#FUSSAREA
#AREADATA
Version 1
Name New Darkhaven~
Author Rennard~
WeatherX 0
WeatherY 0
Ranges 0 60 0 60
Economy 0 78988646
ResetMsg The bells of the cathedral toll the passing of time.~
Flags nopkill~
#ENDAREADATA
#MOBILE
Vnum 21000
Keywords healer cleric priestess~
Short the cathedral priestess~
Long A priestess of the cathedral bestows blessings from the altar.
~
Race human~
Class cleric~
Position standing~
DefPos standing~
Specfun spec_cast_adept~
Gender female~
Actflags npc sentinel~
Affected detect_invis detect_hidden sanctuary truesight~
Stats1 1000 50 0 0 0 0
Stats2 25 500 300
Stats3 0 0 0
Stats4 0 0 0 0 0
Attribs 18 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Defenses parry dodge heal sanctuary~
#ENDMOBILE
#MOBILE
Vnum 21001
Keywords wizard shopkeeper~
Short the wizard shopkeeper~
Long The wizard shopkeeper stands here.
~
Race elf~
Class mage~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 -300 700000 0
Stats2 1 1 30000
Stats3 20 100 100
Stats4 0 0 6 34 4
Attribs 18 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks punch kick~
Defenses parry dodge~
ShopData 3 4 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21002
Keywords blacksmith~
Short the blacksmith~
Long The blacksmith stands here.
~
Race dwarf~
Class blacksmith~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 -300 0 0
Stats2 1 1 30000
Stats3 1 1 1000
Stats4 0 0 5 0 0
Attribs 18 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks kick~
Defenses parry dodge~
RepairData 5 9 15 100 1 0 23
#ENDMOBILE
#MOBILE
Vnum 21003
Keywords alchemist~
Short the alchemist~
Long The alchemist stands behind the counter.
~
Race elf~
Class mage~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 1000000 0
Stats2 1 1 30000
Stats3 4 5 100
Stats4 0 0 6 0 0
Attribs 18 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks punch kick~
Defenses parry dodge~
ShopData 26 10 0 0 0 115 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21004
Keywords scribe~
Short the scribe~
Long The scribe sits here.
~
Race elf~
Class mage~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 1000000 0
Stats2 1 1 30000
Stats3 4 5 100
Stats4 0 0 6 0 0
Attribs 18 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks punch kick~
Defenses parry dodge~
ShopData 2 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21006
Keywords vampire trainer~
Short the vampire trainer~
Long The vampire trainer awaits a student.
~
Race human~
Class vampire~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel stayarea practice~
Affected detect_invis detect_hidden flying truesight~
Stats1 -1000 50 0 0 0 0
Stats2 1 1 30000
Stats3 1 1 20
Stats4 0 0 3 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Resist cold blunt magic~
Immune sleep charm~
Suscept fire pierce~
Attacks trip feed drain gaze~
Defenses dodge~
#ENDMOBILE
#MOBILE
Vnum 21007
Keywords blood doll~
Short the blood doll~
Long A blood doll hangs limply here.
~
Race human~
Class cleric~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel~
Stats1 1000 1 0 0 0 0
Stats2 1 1 100
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 heart brains guts hands feet fingers ear eye~
Immune fire cold electricity energy blunt pierce slash acid poison drain sleep charm hold nonmagic plus1 plus2 plus3 plus4 plus5 plus6 magic paralysis~
#ENDMOBILE
#MOBILE
Vnum 21009
Keywords man sailor~
Short the sailor~
Long A sailor offers you his selection of boats.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel stayarea~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 100000 0
Stats2 1 1 30000
Stats3 0 0 0
Stats4 0 0 5 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks kick~
ShopData 22 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21010
Keywords waitress~
Short the waitress~
Long The waitress awaits your order.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel scavenger~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 0 0 0
Stats4 0 0 0 0 0
Attribs 18 18 18 18 18 18 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
ShopData 0 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21011
Keywords printer~
Short the printer~
Long A thin man sits behind a stack of papers.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel stayarea~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 10000 0
Stats2 1 1 30000
Stats3 0 0 0
Stats4 0 0 3 0 0
Attribs 18 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
ShopData 0 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21012
Keywords trainer father~
Short the Guild Father~
Long The Guild's trainer meditates here.
~
Race human~
Class cleric~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel stayarea practice~
Affected detect_invis detect_hidden sanctuary truesight~
Stats1 1000 50 0 0 0 0
Stats2 1 1 30000
Stats3 100 5 800
Stats4 0 0 5 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm paralysis~
#ENDMOBILE
#MOBILE
Vnum 21013
Keywords bartender~
Short the bartender~
Long The bartender stands behind his counter.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 10000 0
Stats2 1 1 30000
Stats3 5 100 800
Stats4 0 0 5 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks punch kick~
Defenses parry dodge~
ShopData 0 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21014
Keywords jeweler~
Short the jeweler~
Long The jeweler smiles warmly.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 5000000 0
Stats2 1 1 30000
Stats3 0 0 0
Stats4 0 0 0 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks kick~
ShopData 8 0 0 0 0 95 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21015
Keywords armourer~
Short the armourer~
Long The armourer is here fitting a mail helm.
~
Race human~
Class blacksmith~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 5000000 0
Stats2 1 1 30000
Stats3 1 1 1000
Stats4 0 0 5 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks kick~
Defenses parry dodge~
ShopData 9 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21016
Keywords smith weaponsmith~
Short the weaponsmith~
Long The weaponsmith labors over a lengthy blade.
~
Race human~
Class blacksmith~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 5000000 0
Stats2 1 1 30000
Stats3 0 0 0
Stats4 0 0 5 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks kick~
ShopData 5 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21017
Keywords postmaster~
Short the postmaster~
Long The postmaster sorts the day's mail.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 1000000 0
Stats2 1 1 30000
Stats3 0 0 0
Stats4 0 0 3 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
#ENDMOBILE
#MOBILE
Vnum 21018
Keywords butcher~
Short the butcher~
Long A butcher greets you.
~
Race human~
Class butcher~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 1 1 800
Stats4 0 0 3 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks kick~
ShopData 0 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21019
Keywords baker~
Short the baker~
Long The baker is here, covered in flour.
~
Race human~
Class baker~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 1 1 500
Stats4 0 0 3 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks kick~
ShopData 0 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21020
Keywords farmer girl~
Short the farmer girl~
Long A young farmer girl smiles as you enter.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 1 1 250
Stats4 0 0 3 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks kick~
ShopData 0 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21021
Keywords tailor~
Short the tailor~
Long The tailor is here, showing off his wares.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 1000000 0
Stats2 1 1 30000
Stats3 4 5 100
Stats4 0 0 6 0 0
Attribs 18 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks punch kick~
Defenses parry dodge~
ShopData 9 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21022
Keywords stable keeper~
Short the stable keeper~
Long The stable keeper tends to his animals.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 1000000 0
Stats2 1 1 30000
Stats3 4 5 100
Stats4 0 0 6 0 0
Attribs 13 18 18 18 13 13 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks punch kick~
Defenses parry dodge~
#ENDMOBILE
#MOBILE
Vnum 21023
Keywords thief master~
Short the Master Thief~
Long A master thief is here to demonstrate the ways of thievery.
~
Race human~
Class thief~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel practice~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
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 heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks trip gouge~
Defenses dodge disarm~
#ENDMOBILE
#MOBILE
Vnum 21025
Keywords innkeeper~
Short the innkeeper~
Long The Innkeeper stands here, looking rather gruff.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 100 15 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~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Attacks punch kick~
Defenses parry dodge~
#MUDPROG
Progtype speech_prog~
Arglist leave exit~
Comlist if inroom($i) == 21146
if inroom($n) == 21146
mptransfer $n 21069
mpat $n mea $n The innkeeper leads you out.
endif
endif
~
#ENDPROG
#MUDPROG
Progtype bribe_prog~
Arglist 200~
Comlist if inroom($i) == 21069
say Go on back and pick a room.
, points over his shoulder.
mptransfer $n 21146
mpat $n mea $n The innkeeper points you down the hall.
mpat $n say When you wan'na leave, just tell me.
mppurge coins
endif
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21028
Keywords sage man~
Short the sage~
Long A pensive sage mulls over new sorcery.
~
Race human~
Class mage~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel practice~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 100 0
Stats2 1 1 30000
Stats3 100 5 800
Stats4 0 0 5 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
#ENDMOBILE
#MOBILE
Vnum 21029
Keywords storekeeper~
Short the storekeeper~
Long A large man stands here, selling equipment for adventurers.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 100 10 1000
Stats4 0 0 4 0 0
Attribs 25 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
Defenses parry dodge~
ShopData 0 0 0 0 0 120 90 0 23
#ENDMOBILE
#MOBILE
Vnum 21031
Keywords man ranger~
Short the ranger trainer~
Long The ranger trainer demonstrates combat maneuvers.
~
Race human~
Class ranger~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel practice~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 100 5 800
Stats4 0 0 5 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
#ENDMOBILE
#MOBILE
Vnum 21034
Keywords woman trainer~
Short the Druid trainer~
Long A robed woman is here, training initiate druids.
~
Race human~
Class druid~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel practice~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 100 10 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~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
#ENDMOBILE
#MOBILE
Vnum 21035
Keywords man trainer~
Short the Warrior trainer~
Long A giant man stands here, waiting to train young warriors.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel practice~
Affected detect_invis detect_hidden truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 5 100 800
Stats4 0 0 5 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm nonmagic magic paralysis~
#ENDMOBILE
#MOBILE
Vnum 21037
Keywords guard man~
Short the guard~
Long A guard patrols the streets of the city.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc stayarea~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 300
Stats3 1 1 20
Stats4 0 0 3 2 2
Attribs 16 13 13 16 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
Defenses parry dodge~
#ENDMOBILE
#MOBILE
Vnum 21041
Keywords guard~
Short the guard~
Long A tired guard is here.
~
Race human~
Class warrior~
Position sleeping~
DefPos standing~
Gender male~
Actflags npc sentinel~
Stats1 1000 5 0 90 100 0
Stats2 1 10 20
Stats3 2 3 3
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
#ENDMOBILE
#MOBILE
Vnum 21043
Keywords bowman~
Short the bowman~
Long A bowman stares out over the ramparts.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc stayarea~
Affected detect_hidden~
Stats1 0 15 0 0 500 0
Stats2 15 15 300
Stats3 1 4 10
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Defenses dodge~
#ENDMOBILE
#MOBILE
Vnum 21044
Keywords executioner~
Short the Executioner~
Long A executioner stands silently before you.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_evil detect_invis detect_hidden sanctuary protect truesight~
Stats1 0 50 0 0 0 0
Stats2 1 1 30000
Stats3 1 1 800
Stats4 0 0 4 0 0
Attribs 18 18 18 18 18 15 18
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm paralysis~
Defenses parry dodge~
#ENDMOBILE
#MOBILE
Vnum 21045
Keywords dog stray~
Short a stray~
Long A stray dog noses along the street.
~
Race dog~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_fido~
Gender female~
Actflags npc stayarea~
Stats1 0 5 0 100 10 0
Stats2 1 1 35
Stats3 2 5 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~
Bodyparts head legs heart brains guts feet ear eye~
Defenses dodge~
#ENDMOBILE
#MOBILE
Vnum 21052
Keywords thief figure~
Short the thief~
Long A strange figure lurks furtively.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_thief~
Gender male~
Actflags npc stayarea~
Affected detect_hidden sneak hide~
Stats1 0 8 0 0 0 0
Stats2 3 40 50
Stats3 3 2 5
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Resist charm~
#ENDMOBILE
#MOBILE
Vnum 21055
Keywords beggar man beggarprog~
Short the beggar~
Long A decrepit old beggar sits on the cobbles of the road, pleading.
~
Desc The old man is clad in the rags of what was once a nobleman's clothes.
He eyes you warily and holds out a tin cup in supplication...
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel~
Stats1 300 3 0 100 0 0
Stats2 1 1 20
Stats3 2 3 3
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 heart brains guts hands feet fingers ear eye~
#MUDPROG
Progtype bribe_prog~
Arglist 10~
Comlist say Thank you for such a worthy donation.
thank $n
~
#ENDPROG
#MUDPROG
Progtype bribe_prog~
Arglist 100~
Comlist say I cannot express my gratitude in words $n!
kis $n
say If only others were so generous.
