#FUSSAREA
#AREADATA
Version      1
Name         Limbo~
Author       RoD~
WeatherX     0
WeatherY     0
Ranges       0 60 0 60
Economy      0 33928447
ResetMsg     A dim pulse of light filters through the swirling mists.~
ResetFreq    60
Flags        noteleport~
#ENDAREADATA

#MOBILE
Vnum       1
Keywords   Puff~
Short      Puff~
Long       Puff the Fractal Dragon is here, contemplating a higher reality.
~
Race       dragon~
Class      mage~
Position   standing~
DefPos     standing~
Specfun    spec_breath_gas~
Gender     female~
Actflags   npc sentinel~
Affected   detect_invis detect_hidden sanctuary infrared protect truesight~
Stats1     1000 50 20 -30 10000 1000
Stats2     5 10 30550
Stats3     4 10 200
Stats4     0 0 0 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common elvish orcish trollese insectoid spiritual magical clan gnome~
Speaking   common elvish orcish trollese insectoid spiritual magical clan gnome~
Immune     sleep charm nonmagic magic paralysis~
Attacks    claws~
Defenses   parry dodge~
#MUDPROG
Progtype  rand_prog~
Arglist   50~
Comlist   mpat 4 mppurge
~
#ENDPROG

#MUDPROG
Progtype  rand_prog~
Arglist   5~
Comlist   mpe To escape Limbo, type a command or say "return" ...
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       2
Keywords   freddy imp~
Short      A demon imp~
Long       A demon imp hovers nearby...drooling constantly with a fiendish grin.
~
Desc       This demon is clearly something that you don't want to mess with...
It appears to be very agile, and very strong.  
~
Race       human~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc sentinel~
Affected   detect_invis detect_hidden~
Stats1     -1000 50 1 -300 10000 155000
Stats2     5 10 31550
Stats3     1 2 2
Stats4     0 0 0 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
#MUDPROG
Progtype  act_prog~
Arglist   p disappears in a column of divine power.~
Comlist   if inroom($i) == 6
  mptransfer 0.$n 6
  mpforce 0.$n look
else
  mptransfer 0.$n 8
endif
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p has entered the game.~
Comlist   if inroom($i) == 8
or isimmort($n)
else
  if ishelled($n) == 0
     mea 0.$n _yel Your time in hell has expired, and you have been released.
     if ispkill($n)
       mptransfer 0.$n 3001
     else
       mptransfer 0.$n 21000
     endif
     mpat 0.$n mpforce 0.$n look
  endif
endif
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p is incapacitated, and will die slowly soon if not aided.~
Comlist   mprestore $n 1000
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p is mortally wounded, and will die soon, if not aided.~
Comlist   mprestore $n 1000
~
#ENDPROG

#MUDPROG
Progtype  rand_prog~
Arglist   1~
Comlist   if isimmort($r)
else
  if class($r) == vampire
    mpforce $r drink blood
    mprestore $r 100
  endif
endif
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p is suffering from lack of blood!~
Comlist   mpforce $n drink blood
mprestore $n 500
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p is DEAD!!~
Comlist   if inroom($i) == 6
   mptransfer 0.$n 6
  else
  mptransfer 0.$n 8
endif
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p wields~
Comlist   mprestore $n 500
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p wears~
Comlist   mprestore $n 500
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p shivers and~
Comlist   cast 'cure poison' $n
mprestore $n 500
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p bashes against~
Comlist   mprestore $n 500
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p is starved~
Comlist   mpoload 20
give mushroom $n
mpforce $n eat mushroom
mprestore $n 500
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       3
Keywords   supermob~
Short      the supermob~
Long       The supermob is here.  He looks busy as hell.
~
Desc       How clever he looks!
~
Race       human~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc polyself secretive mobinvis prototype~
Affected   invisible detect_invis detect_hidden hide truesight~
Stats1     -1000 56 1 -300 10000 155000
Stats2     5 10 31550
Stats3     1 2 2
Stats4     0 0 0 0 0
Attribs    13 13 13 13 13 13 25
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Immune     blunt pierce slash sleep charm nonmagic paralysis~
Defenses   parry dodge~
#MUDPROG
Progtype  rand_prog~
Arglist   10~
Comlist   mpinvis 51
if ismobinvis($i)
else
  mpinvis
endif
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       4
Keywords   fharlangan god traveler~
Short      Fharlangan~
Long       A man desiring nothing more than to be allowed to travel is here.
~
Desc       The eternal wanderer is before you.  His clothes are threadbare and
his boots weathered, yet his eyes possess the light of youth.  He
goes throughout the world now always wandering, never tarrying.
~
Race       god~
Class      mage~
Position   standing~
DefPos     standing~
Gender     male~
Actflags   npc scavenger~
Affected   detect_invis detect_hidden sanctuary infrared protect truesight~
Stats1     600 50 0 -200 150000 0
Stats2     100 50 3500
Stats3     4 10 14
Stats4     0 0 0 0 0
Attribs    25 20 20 18 17 13 25
Saves      0 0 0 0 0
Speaks     common halfling~
Speaking   common halfling~
Resist     pierce slash~
Immune     fire cold electricity sleep charm paralysis~
Suscept    blunt~
Attacks    punch kick trip harm fireball~
Defenses   dodge~
#MUDPROG
Progtype  rand_prog~
Arglist   3~
Comlist   mpat 3 c heal
, mumbles and runs his hands over his arms.
~
#ENDPROG

#MUDPROG
Progtype  rand_prog~
Arglist   10~
Comlist   wear all
drop all.ball
drop all.mushroom
~
#ENDPROG

#MUDPROG
Progtype  fight_prog~
Arglist   15~
Comlist   mpasound The nearby sound of a god doing battle can be heard clearly.
mpe $I gathers his godly might into one blow and strikes out!
mpe $I's blast of magic rips through the air!
mpdamage $n 500
~
#ENDPROG

#MUDPROG
Progtype  rand_prog~
Arglist   5~
Comlist   c teleport
mpasound You feel the power of an immortal close by...
mpe With a clap of thunder, Fharlangan strides out of a cloud of lightning.
if level($r) == 2
  mpadvance $r 3
  mea $r You have been chosen by me to carry my word throughout the Realms!
  mer $r $I points an aged finger at $r, who suddenly looks different!
  c bless $n
  c refresh $n
  c 'heal' $n
  c sanc $n
endif
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       5
Keywords   undead animated corpse~
Short      an animated corpse~
Long       An animated corpse struggles with the horror of its undeath.
~
Desc       Denied its rightful death, this animated corpse has been infused with the
powerful energies of its master.  It exists on the precipice between life
and unlife, even as its physical body rots and decays under the strain of
its tasks.
~
Race       human~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc~
Stats1     0 1 0 0 0 0
Stats2     10 0 2
Stats3     0 0 0
Stats4     0 0 0 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Bodyparts  head arms legs~
Defenses   dodge~
#ENDMOBILE

#MOBILE
Vnum       10
Keywords   wolf~
Short      a deadly wolf~
Long       A deadly wolf prowls around you with a vengeance
~
Desc       While this large beast circles you, you have a chance to see its large          
fangs and its sharp claws.  The wolf's eyes are small, black and have           
the aura of a deadly intent.  Its raggedy coat tells of a recent battle         
with something.
~
Race       vampire~
Class      vampire~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc prototype~
Stats1     0 1 0 0 0 0
Stats2     0 0 0
Stats3     0 0 0
Stats4     0 0 2 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Attacks    bite claws~
#ENDMOBILE

#MOBILE
Vnum       11
Keywords   mist~
Short      mist~
Long       A thick mist plays with your senses.
~
Desc       Is it the fog you see?  Or are your eyes playing deadly tricks on you.  The
mist swirls around you and then quickly disappears before you can blink.  You
suddenly find yourself overcome with an unknown power.
~
Race       magical~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc prototype~
Affected   sneak floating~
Stats1     0 1 0 0 0 0
Stats2     0 0 0
Stats3     0 0 0
Stats4     0 0 2 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Attacks    blindness curse~
#ENDMOBILE

#MOBILE
Vnum       12
Keywords   bat~
Short      bat~
Long       A bat hovers nearby with bloody fangs.
~
Desc       As this bloodsucking creature flies past you, you notice the tiny black
eyes that stare at your jugular vein.  This little black bat has the
intentions of drinking your blood until there is none left in your body.
~
Race       bat~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc prototype~
Affected   flying~
Stats1     0 1 0 0 0 0
Stats2     0 0 0
Stats3     0 0 0
Stats4     0 0 2 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Attacks    bite claws~
#ENDMOBILE

#MOBILE
Vnum       13
Keywords   hawk~
Short      hawk~
Long       A hawk watches you with predatory eyes from its perch.
~
Desc       This proud creature stands upon its perch watching you with unblinking
eyes.  Any movement made by you could make it flare its wings in disapproval
and open its beak to scream its intent.  Its long beak open and before you
know what has happened, it comes flying towards you.
~
Race       avis~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc prototype~
Affected   flying~
Stats1     0 1 0 0 0 0
Stats2     0 0 0
Stats3     0 0 0
Stats4     0 0 2 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Attacks    claws~
#ENDMOBILE

#MOBILE
Vnum       14
Keywords   black cat~
Short      black cat~
Long       A black cat has crossed your path with deadly intent.
~
Desc       With a furry black coat, and big yellow eyes, this cat gracefully walks
across your path, bringing you several years of bad luck.  Its tail moves
slowly to tell you that it is laughing at your misfortune.
~
Race       cat~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc prototype~
Affected   detect_invis~
Stats1     0 1 0 0 0 0
Stats2     0 0 0
Stats3     0 0 0
Stats4     0 0 2 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Attacks    bite claws~
#ENDMOBILE

#MOBILE
Vnum       15
Keywords   dove~
Short      dove~
Long       A beautiful dove sings a melancholy melody from its nest.
~
Desc       With feathers the colour of soft grey and soft loving black eyes, this small
delicate creature sings you a tune full of romance.  The tune it sings comes
from the small breast that rises and falls with every chorus it sings.  You
are at peace as you listen to this lovable creature.
~
Race       avis~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc prototype~
Affected   flying~
Stats1     0 1 0 0 0 0
Stats2     0 0 0
Stats3     0 0 0
Stats4     0 0 1 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Attacks    claws~
#ENDMOBILE

#MOBILE
Vnum       16
Keywords   fish~
Short      fish~
Long       A fish blows large bubbles as it quickly swims past you.
~
Desc       With fins, teeth and gills, this slippery little thing is hard to catch.
It swims with a speed no beast, human or animal can compete with.  It's
tiny eyes, move with every breath.  It blows several large bubbles as it
quickly swims past you.
~
Race       fish~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc prototype~
Affected   aqua_breath~
Stats1     0 1 0 0 0 0
Stats2     0 0 0
Stats3     0 0 0
Stats4     0 0 1 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
#ENDMOBILE

#MOBILE
Vnum       17
Keywords   avatar~
Short      the avatar of %s~
Long       The daunting and powerful avatar of %s occupies the ground here.
~
Desc       The avatar of %s appears calm and cool, ready for whatever might come.
~
Race       humanoid~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc sentinel noassist~
Stats1     0 1 0 0 0 0
Stats2     5 5 25
Stats3     5 5 26
Stats4     0 0 0 20 0
Attribs    25 25 25 25 25 25 25
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Bodyparts  head arms legs heart brains guts hands feet fingers ear eye~
Immune     sleep~
#MUDPROG
Progtype  speech_prog~
Arglist   depart~
Comlist   bow
, disappears in a puff of smoke.
mpgoto 4
~
#ENDPROG

