. Most of the
guards will be absent on patrol in the lands surrounding the Duchy, but 
occasionally a few, rendered inactive by sickness or injury or on leave will
be here, relaxing, talking, singing or meditating. They are not adverse to
visitors, and will happily chat with foreigners about distant lands, though
it would not do to act aggressively in the presence of these tough rangers.
~
0 8 0
D0
nollthala street~
street~
0 -1 417
S
#419
Scout Quarters~
You have entered the barracks for the Elite Scouts of Malathar. Most of the
guards will be absent on patrol in the lands surrounding the Duchy, but 
occasionally a few, rendered inactive by sickness or injury or on leave will
be here, relaxing, talking, singing or meditating. They are not adverse to
visitors, and will happily chat with foreigners about distant lands, though
it would not do to act aggressively in the presence of these tough rangers.
~
0 8 0
D2
nollthala street~
street~
0 -1 417
S
#420
A Junction in Nolthalla Street~
You have reached a junction in the stree, where you can go east to the 
stables, west to the quarters of the Elite Guard and Scouts, and then the 
palace, or north along a narrow alley.
~
0 4 1
D0
a narrow alley~
alley~
0 -1 421
D1
stables~
stables~
0 -1 477
D3
nollthala street~
street~
0 -1 417
S
#421
A Narrow Alley~
You are progressing along a narrow alley, not sure where you are going.
It looks as if no-one has been along here in a LONG time...

You must be crazy, for you almost imagine you can see a tower in the gloom
ahead...
~
0 1|4|8|8192 0
D0
the base of a tower~
tower~
0 -1 422
D2
nullthala street~
street~
0 -1 420
S
#422
The Base of a Tower~
You COULD see a tower. It has been placed smack in the middle of this alley,
obviously by magicks far beyond your ken. You feel a strange urge to turn 
away, but your adventurer's curiosity powers you on. You can step into the
gloom and ascend the steps up the tower or return to the alley...
~
0 1|8|8192 0
D2
an alley~
alley~
0 -1 421
D4
up into the tower~
tower~
0 -1 423
S
#423
Ascending the Stairs...~
You are half way up the tower, and have reached the conclusion that this
tower is a LOT bigger than it looked form the outside. Catching your breath,
you prepare to resume your climb, but stop suddenly when you see a monstrous
figure emerge from the gloom above...
~
0 1|8|8192 0
D4
the top of the tower~
top~
0 -1 469
D5
the base of the tower~
base~
0 -1 422
S
#424
Talein Street~
You are standing in Talein Street, the hub of commercial activity in the
City of Malathar. To the north are the various shops and business premises
of the merchants of Malathar, and to the south is the Palace of the Duke.
~
0 0 1
D0
talein street~
street~
0 -1 425
D2
the palace~
palace~
0 -1 488
S
#425
Talein Street~
You are on Talein Street, passing the various shops of the Elven City. To
the south is the Palace of the Duke, while the exit from Talein lies to the
north and west.

On the west lies the Armory and the east the Weaponsmith.
~
0 0 1
D0
talein street~
street~
0 -1 428
D1
the weaponsmith~
weaponsmith~
0 -1 427
D2
talein street~
street~
0 -1 424
D3
the armory~
armory~
0 -1 426
S
#426
The Armory~
You have entered the Armory owned and operated by the respected armorer
Grein. Armor of all types and makes lines the walls of this shop, and you
are overcome by the sheer volume of Grein's stock.

There is a Sign on the back wall of the shop.
~
0 8 0
D1
talein street~
street~
0 -1 425
E
sign~
The sign says-
 "Welcome. 
  To see what items are for sale here, type LIST
  To buy an item you like, type BUY <itemname>
  To list items of a particular type, type LIST <itemtype>
  If there are multiple items of a single type, or you are after a
  particular one, type BUY x.<itemname>, where x is the number of the
  item in the list.
  To sell an item, type SELL <itemname>.
  If you want to get an idea of what the shopkeeper will pay for the item
  without selling it, type VALUE <itemname>.

Thank You,
	 The Management.
~
S
#427
The Weaponsmith~
You have entered the Weaponsmith owned and operated by the Armorer's brother
Tolas. Weapons of all types and makes lines the walls of this shop, and you
are overcome by the sheer volume of Tolos's stock.

There is a Sign on the back wall of the shop.
~
0 8 0
D3
talein street~
street~
0 -1 425
E
sign~
The sign says-
 "Welcome. 
  To see what items are for sale here, type LIST
  To buy an item you like, type BUY <itemname>
  To list items of a particular type, type LIST <itemtype>
  If there are multiple items of a single type, or you are after a
  particular one, type BUY x.<itemname>, where x is the number of the
  item in the list.
  To sell an item, type SELL <itemname>.
  If you want to get an idea of what the shopkeeper will pay for the item
  without selling it, type VALUE <itemname>.

Thank You,
	 The Management.
~
S
#428
Talein Street~
You are on Talein Street, passing the various shops of the Elven City. To
the south is the Palace of the Duke, while the exit from Talein lies to the
north and west.

On the west lies the Restaurant and the east the Grocer.
~
0 0 1
D0
talein street~
street~
0 -1 431
D1
the grocer~
grocer~
0 -1 430
D2
talein street~
street~
0 -1 425
D3
the restaurant~
restaurant~
0 -1 429
S
#429
Loothala's Restaurant~
A beautiful aroma of freshly-cooked Elven fare wafts to you as you enter this
quaint little cafeteria-style eating establishment. Little tables with 
checked tablecloths and lamps litter the polished oak floor, and a cheery
Elven woman greets you from behind a massive oak counter.

There is a Sign on the back wall of the shop.
~
0 8 0
D1
talein street~
street~
0 -1 428
E
sign~
The sign says-
 "Welcome. 
  To see what items are for sale here, type LIST
  To buy an item you like, type BUY <itemname>
  To list items of a particular type, type LIST <itemtype>
  If there are multiple items of a single type, or you are after a
  particular one, type BUY x.<itemname>, where x is the number of the
  item in the list.
  To sell an item, type SELL <itemname>.
  If you want to get an idea of what the shopkeeper will pay for the item
  without selling it, type VALUE <itemname>.

Thank You,
	 The Management.
~
S
#430
The Grocer~
You have entered a quaint little Grocery store, owned by a cordial Elf named
Dyenkalas. He smiles and offers to show you the variety of adventuring
equipment he can provide.

There is a Sign on the back wall of the shop.
~
0 8 0
D3
talein street~
street~
0 -1 428
E
sign~
The sign says-
 "Welcome. 
  To see what items are for sale here, type LIST
  To buy an item you like, type BUY <itemname>
  To list items of a particular type, type LIST <itemtype>
  If there are multiple items of a single type, or you are after a
  particular one, type BUY x.<itemname>, where x is the number of the
  item in the list.
  To sell an item, type SELL <itemname>.
  If you want to get an idea of what the shopkeeper will pay for the item
  without selling it, type VALUE <itemname>.