~
#ENDPROG
#MUDPROG
Progtype bribe_prog~
Arglist 1000~
Comlist say OHHH MY!!!
mpecho The beggar suddenly clutches his chest and doubles over.
mpecho In the blink of an eye, he is dead.
mpecho The surprise and shock must have been too much for him.
mpat 21194 mpforce cleric mpat beggarprog mppurge beggarprog
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 5~
Comlist , rummages in one of many pouches, searching for gold no doubt.
~
#ENDPROG
#MUDPROG
Progtype all_greet_prog~
Arglist 100~
Comlist if name($n) == dog stray
emote pets the dog.
mpforce stray lick beggar
say That's a good boy, here's a small treat.
mpecho The beggar tosses a scrap of meat across the road.
mpecho The stray quickly chases after it, eager to fill his belly.
else
say Could you spare a few coins please?
beg $n
endif
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21056
Keywords hawk~
Short the regal hawk~
Long A proud hawk perches regally here, defiant to all.
~
Desc The hawk returns your stare with unfeeling eyes. Its beak and talons
appear as though they could rend even the toughest of flesh.
~
Race avis~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc sentinel~
Affected detect_invis detect_hidden flying truesight~
Stats1 0 15 0 -20 0 0
Stats2 3 75 100
Stats3 3 10 10
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking mammal~
Bodyparts head legs heart brains guts feet eye wings claws~
Attacks bite~
Defenses dodge~
#ENDMOBILE
#MOBILE
Vnum 21057
Keywords mare horse~
Short the beautiful mare~
Long A beautiful white mare slowly trots in a circle.
~
Desc This white mare sports a brilliant white coat and whinnies at your approach.
She appears ready to serve anyone.
~
Race horse~
Class warrior~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel mountable~
Stats1 0 20 0 80 0 0
Stats2 2 100 100
Stats3 3 10 10
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks mammal~
Speaking mammal~
Bodyparts head legs heart brains guts feet ear eye tail~
Resist cold~
Suscept charm~
Attacks kick~
Defenses dodge~
#ENDMOBILE
#MOBILE
Vnum 21058
Keywords horse warhorse~
Short the warhorse~
Long A mighty black warhorse beats angrily at the ground here.
~
Desc The black steed snorts as you examine him. His fine black coat shines
brightly regardless of light and the warhorse seems as though it could
run tirelessly for days.
~
Race horse~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel mountable~
Stats1 0 25 0 80 0 0
Stats2 3 100 250
Stats3 3 10 30
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking mammal~
Bodyparts head legs heart brains guts feet ear eye tail~
Resist cold~
Suscept charm~
Attacks kick~
Defenses dodge~
#ENDMOBILE
#MOBILE
Vnum 21059
Keywords cat~
Short the cat~
Long A black cat scampers away from your booted feet.
~
Desc The black cat appears frightened out of its mind...
~
Race feline~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc sentinel~
Stats1 0 5 0 20 0 0
Stats2 2 75 50
Stats3 3 10 20
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking mammal~
Bodyparts head legs heart brains guts feet ear eye tail~
Suscept charm~
#ENDMOBILE
#MOBILE
Vnum 21060
Keywords hound dog~
Short the hound~
Long A hunting dog paces in circles here, sniffing the ground.
~
Desc The hunting dog constantly sniffs the ground, searching for its prey.
~
Race canine~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc sentinel~
Stats1 0 10 0 30 0 0
Stats2 3 75 85
Stats3 5 5 10
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking rodent~
Bodyparts head legs heart brains guts feet ear eye tail~
Suscept charm~
Defenses dodge~
#ENDMOBILE
#MOBILE
Vnum 21061
Keywords guard man~
Short the guard~
Long A heavy guard walks the wall of the city.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc stayarea~
Affected detect_hidden~
Stats1 1000 15 0 5 500 0
Stats2 15 15 300
Stats3 1 4 10
Stats4 0 0 3 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
Defenses parry~
#ENDMOBILE
#MOBILE
Vnum 21062
Keywords guard~
Short the gate guard~
Long A gate guard tends the western gate.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 150
Stats3 1 4 10
Stats4 0 0 2 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
#MUDPROG
Progtype time_prog~
Arglist 20~
Comlist close w
lock w
~
#ENDPROG
#MUDPROG
Progtype time_prog~
Arglist 6~
Comlist un w
op w
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21063
Keywords man guard~
Short the guard~
Long A gate guard tends the outer gate.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 300
Stats3 1 4 10
Stats4 0 0 2 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
Defenses parry dodge~
#MUDPROG
Progtype time_prog~
Arglist 20~
Comlist close e
lock e
~
#ENDPROG
#MUDPROG
Progtype time_prog~
Arglist 6~
Comlist un e
op e
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21064
Keywords guard man~
Short the guard~
Long A gate guard tends the north gate.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 300
Stats3 1 4 10
Stats4 0 0 2 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
Defenses parry dodge~
#MUDPROG
Progtype time_prog~
Arglist 20~
Comlist close n
lock n
~
#ENDPROG
#MUDPROG
Progtype time_prog~
Arglist 6~
Comlist un n
op n
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21065
Keywords guard~
Short the guard~
Long A gate guard tends the outer gate.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 300
Stats3 3 4 15
Stats4 0 0 2 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
Defenses parry~
#MUDPROG
Progtype time_prog~
Arglist 6~
Comlist unlock s
op s
~
#ENDPROG
#MUDPROG
Progtype time_prog~
Arglist 20~
Comlist close s
lock s
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21066
Keywords guard~
Short the guard~
Long A guard of watches you as you move by.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 300
Stats3 1 4 10
Stats4 0 0 3 2 2
Attribs 16 13 13 16 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
Defenses parry dodge~
#MUDPROG
Progtype time_prog~
Arglist 20~
Comlist close e
lock e
~
#ENDPROG
#MUDPROG
Progtype time_prog~
Arglist 6~
Comlist un e
op e
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21067
Keywords man guard~
Short the guard~
Long A guard of the city stands here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_hidden protect~
Stats1 1000 15 0 0 500 0
Stats2 15 15 300
Stats3 1 4 10
Stats4 0 0 2 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Resist sleep charm nonmagic magic~
Immune sleep charm~
Defenses parry dodge~
#MUDPROG
Progtype time_prog~
Arglist 20~
Comlist close w
lock w
~
#ENDPROG
#MUDPROG
Progtype time_prog~
Arglist 6~
Comlist un w
op w
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21068
Keywords guard~
Short the guard~
Long A guard of the city stands at the ready.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 150
Stats3 1 4 10
Stats4 0 0 2 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
#MUDPROG
Progtype time_prog~
Arglist 20~
Comlist close s
lock s
~
#ENDPROG
#MUDPROG
Progtype time_prog~
Arglist 6~
Comlist un s
op s
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21069
Keywords guard~
Short the guard~
Long An guard keeps vigilant watch here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Specfun spec_guard~
Gender male~
Actflags npc sentinel~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 300
Stats3 1 4 10
Stats4 0 0 2 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
Defenses parry dodge~
#MUDPROG
Progtype time_prog~
Arglist 20~
Comlist close n
lock n
close manhole
~
#ENDPROG
#MUDPROG
Progtype time_prog~
Arglist 6~
Comlist un n
op n
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21070
Keywords mule~
Short the pack mule~
Long A pack mule lumbers about, carrying its master's belongings.
~
Desc This fat, lumbering creature is dirty and unkept. You find yourself
wondering what it carries.
~
Race horse~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc sentinel mountable~
Stats1 0 6 0 150 0 0
Stats2 1 1 40
Stats3 3 3 8
Stats4 0 0 2 0 0
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking mammal~
Bodyparts head legs heart brains guts feet ear eye tail~
#ENDMOBILE
#MOBILE
Vnum 21071
Keywords archer~
Short the bowman~
Long A bowman peers over the ramparts.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender male~
Actflags npc stayarea~
Affected detect_hidden~
Stats1 1000 15 0 0 500 0
Stats2 15 15 300
Stats3 1 4 10
Stats4 0 0 3 2 2
Attribs 13 13 13 13 13 13 13
Saves 0 0 0 0 0
Speaks common~
Speaking common~
Bodyparts head arms legs heart brains guts hands feet fingers ear eye~
Immune sleep charm~
#ENDMOBILE
#MOBILE
Vnum 21073
Keywords key~
Short a newly created key~
Long Some god abandoned a newly created key here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
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
#MOBILE
Vnum 21074
Keywords key~
Short a newly created key~
Long Some god abandoned a newly created key here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
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
#MOBILE
Vnum 21075
Keywords key~
Short a newly created key~
Long Some god abandoned a newly created key here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
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
#MOBILE
Vnum 21076
Keywords key~
Short a newly created key~
Long Some god abandoned a newly created key here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
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
#MOBILE
Vnum 21077
Keywords key~
Short a newly created key~
Long Some god abandoned a newly created key here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
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
#MOBILE
Vnum 21078
Keywords key~
Short a newly created key~
Long Some god abandoned a newly created key here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
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
#MOBILE
Vnum 21079
Keywords key~
Short a newly created key~
Long Some god abandoned a newly created key here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
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
#MOBILE
Vnum 21080
Keywords key~
Short a newly created key~
Long Some god abandoned a newly created key here.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc~
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
#MOBILE
Vnum 21415
Keywords newbie mob~
Short a newly created newbie mob~
Long Some god abandoned a newly created newbie 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
#MOBILE
Vnum 21416
Keywords newbie mob~
Short a newly created newbie mob~
Long Some god abandoned a newly created newbie 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
#MOBILE
Vnum 21420
Keywords dark figure assassin~
Short the assassin~
Long A dark figure lurks here, hiding in the shadows.
~
Desc A dark man stands before you, seemingly wearing the shadows around him
like a cloak. His gaze bores into your soul, and he appears to beckon
you over to speak with him. The glint of steel by his side alerts you
that this man is probably an assassin.
~
Race human~
Class warrior~
Position standing~
DefPos standing~
Gender neuter~
Actflags npc sentinel~
Affected detect_invis detect_hidden sneak truesight~
Stats1 0 10 0 0 0 0
Stats2 1 1 200
Stats3 0 0 0
Stats4 0 0 1 0 0
Attribs 18 13 13 16 13 13 13
Saves 0 0 0 0 -10
Speaks common~
Speaking common~
Immune sleep charm~
Defenses dodge~
#MUDPROG
Progtype speech_prog~
Arglist p what price?~
Comlist if isnpc($n)
else
mpechoat $n The dark figure stares unflinchingly into your eyes.
mpechoaround $n $I draws close to $n and says something.
mpechoat $n $I matter-of-factly says, '45,000 gold pieces.'
endif
~
#ENDPROG
#MUDPROG
Progtype speech_prog~
Arglist p how much?~
Comlist if isnpc($n)
else
mpechoat $n The dark figure stares unflinchingly into your eyes.
mpechoaround $n $I draws close to $n and says something.
mpechoat $n $I matter-of-factly says, '45,000 gold pieces.'
endif
~
#ENDPROG
#MUDPROG
Progtype bribe_prog~
Arglist 45000~
Comlist mer $n $I quickly tucks the coins inside his shroud, stepping toward $n.
mea $n $I quickly tucks the coins inside his shroud, and says:
mea $n 'I took this from a man... a weak, sniveling man I was to kill.'
mea $n He continues, 'He traded me the artifact in exchange for his life.'
, sneers
mea $n The figure says, 'Lucky was he the price on his head was low...'
mea $n He produces a strange, tied parchment from his shroud.
mpoload 21420 5
give parchment $n
mpjunk all.parchment
mpjunk all.coins
say Good ... doing business ... with you, $n.
, backs into the shadows.