#MUDPROG
Progtype  rand_prog~
Arglist   5~
Comlist   mpecho With its task complete, the avatar departs in a puff of smoke.
mpgoto 4
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho The spirit of the avatar rises skyward to be joined with its master,
mpecho while its corporeal form falls lifelessly to the ground.
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       70
Keywords   chateau jules host~
Short      Jules~
Long       The executive of the Chateau stands here, looking very pompous.
~
Race       neanderthal~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     male~
Actflags   npc sentinel stayarea immortal noassist pacifist~
Affected   detect_evil detect_invis detect_magic detect_hidden sanctuary~
Stats1     0 50 0 -300 0 0
Stats2     1 1 30000
Stats3     50 100 50
Stats4     0 0 5 60 60
Attribs    25 25 25 25 25 25 25
Saves      -30 -30 -30 -30 -30
Speaks     common elvish dwarven~
Speaking   elvish dwarven~
Immune     sleep charm paralysis~
Defenses   parry dodge~
#MUDPROG
Progtype  speech_prog~
Arglist   p i wish to dine~
Comlist   if sex($n) == 1
say Well then, right this way monsieur.
mpopenpassage 72 73 7
mea 0.$n $I escorts you into the dining room.
mer 0.$n $I escorts $n into the dining room.
mpforce $n nw
mpclosepassage 72 7
mpat 73 say Ah, here is a table for two.
mpat 73 say Enjoy your dinner, sir.
else
if sex($n) == 2
smile
say Right this way madame $n.
mpopenpassage 72 73 7
mea 0.$n $I escorts you into the dining room.
mer 0.$n $I escorts $n into the dining room.
mpforce $n nw
mpclosepassage 72 7
mpat 73 say Ah, here is a table for two.
mpat 73 say Enjoy your dinner madame.
endif
endif
~
#ENDPROG

#MUDPROG
Progtype  all_greet_prog~
Arglist   100~
Comlist   if sex($n) == 1
say Ah, bonjour monsieur $n, welcome to the Chateau L'amour!
wink
say If you wish to dine, please speak up sir.
endif
if sex($n) == 2
say ooOOooOOooOOoo la la! Welcome madame $n!
hand $n
say If you wish to dine madame, just say so.
endif
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       71
Keywords   chateau pierre waiter~
Short      Pierre~
Long       A Chateau waiter stands here, looking very preoccupied.
~
Race       halfling~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     male~
Actflags   npc sentinel stayarea immortal noassist pacifist~
Affected   detect_evil detect_invis detect_magic detect_hidden sanctuary infrared floating~
Stats1     0 50 0 -300 0 0
Stats2     1 1 30000
Stats3     50 100 50
Stats4     0 0 5 60 60
Attribs    25 25 25 25 25 25 25
Saves      -30 -30 -30 -30 -30
Speaks     common halfling~
Speaking   halfling~
Immune     sleep charm paralysis~
Defenses   parry dodge~
#MUDPROG
Progtype  speech_prog~
Arglist   p I wish to go to the room~
Comlist   if ispc($n)
ooo
say Ah yes, right this way.
mpopenpassage 73 74 4
mpforce $n u
mpclosepassage 73 4
mpat 74 say Enjoy!
endif
~
#ENDPROG

#MUDPROG
Progtype  speech_prog~
Arglist   p I will have the fillet mignon~
Comlist   say Ah excellent!
emote dashes to the kitchen and comes back holding plates.
mpoload 70
give fillet-mignon-steak $n
mpoload 71
give glass-sherry-wine $n
say If you wish to go to your room after you've eaten, just say so.
wink
~
#ENDPROG

#MUDPROG
Progtype  speech_prog~
Arglist   waiter!~
Comlist   if ispc($n)
say Ah bonjour! welcome to the Chateau "Cabaret"
say Our special this evening is fillet mignon...
say If you want this delectable entree, just say so.
smile
endif
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       72
Keywords   albatross~
Short      An Albatross~
Long       An Albatross lurkes in the darkness, here.
~
Race       human~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc sentinel~
Affected   detect_invis detect_hidden sanctuary truesight~
Stats1     0 51 0 0 0 0
Stats2     500 0 30000
Stats3     100 0 1000
Stats4     0 0 0 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
#MUDPROG
Progtype  speech_prog~
Arglist   p get mail~
Comlist   mpe _yel The Albatross runs to the post office to fetch the mail.
mpoload 21048
~
#ENDPROG

#MUDPROG
Progtype  speech_prog~
Arglist   p get paper~
Comlist   mpe _yel The Albatross rushes quickly to fetch the paper.
mpoload 31985
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       80
Keywords   guardian vampire~
Short      a guardian vampire~
Long       A vampire is here hiding his face from your light source.
~
Desc       Before you stands a guardian vampire, looking quite evil to say the least.
The hair on your arms is raised by its presence alone, and it seems to you
that he appears too formidable to be a minor minion.
~
Race       undead~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     male~
Actflags   npc sentinel aggressive~
Affected   detect_invis detect_hidden~
Stats1     -1000 25 0 -4 0 105000
Stats2     1 1 385
Stats3     4 5 15
Stats4     0 0 0 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
Bodyparts  head arms legs hands feet ear eye~
Attacks    drain curse~
#MUDPROG
Progtype  fight_prog~
Arglist   60~
Comlist   if isnpc($n)
  , shrieks in rage and vanishes ...
  mpgoto 4
endif
~
#ENDPROG

#ENDMOBILE

#MOBILE
Vnum       89
Keywords   Owl Hooters~
Short      Hooters the Owl~
Long       An owl with large wide eyes rests on his perch, hooting madly.
~
Race       human~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc~
Stats1     0 1 0 0 0 0
Stats2     10 10 30000
Stats3     40 40 1000
Stats4     0 0 4 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
#ENDMOBILE

#MOBILE
Vnum       99
Keywords   final mob~
Short      a newly created final mob~
Long       Some god abandoned a newly created final mob here.
~
Race       human~
Class      warrior~
Position   standing~
DefPos     standing~
Gender     neuter~
Actflags   npc prototype~
Stats1     0 1 0 0 0 0
Stats2     0 0 0
Stats3     0 0 0
Stats4     0 0 0 0 0
Attribs    13 13 13 13 13 13 13
Saves      0 0 0 0 0
Speaks     common~
Speaking   common~
#ENDMOBILE

#OBJECT
Vnum     2
Keywords coin gold~
Type     money~
Short    a gold coin~
Long     One miserable gold coin.~
WFlags   take~
Values   1 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     3
Keywords coins gold~
Type     money~
Short    %d gold coins~
Long     A pile of gold coins.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     7
Keywords board of marks~
Type     trash~
Short    the Marks Board~
Long     A large bullseye sits in the far corner, riddled with arrows.~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     8
Keywords board vnum/area~
Type     trash~
Short    the Vnum/Area Board~
Long     The Vnum/Area Board is hanging on the wall here.~
Flags    prototype~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     9
Keywords board vnum~
Type     trash~
Short    the Vnum Board~
Long     A small bulletin board sits atop a desk in the far corner.~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     10
Keywords corpse~
Type     corpse~
Short    the corpse of %s~
Long     The corpse of %s lies here.~
WFlags   take~
Values   0 0 0 1 0 0
Stats    100 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     11
Keywords corpse~
Type     corpse_pc~
Short    the corpse of %s~
Long     The corpse of %s is lying here.~
Values   0 0 0 1 0 0
Stats    100 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     12
Keywords head~
Type     cook~
Short    the decapitated head of %s~
Long     The head of %s lies here, a vacant stare of shock on its face.~
Action   %s gobble$q down $p with gusto... disgusting!~
WFlags   take~
Values   10 0 0 0 0 0
Stats    5 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     13
Keywords heart~
Type     cook~
Short    the torn-out heart of %s~
Long     The torn-out heart of %s lies here, no longer beating with life.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   16 0 0 0 0 0
Stats    2 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     14
Keywords arm~
Type     cook~
Short    the mangled arm of %s~
Long     A writhing arm lies torn from the body of %s.~
Action   %s chomp$q on $p.~
WFlags   take~
Values   30 0 0 0 0 0
Stats    5 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     15
Keywords leg~
Type     cook~
Short    the dismembered leg of %s~
Long     Still twitching as if to kick you, the leg of %s lies here.~
Action   %s chomp$q on $p.~
WFlags   take~
Values   40 0 0 0 0 0
Stats    5 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     16
Keywords guts~
Type     cook~
Short    the spilled guts of %s~
Long     The disemboweled guts of %s swarm with maggots.~
Values   5 0 0 1 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     17
Keywords blood~
Type     blood~
Short    the spilled blood~
Long     A pool of spilled blood lies here.~
Values   5 0 0 1 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     18
Keywords bloodstain~
Type     bloodstain~
Short    the bloodstain~
Long     Blood stains the ground.~
Values   5 0 0 1 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     19
Keywords scraps remnants~
Type     scraps~
Short    the remnants of %s~
Long     The remnants of %s are strewn about.~
WFlags   take~
Values   5 0 0 1 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     20
Keywords a magic mushroom~
Type     food~
Short    a magic mushroom~
Long     A magic mushroom appears to have been left here.~
Action   %s enjoy$q $p.~
WFlags   take~
Values   5 0 0 0 0 0
Stats    1 10 1 0 0
#ENDOBJECT

#OBJECT
Vnum     21
Keywords ball light~
Type     light~
Short    a ball of light~
Long     A ball of light.~
Flags    glow magic~
WFlags   take~
Values   0 0 -1 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     22
Keywords mystical spring flowing~
Type     fountain~
Short    a mystical spring~
Long     A mystical spring flows majestically from a glowing circle of blue.~
Flags    magic~
Values   0 100 0 0 0 0
Stats    10 0 1 0 0
#MUDPROG
Progtype  use_prog~
Arglist   100~
Comlist   mpechoat $n You drink deeply from the flow of mystical water.
mpechoar $n $n drinks deeply from the flow of mystical water.
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     23
Keywords skin~
Type     treasure~
Short    the skin of %s~
Long     The skin of %s lies here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     24
Keywords meat fresh slice~
Type     cook~
Short    a slice of raw meat from %s~
Long     A slice of raw meat from %s lies lies on the ground.~
Flags    organic~
WFlags   take~
Values   15 0 0 0 0 0
Stats    2 0 0 0 0
#MUDPROG
Progtype  use_prog~
Arglist   100~
Comlist   mpechoat $n Your mouth waters in delight as you enjoy this fresh meat.
mpechoaround $n $n chews contentedly, enjoying the flavor of the fresh meat.
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     25
Keywords shoppe bag shopping~
Type     container~
Short    a bag~
Long     A shoppe bag lies discarded nearby.~
Flags    groundrot~
WFlags   take~
Values   50 0 0 0 0 0
Stats    2 20 2 0 0
#ENDOBJECT

#OBJECT
Vnum     26
Keywords blood pool spill bloodlet~
Type     blood~
Short    a quantity of let blood~
Long     A pool of let blood glistens here.~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     30
Keywords fire flame cloud~
Type     fire~
Short    a cloud of vaporous flame~
Long     A cloud of vaporous flame blazes here, defying the elements.~
Flags    magic~
Values   0 0 0 0 0 0
Stats    10 10 1 0 0
#ENDOBJECT

#OBJECT
Vnum     31
Keywords trap~
Type     trap~
Short    a trap~
Long     You detect a trap.~
Values   0 0 0 0 0 0
Stats    100 10 1 0 0
#ENDOBJECT

#OBJECT
Vnum     32
Keywords portal whirling~
Type     portal~
Short    a whirling portal~
Long     A whirling portal of energy turns slowly, beckoning to the unknown.~
Flags    magic~
Values   0 0 0 0 0 0
Stats    100 10 1 0 0
#ENDOBJECT

#OBJECT
Vnum     33
Keywords black poison powder~
Type     trash~
Short    black poisoning powder~
Long     A small amount of black poisoning powder sits in a small container on the ground.~
WFlags   take hold~
Values   0 0 0 0 0 0
Stats    1 48000 4800 0 0
#ENDOBJECT

#OBJECT
Vnum     34
Keywords scroll scribing blank~
Type     scroll~
Short    a blank scroll~
Long     A blank scroll lays here gathering dust.~
WFlags   take hold~
Values   0 -1 -1 -1 0 0
Stats    2 10000 1000 0 0
Spells   'NONE' 'NONE' 'NONE'
#ENDOBJECT

#OBJECT
Vnum     35
Keywords flask empty~
Type     potion~
Short    an empty flask~
Long     An empty flask lays here gathering dust.~
WFlags   take hold~
Values   1 -1 -1 -1 0 0
Stats    1 15000 1500 0 0
Spells   'NONE' 'NONE' 'NONE'
#ENDOBJECT