Thank You,
	 The Management.
~
S
#431
Talein Street~
You are on Talein Street, passing the various shops of the Elven City. To
the south is the Palace of the Duke, while the exit from Talein lies to the
north and west.

On the west lies the Magical Shop and the east the Smithy.
~
0 0 1
D0
corner of mallas and talein streets~
street~
0 -1 434
D1
the smithy~
smithy~
0 -1 433
D2
talein street~
street~
0 -1 428
D3
the magical shop~
shop~
0 -1 432
S
#432
Ye Olde Magickal Shoppe~
You have entered a rather gloomy shop that smells strongly of ageing parchment
and Octopus Ink. A variety of mighty-looking wands and staves are gathering
dust at the back of the shop, while some rather tacky-looking brand new 
plastic wands and staves glow brilliantly from within a glass display case.

There is a Sign on the back wall of the shop.
~
0 8 0
D1
talein street~
street~
0 -1 431
E
sign~
The sign says-
 "Welcome. 
  To see what items are for sale here, type LIST
  To buy an item you like, type BUY <itemname>
  To list items of a particular type, type LIST <itemtype>
  If there are multiple items of a single type, or you are after a
  particular one, type BUY x.<itemname>, where x is the number of the
  item in the list.
  To sell an item, type SELL <itemname>.
  If you want to get an idea of what the shopkeeper will pay for the item
  without selling it, type VALUE <itemname>.

Thank You,
	 The Management.
~
S
#433
The Smithy~
You have entered the Smithy, a noisy, humid place made alive by the dancing 
shadows cast by the flickering flame from the Smith's forge. The Smith himself
stands before the forge, glaring at you impatiently.

"Well, what do you want? Come on! I don't have all day, y'know!"
The Smith is in EXTREMELY Perfect Health...

There is a Sign on the back wall of the shop.
~
0 8 0
D3
talein street~
street~
0 -1 431
E
sign~
The sign says-
 "Welcome. 
  To have an item repaired, simply type GIVE <itemname> wolthan or smith.
  He will promptly repair it, and hand it back. The cost will be 
  automatically deducted from your current stock of gold. If you have
  insufficient gold, then Wolthan will turf you. If the item is not damaged,
  or he can't repair it, he will abuse you. Do not take offense, he is bad-
  tempered by nature, and any retaliation on your part would only mean your
  very quick demise.

Thank You,
	 The Management.
~
S
#434
Corner of Talein and Mallas Streets~
You have reached the corner of two of the principal streets in Malathar. 
You may go to the south, towards the shops and the Palace, or west, towards
the Gates.
~
0 0 1
D2
talein street~
street~
0 -1 431
D3
mallas street and a tower~
street~
0 -1 435
S
#435
Mallas Street at the Base of a Tower~
You are standing at the base of a Tower, the second of two such structures
along Mallas street. You may head up the tower, or head west or east along
Mallas street.

There is a small plaque fastened to the tower.
~
0 0 1
D1
corner of mallas and talein streets~
corner~
0 -1 434
D3
mallas street~
street~
0 -1 436
D4
up the tower~
tower~
0 -1 482
E
plaque~
The Plaque reads-
"This tower contains the offices of Captain Allertathala. Enter and have
 your say".
~
S
#436
Mallas Street~
You are heading along Mallas Street, midway between two large towers.
You may proceed west towards the Gates of Malathar, or east towards the
City proper.
~
0 0 1
D1
base of a tower~
tower~
0 -1 435
D3
base of a tower~
tower~
0 -1 437
S
#437
Base of a Tower~
You are standing at the base of a guard tower, near the Gates of Malathar.
You may proceed west to the Gates, or east towards a second tower, or enter
the tower you stand beneath. You fancy you can hear a faint screeching 
coming from this tower...

There is a hand-written note pinned to a noticeboard nearby.
~
0 0 1
D1
mallas street~
street~
0 -1 436
D3
the gates of malathar~
gates~
0 -1 409
D4
the tower~
tower~
0 -1 438
E
note~
The note says-
 "B E W A R E   T H E   G R I F F O N S !"
~
S
#438
The Guard Tower~
Uh-Oh. You are in TROUBLE. As you emerge you see a HUGE griffon staring
coldly at you, seconds before it lunges madly at your throat, beak and
claws ready!
~
0 1|8192 0
D5
the base of the tower~
tower~
0 -1 437
S
#439
Obeith Street~
You are standing on Obeith Street, which runs east-west through guard
quarters and a civilian area, towards the Palace to the east, and a temple
to the west, positioned in a grand park.
~
0 0 1
D1
the palace~
palace~
0 -1 484
D3
obeith street~
street~
0 -1 440
S
#440
Obeith Street~
You are heading along Obeith Street, past a guard house and a scout station.
Occupants of both occasionally stroll past, gazing at you curiously, but
for the most part the street is deserted. The City Temple looms large in the
west, as does the Duke's Palace to the east.
~
0 0 1
D0
guard house~
house~
0 -1 442
D1
obeith street~
street~
0 -1 439
D2
scout station~
scout~
0 -1 441
D3
obeith street~
street~
0 -1 443
S
#441
Scout Station~
It is here that the young Elves who wish to become Elite Scouts live and
learn. They are rarely here during most of the year, often out hunting,
tracking or fighting Goblin raiders. The few that are here are those that
were not fit or worthy enough to take to the field this season.
~
0 8 0
D0
obeith street~
street~
0 -1 440
S
#442
Guard House~
This is the Headquarters of the City Guard. It is from here that they
co-ordinate their efforts to keep the peace in the streets of Malathar,
handling mostly cases of petty crime (the Elite Guard handle serious 
problems). They frown on civilians entering their premises, but will
tolerate your presence for they will recognize you as a mere ignorant
foreigner who probably doesn't speak enough Elvish to understand when
they're being told to LEAVE.
~
0 8 0
D2
obeith road~
road~
0 -1 440
S
#443
Obeith Street~
You are heading along Obeith Street, past a Pet store and a Cartograhper's
business. Customers of both occasionally stroll past, gazing at you curiously,
but for the most part the street is deserted. The City Temple looms large in 
the west, as does the Duke's Palace to the east.
~
0 0 1
D0
pet store~
pet store~
0 -1 445
D1
obeith street~
street~
0 -1 440
D2
a map shop~
shop~
0 -1 444
D3
obeith street~
street~
0 -1 447
S
#444
Ye Olde Mappe Shoppe~
This quiet establishment specializes in the making and selling of maps.
The Cartograhper is really very good at what he does, although his current
collection of maps is rather old and out-of-date.