~
#ENDPROG
#MUDPROG
Progtype speech_prog~
Arglist p what price~
Comlist if isnpc($n)
else
mpechoat $n The dark figure stares unflinchingly into your eyes.
mpechoaround $n $I draws close to $n and says something.
mpechoat $n $I matter-of-factly says, '45,000 gold pieces.'
endif
~
#ENDPROG
#MUDPROG
Progtype speech_prog~
Arglist p how much~
Comlist if isnpc($n)
else
mpechoat $n The dark figure stares unflinchingly into your eyes.
mpechoaround $n $I draws close to $n and says something.
mpechoat $n $I matter-of-factly says, '45,000 gold pieces.'
endif
~
#ENDPROG
#MUDPROG
Progtype all_greet_prog~
Arglist 25~
Comlist if isnpc($n)
else
mpechoat $n A man hidden in the shadows beckons you over to him.
tell $n I have some information which may be of some value...
tell $n And for a price I will perhaps share it with you.
endif
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21431
Keywords kinalsta man~
Short Kinalsta~
Long A proud man stands here, deliberating over his theories.
~
Race human~
Class augurer~
Position standing~
DefPos standing~
Gender male~
Actflags npc sentinel practice prototype~
Affected detect_invis detect_hidden truesight~
Stats1 0 51 0 0 0 0
Stats2 1 1 30000
Stats3 100 10 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~
Bodyparts head arms legs heart guts~
Immune sleep charm nonmagic magic paralysis~
#ENDMOBILE
#MOBILE
Vnum 21434
Keywords woman demon female~
Short The woman~
Long A pitiful demon cowers behind a failed aura of evil.
~
Race human~
Class cleric~
Position standing~
DefPos standing~
Gender female~
Actflags npc sentinel~
Affected sanctuary~
Stats1 -750 1 0 0 1 0
Stats2 1 0 100
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 heart~
Immune fire cold electricity energy blunt pierce slash acid poison drain sleep charm hold nonmagic plus1 plus2 plus3 plus4 plus5 plus6 magic paralysis~
#MUDPROG
Progtype rand_prog~
Arglist 6~
Comlist sac corpse
sac head
sac heart
~
#ENDPROG
#MUDPROG
Progtype death_prog~
Arglist 100~
Comlist mpechoat $n You hear a ghastly howl.
say You think you may have killed me, but I will be avenged!
mpechoat $n Another demon is quickly pushed from the shadows.
mpmload 21434
~
#ENDPROG
#ENDMOBILE
#MOBILE
Vnum 21499
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 21000
Keywords potion violet glowing~
Type potion~
Short a glowing violet potion~
Long A glowing violet potion has been carelessly left here.~
Flags glow magic bless~
WFlags take~
Values 25 -1 -1 -1 0 0
Stats 2 61000 6100 0 0
Spells 'heal' 'NONE' 'NONE'
#EXDESC
ExDescKey violet~
ExDesc Textures of both deep red and pale purple swirl together inside the vial.
~
#ENDEXDESC
#ENDOBJECT
#OBJECT
Vnum 21001
Keywords potion purple glowing~
Type potion~
Short a glowing purple potion~
Long A glowing purple potion has been carelessly left here.~
Flags glow magic~
WFlags take~
Values 25 -1 -1 -1 0 0
Stats 2 6500 650 0 0
Spells 'cure critical' 'NONE' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 21002
Keywords puce potion glowing~
Type potion~
Short a glowing puce potion~
Long A glowing puce potion has been carelessly left here.~
Flags glow magic~
WFlags take~
Values 10 -1 -1 -1 0 0
Stats 2 2400 240 0 0
Spells 'cure serious' 'NONE' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 21003
Keywords potion maroon glowing~
Type potion~
Short a glowing maroon potion~
Long A glowing maroon potion has been carelessly left here.~
Flags glow magic~
WFlags take~
Values 1 -1 -1 -1 0 0
Stats 2 750 75 0 0
Spells 'cure light' 'NONE' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 21004
Keywords potion blue glowing~
Type potion~
Short glowing blue potion~
Long A glowing blue potion has been carelessly left here.~
Flags glow magic~
WFlags take~
Values 22 -1 -1 -1 0 0
Stats 2 15000 1500 0 0
Spells 'restore mana' 'restore mana' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 21005
Keywords scroll recall~
Type scroll~
Short recall scroll~
Long A scroll of recall has been carelessly left here.~
Flags magic~
WFlags take~
Values 1 -1 -1 -1 0 0
Stats 1 200 20 0 0
Spells 'word of recall' 'NONE' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 21006
Keywords tablet magical identify~
Type scroll~
Short a magical tablet~
Long A magical tablet has been carelessly left here.~
Flags magic~
WFlags take~
Values 1 -1 -1 -1 0 0
Stats 1 400 40 0 0
Spells 'identify' 'NONE' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 21007
Keywords scroll detect invis~
Type scroll~
Short a scroll of detect invisibility~
Long A scroll of detect invisibility has been left here.~
Flags magic~
WFlags take~
Values 5 -1 -1 -1 0 0
Stats 1 2000 200 0 0
Spells 'detect invis' 'NONE' 'NONE'
#ENDOBJECT
#OBJECT
Vnum 21008
Keywords beer bottle~
Type drinkcon~
Short a bottle of beer~
Long A small bottle, tipped on its side, drips on the ground.~
WFlags take hold~
Values 5 5 1 0 0 0
Stats 1 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21009
Keywords whiskey bottle~
Type drinkcon~
Short a bottle of whiskey~
Long A bottle of whiskey spills drops on the ground.~
WFlags take hold~
Values 10 10 5 0 0 0
Stats 1 50 5 0 0
#ENDOBJECT
#OBJECT
Vnum 21010
Keywords mug ale~
Type drinkcon~
Short a mug of ale~
Long A large mug of ale sits here.~
WFlags take hold~
Values 12 12 4 0 0 0
Stats 1 75 7 0 0
#ENDOBJECT
#OBJECT
Vnum 21014
Keywords salami~
Type food~
Short a slice of salami~
Long A slice of salami sits in the dirt.~
WFlags take~
Values 1 0 0 0 0 0
Stats 1 50 5 0 0
#ENDOBJECT
#OBJECT
Vnum 21015
Keywords beef~
Type food~
Short a big chunk of beef~
Long A large chunk of raw beef lies here.~
WFlags take~
Values 5 0 0 0 0 0
Stats 5 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21016
Keywords turkey~
Type food~
Short a cooked turkey~
Long A cooked bird, which looks quite edible, lies in the dirt.~
WFlags take~
Values 10 0 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21017
Keywords bottle milk~
Type drinkcon~
Short a bottle of milk~
Long A bottle of milk sits upright on the ground.~
WFlags take hold~
Values 10 10 10 0 0 0
Stats 3 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21018
Keywords wheel cheese~
Type food~
Short a wheel of cheese~
Long A round wheel of cheese looks very good.~
WFlags take hold~
Values 5 0 0 0 0 0
Stats 3 250 25 0 0
#ENDOBJECT
#OBJECT
Vnum 21019
Keywords lemonade cup~
Type drinkcon~
Short a cup of lemonade~
Long A cup of lemonade makes your thirst quench easily.~
WFlags take hold~
Values 2 2 6 0 0 0
Stats 1 50 5 0 0
#ENDOBJECT
#OBJECT
Vnum 21020
Keywords cake~
Type food~
Short a chocolate cake~
Long A large chocolate cake awaits someone to eat it.~
WFlags take hold~
Values 10 0 0 0 0 0
Stats 1 150 15 0 0
#ENDOBJECT
#OBJECT
Vnum 21021
Keywords loaf bread~
Type food~
Short a loaf of bread~
Long A scrumptious loaf of bread lies here, making your taste buds swirl.~
WFlags take~
Values 4 0 0 0 0 0
Stats 2 150 15 0 0
#ENDOBJECT
#OBJECT
Vnum 21022
Keywords cherry pie~
Type food~
Short a cherry pie~
Long A cherry pie makes your mouth water.~
WFlags take hold~
Values 4 0 0 0 0 0
Stats 1 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21023
Keywords quill~
Type pen~
Short a writing quill~
Long A writing quill lies on the ground, unowned.~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 30 3 0 0
#ENDOBJECT
#OBJECT
Vnum 21024
Keywords raft~
Type boat~
Short a sturdy raft~
Long A large raft blocks a little of the road.~
WFlags take~
Values 0 0 0 0 0 0
Stats 5 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21025
Keywords canoe~
Type boat~
Short a canoe~
Long A large canoe has been left here, looking as though it just went over rapids.~
WFlags take~
Values 0 0 0 0 0 0
Stats 10 500 50 0 0
#ENDOBJECT
#OBJECT
Vnum 21034
Keywords warrior guild board~
Type furniture~
Short the board of the warrior guild~
Long The board of the Warrior Guild hangs here.~
Flags hum dark~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21035
Keywords ranger guild board~
Type furniture~
Short the ranger guild board~
Long The board of the Ranger Guild hangs here.~
Values 0 0 0 0 0 0
Stats 1001 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21037
Keywords mage guild board~
Type furniture~
Short the board of the mage guild~
Long The board of the Mage Guild hangs here.~
Flags glow~
Values 0 0 0 0 0 0
Stats 1001 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21038
Keywords tome board nature~
Type furniture~
Short the Tome of Nature~
Long A mystical tome with sickened yellow pages rests here.~
Flags organic~
Values 0 0 0 0 0 0
Stats 1001 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21039
Keywords cleric guild board~
Type furniture~
Short the board of the cleric guild~
Long The board of the Cleric Guild hangs here.~
Flags glow bless~
Values 0 0 0 0 0 0
Stats 1001 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21040
Keywords thief guild board~
Type furniture~
Short the board of the thief guild~
Long The board of the Thief Guild hangs here.~
Flags dark~
Values 0 0 0 0 0 0
Stats 1001 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21041
Keywords vampire guild board~
Type furniture~
Short the board of the vampire guild~
Long The board of the Vampire Guild hangs here.~
Flags dark evil~
Values 0 0 0 0 0 0
Stats 1001 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21042
Keywords board general~
Type furniture~
Short the general board~
Long The Darkhaven board hangs here.~
Values 0 0 0 0 0 0
Stats 1001 0 0 0 0
#EXDESC
ExDescKey book~
#ENDEXDESC
#ENDOBJECT
#OBJECT
Vnum 21045
Keywords crystal wand~
Type wand~
Short a sparkling crystal wand~
Long A sparkling crystal wand has been left lying here.~
Flags glow magic~
WFlags take hold~
Values 12 3 3 -1 0 0
Stats 1 1000 100 0 0
Spells 'refresh'
#ENDOBJECT
#OBJECT
Vnum 21046
Keywords bag rune-covered~
Type container~
Short a rune-covered bag~
Long A strange bag, covered in runes, has been left here.~
Flags glow magic~
WFlags take~
Values 75 1 0 1 0 0
Stats 1 1000 100 0 0
#ENDOBJECT
#OBJECT
Vnum 21048
Keywords mail board stack~
Type furniture~
Short a stack of mail~
Long A stack of mail is piled high here.~
Values 0 0 0 0 0 0
Stats 1001 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21049
Keywords ball light~
Type light~
Short a bright ball of light~
Long A bright ball of light shimmers in the air.~
Flags glow magic~
WFlags take~
Values 0 0 -1 0 0 0
Stats 1 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21055
Keywords thief ring~
Type armor~
Short a thief's ring~
Long A ring which will bring good luck lies here.~
Flags antimage antiwarrior anticleric metal~
WFlags take finger~
Values 3 3 0 0 0 0
Stats 1 500 50 0 0
Affect -1 -1 2 31 0
#ENDOBJECT
#OBJECT
Vnum 21056
Keywords ring~
Type armor~
Short a ring of the city guard~
Long An iron ring has fallen here.~
Flags glow magic~
WFlags take finger~
Values 3 3 0 0 0 0
Stats 1 500 50 0 0
Affect -1 -1 -3 17 0
Affect -1 -1 3072 27 0
#EXDESC
ExDescKey ring~
ExDesc Rumors say that these rings protect from magical enchantments...