#OBJECT
Vnum     36
Keywords parchment paper note~
Type     paper~
Short    a note~
Long     A note has been discarded here.~
WFlags   take hold~
Values   0 0 0 0 0 0
Stats    1 1500 150 0 0
#ENDOBJECT

#OBJECT
Vnum     37
Keywords quill pen~
Type     pen~
Short    a quill~
Long     A feather dipped in ink lies here.~
WFlags   take~
Values   15 15 0 0 0 0
Stats    2 2000 200 0 0
#ENDOBJECT

#OBJECT
Vnum     38
Keywords boots travel traveling~
Type     armor~
Short    weathered boots~
Long     A pair of weathered traveling boots lie here.~
Flags    glow hum magic antievil antineutral antivampire~
WFlags   take feet~
Values   11 11 0 0 0 0
Stats    2 325400 32540 0 0
Affect       -1 -1 5 19 0
Affect       -1 -1 1 18 0
Affect       -1 -1 100 14 0
Affect       -1 -1 1 2 0
#ENDOBJECT

#OBJECT
Vnum     39
Keywords key gate~
Type     key~
Short    a gate key~
Long     A largish key lies here.~
Flags    metal~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     41
Keywords orb~
Type     lever~
Short    the orb~
Long     A small orb tops a slender pedestal of glowing crystal.~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#EXDESC
ExDescKey    orb~
ExDesc       Pulsing atop the crystal column, it seems as though it could be pushed to
turn it ever so slightly.
~
#ENDEXDESC

#MUDPROG
Progtype  push_prog~
Arglist   100~
Comlist   mpechoat $n The instant your hand touches the orb, your surroundings change.
mpechoat $n The sights and busy sounds of Darkhaven surround you...
if ispkill($n)
  mptrans 0.$n 3009
else
  mptrans $n 21001
  mpat 21001 mer 0.$n $n materializes in the center of the great rune.
endif
mpat 99 pull orb
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     42
Keywords orb~
Type     staff~
Short    a pulsing orb~
Long     A pulsing orb lies here, probably lost.~
WFlags   take hold~
Values   25 1 1 -1 0 0
Stats    1 1 0 0 0
Spells   'heal'
#MUDPROG
Progtype  use_prog~
Arglist   100~
Comlist   mpecho $n blows sweet dragon's breath over you.
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     43
Keywords holy symbol faith~
Type     armor~
Short    a symbol of faith~
Long     A holy symbol lies here, shining.~
Flags    nolocate~
WFlags   take hold~
Values   5 5 0 0 0 0
Stats    5 0 0 0 0
Affect       -1 -1 2 4 0
#ENDOBJECT

#OBJECT
Vnum     44
Keywords chunk chunks brain brains~
Type     food~
Short    the splattered brains of %s~
Long     Grey chunks of the brain of %s lie here attracting flies.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   16 0 0 0 0 0
Stats    2 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     45
Keywords hand~
Type     cook~
Short    the severed hand of %s~
Long     The severed hand of %s clenches in a death spasm.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   12 0 0 0 0 0
Stats    2 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     46
Keywords foot~
Type     cook~
Short    the twisted foot of %s~
Long     The foot of %s lies in a pool of coagulated blood.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   12 0 0 0 0 0
Stats    2 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     47
Keywords finger~
Type     cook~
Short    the wriggling finger of %s~
Long     Ripped from the hand of %s, a finger lies wriggling here.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   5 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     48
Keywords ear~
Type     cook~
Short    the torn ear of %s~
Long     The sliced-off ear of %s lies here, never again to hear battle.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   5 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     49
Keywords eye~
Type     cook~
Short    the gouged-out eye of %s~
Long     A gouged-out eye forever envisions the gruesome death of %s.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   5 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     50
Keywords long-tongue~
Type     cook~
Short    the long tongue of %s~
Long     Twisting as if to taste you, the writhing tongue of %s lies here.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   14 0 0 0 0 0
Stats    2 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     51
Keywords eyestalk~
Type     cook~
Short    the eyestalk of %s~
Long     Visions of death fill your mind as you notice the eyestalks of %s.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   10 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     52
Keywords tentacle~
Type     cook~
Short    the slimy tentacle of %s~
Long     A tentacle of %s thrashes wildly in a feeble attempt to regain life.~
Action   %s savagely devour$q $p!~
WFlags   take~
Values   25 0 0 0 0 0
Stats    4 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     53
Keywords fin~
Type     trash~
Short    the mutilated fin of %s~
Long     The mutilated fin of %s lies here, smelling of rot and decay.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    2 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     54
Keywords wing~
Type     trash~
Short    the wing of %s~
Long     The mangled wing of %s thrashes in final throes.~
Values   0 0 0 0 0 0
Stats    4 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     55
Keywords tail~
Type     trash~
Short    the thrashing tail of %s~
Long     The tail of %s lies here in a heap of morbid decay.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    5 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     56
Keywords scale~
Type     trash~
Short    a scale from %s~
Long     A scale from %s lies here, caked thickly in blood.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    3 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     57
Keywords tusk~
Type     trash~
Short    the broken tusk of %s~
Long     The broken tusk of %s has dropped here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    5 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     58
Keywords horn~
Type     trash~
Short    the cracked horn of %s~
Long     The cracked horn of %s lies dislodged here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    6 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     59
Keywords claw~
Type     trash~
Short    the severed claw of %s~
Long     The severed claw of %s lies mangled here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    5 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     60
Keywords blood fountain~
Type     blood~
Short    a fountain of blood~
Long     A fountain of fresh blood flows in the corner.~
Values   99999 99999 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     61
Keywords spring matrimony~
Type     fountain~
Short    the Spring of Matrimony~
Long     A shimmering spring flows quietly through.~
Flags    magic~
Values   30000 30000 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     62
Keywords ceremonial lever griffon~
Type     lever~
Short    A shiny white lever ~
Long     A white lever is here for your transportation needs.~
Values   1 0 0 0 0 0
Stats    1000 0 0 0 0
#EXDESC
ExDescKey    lever ceremonial~
ExDesc       Pull this lever for magical transportation to the wedding.
Pull the lever to call your limousine.
~
#ENDEXDESC

#EXDESC
ExDescKey    griffon lever~
ExDesc       &w       _____,    _..-=-=-=-=-====--,
        _.'a   /  .-',___,..=--=--==-'`
       ( _     \ /  //___/-=---=----'
        ` `\    /  //---/--==----=-'
     ,-.    | / \_//-_.'==-==---='
    (.-.`\  | |'../-'=-=-=-=--'
     (' `\`\| //_|-\.`;--````-,        _ 
          \ | \_,_,_\.'        \     .'_`\
           `\            ,    , \    || `\\
             \    /   _.--\    \ '._.'/  / |
             /  /`---'   \ \   |`'---'   \/
            / /'          \ ;-. \
         __/ /           __) \ ) `|
       ((='--;)         (,___/(,_/ 
A Majestic Griffon awaits to transport you to the wedding of
Mokshonian and Delphya. 
~
#ENDEXDESC

#MUDPROG
Progtype  use_prog~
Arglist   100~
Comlist   if ispc($n)
or isimmort($n)
mea 0.$n A stretch white limousine pulls up and the chauffeur urges you in.
mptrans 0.$n Harakiem
mpat 0.$n mer $n arrives in a stretch white limousine.
mpat 0.$n mer $n $n appears from a cloud of swirling mists.
endif
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     63
Keywords extradimensional portal~
Type     container~
Short    an extradimensional portal~
Long     Some wizard left an extradimensional portal laying here.~
Flags    bless antithief antiwarrior anticleric antivampire~
WFlags   take~
Values   500 0 0 0 0 0
Stats    4 1000 100 0 0
#ENDOBJECT

#OBJECT
Vnum     64
Keywords sigil~
Type     light~
Short    the sigil of %s~
Long     The sigil of %s lies here, abandoned.~
WFlags   take~
Values   200 0 -1 0 0 0
Stats    1 0 0 0 0
Affect       -1 -1 20 13 0
Affect       -1 -1 20 12 0
Affect       -1 -1 20 14 0
Affect       -1 -1 -20 17 0
#EXDESC
ExDescKey    sigil~
ExDesc       A floating, opaque candle spreads the aura of a deity about the room.
~
#ENDEXDESC

#MUDPROG
Progtype  wear_prog~
Arglist   100~
Comlist   if favor($n) < 300
mpforce 0.$n remove sigil
mea 0.$n Due to your low favor with your deity, you cannot brandish the sigil.
endif
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     65
Keywords solomonic cross crucifix symbol~
Type     armor~
Short    a solomonic crucifix~
Long     An elegant crucifix radiates a glow of warmth and piety.~
Flags    glow hum bless antievil antineutral antimage antithief antivampire antidruid~
WFlags   take hold~
Values   10 10 0 0 0 0
Stats    4 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     66
Keywords sign~
Type     trash~
Short    A Sign~
Long     A sign providing you with information stands here.~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#EXDESC
ExDescKey    sign~
ExDesc       If you feel the punishment you have received is unfair you may appeal
to a higher level immortal by following the procedure in the Help Appeals
file.  If you do not follow this procedure your appeal may not be dealt
with in a timely fashion.  Frivolous appeals may not result in a 
reduction of sentence BUT an increase in time.  
Please read the following help files:  help appeals and help the_panel.
~
#ENDEXDESC

#ENDOBJECT

#OBJECT
Vnum     70
Keywords fillet mignon steak~
Type     food~
Short    a delicate fillet mignon~
Long     A delicate fillet mignon lies here on a plate, still sizzling.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 50 5 0 0
#MUDPROG
Progtype  use_prog~
Arglist   100~
Comlist   mea 0.$n The delectable and juicy steak melts in your mouth...
mer 0.$n As $n eats the delectable and juicy steak, it melts in $s mouth...
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     71
Keywords glass sherry wine~
Type     drinkcon~
Short    a fine glass of sherry~
Long     A wine glass full of sherry drips here on the ground.~
WFlags   take hold~
Values   6 6 2 0 0 0
Stats    1 250 25 0 0
#ENDOBJECT

#OBJECT
Vnum     72
Keywords honeymoon plaque sign~
Type     furniture~
Short    a honeymoon plaque~
Long     A golden plaque gleams in the sunlight, crying out for your attention.~
Values   0 0 0 0 0 0
Stats    1500 0 0 0 0
#EXDESC
ExDescKey    honeymoon plaque sign~
ExDesc       These few but illustrious rooms are dedicated to Haus and Moonbeam, on 
their wedding day, from Telemachus and the whole Imm gang, may it be a 
fruitful and eternal wedlock =)
 
--Telemachus
12/15/97
~
#ENDEXDESC

#ENDOBJECT

#OBJECT
Vnum     73
Keywords french lingerie lace~
Type     armor~
Short    French-lace lingerie~
Long     Some white french-lace lingerie lies here, hmmmm.~
WFlags   take body~
Values   12 12 0 0 0 0
Stats    1 500 50 0 0
#MUDPROG
Progtype  use_prog~
Arglist   100~
Comlist   mea 0.$n You put on the french-lace lingerie, OOoOoo la la!
mer 0.$n $n puts on some french-lace lingerie, OOoOoo la la!
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     74
Keywords french boxers chateau~
Type     armor~
Short    French silk boxers~
Long     Some french silk boxers lie here, from some type of chateau.~
WFlags   take about~
Values   12 12 0 0 0 0
Stats    1 100 10 0 0
#MUDPROG
Progtype  use_prog~
Arglist   100~
Comlist   mea 0.$n You slip into some french silk boxers.
mer 0.$n $n slips into some french silk boxers.
mpforce $n flex
~
#ENDPROG

#ENDOBJECT

#OBJECT
Vnum     75
Keywords french bed heart~
Type     furniture~
Short    a French heart-shaped bed~
Long     A french heart-shaped bed is here, taking up most of the room.~
Values   0 0 0 0 0 0
Stats    5000 5000 500 0 0
#ENDOBJECT

#OBJECT
Vnum     80
Keywords feather~
Type     trash~
Short    a feather from %s~
Long     A feather from %s floats about here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     81
Keywords forelegs~
Type     trash~
Short    the severed foreleg of %s~
Long     The severed foreleg of %s lies here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     82
Keywords paw~
Type     trash~
Short    %s's severed paw~
Long     The severed paw of %s lies here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     83
Keywords hoof~
Type     trash~
Short    the cloven hoof of %s~
Long     The cloven hoof of %s lies here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    2 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     84
Keywords beak~
Type     trash~
Short    the beak of %s~
Long     The beak of %s lies here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     85
Keywords sharpscale~
Type     trash~
Short    a sharp scale from %s~
Long     A sharp scale from %s lies here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     86
Keywords haunch~
Type     food~
Short    the haunch of %s~
Long     The great haunch of %s lies here.~
WFlags   take~
Values   25 0 0 0 0 0
Stats    4 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     87
Keywords fang~
Type     trash~
Short    the fang of %s~
Long     The fang of %s lies here.~
WFlags   take~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     88
Keywords deck~
Type     furniture~
Short    A large deck chair~
Long     A large deck chair lies here awaiting Mystaric.~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     89
Keywords swirling tide pool~
Type     fountain~
Short    a Mystic tide pool~
Long     A Mystic tide pool is here, the water swirling hypnotically.~
Values   0 9999 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#OBJECT
Vnum     90
Keywords arena sign banner~
Type     furniture~
Short    a floating banner~
Long     A big banner floats here.  Read it.~
Flags    glow~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#EXDESC
ExDescKey    arena sign banner~
ExDesc       Use the arena at your own risk.
 