There is a Sign on the back wall of the shop.
~
0 8 0
D0
obeith street~
street~
0 -1 443
E
sign~
The sign says-
 "Welcome. 
  To see what items are for sale here, type LIST
  To buy an item you like, type BUY <itemname>
  To list items of a particular type, type LIST <itemtype>
  If there are multiple items of a single type, or you are after a
  particular one, type BUY x.<itemname>, where x is the number of the
  item in the list.
  To sell an item, type SELL <itemname>.
  If you want to get an idea of what the shopkeeper will pay for the item
  without selling it, type VALUE <itemname>.

Thank You,
	 The Management.
~
S
#445
The Pet Shop~
Many wondrous and rare creatures are available for purchase as pets here,
if you have the cash and the desire for one. The stock is good, the animals
healthy and the prices not too outlandish.

There is a Sign on the back wall of the shop.
~
0 8|4096 0
D2
obeith street~
street~
0 -1 443
E
sign~
The sign says-
 "Welcome. 
  To see what items are for sale here, type LIST
  To buy an item you like, type BUY <itemname>
  To list items of a particular type, type LIST <itemtype>
  If there are multiple items of a single type, or you are after a
  particular one, type BUY x.<itemname>, where x is the number of the
  item in the list.
  To sell an item, type SELL <itemname>.
  If you want to get an idea of what the shopkeeper will pay for the item
  without selling it, type VALUE <itemname>.

Thank You,
	 The Management.
~
S
#446
Pet storage~
What are you doing here??? get the Hell Out!
:)
Yaegs
~
0 8 0
S
#447
Obeith Street~
You are heading along Obeith Street, past a residental area. Citizens of 
the City occasionally stroll past, gazing at you curiously, but for the 
most part the street is deserted. The City Temple looms large in the west, 
as does the Duke's Palace to the east.
~
0 0 1
D0
a house~
house~
0 -1 448
D1
obeith street~
street~
0 -1 443
D3
obeith street~
street~
0 -1 449
S
#448
A House~
This house is the home of some citizens of the City of Malathar. Now Elves
are a rather private bunch, and it woulnd't do to be caught by the Guard
traipsing through some stranger's house handling his or her possessions,
so you'd better leave.
~
0 8 0
D2
obeith street~
street~
0 -1 447
S
#449
Obeith Street~
You have reached a point where Obeith Street is met by a narrow alley that
runs to the south. Further to the west lies the Grand Temple of Malathar.
~
0 0 1
D1
obeith street~
street~
0 -1 447
D2
a narrow alley~
alley~
0 -1 450
D3
the temple~
temple~
0 -1 470
S
#450
A Narrow Alley~
You are heading along a narrow alley that meets Obeith Street to the north
and terminates in a brightly-lit tower to the south. You can hear mumbling 
and growling noises coming from the tower.
~
0 8 0
D0
obeith street~
street~
0 -1 449
D2
a brightly-lit tower~
tower~
0 -1 451
S
#451
A Brightly-Lit Tower~
As you draw nearer to this illuminated edifice the noises stop, as if the
occupant(s?) have suddenly become aware of your presence. An open archway
allows access to a staircase that spirals upwards thought the tower, which
ends in a finely-tapered point of obsidian, smooth and unadorned.
~
0 4|8|8192 0
D0
a narrow alley~
alley~
0 -1 450
D4
the tower proper~
tower~
0 -1 452
S
#452
Heading up the Tower~
You have reached a landing halfway up (down?) this huge tower, pausing to
catch your breath. You now fancy you can hear a faint humming, and you are
sure you can smell burning herbs. A massive stone monolith looms to your
left, and a gilded plaque hangs on the wall to your right.
~
0 8|8192 0
D4
the top of the tower~
tower~
0 -1 453
D5
the base of the tower~
tower~
0 -1 451
E
monolith~
The monolith is a massive stone construction roughly carved to resemble a
human, and you assume it waas fashioned by someone copying a stone golem,
though to your trained eye the "golem" is obviously a fake and utterly
devoid of life.
~
E
plaque~
The Plaque reads-
 "Welcome to the home of Yastellat, Sage of Malathar, purveyor of knowledge,
  expander of minds, identifier of all items magical or mundane (all for a
  reasonable price)"
~
S
#453
The Top of the Tower~
You enter into a huge circular room filled to the rafters with books, curios,
trinkets, artifacts, relics, alembics, beakers, urns, pots, pans, wands, 
rings, swords- every manner of object possible. A brazier in the center of  
rooms holds some burning herbs, which fill the room with an acrid smoke. An
elderly elf is busy fiddling with a rather strange contraption upon which he
places black plastic discs from which a rather odd sound emerges, along with
much scratching and hissing. He has quite a collection of these disks, which
are packaged in luridly-colored paper envelopes, replete with pictures of
rather weedy-looking, long-haired, pale-skinned humans (?).
~
0 8|8192 0
D5
halfway up the tower~
tower~
0 -1 452
S
#454
Baleith Street~
You are standing upon Balieth Street, which runs north south from the Palace
of the Duke to the north to the Guilds to the south. There is a magnificent
statue of the Duke here, resplendent in full ceremonial dress.
~
0 0 1
D0
the palace~
palace~
0 -1 486
D2
baleith street~
street~
0 -1 455
E
statue~
What an Arrogant Prat.
~
S
#455
Baleith Street~
You are heading along Balieth Street, which is home to the Guildmasters and
Guildmistresses of Malathar. At the far end, to the south, lies the tower
of the Elven Guildmaster, and the legendary Library of Malathar, while to
the north lies the opulent Palace of the Duke.

The Dwarven Guild is to the west of here, and the Human Guild to the east.
~
0 0 1
D0
baleith street~
street~
0 -1 454
D1
the human guild~
guild~
0 -1 457
D2
baleith street~
street~
0 -1 458
D3
the dwarven guild~
guild~
0 -1 456
S
#456
Dwarven Guild~
You have entered the rough-hewn stone hall of the Dwarven Guildmaster, who
stands ready to help you advance your knowledge of his race's ways. The
room is typical of all Dwarven structures- practical, functional, extremely
well-made, but totally unimaginative.

There is a sign on the back wall.
~
0 8 0
D1
baleith street~
street~
0 -1 455
E
sign~
The Sign Says-
 "To the Prospective Student-
  Type PRAC to see what skills you are able to learn here. If nothing comes
  up, I am unable to help you and you must leave.
  If any skills in the list interest you, then type PRAC <skillname> and I
  will impart what knowledge I can to you, free of financial cost, though
  this will obviously expend some of your practice points.
  Once you are done, you may leave, hoepfully a little more skilled.
  BTW- Do NOT forget that there are significant experience point penalties
  for practicing skills that are not native to your race.

  Signed,
	Your Guild Manager.
~
S
#457
Human Guild~
You have entered a Shaolin Temple, in the midst of which sits your teacher,
clad in simple white robes, ready to train you in the ways of the Human
Martial Arts.