~
#ENDEXDESC
#ENDOBJECT
#OBJECT
Vnum 21057
Keywords neck guard iron~
Type armor~
Short an iron guard~
Long An iron neck guard has fallen here.~
WFlags take neck~
Values 5 5 0 0 0 0
Stats 3 600 60 0 0
#ENDOBJECT
#OBJECT
Vnum 21058
Keywords crested plate~
Type armor~
Short a crested breastplate~
Long A breastplate has fallen here.~
WFlags take body~
Values 6 6 0 0 0 0
Stats 8 1000 100 0 0
#ENDOBJECT
#OBJECT
Vnum 21059
Keywords iron helm~
Type armor~
Short an iron helm~
Long An iron helm has fallen here.~
WFlags take head~
Values 5 5 0 0 0 0
Stats 8 800 80 0 0
#ENDOBJECT
#OBJECT
Vnum 21060
Keywords mail leggings~
Type armor~
Short mail leggings~
Long A set of mail leggings has fallen here.~
WFlags take legs~
Values 4 4 0 0 0 0
Stats 4 300 30 0 0
#ENDOBJECT
#OBJECT
Vnum 21061
Keywords boots black~
Type armor~
Short black boots~
Long A set of boots has fallen here.~
WFlags take feet~
Values 4 4 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21062
Keywords chain sleeves~
Type armor~
Short chain sleeves~
Long A set of chain sleeves has fallen here.~
WFlags take arms~
Values 5 5 0 0 0 0
Stats 3 400 40 0 0
#ENDOBJECT
#OBJECT
Vnum 21063
Keywords iron gauntlets~
Type armor~
Short iron gauntlets~
Long Some iron gauntlets have fallen here.~
WFlags take hands~
Values 5 5 0 0 0 0
Stats 4 400 40 0 0
#ENDOBJECT
#OBJECT
Vnum 21064
Keywords iron bracer~
Type armor~
Short an iron bracer~
Long An iron bracer has fallen here.~
WFlags take wrist~
Values 4 4 0 0 0 0
Stats 2 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21065
Keywords iron shield~
Type armor~
Short an iron shield~
Long An iron shield has fallen here.~
WFlags take shield~
Values 7 7 0 0 0 0
Stats 6 600 60 0 0
#ENDOBJECT
#OBJECT
Vnum 21066
Keywords iron visor~
Type armor~
Short an iron visor~
Long An iron visor has fallen here.~
WFlags take eyes~
Values 3 4 0 0 0 0
Stats 1 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21067
Keywords torch~
Type light~
Short a torch~
Long A plain wooden torch has been left lying here.~
WFlags take~
Values 0 0 24 0 0 0
Stats 1 10 1 0 0
#ENDOBJECT
#OBJECT
Vnum 21068
Keywords wooden bow~
Type missileweapon~
Short a wooden bow~
Long A wooden bow has fallen here.~
WFlags take missile~
Values 10 0 0 14 1 0
Stats 3 300 30 0 0
Affect -1 -1 1 18 0
Affect -1 -1 3 19 0
#ENDOBJECT
#OBJECT
Vnum 21069
Keywords sword longsword~
Type weapon~
Short a longsword~
Long A longsword has fallen here.~
Flags metal~
WFlags take wield~
Values 10 0 0 3 0 0
Stats 6 300 30 0 0
#ENDOBJECT
#OBJECT
Vnum 21070
Keywords key~
Type armor~
Short the key to the western gate of Darkhaven~
Long The key to the western gate of Darkhaven lies here.~
WFlags take hold~
Values 0 0 0 0 0 0
Stats 1 1000 100 0 0
#ENDOBJECT
#OBJECT
Vnum 21071
Keywords key~
Type armor~
Short the key to the northern gate of Darkhaven~
Long The key to Darkhaven's northern gate lies here.~
WFlags take hold~
Values 0 0 0 0 0 0
Stats 1 1000 100 0 0
#ENDOBJECT
#OBJECT
Vnum 21072
Keywords key~
Type armor~
Short the key to the eastern gate of Darkhaven~
Long The key to Darkhaven's eastern gate lies here.~
WFlags take hold~
Values 0 0 0 0 0 0
Stats 1 1000 100 0 0
#ENDOBJECT
#OBJECT
Vnum 21073
Keywords key~
Type armor~
Short the key to the southern gate of Darkhaven~
Long The key to Darkhaven's southern gate lies here.~
WFlags take hold~
Values 0 0 0 0 0 0
Stats 1 1000 100 0 0
#ENDOBJECT
#OBJECT
Vnum 21076
Keywords leather shirt~
Type armor~
Short a leather shirt~
Long Someone has left a leather shirt lying here.~
WFlags take body~
Values 3 3 0 0 0 0
Stats 4 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21077
Keywords pants leather~
Type armor~
Short some leather pants~
Long Some leather pants are lying here.~
WFlags take legs~
Values 2 3 0 0 0 0
Stats 2 150 15 0 0
#ENDOBJECT
#OBJECT
Vnum 21078
Keywords leather sleeves~
Type armor~
Short some leather sleeves~
Long Some leather sleeves have been abandoned here.~
WFlags take arms~
Values 1 3 0 0 0 0
Stats 1 75 7 0 0
#ENDOBJECT
#OBJECT
Vnum 21079
Keywords leather boots~
Type armor~
Short some leather boots~
Long A pair of leather boots are lying here.~
WFlags take feet~
Values 2 2 0 0 0 0
Stats 2 125 12 0 0
#ENDOBJECT
#OBJECT
Vnum 21080
Keywords leather gloves pair~
Type armor~
Short a pair of leather gloves~
Long Two leather gloves are lying on the ground.~
WFlags take hands~
Values 1 3 0 0 0 0
Stats 1 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21081
Keywords steel dagger~
Type weapon~
Short a steel dagger~
Long A gleaming dagger shines brightly here.~
Flags metal~
WFlags take wield~
Values 0 0 0 11 0 0
Stats 1 100 10 0 0
#ENDOBJECT
#OBJECT
Vnum 21082
Keywords iron mace~
Type weapon~
Short an iron mace~
Long An iron mace has been carelessly left here.~
Flags metal~
WFlags take wield~
Values 7 4 0 0 0 0
Stats 4 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21083
Keywords key~
Type key~
Short inn key~
Long This item doesn't need a long :P~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21084
Keywords salve~
Type salve~
Short Sample Salve~
Long A sample of Salve lies here~
WFlags take hold~
Values 10 5 5 5 -1 -1
Stats 1 0 0 0 0
Spells 'heal' 'cure poison'
#ENDOBJECT
#OBJECT
Vnum 21085
Keywords arrow~
Type projectile~
Short A magical arrow~
Long A magical arrow lies here.~
Flags magic~
WFlags take hold missile~
Values 0 0 0 14 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21086
Keywords flint~
Type treasure~
Short A shard of flint~
Long A shard of flint lies here.~
Flags magic~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21087
Keywords bow~
Type trash~
Short a newly created bow~
Long Some god dropped a newly created bow here.~
Flags prototype~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#OBJECT
Vnum 21094
Keywords ring golden band~
Type armor~
Short a strange golden band~
Long A strange golden band has been left lying here.~
Flags glow magic~
WFlags take finger~
Values 2 2 0 0 0 0
Stats 1 10000 1000 0 0
Affect -1 -1 3072 27 0
#ENDOBJECT
#OBJECT
Vnum 21111
Keywords manor painting~
Type furniture~
Short an oil painting~
Long A painting of a glorious manor house hangs on the wall, catching your eye.~
Flags bless~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#EXDESC
ExDescKey painting manor house~
ExDesc You move closer to take a look at the image in the painting. The home is
beautiful, inviting and imposing all at the same time. You find yourself
wondering what it would be like to live in such a place...
~
#ENDEXDESC
#MUDPROG
Progtype exa_prog~
Arglist 100~
Comlist mpechoat $n A magical force suddenly takes hold of you, pulling you in!
mpechoat $n When you right yourself, you look around to collect your bearings,
mpechoat $n and find yourself standing before the manor...
mptrans $n 2400
mpecho $n fades before your eyes while examining the painting of the manor.
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 21112
Keywords solemn painting unholy~
Type furniture~
Short a dark, solemn painting~
Long A dark, solemn painting hangs here in the shadows, collecting dust.~
Flags dark~
Values 0 0 0 0 0 0
Stats 50 0 0 0 0
#EXDESC
ExDescKey solemn painting unholy~
ExDesc Gazing at the painting, you find yourself entranced by the image of a
woman kneeling at the foot of a grave, mourning the loss of her child.
As tears stream down her face, she finds the arms of an angel wrapped
around her, seeming to comfort her in her hour of despair. Suddenly,
everything about you shifts and you find yourself becoming part of
the painting, screaming as the angel of darkness drags you, too,
unto the unholy grounds of the dead.
~
#ENDEXDESC
#MUDPROG
Progtype exa_prog~
Arglist 100~
Comlist mpechoat $n Your feel your body as it dissolves into elements of color,
mpechoat $n spinning slowly into the oils of the dark painting...
mpechoaround $n Stepping forward to examine the painting, $n's body begins to
mpechoaround $n liquesce, dissolving into a kaleidoscope of colors, spinning
mpechoaround $n funnel-like into the oiled textures of the solemn image.
mptransfer $n 2171
~
#ENDPROG
#ENDOBJECT
#OBJECT
Vnum 21133
Keywords smoked rabbit~
Type food~
Short smoked rabbit~
Long A freshly smoked rabbit lies here giving off a hickory scent.~
Action %s savour$q a piece of $p.~
WFlags take~
Values 10 0 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21134
Keywords roast quail~
Type food~
Short Roast Quail~
Long A plump roast quail has been carelessly left on the ground here.~
Action %s delicately nibble$q on a piece of $p.~
WFlags take~
Values 10 0 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21135
Keywords chanterelle mushrooms~
Type food~
Short some freshly picked chanterelle mushrooms~
Long Some freshly picked chanterelle mushrooms have been left behind here.~
Action %s savor$q $p.~
WFlags take~
Values 10 0 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21136
Keywords bag black walnuts~
Type food~
Short a bag of fresh black walnuts~
Long Walnut shells lie discarded around a small burlap bag left here.~
Action %s quickly down$q $p.~
WFlags take~
Values 10 0 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21137
Keywords leg lamb~
Type food~
Short a leg of lamb~
Long A freshly cooked leg of lamb has been dropped here.~
Action %s savagely gnaw$q on $p.~
Flags inventory~
WFlags take~
Values 10 0 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21138
Keywords wild mustard greens~
Type food~
Short some wild mustard greens~
Long Some freshly gathered wild mustard greens have been forgotten here.~
Action %s quickly eat$q $p.~
WFlags take~
Values 10 0 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21139
Keywords sunflower seeds~
Type food~
Short a handful of sunflower seeds~
Long A handfull of salty sunflower seeds has been left hhere.~
Action %s quickly consume$q $p.~
WFlags take~
Values 10 0 0 0 0 0
Stats 2 200 20 0 0
#ENDOBJECT
#OBJECT
Vnum 21420
Keywords parchment opaque~
Type book~
Short an opaque parchment~
Long A piece of opaque parchment lies here absorbing the light.~
Flags hum~
WFlags take~
Values 0 0 0 0 0 0
Stats 1 45000 4500 0 0
#EXDESC
ExDescKey parchment~
ExDesc You find you are suddenly able to read the ancient words transcribed upon the
piece of parchment. The more you read, the more visible the words become...
Strategy & Tactic of the Ancient Deadly
This parchment is intended for those engaged in pkilling, the deadly path,
but many of the tactics outlined here may be useful in other circumstances,
also. The following details the contents of this parchment:
1. Legend 4. Spells/Skills and Immunties/Death Traps
2. Important Suggestions 5. Disarm and Backstab
3. Preperation and Area Knowledge 6. Config +FLEE and Miscellaneous Tidbits
To view a topics, simply type the number of the item you wish to read.
~
#ENDEXDESC
#EXDESC
ExDescKey 1~
ExDesc The Legend of the Parchment
During the excavation for New DarkHaven, a chest of weapons and artifacts
was uncovered, was concluded to have originated with an ancient clan of
pkillers...
All the weapons of this clan with shiny metal surfaces had been covered
by black tar. The conclusion was that the clan had attempted to avoid
detection in sunlight by preventing the blades of their weapons from
reflecting the sun's rays.
Because of this, it is believed the clan was known as the Black Knives,
of which the only references to them now is in the lore of the Bards.
Hidden among the weapons and artifacts was a set of tattered parchments,
which upon translation, appeared to be training material written by an
ancient pkiller. Although some of the information is now obsolete,
the relevant portions were transcribed and made available in the
parchment you now hold...
~
#ENDEXDESC
#EXDESC
ExDescKey 2~
ExDesc Three Important Suggestions
1.) If possible, turn on your "capture session" capability. This will
help you improve your performance by reviewing your failures and your
opponents tactics.