Equipment loss for _ANY_ reason will _NOT_ be reimbursed.
 
Deadlies will be able to loot and be looted by other deadlies.
Otherwise no looting is possible.

To return to Darkhaven, say "return" in the center of the arena.
You cannot leave if engaged in combat.
~
#ENDEXDESC

#ENDOBJECT

#OBJECT
Vnum     98
Keywords A slice of wedding cake~
Type     food~
Short    A slice of wedding cake~
Long     A slice of heavenly wedding cake sits on a garden table.~
Action   %s look$q around suspiciously, then scarf$q down $p.~
WFlags   take~
Values   40 0 0 0 0 0
Stats    2 75 7 0 0
#EXDESC
ExDescKey    angel food angelfood cake~
ExDesc       This cake appears as if it might just float away...unless you eat it!
~
#ENDEXDESC

#ENDOBJECT

#OBJECT
Vnum     99
Keywords final object~
Type     trash~
Short    a newly created final object~
Long     Some god dropped a newly created final object here.~
Flags    prototype~
Values   0 0 0 0 0 0
Stats    1 0 0 0 0
#ENDOBJECT

#ROOM
Vnum     2
Name     Limbo~
Sector   city~
Flags    nomob indoors safe norecall nosummon noastral~
Desc     You float in a formless void, detached from all sensation of physical
matter, surrounded by swirling glowing light which fades into the
relative darkness around you without any trace of edge or shadow.
~
#EXIT
Direction north~
ToRoom    21000
#ENDEXIT

Reset M 0 1 1 2
Reset O 0 22 1 2
Reset O 0 60 1 2
#MUDPROG
Progtype  speech_prog~
Arglist   p return~
Comlist   if level($n) > 1
  mptrans $n 21001
endif
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p has lost~
Comlist   mpmset $n full 50
mpmset $n thirst 100
mprestore $n 2
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   is~
Comlist   mpmset $n full 50
mpmset $n thirst 100
mprestore $n 2
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     3
Name     Storage~
Sector   city~
Flags    death nomob private solitary nosummon noastral~
Desc     This room is reserved for storage of polymorphed players.
~
#ENDROOM

#ROOM
Vnum     4
Name     Deity purge room~
Sector   city~
Flags    nomob indoors nosummon noastral~
Desc     This room handles the purging of unused deities.
~
#ENDROOM

#ROOM
Vnum     6
Name     Hell~
Sector   city~
Flags    nomob indoors chaotic safe norecall logspeech nosummon noastral nosupplicate~
Desc     As if picked up by the scruff of your neck by a mighty hand, you find
yourself unceremoniously dumped at a strange gateway.  Here is the
place which will determine your fate.  Whether you will be sent back
to life as you once knew it, or proceed onto a far yet bleaker pathway.
The time has come for you to plead your case and await judgement for the
crimes that have been placed upon your head.  Speak wisely and choose
your words carefully, for your testimony will be written in the ledgers
of the Gods, and will determine the path you will ultimately travel.
~
Reset O 0 22 1 6
Reset O 0 60 1 6
Reset M 0 2 2 6
#ENDROOM

#ROOM
Vnum     8
Name     Hell~
Sector   city~
Flags    nomob indoors chaotic nomagic safe norecall logspeech nosummon noastral nosupplicate~
Desc     As if picked up by the scruff of your neck by a mighty hand, you find
yourself unceremoniously dumped at a strange gateway.  Here is the
place which will determine your fate.  Whether you will be sent back
to life as you once knew it, or proceed onto a far yet bleaker pathway.
The time has come for you to plead your case and await judgement for the
crimes that have been placed upon your head.  Speak wisely and choose
your words carefully, for your testimony will be written in the ledgers
of the Gods, and will determine the path you will ultimately travel.
                L|J(_)
            )    | (")      (
            ,(.  |`/ \- y  (,`)
           )' (' | \ /\/  ) (.
          (' ),) | _W_   (,)' ).
~
Reset M 0 2 2 8
Reset O 0 22 1 8
Reset O 0 66 1 8
#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   if ispc($n)
mptransfer $n 8
mpforce $n drink blood
mpforce $n drink blood
mpforce $n drink blood
mpforce $n drink blood
mpforce $n drink blood
mpforce $n drink water
mpforce $n drink water
mpforce $n drink water
mpforce $n drink water
mpforce $n drink water
endif
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     9
Name     Task Room~
Sector   city~
Flags    nomob nodrop nosummon noastral~
Desc     Any mob here is probably performing tasks.  Mess with it and I will
kill your dog.
-- Blodkai
~
#EXIT
Direction down~
ToRoom    10300
Desc      The Academy of Darkhaven
~
#ENDEXIT

#EXIT
Direction somewhere~
ToRoom    10300
Keywords  VNUMS~
Flags     hidden auto~
#ENDEXIT

#ENDROOM

#ROOM
Vnum     10
Name     Immortal Hall of Rules~
Sector   city~
Flags    nomob indoors nosummon noastral~
Desc     Welcome to the immortal community of Realms of Despair!
Being an immortal is not all the fun and games of being a mortal...
It involves some responsibility, common sense, and some creative role-
playing too.

                      THE COMMANDMENTS
                      ----------------

1) Absolutely NO helping mortals out to an unfair advantage!
   This includes:
     - giving, selling or auctioning equipment to mortals
     - giving gold to mortals
     - assisting mortals in killing mobiles/monsters
     - giveaway hints and clues to locations... secret doors... etc.
     - corpse retrievals are up to your own descretion... use your
       best judgement. You are allowed to cast kindred strength and
       give detect invisible to mortals when doing CR's, if required.
     - if there is no one else to help a newbie get started, or a newbie
       loses their newbie equipment for some strange reason, you ARE
       permitted to give them a little assistance (levels 1-5 only).

(Continued in room #11)
~
#ENDROOM

#ROOM
Vnum     11
Name     Immortal Hall of Rules~
Sector   city~
Flags    nomob indoors nosummon noastral~
Desc     2) Switching into a mobile is a power given to you to make the game more
   interesting to mortals.  Care must be taken to play the role of the
   mobile... don't act silly, or say "hey! it's me Joe!"  And please
   avoid using the chat channels too much while switched.
   Be sure NOT to do anything to make the mobile harder or easier to kill
   and never reveal statistics of the mobile to any players... ie: hit
   points, gold, items carried, hitroll/damroll etc.

3) Set a good example for the mortals... You are there to keep an eye
   on things... moderate the chat channels, break up arguments, get rid
   of nuisance players... etc.  Summon or transfer any "problem" players
   to room #6 (HELL).  All conversation in that location will be LOGGED
   for review purposes... Don't warn the players about it... ;)

4) Keep an eye on other immortals.  Report any problems to a higher god,
   or to me, Thoric.  Send me email: Thoric@realms.game.org if need be.

5) We are all here to have fun.  There are certain rules to ensure that
   players don't get out of hand, and ruin the game for everyone. There
   are also rules for you to make sure that you don't ruin the game for
   everyone either. Use your own common sense. If in question, ask a
   higher level god. Immortality is a privilage, not a right.
~
#ENDROOM

#ROOM
Vnum     12
Name     Immortal Hall of Rules~
Sector   city~
Flags    nomob nosummon noastral~
Desc     Immortal Guidelines and Promotion Criteria
 
*Under no circumstances is an immortal to switch into a mob and remove its
equipment. Such action will result in immediate recommendation for demotion.
*Immortals are expected to monitor new players applying for authorization
and authorize in a timely manner.
*immortals are expected to enforce the rules of the mud, as well as comply
with them.
~
#ENDROOM

#ROOM
Vnum     13
Name     Immortal Hall of Rules~
Sector   city~
Flags    nomob nosummon noastral~
Desc     Creator Guidelines and Promotion Criteria
 
 
In addition to all the guidelines and requirements for immortals, the 
following areas will be reviewed when considering a creator for promotion
to saint.
 
*A creator is strongly recommended to build a unique area for incorporation
into the mud. Although there is no set timeline for its completion, steady
progress on the area is expected.
*A creator is expected to demonstrate a willingness to offer constructive
input into the operarion of the mud.
*A creator is expected to demonstrate the ability to deal with problem
situations without the assisttance of higher level immortals.
 
**Promotions to saint are not taken lightly, creators must understand that
the council will want to observe a potential candidtate for a period of
time prior to making a recommendation.
~
#ENDROOM

#ROOM
Vnum     14
Name     Mortal Hall of Rules~
Sector   city~
Flags    nomob indoors safe noastral teleport teleshowdesc~
Stats    250 15 0
Desc     1) No form of harassment or spamming will be tolerated.  Spamming is
repeatedly communicating to one or more players a message in a 
short duration of time.
 
2) The only form of player killing allowed is between two players whose
names appear under the "Deadly Clans" section of the who list.  Even
in this case the parties must be withing 10 levels of each other.
 
3) Profanity and other lewd comments will not be tolerated.  Please 
remain civil when communicating with others.
 
4) Do not attack or cast spells on any of the Darkhaven storekeepers.  If
it displays its wares when you type list it is a storekeeper.
 
5) When any rank of Immortal speaks with you answer their questions quickly
and honestly.  This will help to ensure things stay fair for all players
and that any issues that arise are taken care of promptly.
 
(Please be patient, you will be transported to the next room shortly)
~
#ENDROOM

#ROOM
Vnum     15
Name     Mortal Hall of Rules~
Sector   city~
Flags    nomob indoors safe noastral teleport teleshowdesc~
Stats    250 21194 0
Desc     6) Player killing is decided the instant you cast any hostile spell or 
make any aggressive action against a player...actually killing the target
means little.
 
7) Do not summon or lead any aggressive monsters to areas where the level
range is lower then that of the monster's level.  (See areas command
for a listing of areas and their level range)
 
8) Multiplaying is allowed to those not listed in the "Deadly Clans" 
section of the who list.  If any of your characters appears in this
section of the who list do not bring any of your other charcters online.
 
9) Finally, if you have any problems with the game or players please feel
free to contact any visible immortal logged on.  If none are present
do not take action yourself, rather post a note in the board room
(south and west of the healers) or wait for an immortal to enter the
game.
 
 
You will be transported to the Temple of Darkhaven Shortly
~
#ENDROOM

#ROOM
Vnum     16
Name     The Hall of Creation --- Overview~
Sector   inside~
Flags    nomob indoors noastral~
Desc     Within these halls are the standard rules and guidelines of area
building. To the aspiring creator, these rules should be followed as
much as possible.