There is a sign on the back wall.
~
0 8 0
D3
baleith street~
street~
0 -1 455
E
sign~
The Sign Says-
 "To the Prospective Student-
  Type PRAC to see what skills you are able to learn here. If nothing comes
  up, I am unable to help you and you must leave.
  If any skills in the list interest you, then type PRAC <skillname> and I
  will impart what knowledge I can to you, free of financial cost, though
  this will obviously expend some of your practice points.
  Once you are done, you may leave, hoepfully a little more skilled.
  BTW- Do NOT forget that there are significant experience point penalties
  for practicing skills that are not native to your race.

  Signed,
	Your Guild Manager.
~
S
#458
Baleith Street~
You are heading along Balieth Street, which is home to the Guildmasters and
Guildmistresses of Malathar. At the far end, to the south, lies the tower
of the Elven Guildmaster, and the legendary Library of Malathar, while to
the north lies the opulent Palace of the Duke.

The Dryad Guild is to the west of here, and the Kender Guild to the east.
~
0 0 1
D0
baleith street~
street~
0 -1 455
D1
the kender guild~
guild~
0 -1 460
D2
baleith street~
street~
0 -1 461
D3
the dryad guild~
guild~
0 -1 459
S
#459
Dryad Guild~
The room you have entered has been beautifully rendered by some Elven artist
to resemble a peacefuly woodland setting, complete with masterfully-painted
images of Sylvan creatures. Amidst all of this towers your Guildmaster,
extremely tall, and quite imposing clad in his concealing flowing brown robes.
There is a sign on the back wall.
~
0 8 0
D1
baleith street~
street~
0 -1 458
E
sign~
The Sign Says-
 "To the Prospective Student-
  Type PRAC to see what skills you are able to learn here. If nothing comes
  up, I am unable to help you and you must leave.
  If any skills in the list interest you, then type PRAC <skillname> and I
  will impart what knowledge I can to you, free of financial cost, though
  this will obviously expend some of your practice points.
  Once you are done, you may leave, hoepfully a little more skilled.
  BTW- Do NOT forget that there are significant experience point penalties
  for practicing skills that are not native to your race.

  Signed,
	Your Guild Manager.
~
S
#460
Kender Guild~
You have entered what looks like a jumble sale, a huge pile of goods of all
sorts towering in the center of the room. Atop all this sits the Kender 
Guildmaster, grinning madly at you.

There is a sign on the back wall.
~
0 8 0
D3
baleith street~
street~
0 -1 458
E
sign~
The Sign Says-
 "To the Prospective Student-
  Type PRAC to see what skills you are able to learn here. If nothing comes
  up, I am unable to help you and you must leave.
  If any skills in the list interest you, then type PRAC <skillname> and I
  will impart what knowledge I can to you, free of financial cost, though
  this will obviously expend some of your practice points.
  Once you are done, you may leave, hoepfully a little more skilled.
  BTW- Do NOT forget that there are significant experience point penalties
  for practicing skills that are not native to your race.

  Signed,
	Your Guild Manager.
~
S
#461
Baleith Street~
You are heading along Balieth Street, which is home to the Guildmasters and
Guildmistresses of Malathar. At the far end, to the south, lies the tower
of the Elven Guildmaster, and the legendary Library of Malathar, while to
the north lies the opulent Palace of the Duke.

The Avian Guild is to the west of here, and the Illithid Guild to the east.
~
0 0 1
D0
baleith street~
street~
0 -1 458
D1
the illithid guild~
guild~
0 -1 463
D2
baleith street~
street~
0 -1 464
D3
the avian guild~
guild~
0 -1 462
S
#462
Avian Guild~
A strange, birdlike creature gazes curiously at you as you enter his Guild,
especially if you are a non-avian, for there is little he can teach you if
this is the case. Otherwise, the teacher recovers and sets out to teach you
what he can.

There is a sign on the back wall.
~
0 8 0
D1
baleith street~
street~
0 -1 461
E
sign~
The Sign Says-
 "To the Prospective Student-
  Type PRAC to see what skills you are able to learn here. If nothing comes
  up, I am unable to help you and you must leave.
  If any skills in the list interest you, then type PRAC <skillname> and I
  will impart what knowledge I can to you, free of financial cost, though
  this will obviously expend some of your practice points.
  Once you are done, you may leave, hoepfully a little more skilled.
  BTW- Do NOT forget that there are significant experience point penalties
  for practicing skills that are not native to your race.

  Signed,
	Your Guild Manager.
~
S
#463
Illithid Guild~
You have entered a dimly-lit study which has little decorations save for a
brilliantly crafted picture of the brain, with tiny labels attached to each
major part, as well as charts and tables explaining how this affects 
particular psionic abilities. The Illithid Guildmaster greets you 
telepathically and asks how he may teach you.

There is a sign on the back wall.
~
0 8 0
D3
baleith street~
street~
0 -1 461
E
sign~
The Sign Says-
 "To the Prospective Student-
  Type PRAC to see what skills you are able to learn here. If nothing comes
  up, I am unable to help you and you must leave.
  If any skills in the list interest you, then type PRAC <skillname> and I
  will impart what knowledge I can to you, free of financial cost, though
  this will obviously expend some of your practice points.
  Once you are done, you may leave, hoepfully a little more skilled.
  BTW- Do NOT forget that there are significant experience point penalties
  for practicing skills that are not native to your race.

  Signed,
	Your Guild Manager.
~
S
#464
The Path to the Library~
You have reached a bend in Baleith Street, where it turns and heads towards
the magnificent Library of Malathar, which is also home to the Elven
Guildmaster himself.

South of here lie the Malatharan docks.
~
0 4 1
D0
baleith street~
street~
0 -1 461
D1
the path to the library~
path~
0 -1 465
D2
docks~
~
0 -1 17478
S
#465
The Path to the Library~
As you draw nearer, you notice that the Library is actually housed in an
impressive tower, similar to those in the toehr three quarters of the City,
towering high into the sky, tapering to an unadorned point, in this case
housed in platinum sheeting. Guards occasionally march past, as do several
important-looking noblemen and women.
~
0 0 1
D1
the base of the tower~
tower~
0 -1 466
D3
the path to the library~
path~
0 -1 464
S
#466
The Base of the Tower~
Entering the Tower, you find that you may proceed up or down, via elaborately
carved marble staircases, lit at regular intervals by Continual Light spells.
There is a desk on this level, unmanned, but which bears a register. There is
a large bulletin board on the wall behind the desk, between tall statues of
Aya and Mala, the Father and Mother of Learning in Elven Culture.
~
0 8 0
D3
the path to the library~
path~
0 -1 465
D4
up the tower~
tower~
0 -1 467
D5
down the tower to the library~
library~
0 -1 496
E
register~
The register bears the names of all who have passed through the doors of
this great library, and as you watch incredulously, your own name appears
at the end of the list. Scanning the list you see such names as Lenny, Garth,
Rainman, Argh, Fle, Marc, Tempest, Marius, Cookie, Amadeus and Svelte, along 
with some names crossed out, such as Snikt, Gloppy and Dizzy.
~
E
board bulletin~
The Bulletin Board has many notes pinned to it, mostly of no use to you.
However, there is a directory to the tower-