2.) Some kind of macro facility is recommended. Depending on your typing
speed, this may be more important to some players than others. In general,
if one player uses macros and another does not, the player using macros
has a distinct (speed) advantage.
3.) This game is a social place. Players who share info with other
players tend to do much better than solitary players. The information here
is intended to be sparse. To fully understand the items discussed here, it
is wise to talk the things mentioned here over with other players.
~
#ENDEXDESC
#EXDESC
ExDescKey 3~
ExDesc Preparation is the foundation to success. A weaker player who is prepared
will often defeat a stronger player who is not. Preparation includes being
shielded and having your weapons wielded at all times when you are not in a
safe place. It also means having the spells you need and being able to
quickly regenerate a shield or spell if it wears out.
You must carry scrolls, potions and other objects that will give you spells
and heals and you must be prepared to get them and use them instantly. This
means you have to carry some in your inventory and some in containers. You
need to have macros set up to get them and use them. If you do not use
macros, you need to know which items are stored in which containers so you
can get them instantly. When attacked by surprise, you cannot afford to
start fumbling around hunting for supplies -- you will likely die.
How do you get all these scrolls, potions and other items? Well, mages and
clerics can brew potions and scribe scrolls of any spell for any player. If
you do not have a mage or cleric, you'll need to co-operate with other
players to learn where to buy them or how to find other equivalent objects.
(Type look 3A for Area Knowledge)
~
#ENDEXDESC
#EXDESC
ExDescKey 3a~
ExDesc Area Knowledge
Area Knowledge is important to survival whether engaging in pkilling or mob
killing. You should try to learn as much about an area before attempting
to operate in it. Know nearby safe zones and where you can or cannot
recall from. This knowledge may save you in the future.
~
#ENDEXDESC
#EXDESC
ExDescKey 4~
ExDesc Spells and Skills
The following is a list of spells and skills that you should understand and
be able to use:
Shields - sanctuary, iceshield, fireshield, shockshield.
Detection - detect invis, detect hidden, true sight, scry, faerie fog.
Defensive - armor, bless, shield, stone skin, protection, heal, invis.
Offensive - faerie fire, poison, blindness, curse, weaken.
Movement - float, fly, aqua breath, pass door.
Miscellaneous - astral walk, mist walk, plant pass, solar flight, summon,
farsight, kindred strength, create spring.
Skills - backstab, scan, pick lock, stun, disarm.
(Look 4A for Dealing with Immunities and Death Traps)
~
#ENDEXDESC
#EXDESC
ExDescKey 4a~
ExDesc Dealing with Immunities
Some players and mobs are immune to different types of weapons and spells.
It's a good idea to carry a few different kinds of weapons and be prepared
to use a few different kinds of offensive spells. It is important during a
fight to try and see if your weapons and spells are doing any damage. If
your weapon is constantly "missing" (not dodged or parried, but missing),
be ready to switch to another weapon. If your fireball constantly misses,
try a different kind of spell. There are many, including lightning bolt,
burning hands, color spray, energy drain and many others to choose from.
Avoiding Death Traps and Other Nasty Surprises
When you are in an unfamiliar place, it is a good idea to look ahead before
entering a new room. Use scry or scan to do this. If you see a room that
has no exits, you need to be cautions because it might be a death trap. If
you cannot scry or scan, type "look direction" and read the description of
what lies in that direction. Most of these rooms are not death traps, they
just have exits that are not obvious or require you to recall to exit. One
good technique is to bring a friend or a character with little equipment
and send them in to test for a death trap. Having friends in the mud pays
dividends in many ways.
~
#ENDEXDESC
#EXDESC
ExDescKey 5~
ExDesc Disarm
If you can disarm an opponent and take their weapon, you can get a great
advantage. This tactic is a little over-rated because your opponent may
have a good grip on their weapon or may have extra weapons. The effort
you put into disarming them takes away from other tactics you should be
using instead. Disarming mobs can sometimes be a bad move because some
mobs hit much harder when disarmed. If you must try this skill, perhaps
you should try it only once or twice in a fight and then move on.
Backstab
If you can backstab an opponent to start a fight, you should certainly try
it. In order to be backstabbed, however, an opponent must be at full hit
points. If they never eat or drink (a good tactic against backstabbing),
they will always be a few hp below maximum. You can always start a fight
by healing your opponent in the hopes of bringing them to full hit points,
then backstab them. Naughty but Nice!
~
#ENDEXDESC
#EXDESC
ExDescKey 6~
ExDesc Config +FLEE
Many players like this until they flee into a death trap. In general, it's
a bad idea. You are usually better off to recall than to flee. If you have
problems recalling, as a last resort, you can try teleport.
Miscellaneous Tidbits
The susceptibility spells, (Razorbait, Swordbait, Winter Mist, Blazebane,
Ethereal Funnel) and the resistance spells, (Dragonskin, Demonskin, Inner
Warmth, Blazeward, Ethereal Shield) are of lesser value and you should
probably not trouble yourself with them until you have mastered all other
aspects of combat and strategy. Suscpetibility spells may be useful when
fighting a known mob that takes a long time to defeat, as they tend to
reduce the time somewhat. Spells like Eldritch Sphere, Antimagic Shell,
Shadowform and Valiance are also best left for specialized uses.
There are also some miscellaneous skills which are best left for specialized
use - (kick, punch, bash, circle). Circle appears to be a wonderful skill,
but there are problems with it. It only works in certain circumstances and
it locks you out (lags the circler) for a round or two.
~
#ENDEXDESC
#ENDOBJECT
#OBJECT
Vnum 21435
Keywords augurer guild board~
Type furniture~
Short the board of the augurer guild~
Long The board of the Augurer Guild hangs here.~
Values 0 0 0 0 0 0
Stats 1 0 0 0 0
#ENDOBJECT
#ROOM
Vnum 21000
Name Darkhaven Square~
Sector city~
Flags nodropall nosummon~
Desc You are standing within the expanse of the famous Darkhaven Square. A
stone statue of occupies the square's center, surrounded by gardens of
shrubbery which enhance the air of serenity and peace here in the center
of the city. The main road lead away in the cardinal directions, while
to the northeast and northwest are forested paths. The spires of a
cathedral can be seen rising to the northwest.
~
#EXIT
Direction north~
ToRoom 21001
Desc Vertic Avenue lies to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21036
Desc To the east lies Horizon Road.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21042
Desc Vertic Avenue lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21039
Desc To the west lies Horizon Road.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21337
Desc You gaze up into the air.
~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 21200
Desc The forested path continues...
~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 21163
Desc The forested path leads up to the cathedral.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Vertic Avenue
- To Justice Road
East - Horizon Road
- To Hawk Street
South - Vertic Avenue
- To Horizon Road
- To Market Street
- To Law Avenue
West - Horizon Road
- To Falcon Road
Northwest - Cathedral
- To the Guild of Clerics
- To the Guild of Druids
- To the cathdral altar
Northeast - Forest
- To the Guild of Rangers
- To the Guild of Warriors
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21001
Name Vertic Avenue~
Sector city~
Flags nomob norecall nodrop nosummon~
Desc Here the roadway passes by a circular platform, atop which stands a man of
ultimately stern countenance. A wall surrounding the cathedral rises to
the west, and a small forested area lines the eastern roadway. Vertic
Avenue ranges to the north and south.
~
#EXIT
Direction north~
ToRoom 21002
Desc Vertic Avenue lies in this direction.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21000
Desc The road to the south leads to Darkhaven Square.
~
#ENDEXIT
Reset M 0 21044 1 21001
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isnpc($n)
or isimmort($n)
else
if ispkill($n)
if level($n) == 50
mpechoat 0.$n Raging mists drag you away...
mptrans 0.$n 3001
endif
endif
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21002
Name Vertic Avenue~
Sector city~
Flags nosummon~
Desc Nothing in particular strikes your attention as you walk down this portion
of Vertic Avenue. It seems almost as if the citizens of the city forgot
to place a statue here, or perhaps a plaque. The lengthy road ranges
to the north and south.
~
#EXIT
Direction north~
ToRoom 21003
Desc The cobbled roads of Vertic Avenue lie in this direction.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21001
Desc A peculiar section of Vertic Avenue lies to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21003
Name Vertic Avenue~
Sector city~
Flags nosummon~
Desc You continue down Vertic Avenue. To the east you can see the stone structure
of the warrior's, the cathedral rises in the west, and to the north you can
seen an intersection.
~
#EXIT
Direction north~
ToRoom 21004
Desc Vertic Avenue and Justice Road cross just north of here.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21002
Desc A rather bland portion of Vertic Avenue lies to the south.
~
#ENDEXIT
Reset M 0 21045 2 21003
#ENDROOM
#ROOM
Vnum 21004
Name Intersection of Vertic Avenue and Justice Road~
Sector city~
Flags nosummon~
Desc You stand at the intersection of Vertic Avenue and Justice Road. To the
north you can see the north gate of Darkhaven. Justice Road lies to the
east and west, while Vertic Avenue can be seen to the north and south.
~
#EXIT
Direction north~
ToRoom 21100
Desc The northern gate can be seen in this direction.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21005
Desc Justice Road extends to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21003
Desc Going south will bring you near the heart of the city.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21035
Desc Justice Road extends to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - The North Gate of Darkhaven
East - Justice Road
- To Hawk Street
South - Vertic Avenue
- To Horizon Road
- To Market Street
- To Law Avenue
- To Darkhaven Square
West - Justice Road
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21005
Name Justice Road~
Sector city~
Flags nosummon~
Desc This portion of Justice Road seems unkempt. A whistling northern wind can
be heard passing through the trees to the south, and you smile to yourself
as you continue on your way. Justice Road stretches to the east and west.
~
#EXIT
Direction east~
ToRoom 21006
Desc Justice Road lies to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21004
Desc The intersection of Vertic Avenue and Justice Road is to the west.
~
#ENDEXIT
Reset M 0 21037 8 21005
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21069 23 16
#ENDROOM
#ROOM
Vnum 21006
Name Justice Road~
Sector city~
Flags nosummon~
Desc You are on a solemn section of Justice Road. A statue depicting a party
of adventurers fighting off an undead dragon sits in the center of the
road. Blinking back a tear, you remember hearing this tale in a local
inn, and realize that the statue is a memorial. Justice Road extends to
the east and west.
~
#EXIT
Direction east~
ToRoom 21007
Desc Justice Road is to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21005
Desc Justice Road extends westward.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21007
Name Justice Road~
Sector city~
Flags nosummon~
Desc You are walking down Justice Road. The long road, which lines the northern
wall of Darkhaven, meets up with Hawk Street to the east to form one of the
four corners of Darkhaven. The street continues westward.
~
#EXIT
Direction east~
ToRoom 21008
Desc Justice Road meets Hawk Street to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21006
Desc Justice Road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21008
Name Meeting of Hawk Street and Justice Road~
Sector city~
Flags nosummon~
Desc Hawk Street and Justice Road come together here to form one of the four
corners of Darkhaven. A stone staircase leads upward onto the fantastic
city's battlements, from where even the strongest foe can be repelled.
Hawk Street lies to the south, while Justice Road stretches westward.
~
#EXIT
Direction south~
ToRoom 21009
Desc Hawk Street lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21007
Desc Justice Road lies to the west.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21321
Desc The stairs lead up onto Darkhaven's battlements.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc West - Justice Road
- To Vertic Avenue
- To Falcon Road
South - Hawk Street
- To Horizon Road
- To Market Street
- To Law Avenue
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21009
Name Hawk Street~
Sector city~
Flags nosummon~
Desc This section of Hawk Street is reserved for storing the eastern wall's
defense supplies. Quivers of arrows are stacked high into the air,
almost within reach of the guards on the battlements. Hawk Street
stretches to the north and south.
~
#EXIT
Direction north~
ToRoom 21008
Desc Hawk Street meets up with Justice Road to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21010
Desc Hawk Street continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21010
Name Hawk Street~
Sector city~
Flags nosummon~
Desc This portion of Hawk Street is rather poor and unkempt. Rags litter the
street, and several of the city's unfortunate have set up residence here.
A tent has been set up on the eastern side of the road, a beggar's home
no doubt. Hawk Street continues to the north and south.
~
#EXIT
Direction north~
ToRoom 21009
Desc Hawk Street continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21011
Desc The road ranges to the south.