THEME --- Before beginning your area, check to make sure no one is using
  your area theme in mind. Try to have a single idea in your area, rather
  than many smaller, conflicting ones. Since we are playing in the "Realms
  of Despair," the area should have a dark, occult feel to it. No items,
  mobs or rooms in the area should be futuristic or even close to modern
  day.
MAZES --- The creation of mazes is encouraged, for it gives the player a
  mental challenge. However, the area council will not carefully go through
  it. It is up to the creator to pass through every room and make sure it
  works properly.
AREA APPROVAL --- When your area is completed, go through it a couple times
  to make sure everything is as you want it. Upon doing so, post a note to
  the area council and they will get around to checking and authorizing it.
~
#EXIT
Direction north~
ToRoom    17
Desc      The Hall of Creation stretches northward.
~
#ENDEXIT

#ENDROOM

#ROOM
Vnum     17
Name     The Hall of Creation --- Rooms~
Sector   inside~
Flags    nomob indoors noastral~
Desc     Here are the general rules to be followed when making your rooms.
 
ROOM NAMES --- Standard names should have all important words capitalized
  and should end with no punctuation mark.
  Good example: Wandering the Dark Lands of Ered Mithik
  Bad example:  Wandering The Dark Lands Of Ered Mithik.
DESCRIPTIONS --- Skimpy 2-3 sentence room descriptions should be avoided
  as much as possible. The description should invoke a mental image of
  the room. Builders should try to avoid describing player actions and
  emotions in a description, as well as the presence and actions of a
  mobile in the room (use mobprograms for those).
SECTORS --- All room sectors must be filled out. Note that the inside
  sector signifies that there is a roof over the player's head, while
  the city sector means there is none. All rooms with the inside sector
  must be accompanied by the indoors flag.
FLAGS --- Room flags should be carefully thought out so you understand
  how the players will get to and fight in certain room, as well as how
  difficult it will be for them to retrieve their corpse.
EXDESCS --- Exit descriptions should be filled in, especially ones that
  lead in/out of building and other places of import. An exdesc for a DT
  is absolutely necessary.
ROOM PROGS --- Feel free to use room programs if needed. These can be used
  to confuse players or add mood. Depending on your creativity however,
  there are many things possible with room progs. (This is for level 54+)
~
#EXIT
Direction north~
ToRoom    18
Desc      The Hall of Creation continues to the north.
~
#ENDEXIT

#EXIT
Direction south~
ToRoom    16
Desc      The Hall of Creation stretches southward.
~
#ENDEXIT

#ENDROOM

#ROOM
Vnum     18
Name     The Hall of Creation --- Mobiles (level 53+)~
Sector   inside~
Flags    nomob indoors noastral~
Desc     Here are the general rules to be followed when making your mobs.
 
MOB NAMES --- The short description of a mob is up to the builder, yet
  should never have any kind of ending punctuation. Also, don't capitalize
  words like 'of' or 'the'.
NPC RACES, CLASSES AND BODYPARTS --- All new mobs should have these filled
  in. Although they do not affect anything at the moment, they will in the
  future.
HITDIE --- The hitnumdie+hitsizedie+hitplus should be used to determine
  a mob's hp.
  Example: 2d5+10 means 12-20 hp. If you want to have a mob's hp always set
  to the same thing, put the hitnumdie and hitsizedie to 1 and set the
  hitplus to the hp desired.
DAMDIE --- This is the amount of damage the mobile does with each non-
  wielding attack. It uses the same system as hitdie.
NUMATTACKS --- This is the number of attacks the mobile can have each round,
  be sure to fill it in.
LANGUAGES --- Make sure all your mobiles are speaking and can understand
  the proper languages. If you wish to ensure that all players will be able
  to understand it, have it speak common.
MOB DESCS: All mobs should have a description upon looking at them.
MOB RIS: Mobiles can have all kinds of resists, suscepts and immunities.
  However, if the mobile has an immunity to anything, it MUST have immune
  charm also.
~
#EXIT
Direction north~
ToRoom    19
Desc      The Hall of Creation stretches northward.
~
#ENDEXIT

#EXIT
Direction south~
ToRoom    17
#ENDEXIT

#ENDROOM

#ROOM
Vnum     19
Name     The Hall of Creation --- Mobiles and Objects (level 53+)~
Sector   inside~
Flags    nomob indoors noastral~
Desc     Continuation of mobile guidelines and beginning of object rules.
 
MOBILE DIFFICULTY --- Be sure that your mobiles are not a piece of cake
  for their equipment and also for leveling. High level mobs which do
  very little or no damage will not be accepted due to the lack of
  difficulty for levelling.
MOBPROGS --- Mob programs are starting to become a standard thing on many
  mobiles. Feel free to use them in a number of ways. The mppractice and
  mpadvance commands should not be used without permission from the area
  council. (This is for level 54+)
 
OBJECT NAMES --- The short description of an object should follow the same
  rules as a room name: no ending punctuation and capitalization of
  important words only. However, the builder may leave his words without
  capital letters at his discretion.
  Good examples: 'lifebane' 'the Ring of Wizardry'
  Bad example: 'The Devilish Blade Of Lore.'
RIS AND AFFECTS --- RIS (Resistant, immune and susceptible) and spell affects
  can be placed on objects. Certain things will not be accepted however.
  Immunities and affect_santuary, _shockshield, _fireshield or _iceshield
  will not be approved. Susceptibilities are ok. Resists and other affects
  are ok also, but should be relatively rare. A list of items with affects
  or any RIS should be made and sent to the area council.
~
#EXIT
Direction north~
ToRoom    20
#ENDEXIT

#EXIT
Direction south~
ToRoom    18
Desc      The Hall of Creation continues south of here.
~
#ENDEXIT

#ENDROOM

#ROOM
Vnum     20
Name     The Hall of Creation --- Objects (level 53+)~
Sector   inside~
Flags    nomob indoors noastral~
Desc     Continuation of object rules.
 
OBJECT POWER --- Use your good judgement to decide how powerful your items
  should be. Try comparing the difficulty of reaching and killing your
  mobile to the difficulty of reaching and killing other mobs with similar
  equipment which are currently in the game.
OBJECT PROGS --- Feel free to use object programs to enhance the theme of
  your objects. Obj progs that cast spells or aid the the player in any
  way should be listed for approval with the RIS and affects. (This is for
  level 54+)
 
There are the general rules to be followed. Thank you for showing an
interest in contributing to the Realms of Despair.
~
#EXIT
Direction south~
ToRoom    19
#ENDEXIT

#ENDROOM

#ROOM
Vnum     21
Name     The Hall of Malkavians~
Sector   inside~
Flags    nomob indoors norecall~
Desc     This is the clan for all those who should have been retired to the
asylum.  Nuts in every sense of the word, these are the true chaotic
element to the game of clans.
This clan is led by Bassam and worships the goddess Demora.
~
#ENDROOM

#ROOM
Vnum     22
Name     Tidal Pool~
Sector   inside~
Flags    nomob indoors safe norecall nosummon noastral nosupplicate~
Desc     Wading into this small body of water, you frolic in the
cool water. The water here isn't quite as cold as that from
the shore as it has collected here and has been warmed by the
sun. The splish-splash of your footsteps sounds like a small
snare drum being struck in the midst of an orchestra of large
kettle drums. The waves crash against a rock nearby and sends
the spray into your face and drenches your body. A large albatross
sitting opposite you opens it's mouth to caw, but decides that it's
pretty obvious what's so funny. Admonishing your wet clothes you
strip them off slowly and leave them on a rock. Without a moment
of hesitation you sit right down into the water....ker-plop.
 
~
Reset O 0 89 1 22
Reset O 0 88 1 22
Reset M 0 72 1 22
#ENDROOM

#ROOM
Vnum     23
Name     The Hall of Doom~
Sector   inside~
Flags    indoors~
Desc     This is the clan of mercenaries.  Their services are open to the 
highest bidder, and their skill is legend.
This clan is led by Lanfear and worships the goddess Caryn.
~
#EXIT
Direction north~
ToRoom    22
#ENDEXIT

#ENDROOM

#ROOM
Vnum     24
Name     The Hall of Maidenstone~
Sector   inside~
Flags    indoors~
Desc     The women of Maidenstone are a dangerous bunch.  Their organization is
above average, and most tend to underestimate them due to their female
only stance.  A clan of warrior women, these are some of the deadliest
of the deadly.
This clan is led by Min and worships the goddess Circe.
~
#EXIT
Direction east~
ToRoom    25
#ENDEXIT

#ENDROOM

#ROOM
Vnum     25
Name     The Hall of Golconda~
Sector   inside~
Flags    indoors~
Desc     The ancient Inconnu strive endlessly to attain Golconda, the personal
perfection of knowledge, ability, and control over the bestial self of
the vampire.  The mastery of one aspect serves only to mark a beginning
anew of the trek for perfection down new paths.  Largely indifferent to
joy or sorrow, pleasure or pain, and choosing to live in seclusion from
the world they often despise, the Inconnu care little for their lesser
brethren yet harbor no inherent desire to bring harm.  Slow to anger,
but formidable when aroused, their elder status and power affords
them an uncommon respect.
 
The Inconnu are led by Eric, and worship the god Blodkai.
~
#EXIT
Direction west~
ToRoom    24
#ENDEXIT

#ENDROOM

#ROOM
Vnum     26
Name     The Hall of Terror~
Sector   inside~
Flags    indoors~
Desc     This is the realm of Terror.  As the hands of the gods, these are those
who carry out the policy of the Immortals of the Realms.  Their word is
law, their power unimaginable, their job more than most would desire.
Terror is led by Kandrin and worships all Immortals equally.
~
#EXIT
Direction north~
ToRoom    18
#ENDEXIT

#EXIT
Direction south~
ToRoom    19
#ENDEXIT

#ENDROOM

#ROOM
Vnum     27
Name     The Darkblade of Evil~
Sector   inside~
Flags    nomob indoors safe~
Desc     From time immemorial the cold shadow of clan Darkblade flowed silent
and merciless over the whole of the Realms, vanquishing the strong,
slaughtering the weak and subjugating the innocent.  Fiercely loyal,
highly knowledgeable and shunning of outsiders, Darkblade existed
solely to kill and die for the greater glory of the clan.  Yet where
enemies alone failed, time, corruption and sloth succeeded in bringing
the once-proud clan to the brink of destruction.  It now attempts to
begin anew with a fresh start and a clean slate, returning to the old
ways and ideals that once made clan Darkblade the bane of the Realms.
Darkblade is led by Monica, and worships the god Scarab.
~
#ENDROOM

#ROOM
Vnum     29
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself on the Arena floor.  The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom    30
#ENDEXIT

#EXIT
Direction east~
ToRoom    37
#ENDEXIT

#EXIT
Direction south~
ToRoom    36
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     30
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself on the Arena floor.  The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction east~
ToRoom    31
#ENDEXIT

#EXIT
Direction south~
ToRoom    29
#ENDEXIT

#EXIT
Direction down~
ToRoom    34
Flags     climb~
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    37
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     31
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself on the Arena floor.  The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction east~
ToRoom    32
#ENDEXIT

#EXIT
Direction south~
ToRoom    37
#ENDEXIT

#EXIT
Direction west~
ToRoom    30
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     32
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself on the Arena floor.  The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction south~
ToRoom    33
#ENDEXIT

#EXIT
Direction west~
ToRoom    31
#ENDEXIT

#EXIT
Direction down~
ToRoom    36
Flags     climb~
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    37
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     33
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself on the Arena floor.  The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom    32
#ENDEXIT

#EXIT
Direction south~
ToRoom    34
#ENDEXIT

#EXIT
Direction west~
ToRoom    37
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     34
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself on the Arena floor.  The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom    33
#ENDEXIT

#EXIT
Direction west~
ToRoom    35
#ENDEXIT

#EXIT
Direction up~
ToRoom    30
Flags     climb~
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    37
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     35
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself on the Arena floor.  The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom    37
#ENDEXIT

#EXIT
Direction east~
ToRoom    34
#ENDEXIT

#EXIT
Direction west~
ToRoom    36
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     36
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself on the Arena floor.  The roar of the crowd above you
is overwhelming, while around you ... your opponent awaits your coming.
~
#EXIT
Direction north~
ToRoom    29
#ENDEXIT