ADMINISTRATION - GROUND FLOOR
CLERICAL OFFICES - LEVEL ONE
GUILDMASTER'S OFFICES - LEVEL TWO
THE LIBRARY - B1
STORAGE - B2
~
S
#467
Clerical Offices~
Halfway up the Tower, you emerge on Level One, which is filled with servants
busily rushing about emptying bins, making lunch, filing papers, getting 
coffee for the librarians, stacking books and so on. They seem completely
oblivious to your presence.
~
0 8 0
D4
the guildmaster's office~
office~
0 -1 468
D5
the base of the tower~
tower~
0 -1 466
S
#468
The Guildmaster's Office~
You emerge into a well-lit room with shelves well-stocked with books on
Elven Lore, and a huge desk carved of what looks like solid obsidian. The
Guildmaster himself is seated at this desk, poring over many a quaint and
mysterious volume of misbegotten lore...
~
0 8 0
D5
the clerical offices~
offices~
0 -1 467
S
#469
The Top of the Tower~
Reaching the top of the tower, you come to a half-open door, which you are
able to barely push open, wedged as it is by a huge pile of books. Giving it 
a final shove, the door flies open, scattering books across the floor of the
dusty study you have entered, startling the Archmage Tuo, who to your growing
dismay is becoming very angry. He stares grimly at you as you stutter out an
apology, and simply demands that you fulfill whatever business you have with
him or begone forthwith.
You see a tattered scroll stuck to one wall.
~
0 8 0
D5
halfway up the tower~
tower~
0 -1 423
E
scroll~
The scroll says-
 "The Archmage will help you enhance any of the following stats-

  STR, DEX, CON, INT, WIS, HP, MANA, MOVE plus Freedom from Nutrition
  for one level.

  To enhance, type Enhance <stat> or Enhance 8 for Freedom From Nutrition.
  It will cost you 150000 gold and 300000 experience points, both of which
  will be deducted form your current stocks automatically. If you have
  insufficient, the Archmage will (obviously) refuse to train you.

  Regards,
	 The Enhancement Team (TM).
~
S
#470
The Temple~
You are standing outside the Temple of Malathar, where services are given to
honor all the deities of the Elven nations. A set of magnificent marble 
pillars lines the entrance hall, and from this hall you can proceed south
to the altar, or north to the private chambers of the clergy.
~
0 8 0
D0
private chambers~
chambers~
0 -1 472
D1
obeith street~
street~
0 -1 449
D2
the aisle to the altar~
aisle~
0 -1 471
S
#471
The Aisle to the Altar~
You have entered the aisle that leads to the altar of the Temple, where the
High Priest Lallinthenera stands, healing the sick and converting the wicked.
~
0 8 0
D0
the entrance to the temple~
temple~
0 -1 470
D3
the altar~
altar~
0 -1 473
S
#472
The Private Chambers of the Clergy~
To the north are the residence halls of the clergy, while to the west lies
the Holy Bank of the Elven Church, where you can deposit or withdraw funds.
~
0 8 0
D0
the residence halls of the clergy~
halls~
0 -1 474
D2
the temple entrance~
entrance~
0 -1 470
D3
the bank~
bank~
0 -1 475
S
#473
The Altar~
The Altar of the Temple is here, and standing before it is the High Priest.
You feel an oveeriding sense of peace and calm in this place, and feel that
in here you are truly afe from the trials and tribulations of the outside
world.
~
0 8 0
D1
the aisle to the altar~
aisle~
0 -1 471
S
#474
The Residence Halls~
This is where the junior Acolytes reside when they are not busy helping the
sick and the poor, or acting as missionaries to heathen Wild Elves. The
quarters are bare and unremarkable, save for a portrait of the High Priest,
and a framed picture of Yaegar, patron of this Temple.
~
0 8 0
D2
the private chambers~
chambers~
0 -1 472
E
picture yaegar~
What a Handsome Devil!
~
S
#475
The Holy Bank~
You have entered the Holy Bank. There is an ATM in one wall, with a small
sign stuck to the wall above it. Scraps of withdrawal receipts litter the
floor, and you curse as you step on some decaying food.
~
0 8|2048|16384 0
D1
the private chambers~
chambers~
0 -1 472
E
sign~
Commands for the ATM-
 To check how mych money you have currently in your account, type BALANCE.
 To deposit funds, type DEPOSIT x, where x is the amount of coins you wish
 to deposit.
 To withdraw funds, type WITHDRAW x, where x is the amount of money you
 wish to withdraw.
 To obtain credit, write some code in C that would enable the bank to do
 this and send it to Argh.