~
#ENDEXIT
Reset M 0 21055 1 21010
#ENDROOM
#ROOM
Vnum 21011
Name Hawk Street~
Sector city~
Flags nosummon~
Desc You are walking down the northern half of Hawk Street at a brisk pace.
To the east is the towering eastern wall of Darkhaven, while a forest
surrounded by a short wall is to the west. Hawk Street ranges to the
north and south.
~
#EXIT
Direction north~
ToRoom 21010
Desc Hawk Street extends northward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21012
Desc Horizon Road and Hawk Street cross to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21012
Name Intersection of Horizon Road and Hawk Street~
Sector city~
Flags nosummon~
Desc You stand at the intersection of Horizon Road and Hawk Street. To the
east you can see the massive east gate of Darkhaven, while Hawk Street
lies to the north and south, and Horizon Road runs west.
~
#EXIT
Direction north~
ToRoom 21011
Desc Hawk Street is to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21113
Desc To the east is the eastern gate.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21013
Desc You can see Hawk Street stretch far to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21038
Desc Horizon Road lies to the east.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Hawk Street
- To Justice Road
East - The East Gate of Darkhaven
South - Hawk Street
- To Market Street
- To Law Avenue
West - Horizon Road
- To Darkhaven Square
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21013
Name Hawk Street~
Sector city~
Flags nosummon~
Desc You take a brief pause on your way down Hawk Street, and you can hear the
chirping of birds coming from the other side of the city wall. Upon
catching your breath, you gather your belongings and continue on your way.
~
#EXIT
Direction north~
ToRoom 21012
Desc Horizon Road and Hawk Street cross just north of here.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21014
Desc The Market and Hawk Street intersection is south of here.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21014
Name Intersection of Market Street and Hawk Street~
Sector city~
Flags nosummon~
Desc You stand at the intersection of Market Street and Hawk Street. A wall
towers over you to the east, keeping intruders out of Darkhaven. To
the west are the glorious pavilions and shops of Darkhaven, while
Hawk Street continues to the north and south.
~
#EXIT
Direction north~
ToRoom 21013
Desc Hawk Street lies in this direction.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21015
Desc Hawk Street stretches southward as far as the eye can see.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21050
Desc The markets of Darkhaven await your arrival and gold.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Hawk Street
- To Horizon Road
- To Justice Road
South - Hawk Street
- To Law Avenue
West - Market Street
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21015
Name Hawk Street~
Sector city~
Flags nosummon~
Desc This portion of Hawk Street is lined with pine trees and small colorful
gardens. Two marble benches sit on opposite sides of the cobbled road,
enticing you to rest. You can see Law Avenue meeting up with Hawk
Street to the south, while to the north is the Market Street and
Hawk Street intersection.
~
#EXIT
Direction north~
ToRoom 21014
Desc Market Street and Hawk Street meet to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21016
Desc Gazing southward, you see the southeastern corner of Darkhaven.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21016
Name Meeting of Hawk Street and Law Avenue~
Sector city~
Flags nosummon~
Desc Hawk Street and Law Avenue come together here to form one of the four
corners of Darkhaven. A stone staircase leads up onto the fantastic
city's battlements, from where even the strongest foe can be repelled.
Hawk Street lies to the north, while Law Avenue stretches westward.
~
#EXIT
Direction north~
ToRoom 21015
Desc Hawk Street lies to the north.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21017
Desc Law Avenue lies to the west.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21314
Desc Stairs lead up to Darkhaven's battlements.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Hawk Street
- To Market Street
- To Horizon Road
- To Justice Road
West - Law Avenue
- To Vertic Avenue
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21017
Name Law Avenue~
Sector city~
Flags nosummon~
Desc You are walking down Law Avenue, the road which lines the southern wall
of Darkhaven. The cobblestones here seem worn and used. To the north
is the reason for this: a mount and pet store. Even from here you can
smell the faint scent of hay. To the east is one of the four corners
of Darkhaven, while Law Avenue continues westward.
~
#EXIT
Direction north~
ToRoom 21339
Desc The Companions and Mounts shop lies to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21016
Desc Law Avenue joins Hawk Street to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21018
Desc Law Avenue stretches westward.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Companions and Mounts
East - Law Avenue
- To Hawk Street
West - Law Avenue
- To Vertic Avenue
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21018
Name Law Avenue~
Sector city~
Flags nosummon~
Desc A tall statue attracts your attention on this portion of Law Avenue. The
marble sculpture is of a man in his late forties wielding a blade of ebony
against an unseen attacker, although from the man's posture it is obvious
that his opponent was enormous. A small golden plaque sits near the
statue, explaining its importance. The road stretches both east and west.
~
#EXIT
Direction east~
ToRoom 21017
Desc The road extends eastward.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21019
Desc Law Avenue stretches westward as far as the eye can see.
~
#ENDEXIT
Reset M 0 21037 8 21018
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21069 23 16
#EXDESC
ExDescKey plaque~
ExDesc The plaque reads: 'May you rest in peace, Uthar Darkbane.'
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21019
Name Law Avenue~
Sector city~
Flags nosummon~
Desc Although you pass by the building to the north frequently, you still have
trouble believing it stands there. The Dragon Exports, known for bizarre
dragon collectibles and occultic behavior, has set up a Darkhaven branch
inside the large stone structure to the north. The road ranges to the
east and west from here.
~
#EXIT
Direction north~
ToRoom 9850
Desc To the north is the reception desk for the Dragon Exports company.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21018
Desc Law Avenue continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21020
Desc Vertic Avenue and Law Avenue cross to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Dragon Cult
East - Law Avenue
- To Hawk Street
West - Law Avenue
- To Vertic Avenue
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21020
Name Intersection of Vertic Avenue and Law Avenue~
Sector city~
Flags nosummon~
Desc You stand at the intersection of Vertic Avenue and Law Avenue. Gazing to
the south, you see the massive south gate of Darkhaven. The cobbled roads
of Vertic Avenue and Law Avenue lie in the four cardinal directions.
~
#EXIT
Direction north~
ToRoom 21044
Desc To the north is Vertic Avenue.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21019
Desc You see the legendary Law Avenue.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21074
Desc To the south is Darkhaven's southern gate.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21021
Desc Law Avenue extends to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Vertic Avenue
- To Market Street
- To Horizon Road
- To Justice Road
- To Darkhaven Square
East - Law Avenue
- To Hawk Street
South - The Southern Gate of Darkhaven
West - Law Avenue
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21021
Name Law Avenue~
Sector city~
Flags nosummon~
Desc You are traversing the cobblestone roads of Law Avenue at a brisk pace.
To the north is the Darkhaven Art Gallery, a building known throughout
the the world for its rare beauty and exquisite art. You feel almost
like paying the ancient building a visit. Law Avenue extends to the
east and west.
~
#EXIT
Direction north~
ToRoom 24800
Desc The Art Gallery awaits...
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21020
Desc Law Avenue and Vertic Road cross to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21022
Desc Law Avenue ranges to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Darkhaven Art Gallery
East - Law Avenue
- To Vertic Avenue
- To Hawk Street
West - Law Avenue
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21022
Name Law Avenue~
Sector city~
Flags nosummon~
Desc You are walking down a rather commercial part of Law Avenue. Merchants
hassle you to spend your gold as you attempt to continue on your way.
Glancing to the north, you see the only shop worth visiting, owned by
the respectable Annir. Law Avenue stretches to the east and west.
~
#EXIT
Direction north~
ToRoom 21066
Desc A clothing shop is situated to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21021
Desc Law Avenue extends to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21023
Desc Law Avenue stretches westward.
~
#ENDEXIT
Reset M 0 21037 8 21022
Reset E 1 21067 28 0
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Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Annir's Clothing
West - Law Avenue
- To Falcon Road
East - Law Avenue
- To Hawk Street
- To Vertic Avenue
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21023
Name Law Avenue~
Sector city~
Flags nosummon~
Desc This stretch of Law Avenue is cobbled and well kept, like most of the
streets of Darkhaven. Looking northward, you see a small mansion which
seems abandoned. Two stone gargoyles guard the gates to the strange
building, their ruby eyes glowing softly. The lengthy cobblestone
road extends to the east and west.
~
#EXIT
Direction north~
ToRoom 21353
Desc An abandoned mansion is to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21022
Desc Law Avenue continues in this direction.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21024
Desc Law Avenue clashes with Falcon Road to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - An Abandoned Mansion
- To the Guild of Vampires
West - Law Avenue
- To Falcon Road
East - Law Avenue
- To Vertic Avenue
- To Hawk Street
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21024
Name Meeting of Falcon Road and Law Avenue~
Sector city~
Flags nosummon~
Desc Falcon Road and Law Avenue come together here to form one of the four
corners of Darkhaven. A stone staircase leads up onto the fantastic
city's battlements, from where even the strongest foe can be repelled.
Falcon Road lies to the north, while Law Avenue stretches eastward.
~
#EXIT
Direction north~
ToRoom 21025
Desc Falcon Road lies to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21023
Desc Law Avenue lies to the east.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21307
Desc The stairs lead up to Darkhaven's battlements.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Falcon Road
- To Market Street
- To Horizon Road
- To Justice Road
East - Law Avenue
- To Vertic Avenue
- To Hawk Street
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21025
Name Falcon Road~
Sector city~
Flags nosummon~
Desc You pick up your pace as you travel down this portion of Falcon Road.
Gazing eastward, you see what is easily the darkest alley in the city,
though a glimmer of light can be seen flickering in the shadows of
the slim street. To the north is an intersection, while Falcon
Road continues to the south.
~
#EXIT
Direction north~
ToRoom 21026
Desc Thieves Alley is east of here.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21063
Desc The Thieves Alley is east of here.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21024
Desc One of the four corners of Darkhaven is located to the south.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Falcon Road
- To Justice Road
- To Horizon Road
- To Market Street
East - Thieves Alley
- To the Guild of Thieves
South - Falcon Road
- To Law Avenue
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21026
Name Intersection of Market Street and Falcon Road~
Sector city~
Flags nosummon~
Desc You stand at the intersection of Market Street and Falcon Road. A wall
towers over you to the west, keeping intruders out of Darkhaven. To the
east are the glorious pavilions and shops of Darkhaven, while Falcon
Road continues to the north and south.
~
#EXIT
Direction north~
ToRoom 21027
Desc Falcon Road lies in this direction.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21045
Desc You gaze at the pavillions and shops of Market Street.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21025
Desc To the south is Falcon Road.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Falcon Road
- To Justice Road
- To Horizon Road
East - Market Street
South - Falcon Road
- To Law Avenue
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21027
Name Falcon Road~
Sector city~
Flags nosummon~
Desc You are walking down a poorer section of Falcon Road. The cobbled roads
seem unkept and dirty, definitely unusual in this city which represents
hope and order. The street ranges to the north and south.
~
#EXIT
Direction north~
ToRoom 21028
Desc Horizon Road and Falcon Road cross to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21026
Desc Market Street and Falcon Road cross just south of here.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21028
Name Intersection of Horizon Road and Falcon Road~
Sector city~
Flags nosummon~
Desc You stand at the intersection of Horizon Road and Falcon Road. Gazing to
the west, you see the huge west gate of Darkhaven. The cobbled roads of
Horizon Road and Falcon Road lie in the four cardinal directions.
~
#EXIT
Direction north~
ToRoom 21029
Desc The cobbled streets of Falcon Road lie to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21041
Desc Walking in this direction will lead you into the very heart of the city.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21027
Desc Falcon Road lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21088
Desc To the west is the west gate of Darkhaven.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc West - The Western Gate of Darkhaven
South - Falcon Road
- To Market Street
- To Law Avenue
East - Horizon Road
- To Darkhaven Square
North - Falcon Road
- To Justice Avenue
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21029
Name Falcon Road~
Sector city~
Flags nosummon~
Desc You are walking down a rarely used portion of Falcon Road. To the east is
Darkhaven's church, while Falcon Road ranges to the north and south.
~
#EXIT
Direction north~
ToRoom 21030
Desc Falcon Road stretches northward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21028
Desc The intersection of Horizon Road and Falcon Road is south of here.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21030
Name Falcon Road~
Sector city~
Flags nosummon~
Desc You walk through a poor, almost abandoned section of Darkhaven. Indeed,
this portion of Falcon Road is neither dirty nor clean, just untouched.