#EXIT
Direction east~
ToRoom    35
#ENDEXIT

#EXIT
Direction up~
ToRoom    32
Flags     climb~
#ENDEXIT

#EXIT
Direction northeast~
ToRoom    37
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     37
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You stand in the direct center of the Arena.  Blood pools around your
feet, and you almost slip in this morbid mess.  The stench of death
surrounds you, momentarily blocking from your mind the realization
that you could be attacked from any conceivable direction.  Spinning
slowly about, you realize the poor tactical position you hold.
~
#EXIT
Direction north~
ToRoom    31
#ENDEXIT

#EXIT
Direction east~
ToRoom    33
#ENDEXIT

#EXIT
Direction south~
ToRoom    35
#ENDEXIT

#EXIT
Direction west~
ToRoom    29
#ENDEXIT

#EXIT
Direction up~
ToRoom    39
Flags     climb~
#ENDEXIT

#EXIT
Direction down~
ToRoom    38
Flags     climb~
#ENDEXIT

#EXIT
Direction northeast~
ToRoom    32
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    30
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    34
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    36
#ENDEXIT

#MUDPROG
Progtype  speech_prog~
Arglist   p return~
Comlist   if isfight($n)
else
  mptrans $n 21001
endif
~
#ENDPROG

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     38
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself beneath the floor of the great Arena.  The crowd's roar
above is overwhelming, while somewhere ahead ... your opponent awaits.
~
#EXIT
Direction north~
ToRoom    40
#ENDEXIT

#EXIT
Direction up~
ToRoom    37
Flags     climb~
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     39
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You find yourself above the floor of the Arena.  The roar of the crowd
is overwhelming, while somewhere ahead of you ... your opponent awaits.
~
#EXIT
Direction south~
ToRoom    40
#ENDEXIT

#EXIT
Direction down~
ToRoom    37
Flags     climb~
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     40
Name     The Arena~
Sector   city~
Flags    nomob indoors norecall nosummon noastral~
Desc     You are somewhere above or below the arena floor.  The sound of the crowd
around you is overwhelming, while somewhere ... your opponent awaits.
~
#EXIT
Direction north~
ToRoom    39
#ENDEXIT

#EXIT
Direction south~
ToRoom    38
#ENDEXIT

#MUDPROG
Progtype  rand_prog~
Arglist   15~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#MUDPROG
Progtype  death_prog~
Arglist   100~
Comlist   mpecho A deafening clamor of gleeful shouts rain down from above!
mpechoaround $n Trinkets, spittle and half-eaten food pelt down on your head.
mpechoaround $n Tokens of favor from an appreciative crowd.
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     41
Name     The Halls of Combat~
Sector   city~
Flags    indoors safe norecall nosummon noastral~
Desc     You stand in a massive hallway before the great Arena.  Cheers and jeers
from the assembled throngs rise and fall through the corridors.  Lounging
around the hall with you are several other individuals awaiting their own
chance at glory, honor, and spoils beyond the great doors.  The Arena is
dangerous, though, and battles are often to the death.  Once you leave
this room, there is no turning back.....
 
If you have not fought in the Arena before, you should type "look rules".
When ready, wait for the Immortal to assign you an exit.
~
#EXIT
Direction up~
ToRoom    42
#ENDEXIT

#EXIT
Direction down~
ToRoom    43
#ENDEXIT

#EXDESC
ExDescKey    rules~
ExDesc       Arena Combat Rules
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
1)  All duels between peaceful characters must be run by an immortal of
    Acolyte or higher.
 
2)  All duels between deadly characters must be run by an immortal of
    Acolyte or higher.
 
2)  Combat must be agreed upon by both parties.
 
3)  Any looting must be agreed upon before-hand by both parties.
    (The overseeing immortal will enforce this)
 
4)  Once you have entered your combatant room, there is no restarting.
 
5)  Any rules on the fight must be stated clearly by both parties prior
    to the commencement of battle.
 
6)  The decision of the immortal overseeing the duel is final.
 
Any complaints should be directed to the Pkill Conclave; you should include
who you dueled, who ran the duel, what occured, and why you have a problem.
Logs are extremely helpful.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
~
#ENDEXDESC

#MUDPROG
Progtype  speech_prog~
Arglist   p I wish to go~
Comlist   mptransfer $n 21000
mpat 21000 mpforce $n look
~
#ENDPROG

#MUDPROG
Progtype  entry_prog~
Arglist   100~
Comlist   if ispkill($n)
or isnpc($n)
mea $n You are not allowed here today!
mptransfer $n 21000
mpat 21000 mpforce $n look
else
mea $n _red By entering the arena you abide to its terms and conditions.
mea $n _red Disarming will result in helling, do not do it.
mea $n _cya No one will be available to help you with your corpse.
mea $n _cya If you do not accept these terms, just say 'I wish to go'
mea $n _cya else whatever happens from here on in is your responsibility.
mea $n _yel There will be no reimbursements from this event.
endif
~
#ENDPROG

#MUDPROG
Progtype  rand_prog~
Arglist   20~
Comlist   mpe A slow chant floats down to you: "Two men enter ... one man leaves."
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     42
Name     First Combatant's Chamber~
Sector   city~
Flags    indoors safe norecall nosummon noastral~
Desc     You stand in a long hallway leading out into the Arena proper.  About
you are stacked all manner of weaponry and armor.  Choose your armament
properly, as it will be all that stands between you and death.
~
#EXIT
Direction north~
ToRoom    30
#ENDEXIT

#EXIT
Direction east~
ToRoom    32
#ENDEXIT

#EXIT
Direction south~
ToRoom    34
#ENDEXIT

#EXIT
Direction west~
ToRoom    36
#ENDEXIT

#MUDPROG
Progtype  leave_prog~
Arglist   100~
Comlist   if isimmort($n)
or isnpc($n)
else
  mpecho A rousing chorus of cheers explodes in your ears!
  mpechoat $n You bow deeply to the dangerous crowd.
  mpechoaround $n $n bows deeply to the assembled throng.
  if class($n) == warrior
    mpforce $n yell Your blood will flow upon the cold stone!
  endif
  if class($n) == thief
    mpforce $n yell Soon will my blade find its mark!
  endif
  if class($n) == mage
    mpforce $n yell Now will the spellfire swell within and consume thee!
  endif
  if class($n) == druid
    mpforce $n yell Let the melee begin!
  endif
  if class($n) == ranger
    mpforce $n yell Let the melee begin!
  endif
  if class($n) == vampire
    mpforce $n yell Bring your damnable hunt!  We shall see who survives!
  endif
  if class($n) == cleric
    mpforce $n yell Let the melee begin!
  endif
endif
~
#ENDPROG

#MUDPROG
Progtype  entry_prog~
Arglist   100~
Comlist   if isimmort($n)
or isnpc($n)
else
  mpforce $n config -autoloot
  mpforce $n channel +yell
  mpechoat $n Do not alter your autoloot configuration until duel is complete.
endif
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     43
Name     Combatant's Chamber~
Sector   city~
Flags    indoors safe norecall nosummon noastral~
Desc     You stand in a long hallway leading out into the Arena proper.  About
you are stacked all manner of weaponry and armor.  Choose your armament
properly, as it will be all that stands between you and death.
~
#EXIT
Direction north~
ToRoom    31
#ENDEXIT

#EXIT
Direction east~
ToRoom    33
#ENDEXIT

#EXIT
Direction south~
ToRoom    35
#ENDEXIT

#EXIT
Direction west~
ToRoom    29
#ENDEXIT

#MUDPROG
Progtype  leave_prog~
Arglist   100~
Comlist   if isimmort($n)
or isnpc($n)
else
  mpecho A rousing chorus of cheers explodes in your ears!
  mpechoat $n You bow deeply to the dangerous crowd.
  mpechoaround $n $n bows deeply to the assembled throng.
  if class($n) == warrior
    mpforce $n yell Your blood will flow upon the cold stone!
  endif
  if class($n) == thief
    mpforce $n yell Soon will my blade find its mark!
  endif
  if class($n) == mage
    mpforce $n yell Now will the spellfire swell within and consume thee!
  endif
  if class($n) == druid
    mpforce $n yell Let the melee begin!
  endif
  if class($n) == ranger
    mpforce $n yell Let the melee begin!
  endif
  if class($n) == vampire
    mpforce $n yell Bring your damnable hunt!  We shall see who survives!
  endif
  if class($n) == cleric
    mpforce $n yell Let the melee begin!
  endif
endif
~
#ENDPROG

#MUDPROG
Progtype  entry_prog~
Arglist   100~
Comlist   if isimmort($n)
or isnpc($n)
else
  mpforce $n config -autoloot
  mpforce $n channel +yell
  mpechoat $n Do not alter your autoloot configuration until duel is complete.
endif
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     44
Name     The Shores of The Dragon Sea~
Sector   water_swim~
Flags    norecall noastral~
Desc     You have come to these shores in an attempt to aid others, your very 
blood may soon cover this beach though.
~
#EXIT
Direction northeast~
ToRoom    45
#ENDEXIT

#ENDROOM

#ROOM
Vnum     45
Name     The Path to Caermont~
Sector   field~
Flags    norecall noastral~
Desc     The path you travel now is long and arduous, perhaps soon you will
find a place to rest, or a battle to fight.
~
#EXIT
Direction east~
ToRoom    46
#ENDEXIT

#EXIT
Direction south~
ToRoom    47
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    65
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    44
#ENDEXIT

#ENDROOM

#ROOM
Vnum     46
Name     The Gates of Caermont~
Sector   field~
Flags    norecall noastral~
Desc     You stand before the battered walls of Caermont.  The walls have
withstood the assualts so far but how long this will last is unknown.
~
#EXIT
Direction north~
ToRoom    48
Key       39
Keywords  gates gate~
Flags     isdoor closed nopassdoor~
#ENDEXIT

#EXIT
Direction south~
ToRoom    65
#ENDEXIT

#EXIT
Direction west~
ToRoom    45
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    47
#ENDEXIT

Reset D 0 46 0 1
#ENDROOM

#ROOM
Vnum     47
Name     The Trail of Blood~
Sector   field~
Flags    norecall noastral~
Desc     Most of the battles have been fought along this trail.  The mud which 
makes up the trai is a deep red (almost brown) in color, and the stench
of the dead pervades the area.
~
#EXIT
Direction north~
ToRoom    45
#ENDEXIT

#EXIT
Direction east~
ToRoom    65
#ENDEXIT

#EXIT
Direction northeast~
ToRoom    46
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    66
#ENDEXIT

#ENDROOM

#ROOM
Vnum     48
Name     The Courtyard of Caermont~
Sector   field~
Flags    norecall noastral~
Desc     Men run around rebuilding walls, filling buckets, moving stores to
and fro.  This keep is under siege and it shows.  With little doubt
you think these people can not last much longer.
~
#EXIT
Direction north~
ToRoom    50
#ENDEXIT

#EXIT
Direction east~
ToRoom    51
#ENDEXIT

#EXIT
Direction south~
ToRoom    46
Key       39
Keywords  gates gate~
Flags     isdoor closed nopassdoor~
#ENDEXIT

#EXIT
Direction west~
ToRoom    49
#ENDEXIT

Reset D 0 48 2 1
#ENDROOM

#ROOM
Vnum     49
Name     The Stables~
Sector   inside~
Flags    indoors norecall noastral~
Desc     These stables are empty right now.  All the mounts which were at one
time stabled here have been either slain or captured.
~
#EXIT
Direction east~
ToRoom    48
#ENDEXIT

#ENDROOM

#ROOM
Vnum     50
Name     Gardens of the Gods~
Sector   forest~
Desc     High in the hills of Darkhaven, you have found a mystical garden overlooking
the busy valley below.  The seascape is visible to your east, and a breeze
blows gently over you.  Each inch of the grounds has been painstakingly
manicured by the local monks.  Unique and colorful flowers adorn each inch
of the garden.  This place is used for the holiest of ceremonies as it is
rumoured to have mystical qualities.  Pale moonlight enshrouds the area in a
veil of blue light.  The Holy Cathedral's entrance looms just to the west...
~
#EXIT
Direction west~
ToRoom    51
#ENDEXIT