 The Management.
~
S
#476
The Stables~
You are walking through an open area littered with hay and the occasional
pile of steaming turds. Stablehads rush about, cleaning up these filthy 
messes.
~
0 8 0
D0
stables~
stables~
0 -1 477
D1
stables~
stables~
0 -1 479
S
#477
The Stables~
You are walking through an open area littered with hay and the occasional
pile of steaming turds. Stablehads rush about, cleaning up these filthy 
messes.
~
0 8 0
D0
stables~
stables~
0 -1 478
D1
the stablemaster's room~
room~
0 -1 480
D2
stables~
stables~
0 -1 476
D3
nollthala street~
street~
0 -1 420
S
#478
The Stables~
You are walking through an open area littered with hay and the occasional
pile of steaming turds. Stablehads rush about, cleaning up these filthy 
messes.
~
0 8 0
D1
stables~
stables~
0 -1 481
D2
stables~
stables~
0 -1 477
S
#479
The Stables~
You are walking through an open area littered with hay and the occasional
pile of steaming turds. Stablehads rush about, cleaning up these filthy 
messes.
~
0 8 0
D0
the stablemaster's room~
room~
0 -1 480
D3
stables~
stables~
0 -1 476
S
#480
The Stablemater's Room~
This room is scarcely different form the other stable rooms, save that it
contains a table and a chair for the stablemaster, a burly Half-Elf with 
tattoos and a tan.
~
0 8 0
D0
stables~
stables~
0 -1 481
D2
stables~
stables~
0 -1 479
D3
stables~
stables~
0 -1 477
S
#481
The Stables~
You are walking through an open area littered with hay and the occasional
pile of steaming turds. Stablehads rush about, cleaning up these filthy 
messes.
~
0 8 0
D2
stables~
stables~
0 -1 480
D3
stables~
stables~
0 -1 478
S
#482
The Captain's Quarters~
You have entered a well-furnished office which serves as the reception area
for the Captain of the Guard. He will chat with you here about your concerns
and try to give you advice, but will always remain on guard. He boasts to 
you of the fact that his office is a magical field, and that dimensional 
gateways occasionally appear here. Sounds like crap but you never know...
~ 
0 8 0 
D5
bottom of the tower~
tower~
0 -1 435
S
#483
Sun Room~
You have entered the Palace's Sun Room, famous for his huge crystalline
windows specially crafted to capture and magnify the rays of the sun so that
the room is brilliantly lit at all hours of the day. A few easychairs and
cushions have been scattered across the floor here, and you see a couple of
Elven Nobles languidly relaxing in the warmth of the sun, sipping on fine
Elven wines.
~
0 8 0
D0
the west door~
door~
0 -1 484
D1
the south door~
door~
0 -1 486
S
#484
The West Door~
You are standing at the West Door of the Palace, which faces onto Obeith
Street, which runs from the Palace to the Temple in the West. Guards mingle
about the doorway, casting the occasional suspicious glance in your 
direction. Massive stone statues of past Elven lords tower above you on all
sides.
~
0 8 0
D0
the moon room~
moon~
0 -1 485
D1
the throne room~
throne~
0 -1 487
D2
the sun room~
sun~
0 -1 483
D3
obeith street~
street~
0 -1 439
S
#485
The Moon Room~
This room appears to be identical to the Sun Room, save that the windows in
here are cunningly designed to capture and reflet moonlight so that even
on the darkest nights there is illumination. Nobles lounge around here, idly
singing old tunes or playing simple games of chance.
~
0 8 0
D1
the north door~
door~
0 -1 488
D2
the west door~
door~
0 -1 484
S
#486
The South Door~
You are standing at the South Door, where it meets Baleith Street, which runs
past the guilds towards the Library of Malathar. Nearby, you can see the
stone colossus of the Duke. Garlands of flowers have been arranged about the
South Door, in honor of some half-forgotten festival.
~
0 8 0
D0
the throne room~
throne~
0 -1 487
D1
the water room~
water~
0 -1 489
D2
baleith street~
street~
0 -1 454
D3
the sun room~
sun~
0 -1 483
S
#487
The Throne Room~
It is here that the Duke and his wife receive their subjects, seated upon
huge platinum thrones flanked by their Elite Guards. Occasionally Tuo the
Arch Mage or Lallinthenera the High Priest will attend, though both dislike
such officious business. Your footsteps echo about this pillared hall as
you tread slowly upon the marble floor. You can feel several pairs of eyes
on you as you travel, and suddenly find yourself eager to be gone from the
room as soon as possible.
~
0 8 0
D0
the north door~
north~
0 -1 488
D1
the east door~
east~
0 -1 490
D2
the south door~
south~
0 -1 486
D3
the west door~
west~
0 -1 484
S
#488
The North Door~
You are standing at the North Door of the Palace, looking down Talein street,
past the various shops and places of business, towards the Gates of Malathar.
People stop and stare at you with open curiosity, and you quickly become
aware of your relatively scruffy appearance.
~
0 8 0
D0
talein street~
street~
0 -1 424
D1
the sky room~
sky~
0 -1 491
D2
the throne room~
throne~
0 -1 487
D3
the moon room~
moon~
0 -1 485
S
#489
The Water Room~
The second you enter this room you begin to panic, as you suddenly think you
are far underwater! But you quickly compose yourself (trying to ignore the
amused stares cast in your direction), and realize that the room you are in
is in fact formed of sheets of glass behind which flows sea water complete 
with several species of marine life. The effect is unnerving, but quite 
beautiful. You have to concentrate hard to cross the room, and can't help 
but imagine you are truly walking on water...
~
0 8 0
D0
the east door~
east~
0 -1 490
D3
the south door~
south~
0 -1 486
S
#490
The East Door~
You are standing at the East Door of the Palace, facing onto the western
end of Nollthala Street, which runs to the east to the stables and the Tower
of the Archmage. Several scouts mill about, their Cooshee pets left 
momentarily unattended, and you suddenly feel very much an alien in this
place.
~
0 8 0
D0
the sky room~
sky~
0 -1 491
D1
nollthala street~
street~
0 -1 410
D2
the water room~
water~
0 -1 489
D3
the throne room~
throne~
0 -1 487
S
#491
The Sky Room~
ACK! You're Falling!





Wait...No you aren't. Unbelieveable as it is, the entire room has been
fashioned so as to appear to be open sky, with no walls, floors or celings.
People wander about, quite unfazed by the effect, and you feel a little
foolish as you clamber to your feet and attempt to get your bearings.
~
0 8 0
D2
the east door~
east~
0 -1 490
D3
the north door~
north~
0 -1 488
S
#492
The Central Shelving Area~
You are in the Central Shelving Area, from which the librarians take the
many books being constantly borrowed, returned, bought and sold. You are
overawed by the sheer volume of books in this place, and gasp as you realize
that the shevles are at least seventy feet high and extend as far as you can
see...
~
0 8 0
D0
the stairs~
stairs~
0 -1 496
D1
the east wing~
east~
0 -1 495
D2
the south wing~
south~
0 -1 493
D3
the west wing~
west~
0 -1 494
E
ground floor~
There is a circular scorch mark on the floor here.
~
S
#493
The South Wing~
You are in the South Wing, where recent acquisitions (i.e, less than 500
years old) are stored. The pace down here is so frenetic, no one even
notices your presence, and you feel certain that you could pocket a couple
of tomes or librams and no-one would know...
~
0 8 0
D0
the central shelving area~
area~
0 -1 492
S
#494
The West Wing~
This Wing is very dusty and, compared to the rest of the library, is
practically deserted. This is where out-of-date or obsolete texts are held,
and you see little that seems interesting. You are not surprised no-one
wants any books from this area.
~
0 8 0
D1
the central shelving area~
area~
0 -1 492
S
#495
The East Wing~
BINGO!
This is the area that you were wondering about...yes they DO have a Magical
Tomes section and YES this is it. Plunder away! Just don't get greedy, or they
may catch you (not that many of the Librarians would mind- its just less 
books they have to worry about...)
~
0 8 0
D3
the central shelving area~
area~
0 -1 492
S
#496
The Stairway~
You are standing at the base of the stairway that runs through the entire
Library Tower. From here you may brave the Central Shelving area to the
south, or investigate an interesting-looking dusty passage that slopes down
from here...
Alternatively, you could just return to the ground floor...
~
0 4|8 0
D2
the central shelving area~
area~
0 -1 492
D4
the ground floor~
ground~
0 -1 466
D5
the storage areas (b2)~
b2~
0 -1 497
S
#497
The Storage Areas (B2)~
You have reached B2, the dusty storage sub-level mentioned on the directory
on the ground floor. It looks as if no-one has been down here for centuries.
There seems to be little of interest here. However, you fancy that you
can hear snoring coming from somewhere...
~
0 1|4|8 0
D0
the snoring gets louder~
snoring~
0 -1 498
D4
the stairway~
stairway~
0 -1 496
S
#498
The Snoring Gets Louder~
Any interest you had in whatever was stored down here has been taken over
by your curiosity as to who (or WHAT) is making the tremendous racket that
now reaches your ears, shaking the very foundations you walk beneath...
~
0 1|8 0
D2
the storage areas (b2)~
b2~
0 -1 497
D3
the dragon cave~
cave~
0 -1 499
S
#499
The Dragon Cave~
Uh-Oh....You found out what was snoring...it is a DRAGON...a HUGE DRAGON,
coiled up in the massive cavern you just entered, its sinuous tail wrapped
about a massive treasure chest. The Dragon must be about eighty or ninety
feet long, you estimate, at least twice the length of any you've fought
before, and to top it off he is a Platinum Dragon, who are amongst the most
powerful of all Wyrmkin. Amazed that the Dragon hasn't reacted to your
presence yet, you pause and wonder what to to...
~
0 1|8|128|8192 0
D1
the snoring gets louder~
snoring~
0 -1 498
S
#0