The cobbled road continues to the north and south.
~
#EXIT
Direction north~
ToRoom 21031
Desc Falcon Road extends northward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21029
Desc Falcon Road stretches southward.
~
#ENDEXIT
Reset M 0 21037 8 21030
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21069 23 16
#ENDROOM
#ROOM
Vnum 21031
Name Falcon Road~
Sector city~
Flags nosummon~
Desc Here you spy the spires and stained glass windows of the cathedral peeking
out peek out from the lush green forest cultivated in the center of this
thriving city. Falcon Road ranges to both the north and south.
~
#EXIT
Direction north~
ToRoom 21032
Desc Falcon Road meets with Justice Road to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21030
Desc Falcon Road lies to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21032
Name Meeting of Falcon Road and Justice Road~
Sector city~
Flags nosummon~
Desc Falcon Road and Justice Road come together here to form one of the four
corners of Darkhaven. A stone staircase lead upward onto the fantastic
city's battlements, from where even the strongest foe can be repelled.
Falcon Road lies to the south, while Justice Road stretches eastward.
~
#EXIT
Direction east~
ToRoom 21033
Desc Justice Road lies to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21031
Desc Falcon Road lies to the south.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21328
Desc The stairs lead up to Darkhaven's battlements.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc East - Justice Road
- to Vertic Avenue
- to Hawk Street
South - Falcon Road
- to Horizon Road
- to Market Street
- to Law Avenue
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21033
Name Justice Road~
Sector city~
Flags nosummon~
Desc This is a rather unremarkable portion of Justice Road, as nothing out
of the ordinary pokes at your attention. The northern wall lines the
cobbled street, which ranges to the east and west.
~
#EXIT
Direction east~
ToRoom 21034
Desc Justice Road stretches eastward.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21032
Desc Justice Road and Falcon Road meet to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21034
Name Justice Road~
Sector city~
Flags nosummon~
Desc You travel down an eerie portion of Justice Road. In the forest to the
south you can hear strange chants to Thoric. The mysterious melody sends
shivers down your spine, making you wonder who would sing such a song in
a city of peace and goodness. Justice Road stretches east and west.
~
#EXIT
Direction east~
ToRoom 21035
Desc Justice Road lies to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21033
Desc Justice Road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21035
Name Justice Road~
Sector city~
Flags nosummon~
Desc You are walking cautiously through this part of Justice Road. Lately you
have heard rumors of thieves prowling these parts, mocking the very name
of the road. The cobbled street ranges to the east and west.
~
#EXIT
Direction east~
ToRoom 21004
Desc The intersection of Vertic Avenue and Justice Road is east of here.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21034
Desc Justice Road stretches westward.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21036
Name Horizon Road~
Sector city~
Flags nosummon~
Desc Travelling the cobbled streets of Horizon Road, you are pleased to see the
ancient Darkhaven Town Hall still stands. Horizon road continues to the
east and west.
~
#EXIT
Direction east~
ToRoom 21037
Desc Horizon Road stretches onward in this direction.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21000
Desc The road to the west leads to Darkhaven Square.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc East - Horizon Road
- To Hawk Street
South - The Archives
- To the Lore of the Archives
- To the Oracle of the Archives
West - Horizon Road
- To Vertic Avenue
- To Falcon Road
- To Darkhaven Square
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21037
Name Horizon Road~
Sector city~
Flags nosummon~
Desc While traversing Horizon Road, you gaze up at the Darkhaven Tower of
Sorcery, whose entrance lies to the south. The lengthy cobblestone
road stretches to the east and west.
~
#EXIT
Direction east~
ToRoom 21038
Desc Horizon Road continues in this direction.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21126
Desc The gates to Darkhaven's Tower of Sorcery are to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21036
Desc Horizon Road continues in this direction.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc East - Horizon Road
- To Hawk Street
South - Darkhaven Tower of Sorcery
- To the Guild of Mages
West - Horizon Road
- To Vertic Avenue
- To Falcon Road
- To Darkhaven Square
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21038
Name Horizon Road~
Sector city~
Flags nosummon~
Desc Young and giddy adventurers pass you as you travel this portion of Horizon
Road. Gazing southward, you see the illustrious Darkhaven Academy, which
has the responsibility of training new adventurers. The cobbled streets
of Horizon Road continue to the east and west.
~
#EXIT
Direction east~
ToRoom 21012
Desc The intersection of Horizon Road and Hawk Street lies to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21280
Desc The entrance to Darkhaven Academy lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21037
Desc Horizon Road stretches to the west as far as the eye can see.
~
#ENDEXIT
Reset M 0 21037 8 21038
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21069 23 16
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
#EXDESC
ExDescKey sign post signpost~
ExDesc East - Horizon Road
- To Hawk Street
South - Darkhaven Academy
West - Horizon Road
- To Vertic Avenue
- To Falcon Road
- To Darkhaven Square
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21039
Name Horizon Road~
Sector city~
Flags nosummon~
Desc You quicken your pace as you walk down the cobblestones of Horizon Road.
Gazing to the north, you see the cathedral in all its beauty. To the east
is Darkhaven Square, while Horizon Road leads on to the west. The Western
Hall, a popular point of congregation, is situated in a building just to
the south.
~
#EXIT
Direction east~
ToRoom 21000
Desc The road to the east leads to Darkhaven Square.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21335
Desc The Western Hall lies in this direction.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21040
Desc Horizon Road stretches onward as far as the eye can see.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc East - Horizon Road
- To Hawk Street
- To Vertic Avenue
- To Darkhaven Square
South - Western Hall
West - Horizon Road
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21040
Name Horizon Road~
Sector city~
Flags nosummon~
Desc Here the city's inn stands to the south, and you make note to remember
this location for later. Gazing to the east and west, you can see nothing
but Horizon Road.
~
#EXIT
Direction east~
ToRoom 21039
Desc Horizon Road stretches further eastward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21069
Desc The town inn awaits.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21041
Desc Horizon Road stretches further westward.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc East - Horizon Road
- To Hawk Street
- To Vertic Avenue
- To Darkhaven Square
South - The Inn
West - Horizon Road
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21041
Name Horizon Road~
Sector city~
Flags nosummon~
Desc Cheery laughter can be heard in this section of Horizon Road. Listening
closely, you are not surprised to find the laughter coming from the tavern
to the south. Peasants passing by also seem interested in those who can
find joy in these dark times. Horizon Road ranges to the east and west.
~
#EXIT
Direction east~
ToRoom 21040
Desc Horizon Road continues in this direction.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21068
Desc The tavern lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21028
Desc Horizon Road and Falcon Road cross to the west.
~
#ENDEXIT
Reset M 0 21037 8 21041
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21069 23 16
#EXDESC
ExDescKey sign post signpost~
ExDesc East - Horizon Road
- To Hawk Street
- To Vertic Avenue
- To Darkhaven Square
South - The Grim Smile
West - Horizon Road
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21042
Name Vertic Avenue~
Sector city~
Flags nosummon~
Desc You are travelling upon the southern portion of Vertic Avenue. The tents
of the Darkhaven markets rise high into the air to the east and west. The
cobblestone road stretches to the north and south, where you can see a
bustling intersection.
~
#EXIT
Direction north~
ToRoom 21000
Desc The road to the north leads to Darkhaven Square.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21043
Desc A bustling intersection lies to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21043
Name Intersection of Vertic Avenue and Market Street~
Sector city~
Flags nosummon~
Desc You stand at the intersection of Vertic Avenue and Market Street. The
intersection bustles with activity as citizens go about their business.
To the east and west runs Market Street, lined with the exotic shops of
Darkhaven, while Vertic Avenue lies to the north and south.
~
#EXIT
Direction north~
ToRoom 21042
Desc Vertic Avenue lies to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21048
Desc You can see the exotic markets of Darkhaven.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21044
Desc Vertic Avenue stretches to the south as far as the eye can see.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21047
Desc You can see the exotic markets of Darkhaven.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Vertic Avenue
- To Justice Road
- To Horizon Road
- To Darkhaven Square
East - Market Street
- To Hawk Street
South - Vertic Avenue
- To Law Avenue
West - Market Street
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21044
Name Vertic Avenue~
Sector city~
Flags nosummon~
Desc While traversing the busy, cobbled streets of Darkhaven, you notice
a particularly dark alley to the west which citizens commonly avoid.
Grinning, you imagine the cloaked thief lurking in the shadows.
Vertic Avenue extends to the north and south.
~
#EXIT
Direction north~
ToRoom 21043
Desc Intersection of Vertic Avenue and Market Street
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21020
Desc The intersection of Vertic Avenue and Law Avenue lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21065
Desc You can't make out any details about the dark alley.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Vertic Avenue
- To Market Street
- To Horizon Road
- To Justice Road
- To Darkhaven Square
West - Thieves Alley
- To the Guild of Thieves
South - Vertic Avenue
- To Law Avenue
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21045
Name Market Street~
Sector city~
Flags nosummon~
Desc You smile at the sight of the familiar Market Street and its glorious
pavilions. A fiery ruby catches your eye in the shop to the south,
while the shop to the north is eerily silent. Market Street extends
to the east and west.
~
#EXIT
Direction north~
ToRoom 21051
Desc A scribe's shop is situated just north of here.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21046
Desc More shops attract your attention to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21052
Desc A jewelry shop has been set up in the tent to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21026
Desc Market Street meets up with Falcon Road to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - The Scribe's Tent
East - Market Street
- To Hawk Street
- To Vertic Avenue
South - The Shining Emerald
West - Market Street
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21046
Name Market Street~
Sector city~
Flags nosummon~
Desc Citizens of Darkhaven scamper around you, anxious to finish their shopping.
Gazing northward, you can see a female elf brewing a multitude of potions,
while to the south you see Darkhaven's courier service. Market Street
ranges to the east and west.
~
#EXIT
Direction north~
ToRoom 21054
Desc The Alchemist's is to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21047
Desc More shops attract your attention to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21053
Desc The Darkhaven mail service is situated in a building to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21045
Desc More shops attract your attention to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - The Alchemist's
East - Market Street
- To Hawk Street
- To Vertic Avenue
South - The Darkhaven Courier
West - Market Street
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21047
Name Market Street~
Sector city~
Flags nosummon~
Desc The cobbled road is buzzing with activity. Eager shouts from numerous tents
and pavilions encourage potential customers to come inspect a shopkeeper's
wares. To the north is the Magician's Tent, while a dealer in parchment is
to the south. Market Street stretches to the east and west.
~
#EXIT
Direction north~
ToRoom 21055
Desc The wizard's tent is to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21043
Desc You see the intersection of Vertic Avenue and Market Street.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21056
Desc A parchment store lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21046
Desc More shops attract your attention to the west.
~
#ENDEXIT
Reset M 0 21037 8 21047
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21069 23 16
Reset E 1 21067 28 0
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Wizard's Tent
East - Market Street
- To Hawk Street
- To Vertic Avenue
South - Quills and Parchments
West - Market Street
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21048
Name Market Street~
Sector city~
Flags nosummon~
Desc The cobbled road is buzzing with activity. Eager shouts from numerous tents
and pavilions encourage potential customers to come inspect a shopkeeper's
wares. To the north is the Food Market, while the tent to the south is
dedicated to repairing items. Market Street stretches to the east and west.
~
#EXIT
Direction north~
ToRoom 21057
Desc The butcher's shop lies in this direction.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21049
Desc More shops attract your attention in this direction.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21058
Desc You can see a stocky dwarf repairing equipment.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21043
Desc The intersection of Vertic Avenue and Market Street lies to the west.
~
#ENDEXIT
Reset M 0 21045 2 21048
#EXDESC
ExDescKey sign post signpost~
ExDesc North - The Carnivore's Delight
East - Market Street
- To Hawk Street
South - The Damaged Goods
West - Market Street
- To Vertic Avenue
- Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21049
Name Market Street~
Sector city~
Flags nosummon~
Desc Citizens of Darkhaven scamper about you, eager to finish their shopping.
The aroma of fresh bread assails your nose, coming from a bakery to the
north, and the clanging of metal on metal rings out from Darkhaven's
armoury to the south. Market Street ranges to the east and west.