#EXIT
Direction down~
ToRoom    52
#ENDEXIT

Reset O 0 61 1 50
Reset O 0 98 1 50
#EXDESC
ExDescKey    stone~
ExDesc       The stones are polished to perfection and placed neatly to provide a
spectator area.
~
#ENDEXDESC

#EXDESC
ExDescKey    flower flowers~
ExDesc       The most exotic of flowers adorn each inch of the garden.  Thousands of
brilliant deep red roses, poppies, orchids and lilies.
~
#ENDEXDESC

#ENDROOM

#ROOM
Vnum     51
Name     The Holy Cathedral~
Sector   inside~
Flags    indoors noastral~
Desc     The joyous music of the choir fills the room, masking the sounds of your
footsteps as you step across the wooden floors polished to a brilliant
shine within the cathedral.  Finding your seat with the oak pews in
this majestic room, your eyes bathe in the beauty of intricate paintings
covering the large domed ceiling.  At the front of the cathedral, a large
crucifix is mounted just below the balcony where the choir performs their
songs of praise.  The harmonious sounds are accompanied by a large pipe
organ built into the west wall.
~
#EXIT
Direction east~
ToRoom    50
#ENDEXIT

#EXDESC
ExDescKey    balcony~
ExDesc       Glancing high above the crucifix behind the altar, you see a balcony
filled with several angels singing joyously in praise for the event
that is about to occur.
~
#ENDEXDESC

#EXDESC
ExDescKey    organ~
ExDesc       A large pipe organ stands along the east wall, filling the room with
beautiful orchestral sounds spilling from the large pipes that extend
completely to the ceiling.
~
#ENDEXDESC

#EXDESC
ExDescKey    floor~
ExDesc       The old wooden floors, carefully polished to a brilliant shine, show
no wear despite the large numbers of footsteps that have made this same
path.  Your steps reverberate loudly throughout the cathedral.
~
#ENDEXDESC

#EXDESC
ExDescKey    couple~
ExDesc       /:""|                 .****,
             (\/)   |:`66|_                @@@@@\ `,
              \/    C`    _)               aa`@@@\  \
                     \ ._|        _ _     (_   ?@@|  \
                      )_/        ( Y )     =' @@@@|   |
                     /`\8\        \ /       \ (``/    |
                    || |8|      ___Y___     /^^\ |    /
                    || |8|     {-@- -@-}   /\::/||    |  (\/)
                    || |8|     {_______}   \ | |||    \   \/
                    || |-|    ____)_(____   \| |||     \
     (\/)           :| |=:   {-@- -@- -@-}   |:|\\.:.:.::.
      \/      _____ ||_|,|   {___________}   |:| \ ':':':`
             { -@- } ))) |_______)___(______/(((  \{ -@- }
             {_____} |   {-@- -@- -@- -@- -@-}     {_____}
~
#ENDEXDESC

#MUDPROG
Progtype  speech_prog~
Arglist   p prepare wedding~
Comlist   if isimmort($n)
  mpat 21000 mpoload 62
  mpat 3001 mpoload 62
endif
~
#ENDPROG

#MUDPROG
Progtype  speech_prog~
Arglist   p I do~
Comlist   mpe _whi Songs of rejoice fill the air as the choir lifts its voice in praise.
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p is dying of thirst!~
Comlist   mpoload 1699
mea 0.$n The waiter pours you a glass of water and returns to the back of
mea 0.$n the cathedral.
give water 0.$n
mpforce 0.$n drink water
~
#ENDPROG

#MUDPROG
Progtype  act_prog~
Arglist   p is starved~
Comlist   mpoload 24854
mea 0.$n The caterer quietly brings you a piece of cake and retires to the
mea 0.$n back of the cathedral.
give cake 0.$n
mpforce 0.$n eat cake
~
#ENDPROG

#MUDPROG
Progtype  speech_prog~
Arglist   p Please be seated.~
Comlist   if isimmort($n)
  mpforce all sit
  mpat 3001 mppurge lever
  mpat 21000 mppurge lever
endif
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     52
Name     The Reception Line~
Sector   inside~
Desc     Well wishers gather here to bid farewell to the newly married couples.
There are rose petals strewn around the path.  Just up from here is
the mystical Garden of the Gods.
~
#EXIT
Direction up~
ToRoom    50
#ENDEXIT

#MUDPROG
Progtype  entry_prog~
Arglist   100~
Comlist   if isimmort($n)
else
  if ispkill($n)
    mptrans $n 3001
    mpat 0.$n mpforce $n look
  else
    mptrans $n 21001
    mpat 0.$n mpforce $n look
  endif
endif
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     53
Name     A hallway~
Sector   inside~
Flags    indoors norecall noastral~
Desc     This hallway continues both north and east.
~
#EXIT
Direction west~
ToRoom    56
Flags     isdoor closed~
#ENDEXIT

Reset D 0 53 3 1
#ENDROOM

#ROOM
Vnum     54
Name     The Throne Room~
Sector   inside~
Flags    indoors norecall noastral~
Desc     This is the throne room of the keep.  Once ornate and lovely, it has
fallen into disrepair now with the ongoing war.
~
#EXIT
Direction east~
ToRoom    59
Flags     isdoor closed~
#ENDEXIT

#EXIT
Direction west~
ToRoom    57
Flags     isdoor closed~
#ENDEXIT

Reset D 0 54 1 1
Reset D 0 54 3 1
#ENDROOM

#ROOM
Vnum     55
Name     A hallway~
Sector   inside~
Flags    indoors norecall noastral~
Desc     This hall continues both north and west.
~
#EXIT
Direction north~
ToRoom    59
#ENDEXIT

#EXIT
Direction east~
ToRoom    67
Flags     isdoor closed~
#ENDEXIT

Reset D 0 55 1 1
#ENDROOM

#ROOM
Vnum     56
Name     A small room~
Sector   inside~
Flags    indoors norecall noastral~
Desc     This is a small bedroom.
~
#EXIT
Direction east~
ToRoom    53
Flags     isdoor closed~
#ENDEXIT

Reset D 0 56 1 1
#ENDROOM

#ROOM
Vnum     57
Name     A hallway~
Sector   inside~
Flags    indoors norecall noastral~
Desc     This hall continues to the south and northeast.
~
#EXIT
Direction east~
ToRoom    54
Flags     isdoor closed~
#ENDEXIT

#EXIT
Direction south~
ToRoom    53
#ENDEXIT

#EXIT
Direction northeast~
ToRoom    58
#ENDEXIT

Reset D 0 57 1 1
#ENDROOM

#ROOM
Vnum     58
Name     Behind the Throne~
Sector   inside~
Flags    indoors norecall noastral~
Desc     This small passage runs behind the throne room and allows for the
courtiers to move about without drawing the notice of the court.
~
#EXIT
Direction down~
ToRoom    60
Key       39
Keywords  trapdoor~
Flags     isdoor closed locked secret~
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    59
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    57
#ENDEXIT

Reset D 0 58 5 2
#ENDROOM

#ROOM
Vnum     59
Name     A hallway~
Sector   inside~
Flags    indoors norecall noastral~
Desc     This hall continues to the south and northwest.
~
#EXIT
Direction south~
ToRoom    55
#ENDEXIT

#EXIT
Direction west~
ToRoom    54
Flags     isdoor closed~
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    58
#ENDEXIT

Reset D 0 59 3 1
#ENDROOM

#ROOM
Vnum     60
Name     The Secret Passage~
Sector   inside~
Flags    dark indoors norecall nosummon~
Desc     You are in a dank and dark tunnel.  It was apparently made recently
as tools still lie about in disarray.  Where this might lead is unknown
though.
~
#EXIT
Direction south~
ToRoom    61
#ENDEXIT

#EXIT
Direction up~
ToRoom    58
Key       7
Flags     isdoor closed locked pickproof~
#ENDEXIT

Reset D 0 60 4 2
#ENDROOM

#ROOM
Vnum     61
Name     The Secret Passage~
Sector   inside~
Flags    dark indoors norecall nosummon~
Desc     This secret passage continues to the north and south.
~
#EXIT
Direction north~
ToRoom    60
#ENDEXIT

#EXIT
Direction south~
ToRoom    62
#ENDEXIT

#ENDROOM

#ROOM
Vnum     62
Name     The Secret Passage~
Sector   inside~
Flags    dark indoors norecall nosummon~
Desc     This secret passage continues to the north and south.
~
#EXIT
Direction north~
ToRoom    61
#ENDEXIT

#EXIT
Direction south~
ToRoom    63
#ENDEXIT

#ENDROOM

#ROOM
Vnum     63
Name     The Secret Passage~
Sector   inside~
Flags    dark indoors norecall nosummon~
Desc     This secret passage continues to the north and south.
~
#EXIT
Direction north~
ToRoom    62
#ENDEXIT

#EXIT
Direction south~
ToRoom    64
#ENDEXIT

#ENDROOM

#ROOM
Vnum     64
Name     The Secret Passage~
Sector   inside~
Flags    dark indoors norecall nosummon~
Desc     This passage continues to the north from here.
~
#EXIT
Direction north~
ToRoom    63
#ENDEXIT

#EXIT
Direction up~
ToRoom    65
Flags     isdoor closed~
#ENDEXIT

#ENDROOM

#ROOM
Vnum     65
Name     The Hill of Bones~
Sector   hills~
Flags    norecall nosummon~
Desc     You stand atop a hill made of the bodies and corpses of the fallen.
Broken limbs, mangled bodies, shattered weapons, and rusted armor all
lie about here in a meangerie of destruction.  This hill has seen 
more death in the last five years of war, than any other land has seen
in over a century.
~
#EXIT
Direction north~
ToRoom    46
#ENDEXIT

#EXIT
Direction south~
ToRoom    66
#ENDEXIT

#EXIT
Direction west~
ToRoom    47
#ENDEXIT

#EXIT
Direction down~
ToRoom    64
Keywords  bones hole~
Flags     isdoor closed secret~
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    45
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    68
#ENDEXIT

#ENDROOM

#ROOM
Vnum     66
Name     The Trail of Blood~
Sector   field~
Flags    norecall nosummon~
#EXIT
Direction north~
ToRoom    65
#ENDEXIT

#EXIT
Direction east~
ToRoom    68
#ENDEXIT

#EXIT
Direction south~
ToRoom    70
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    47
#ENDEXIT

#ENDROOM

#ROOM
Vnum     67
Name     A Small Room~
Sector   city~
Flags    nomob norecall nosummon~
Desc     This is a small bedroom.
~
#EXIT
Direction west~
ToRoom    55
Flags     isdoor closed~
#ENDEXIT

Reset D 0 67 3 1
#ENDROOM

#ROOM
Vnum     68
Name     The Trail of Blood~
Sector   field~
Flags    norecall nosummon~
#EXIT
Direction west~
ToRoom    66
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    65
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    69
#ENDEXIT

#ENDROOM

#ROOM
Vnum     69
Name     The Trail of Blood~
Sector   field~
Flags    norecall nosummon~
#EXIT
Direction east~
ToRoom    71
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    68
#ENDEXIT

#ENDROOM

#ROOM
Vnum     70
Name     An Exquisite Garden~
Sector   city~
Flags    tunnel safe nosummon noastral~
Stats    0 0 2
Desc     Standing in a ravishing broad avenue within this garden, it is found to 
be lined with epicurean emerald trees, shrubbery, and groups of charming 
sculpture.  Alas, this illustrious locale reminds you of the 
romanticizing Versailles.  Coming here with one who belongs to your heart 
is definitely encouraged, as this social milieu relaxes your senses, 
setting the impeccable scene for a honeymoon of sorts.  Secluded groves 
lie unmistakably to the east, many occupied by lovers flaunting and 
flirting with ecstasy.  Nightfall has almost commenced, and the period 
to dine, dance, and check into a local chateau approaches.
~
#EXIT
Direction north~
ToRoom    72
Desc      The Chateau L'amour...ooOOooOOooOOoo la la!
~
#ENDEXIT

#EXIT
Direction east~
ToRoom    71
Desc      An extravagant grove awaits two lovers...
~
#ENDEXIT

Reset O 0 72 1 70
#MUDPROG
Progtype  entry_prog~
Arglist   100~
Comlist   mea 0.$n _lbl The ballad of chirping birds reverberates throughout your ears...
~
#ENDPROG