#RESETS
O 1 473 1 405                   LOADS PORTAL
*
M 1 415 2 403                   LOADS UNICORNS
M 1 422 1 407                   LOADS HERBALIST
G 1 467 0 0
G 1 468 0 0
M 1 407 2 408                   LOADS 2 CITY GUARDS
E 1 429 0 0   HOLDS BANNER
E 1 430 0 11  HOLDS SHIELD
E 1 431 0 16  WIELD SWORD
E 1 432 0 6   WEARS HELM
E 1 433 0 5   WEARS BREASTPLATE
E 1 434 0 7   WEARS LEGGINGS
M 1 408 6 410                   LOADS MALE CITIZEN
M 1 409 6 410                   LOADS FEMALE CITIZEN
M 1 405 1 411                   LOADS ELITE GUARD
E 1 419 0 6   WEARS HELM
E 1 420 0 1   WEARS RING
E 1 421 0 5   WEARS ARMOR
E 1 422 0 7   WEARS LEGGINGS
E 1 423 0 16  WIELD SWORD
E 1 424 0 11  HOLDS SHIELD
M 1 413 1 414                   LOADS COOSHEE
M 1 405 1 416                   LOADS ELITE GUARD
E 1 419 0 6
E 1 420 0 1
E 1 421 0 5
E 1 422 0 7
E 1 423 0 16
E 1 424 0 11
M 1 406 1 418                   LOADS ELITE SCOUT
E 1 425 0 16  WIELDS BOW
E 1 427 0 3   WEARS CLOAK
E 1 427 0 4   WEARS CLOAK
E 1 428 0 8   WEARS BOOTS
G 1 426 0     HAS JAVELIN
M 1 413 1 421                   LOADS COOSHEE
M 1 446 1 423                   LOADS GOLEM
M 1 408 1 424                   LOADS MALE CITIZEN
M 1 409 1 424                   LOADS FEMALE CITIZEN
M 1 407 1 425                   LOADS GUARD
E 1 429 0 0
E 1 430 0 11
E 1 431 0 16
E 1 432 0 6
E 1 433 0 5
E 1 434 0 7
M 1 420 1 426                   LOADS ARMORER
G 1 460 0 0
G 1 462 0 0
M 1 421 1 427                   LOADS WEAPONSMITH
G 1 463 0 0
G 1 464 0 0
G 1 465 0 0
G 1 466 0 0
M 1 423 1 429                   LOADS COOK
G 0 469 0 0
G 0 470 0 0
M 1 424 1 430                   LOADS GROCER
G 1 459 0 0
G 1 461 0 0
M 1 416 2 431                   LOADS SCOUTS
E 1 425 0 16  WIELDS BOW
E 1 426 0 17  HOLDS JAVELIN
E 1 427 0 3   WEARS CLOAK
E 1 428 0 8   WEARS BOOTS
M 1 419 1 432                   LOADS MAGIC SHOP OWNER
G 1 440 0     GIVES WAND
G 1 441 0     GIVES CUP
G 1 442 0     GIVES STONE
G 1 443 0     GIVES STAFF
G 1 444 0     GIVES SCROLL
M 1 425 1 433                   LOADS SMITH
M 1 405 2 435                   LOADS ELITE GUARD
E 1 419 0 6
E 1 420 0 1
E 1 421 0 5
E 1 422 0 7
E 1 423 0 16
E 1 424 0 11
M 1 413 1 436                   LOADS COOSHEE
M 1 412 1 437                   LOADS HIGH GUARDIAN
E 1 436 0 16  WIELDS SWORD
E 1 437 0 6   WEARS MASK
M 1 449 2 438                   LOADS GRIFFONS
M 1 410 1 439                   LOADS MALE ACOLYTE
E 1 435 0 6   WEARS MITTENS
M 1 411 1 439                   LOADS FEMALE ACOLYTE
E 1 425 0 6
M 1 416 1 441                   LOADS sCOUTS
E 1 425 0 16
E 1 426 0 17
E 1 427 0 3
E 1 428 0 8
M 1 407 2 442                   LOADS 2 GUARDS
E 1 429 0 0
E 1 430 0 11
E 1 431 0 16
E 1 432 0 6
E 1 433 0 5
E 1 434 0 7
M 1 427 1 444                   LOADS CARTOGRAPHER
G 1 471 0 0
M 1 439 1 445                   LOADS PET SHOP OWNER
M 1 450 1 446                   LOADS PET
M 1 451 1 446                   LOADS PET
M 1 452 1 446                   LOADS PET
M 1 453 1 446                   LOADS PET
M 1 454 1 446                   LOADS PET
M 1 455 1 446                   LOADS PET
M 1 456 1 446                   LOADS PET
M 1 417 1 447                   LOADS MALE CHILD
M 1 418 1 448                   LOADS FEMALE CHILD
M 1 409 1 448                   LOADS FEMALE CITIZEN
M 1 426 1 453                   LOADS SAGE
O 1 448 0 453                   LOADS LIGHT GLOBE
O 1 455 0 453                   LOADS DESK
O 1 456 0 453                   LOADS PHONOGRAPH
O 1 457 0 454                   LOADS FOUNTAIN
M 1 413 1 455                   LOADS COOSHEE
M 1 433 1 456                   LOADS DWARVEN GUILDMASTER
M 1 431 1 457                   LOADS HUMAN GUILDMASTER
M 1 408 1 458                   LOADS MALE CITIZEN
M 1 407 1 458                   LOADS MALE GUARD
E 1 429 0 0
E 1 430 0 11
E 1 431 0 16
E 1 432 0 6
E 1 433 0 5
E 1 434 0 7
M 1 434 1 459                   LOADS DRYAD GUILDMASTER
M 1 432 1 460                   LOADS KENDER GUILDMASTER
M 1 436 1 462                   LOADA AVIAN GUILDMASTER
M 1 435 1 463                   LOADS ILLITHID GUILDMASTER
M 1 428 1 464                   LOADS MALE NOBLE
M 1 437 1 464                   LOADS MALE SERVANT
M 1 429 1 465                   LOADS FEMALE NOBLE
M 1 438 1 466                   LOADS FEMALE SERVANT
M 1 405 1 466                   LOADS ELITE GUARD
E 1 419 0 6
E 1 420 0 1
E 1 421 0 5
E 1 422 0 7
E 1 423 0 16
E 1 424 0 11
M 1 437 2 467                   LOADS MALE SERVANT
M 1 438 2 467                   LADS FEMALE SERVANT
M 1 447 2 467                   LOADS LIBRARIAN
G 1 448 0     GIVES LIGHT
G 1 452 0     GIVES OLD BOOK
M 1 430 1 468                   LOADS ELF GUILDMASTER
G 1 458 0 0                     LOADS PORTRAIT
G 1 451 0 0                     LOADS SCROLL
O 1 448 0 468                   LOADS LIGHT
O 1 455 0 468                   LOADS DESK
M 1 402 1 469                   LOADS MAGE
E 1 406 0 12  WEARS ROBE
E 1 407 0 17  HOLDS GEM
G 1 408 0     GIVES SPELLBOOK
G 1 409 0     GIVES SCROLL
G 1 410 0     GIVES WAND
O 1 455 0 469                   LOADS DESK
O 1 448 0 469                   LOADS LIGHT
M 1 406 1 470                   LOADS SCOUT
E 1 425 0 16
E 1 426 0 17
E 1 427 0 3
E 1 427 0 4
E 1 428 0 8
M 1 410 6 472                   LOADS ACOLYTE MALE
E 1 435 0 6 
M 1 411 6 472                   LOADS ACOLYTE FEMALE
E 1 435 0 6
M 1 403 1 473                   LOADS PRIEST
E 1 412 0 6   WEARS MITRE
E 1 413 0 17  HOLDS SYMBOL
G 1 411 0     GIVES ORB
M 1 445 6 476                   LOADS STABLEHAND
M 1 415 1 479                   LOADS UNICORN
M 1 444 1 480                   LOADS STABLEMASTER
M 1 414 2 481                   LOADS PEGASII
M 1 440 1 482                   LOADS CAPTAIN
E 1 419 0 6
E 1 420 0 1
E 1 421 0 5
E 1 422 0 7
E 1 423 0 16
E 1 424 0 11
O 1 445 0 483                   LOADS CHAIR
O 1 446 0 483                   LOADS OTTOMAN
O 1 447 0 483                   LOADS TABLE
O 1 458 0 483                   LOADS PORTRAIT
M 1 428 4 483                   LOADS NOBLE
M 1 405 1 484                   LOADS ELITE GUARD
E 1 419 0 6
E 1 420 0 1
E 1 421 0 5
E 1 422 0 7
E 1 423 0 16
E 1 424 0 11
O 1 445 0 485
O 1 446 0 485
O 1 447 0 485
O 1 448 0 485
M 1 429 2 485                   LOADS FEMALE NOBLE
M 1 405 1 486                   LOADS ELITE GUARD
E 1 419 0 6
E 1 420 0 1
E 1 421 0 5
E 1 422 0 7
E 1 423 0 16
E 1 424 0 11
M 1 400 1 487                   LOADS DUKE
E 1 400 0 16  WIELDS SWORD
E 1 401 0 6   WEARS CROWN
E 1 402 0 12  WEARS CLOAK
M 1 401 1 487                   LOADS DUCHESS
E 1 403 0 2   WEARS RING
E 1 404 0 6   WEARS DIADEM
E 1 405 0 8   WEARS SLIPPERS
M 1 405 1 488                   LOADS ELITE GUARD
E 1 419 0 6
E 1 420 0 1
E 1 421 0 5
E 1 422 0 7
E 1 423 0 16
E 1 424 0 11
O 1 445 0 489
O 1 446 0 489
O 1 447 0 489
O 1 448 0 489
M 1 428 1 489                   LOADS NOBLE
M 1 405 1 490                   LOADS ELITE GUARD
E 1 419 0 6
E 1 420 0 1
E 1 421 0 5
E 1 422 0 7
E 1 423 0 16
E 1 424 0 11
O 1 445 0 491
O 1 446 0 491
O 1 447 0 491
O 1 448 0 491
M 1 429 1 492                   LOADS FEMALE NOBLE
M 1 447 1 493                   LOADS MALE LIBRARIAN
M 1 448 6 494                   LOADS FEMALE LIBRARIAN
O 1 452 0 494
O 1 453 0 494
O 1 454 0 494
M 1 447 1 495                   LOADS MALE LIBRARIAN
O 1 449 0 495
O 1 450 0 495
O 1 451 0 495
M 1 404 1 499                   LOADS HAAN
E 1 414 0 11  EQUIPS SHIELD
G 1 417 0     GIVES KEY
O 1 416 0 499                   LOADS CHEST
P 1 414 0 416                  LOADS HOARD INTO CHEST
P 1 418 0 416                  LOADS HELMET INTO CHEST
S