#MUDPROG
Progtype  rand_prog~
Arglist   70~
Comlist   mpe _lbl The ballad of chirping birds reverberates throughout your ears...
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     71
Name     An Exalted Grove~
Sector   hills~
Flags    tunnel safe nosummon noastral~
Stats    0 0 2
Desc     You sit in an attractive, but private grove, the renowned garden off in 
the distant background.  Intricate and flamboyant furnishings of 
dazzling white marble encircle the grove, while love's innocent laughter 
in the air drifts into your ears, delivering much delight.  The 
omnipotent god of passion has certainly paid many a visit here, to 
consolidate two into infinite rapture.
~
#EXIT
Direction west~
ToRoom    70
Desc      Back to the illustrious garden...
~
#ENDEXIT

#ENDROOM

#ROOM
Vnum     72
Name     Chateau L'amour~
Sector   inside~
Flags    indoors tunnel safe nosummon noastral~
Stats    0 0 2
Desc     You stand in the lobby of the famed and renowned Chateau Lamour, the 
prime candidate for a honeymoon escapade.  Several effulgent gold-plated 
dais layer on top of each other until finally reaching the dark chestnut 
counter.  A slender and distinguished looking man with a thin moustache 
curled flawlessly, and a small monocle awaits your gesture.  To the west 
a grand hall covered with enormous looking-glasses and kaleidoscopes 
brings much attention, while a symphony of fervent classical music fills 
your ears, bringing calmness and serenity to your soul.
~
#EXIT
Direction south~
ToRoom    70
Desc      Returning to the Garden...
~
#ENDEXIT

Reset M 0 70 1 72
#EXDESC
ExDescKey    painting louis XIV~
ExDesc       An antiquated oil painting of Louis XIV is mounted here in a frilled 
golden border--the word "pretentious" is scrawled into the bottom.
~
#ENDEXDESC

#ENDROOM

#ROOM
Vnum     73
Name     The Chateau "Cabaret" ~
Sector   inside~
Flags    indoors tunnel safe nosummon noastral~
Stats    0 0 2
Desc     This room is dimly lit, with an atmosphere full of passion and 
merriment.  The musical interlude filling your ears brings enchantment 
and rapture, as this is the perfect diner to eat with one you take 
affection to.  The occasional clinking and clanging of dishes and soft 
clamoring from the kitchen assures you they are hard at work, preparing 
delectable entrees.  Evidently the waiter must be called out to, as the 
people here are extremely occupied.
~
#EXIT
Direction southwest~
ToRoom    72
#ENDEXIT

Reset M 0 71 1 73
#MUDPROG
Progtype  rand_prog~
Arglist   60~
Comlist   mpe _whi The candle at your table burns slowly, flickering slightly...
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     74
Name     The L'amour Suite~
Sector   inside~
Flags    nomob indoors tunnel safe nosummon noastral~
Stats    0 0 2
Desc     Ethereal furnishings and luxuriant carpets astound you upon entering 
this entourage, giving a very fervent and passionate sensation.  The 
primary component being the abundant intricately designed heart-shaped 
bed, taking more than two thirds of the room up, as you notice some 
extremely arousing french-lace lingerie, as well as a pair of silk 
boxers laid out on it.  The humming and effervescing sound of a sensual 
jacuzzi brings ecstasy to your senses, as this whole room is perfect
for.....discussing your financial terms.
~
Reset O 0 75 1 74
#MUDPROG
Progtype  speech_prog~
Arglist   return~
Comlist   if ispc($n)
mptrans $n 21001
endif
~
#ENDPROG

#MUDPROG
Progtype  entry_prog~
Arglist   100~
Comlist   if sex($n) == 2
mpforce $n rem all
mpoload 73
mpat 74 drop lingerie
mpforce $n get lingerie
mpforce $n wear lingerie
endif
if sex($n) == 1
mpforce $n rem all
mpoload 74
mpat 74 drop boxers
mpforce $n get boxers
mpforce $n wear boxers
endif
~
#ENDPROG

#ENDROOM

#ROOM
Vnum     75
Name     The Swamp of Gore~
Sector   forest~
Flags    nomob norecall noastral~
#EXIT
Direction north~
ToRoom    77
#ENDEXIT

#EXIT
Direction east~
ToRoom    74
#ENDEXIT

#EXIT
Direction south~
ToRoom    76
#ENDEXIT

#EXIT
Direction west~
ToRoom    74
#ENDEXIT

#EXIT
Direction northeast~
ToRoom    78
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    72
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    73
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    73
#ENDEXIT

#ENDROOM

#ROOM
Vnum     76
Name     The Swamp of Gore~
Sector   forest~
Flags    nomob norecall noastral~
#EXIT
Direction north~
ToRoom    75
#ENDEXIT

#EXIT
Direction east~
ToRoom    73
#ENDEXIT

#EXIT
Direction south~
ToRoom    77
#ENDEXIT

#EXIT
Direction west~
ToRoom    73
#ENDEXIT

#EXIT
Direction northeast~
ToRoom    74
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    74
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    72
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    72
#ENDEXIT

#ENDROOM

#ROOM
Vnum     77
Name     The Swamp of Gore~
Sector   forest~
Flags    nomob norecall noastral~
#EXIT
Direction north~
ToRoom    76
#ENDEXIT

#EXIT
Direction east~
ToRoom    72
#ENDEXIT

#EXIT
Direction south~
ToRoom    74
#ENDEXIT

#EXIT
Direction west~
ToRoom    72
#ENDEXIT

#EXIT
Direction northeast~
ToRoom    73
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    73
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    71
#ENDEXIT

#ENDROOM

#ROOM
Vnum     78
Name     The Road of Broken Bones~
Sector   field~
Flags    nomob norecall noastral~
#EXIT
Direction northeast~
ToRoom    92
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    75
#ENDEXIT

#ENDROOM

#ROOM
Vnum     79
Name     The Dusty Trail~
Sector   field~
Flags    nomob norecall noastral~
#EXIT
Direction north~
ToRoom    71
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    80
#ENDEXIT

#ENDROOM

#ROOM
Vnum     80
Name     The Dusty Trail~
Sector   field~
Flags    nomob norecall noastral~
#EXIT
Direction east~
ToRoom    87
#ENDEXIT

#EXIT
Direction south~
ToRoom    81
#ENDEXIT

#EXIT
Direction west~
ToRoom    86
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    79
#ENDEXIT

#ENDROOM

#ROOM
Vnum     81
Name     The Promontory~
Sector   hills~
Flags    nomob norecall noastral~
#EXIT
Direction north~
ToRoom    80
#ENDEXIT

#ENDROOM

#ROOM
Vnum     82
Name     The Cliffs on the Sea~
Sector   mountain~
Flags    nomob norecall noastral~
#EXIT
Direction up~
ToRoom    70
#ENDEXIT

#ENDROOM

#ROOM
Vnum     83
Name     Above the Sea~
Sector   hills~
Flags    nomob norecall nosummon noastral~
#EXIT
Direction northwest~
ToRoom    70
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    84
#ENDEXIT

#ENDROOM

#ROOM
Vnum     84
Name     Above the Sea~
Sector   hills~
Flags    nomob norecall noastral~
#EXIT
Direction northwest~
ToRoom    83
#ENDEXIT

#EXIT
Direction southeast~
ToRoom    85
#ENDEXIT

#ENDROOM

#ROOM
Vnum     85
Name     Above the Sea~
Sector   hills~
Flags    nomob norecall noastral~
#EXIT
Direction east~
ToRoom    86
#ENDEXIT

#EXIT
Direction northwest~
ToRoom    84
#ENDEXIT

#ENDROOM

#ROOM
Vnum     86
Name     Above the Sea~
Sector   hills~
Flags    nomob norecall nosummon noastral~
#EXIT
Direction east~
ToRoom    80
#ENDEXIT

#EXIT
Direction west~
ToRoom    85
#ENDEXIT

#ENDROOM

#ROOM
Vnum     87
Name     The Sea Cliff~
Sector   hills~
Flags    nomob norecall noastral~
#EXIT
Direction east~
ToRoom    88
#ENDEXIT

#EXIT
Direction west~
ToRoom    80
#ENDEXIT

#ENDROOM

#ROOM
Vnum     88
Name     The Mountain Foot~
Sector   mountain~
Flags    nomob norecall noastral~
#EXIT
Direction west~
ToRoom    87
#ENDEXIT

#EXIT
Direction up~
ToRoom    90
#ENDEXIT

#ENDROOM

#ROOM
Vnum     90
Name     The Mesa~
Sector   mountain~
Flags    nomob norecall noastral~
#EXIT
Direction north~
ToRoom    91
#ENDEXIT

#EXIT
Direction down~
ToRoom    88
#ENDEXIT

#ENDROOM

#ROOM
Vnum     91
Name     The Mesa~
Sector   mountain~
Flags    nomob norecall noastral nofloor~
#EXIT
Direction south~
ToRoom    90
#ENDEXIT

#EXIT
Direction down~
ToRoom    78
#ENDEXIT

#ENDROOM

#ROOM
Vnum     92
Name     Before the Keep~
Sector   city~
Flags    nomob norecall noastral~
#EXIT
Direction east~
ToRoom    93
Keywords  gates gate portcullis~
Flags     isdoor closed locked~
#ENDEXIT

#EXIT
Direction southwest~
ToRoom    78
#ENDEXIT

Reset D 0 92 1 2
#ENDROOM

#ROOM
Vnum     93
Name     The Inner Keep~
Sector   inside~
Flags    dark nomob indoors norecall noastral~
#EXIT
Direction north~
ToRoom    94
#ENDEXIT

#EXIT
Direction east~
ToRoom    96
#ENDEXIT

#EXIT
Direction south~
ToRoom    95
#ENDEXIT

#EXIT
Direction west~
ToRoom    92
Keywords  gates gate portcullis~
Flags     isdoor closed locked~
#ENDEXIT

Reset D 0 93 3 2
#ENDROOM

#ROOM
Vnum     94
Name     The Barracks~
Sector   inside~
Flags    dark nomob indoors norecall noastral~
#EXIT
Direction south~
ToRoom    93
#ENDEXIT

#ENDROOM

#ROOM
Vnum     95
Name     The Barracks~
Sector   inside~
Flags    dark nomob indoors norecall noastral~
#EXIT
Direction north~
ToRoom    93
#ENDEXIT

#ENDROOM

#ROOM
Vnum     96
Name     The Entry Hall~
Sector   inside~
Flags    dark nomob indoors norecall noastral~
#EXIT
Direction west~
ToRoom    93
#ENDEXIT

#EXIT
Direction up~
ToRoom    97
#ENDEXIT

#ENDROOM

#ROOM
Vnum     97
Name     Before the Throne~
Sector   inside~
Flags    dark nomob indoors norecall noastral~
#EXIT
Direction north~
ToRoom    98
#ENDEXIT

#EXIT
Direction down~
ToRoom    96
#ENDEXIT

#ENDROOM

#ROOM
Vnum     98
Name     The Throne Room~
Sector   inside~
Flags    dark nomob indoors norecall noastral~
#EXIT
Direction south~
ToRoom    97
#ENDEXIT

#EXIT
Direction down~
ToRoom    99
#ENDEXIT

#ENDROOM

#ROOM
Vnum     99
Name     A Space in Time~
Sector   inside~
Flags    nomob indoors safe norecall nosummon noastral~
Desc     As if awakening from an unsettlingly surreal dream, you find yourself in
unfamiliar surroundings far from whence you came.  As the torpor wears
off and your eyes begin to refocus, you realize you have been brought
here by the Gods to receive a message of relative import.  Checking
through your inventory, you look for some sign of indication to validate
your purpose and assure you that the deconstruction of your mind has not
yet been put into play.
~
Reset O 0 41 1 99
#MUDPROG
Progtype  act_prog~
Arglist   p has entered~
Comlist   if isimmort($n)
  mpe You may have a note in your inventory...
else
  mpechoat $n You move closely to examine the orb before you...
  mpforce $n examine orb
  mpforce $n i
endif
~
#ENDPROG

#ENDROOM

#ENDAREA