#SHOPS
419 2 3 4 0 0 120 80 0 23
420 9 0 0 0 0 120 80 0 23
421 5 0 0 0 0 120 80 0 23
422 10 26 0 0 0 150 50 0 23
423 17 19 0 0 0 180 20 0 23
424 1 8 15 18 27 150 50 0 23
427 2 12 13 0 0 150 50 0 23
439 0 0 0 0 0 100 100 0 23
0


#SPECIALS
M  400 spec_mayor                       Duke Stalatharata
M  401 spec_cast_cleric                 Duchess Destelandara
M  402 spec_cast_mage                   The Archmage Tuo
M  403 spec_cast_adept                  The High Priest Lallinthera
M  404 spec_breath_any                  The Platinum Dragon
M  405 spec_guard                       An Elite Elven Guard
M  406 spec_cast_judge                  An Elite Elven Scout
M  407 spec_guard                       A Malatharan City Guard
M  410 spec_cast_cleric                 An Acolyte of Yaegar
M  411 spec_cast_cleric                 An Acolyte of Yaegar
M  412 spec_executioner                 The High Guardian of Malathar
M  413 spec_fido                        A Cooshee
M  417 spec_thief                       An Elven child
M  418 spec_thief                       An Elven child
M  437 spec_janitor                     A surly Elven Servant
M  438 spec_janitor                     A surly Elven Servant
M  440 spec_guard                       Captain Allertathala
M  445 spec_poison                      A surly stablehand
M  446 spec_executioner                 A Huge Golem
M  449 spec_breath_gas                  An Angry Griffon
S

#TRIGGERS
M 425 trigm_repair
M 426 trigm_identify
S

#$