~
#EXIT
Direction north~
ToRoom 21060
Desc You can see a bakery to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21050
Desc More shops attract your attention in this direction.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21059
Desc The Solid Parry is to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21048
Desc More shops attract your attention in this direction.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - The Darkhaven Bakery
East - Market Street
- To Hawk Street
South - The Solid Parry
West - Market Street
- To Vertic Avenue
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21050
Name Market Street~
Sector city~
Flags nosummon~
Desc You smile at the familiar sight of Market Street and its glorious pavilions.
The ring of sword on sword can be heard to the south, while the dairy is
situated to the north. Market Street extends east and west.
~
#EXIT
Direction north~
ToRoom 21061
Desc The dairy to the north deals in all dairy products.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21014
Desc Market Street joins up with Hawk Street to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21062
Desc Weapons can be bought or sold in the store to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21049
Desc More shops attract you in this direction.
~
#ENDEXIT
Reset M 0 21037 8 21050
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21069 23 16
#EXDESC
ExDescKey sign post signpost~
ExDesc North - Dairy Products
East - Market Street
- To Hawk Street
South - The Daring Attack
West - Market Street
- To Vertic Avenue
- To Falcon Road
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21051
Name The Scribe's Tent~
Sector inside~
Flags indoors nosummon~
Desc You find yourself in a quiet section of the tent. All that can be heard is
the constant scratching of quill on parchment and scrolls litter the floor,
although most have been carefully categorized and placed into different
boxes. A desk sits in the center of the room, where the scribe writes an
infinite amount of scrolls. You almost pity the man his job, until you see
his coin pouch. To the east is the apothecary, while a tent opening to the
south leads back out onto Market Street.
~
#EXIT
Direction east~
ToRoom 21054
Desc The alchemist's tent lies to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21045
Desc The opening in the tent leads back out onto Market Street.
~
#ENDEXIT
Reset M 0 21004 1 21051
Reset G 1 21005 3
Reset G 1 21006 2
Reset G 1 21007 1
#ENDROOM
#ROOM
Vnum 21052
Name The Shining Emerald~
Sector inside~
Flags indoors nosummon~
Desc A locked display box dominates this particular shop. Under the glass
of the box are a myriad of gems, each lying gently upon a miniscule cushion.
Hanging from the walls are various paintings, while sculptures take up the
rest of the floor space. To the east is Darkhaven's courier, while an
opening in the tent to the north leads back out onto Market Street.
~
#EXIT
Direction north~
ToRoom 21045
Desc An opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21053
Desc Darkhaven's courier lies to the east.
~
#ENDEXIT
Reset M 0 21014 1 21052
#ENDROOM
#ROOM
Vnum 21053
Name The Darkhaven Courier~
Sector inside~
Flags indoors nodrop nosummon noastral~
Desc An immense bookshelf set against the southern wall of the tent has been
organized into small slots, each containing letters to and from the citizens
of Darkhaven. Errand boys are constantly coming in and collecting packets
for delivery. To the east is the Quill and Parchment shop, while the shop
to the west deals in jewelry and other rare treasures. An opening in the
tent leads back out onto Market Street to the north.
~
#EXIT
Direction north~
ToRoom 21046
Desc An opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21056
Desc The Quill and Parchment shop lies to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21409
Desc A silent corner of the courier makes a good spot for composing thoughts.
~
Flags nomob~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21052
Desc A dealer in fine jewelry has set up a shop to the west.
~
#ENDEXIT
Reset M 0 21017 1 21053
Reset O 0 21048 1 21053
#ENDROOM
#ROOM
Vnum 21054
Name The Alchemist's~
Sector inside~
Flags indoors nosummon~
Desc This portion of the tent is filled with the scent of chemicals. Wooden
shelves are lined with potions, each of varying colors. A counter sits
in the center of the room. Walking nearer, you notice a small plaque
on the counter which reads 'Success lies in alchemy'. An opening in the
tent leads back out onto Market Street lies to the south, while two
other magic shops are situated to the east and west.
~
#EXIT
Direction east~
ToRoom 21055
Desc To the east is the wizard's tent.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21046
Desc The opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21051
Desc A scribe's shop lies to the west.
~
#ENDEXIT
Reset M 0 21003 1 21054
Reset G 1 21000 2
Reset G 1 21003 1
Reset G 1 21002 1
Reset G 1 21001 1
Reset G 1 21004 1
#ENDROOM
#ROOM
Vnum 21055
Name The Wizard's Tent~
Sector inside~
Flags indoors nosummon~
Desc A musty odor fills your nostrils as you inhale. Bookcases hug the walls
of this part of the tent, each shelf filled with magical items. As you
begin to inspect several of the shelves, you notice they are all covered
in dust. A square wooden counter sits in the center of the room, and an
opening in the tent leads back out onto Market Street, while the
Alchemist's tent lies to the west.
~
#EXIT
Direction south~
ToRoom 21047
Desc The opening in the tent leads back out to Market Street.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21054
Desc You can see the alchemist's tent.
~
#ENDEXIT
Reset M 0 21001 1 21055
Reset G 1 35 3
Reset G 1 34 3
Reset G 1 21046 1
Reset G 1 21049 1
#ENDROOM
#ROOM
Vnum 21056
Name Quills and Parchments~
Sector inside~
Flags indoors nosummon~
Desc You find yourself in a rather small and empty shop. Parchments tied
into neat packs lie about in an unorganized manner. A counter in the
center of the room houses numerous plain quills, as well as a couple
more unique writing tools. The Darkhaven courier is to the west, and
the newsletter's public office is to the south, while an opening in
the tent to the north leads back out onto Market Street.
~
#EXIT
Direction north~
ToRoom 21047
Desc An opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21053
Desc The Darkhaven Courier is situated in the shop to the west.
~
#ENDEXIT
Reset M 0 21011 1 21056
Reset G 1 36 8
Reset G 1 37 7
#ENDROOM
#ROOM
Vnum 21057
Name The Butcher's Shop~
Sector inside~
Flags indoors nosummon~
Desc The smell of fresh meat is present in the air of this shop. Kept cool in
magically frosted vaults, the city butcher sells his meats here, imported
from lands far distant. To the south is the famous Market Street, while
the Darkhaven Bakery lies to the east.
~
#EXIT
Direction east~
ToRoom 21060
Desc The city bakery is to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21048
Desc An opening in the tent allows you to return to Market Street.
~
#ENDEXIT
Reset M 0 21018 1 21057
Reset G 1 21014 1
Reset G 1 21015 1
Reset G 1 21016 1
#ENDROOM
#ROOM
Vnum 21058
Name The Blacksmith's Tent~
Sector inside~
Flags indoors nosummon~
Desc You stand within the sweltering tent of the city's blacksmith. Darkhaven's
armourer lies to the east, while an opening in the tent leads back out onto
Market Street.
~
#EXIT
Direction north~
ToRoom 21048
Desc The opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21059
Desc The armourer's shop lies to the east.
~
#ENDEXIT
Reset M 0 21002 1 21058
#ENDROOM
#ROOM
Vnum 21059
Name Armory~
Sector inside~
Flags indoors nosummon~
Desc This shop's owner is a dedicated creator of armor and shields. Having lost
her son to shabby equipment, she took up the job of putting protective suits
of mail together. To the west is the blacksmith's, while the armourer's is
to the east. An opening in the tent leads back out north onto Market Street.
~
#EXIT
Direction north~
ToRoom 21049
Desc The opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21062
Desc The weaponry shop is to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21058
Desc The blacksmith's is to the west.
~
#ENDEXIT
Reset M 0 21015 1 21059
Reset G 1 21057 17
Reset G 1 21058 30
Reset G 1 21059 30
Reset G 1 21060 30
Reset G 1 21061 30
Reset G 1 21062 30
Reset G 1 21063 30
Reset G 1 21064 26
Reset G 1 21065 9
Reset G 1 21066 16
#ENDROOM
#ROOM
Vnum 21060
Name The Darkhaven Bakery~
Sector inside~
Flags indoors nosummon~
Desc Upon entering the Darkhaven Bakery, you find yourself surrounded by citizens
of the marvelous city, each waiting in line for their daily bread. Gazing
eastward, you see a farmer's shop which sells all forms of dairy products.
A butcher's shop also lies to the west, while an opening in the tent to
the south leads back out onto Market Street.
~
#EXIT
Direction east~
ToRoom 21061
Desc Dairy products can be bought in the shop to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21049
Desc An opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21057
Desc The butchery lies to the west.
~
#ENDEXIT
Reset M 0 21019 1 21060
Reset G 1 21020 2
Reset G 1 21021 1
#ENDROOM
#ROOM
Vnum 21061
Name The Dairy Tent~
Sector inside~
Flags indoors nosummon~
Desc This small shop smells strongly of cheese, as dozens of types of cheeses
have been laid out and labeled properly on several long shelves. You notice
many bottles of milk, considered to be more important than even water,
carefully stacked in the northeast corner. To the west is the Darkhaven
Bakery, while Market Street lies to the south.
~
#EXIT
Direction south~
ToRoom 21050
Desc An opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21060
Desc The Darkhaven Bakery is situated in the shop to the west.
~
#ENDEXIT
Reset M 0 21020 1 21061
Reset G 1 21017 1
Reset G 1 21018 1
Reset G 1 21019 2
#ENDROOM
#ROOM
Vnum 21062
Name Weaponry Shop~
Sector inside~
Flags indoors nosummon~
Desc Racks line the walls of this tent, each filled to the brim with weapons.
You grin evilly at the items of destruction, and try out a couple on the
practice dummies hung from the ceiling. A counter in the center of the
room is where the keeper of this shop does business. To the west is
the armourer's shop, while an opening in the tent to the north leads
back out onto Market Street.
~
#EXIT
Direction north~
ToRoom 21050
Desc The opening in the tent leads back out onto Market Street.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21059
Desc The Solid Parry is situated to the west.
~
#ENDEXIT
Reset M 0 21016 1 21062
Reset G 1 21068 9
Reset G 1 21069 23
Reset G 1 21081 1
Reset G 1 21082 1
#ENDROOM
#ROOM
Vnum 21063
Name Thieves Alley~
Sector city~
Flags nosummon~
Desc You are walking through a particularly dark and unkempt alley of Darkhaven.
Rats scurry across the cobbled ground, squeaking at you. Empty crates and
tattered rags are lying about. The alley opens up to Falcon Road to the
west, while to the east the darkness deepens.
~
#EXIT
Direction east~
ToRoom 21064
Desc The Thieves Alley continues in this direction.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21025
Desc Falcon Road lies to the west.
~
#ENDEXIT
Reset M 0 21052 3 21063
Reset E 1 21055 3 1
#ENDROOM
#ROOM
Vnum 21064
Name Thieves Alley~
Sector city~
Flags nosummon~
Desc You are walking through a particularly dark and unkempt alley of Darkhaven.
Rats scurry across the cobbled ground, squeaking at you. Empty crates and
tattered rags are lying about. The alley stretches to the east and west,
while the mysterious Guild of Thieves lies to the north.
~
#EXIT
Direction north~
ToRoom 21141
Desc The thieves of Darkhaven have set up their guild in the building to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21065
Desc The Thieves Alley continues in this direction.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21063
Desc The Thieves Alley continues in this direction.
~
#ENDEXIT
Reset M 0 21052 3 21064
Reset E 1 21055 3 1
#ENDROOM
#ROOM
Vnum 21065
Name Thieves Alley~
Sector city~
Flags nosummon~
Desc You are walking through a particularly dark and unkempt alley of Darkhaven.
Rats scurry across the cobbled ground, squeaking at you. Empty crates and
tattered rags are lying about. The alley opens up to Vertic Avenue to the
east, while to the west the darkness deepens.
~
#EXIT
Direction east~
ToRoom 21044
Desc Vertic Avenue lies to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21064
Desc The Thieves Alley continues in this direction.
~
#ENDEXIT
Reset M 0 21052 3 21065
Reset E 1 21055 3 1
#ENDROOM
#ROOM
Vnum 21066
Name Annir's Clothing~
Sector inside~
Flags indoors nosummon~
Desc The shop you have entered smells heavily of leather. Gazing about, you
see all manner of clothing, from leather to silk. A wooden counter lines
the northern wall of the shop, and several stalls line the eastern wall,
where you can try on your clothes. A door to the south leads back out
onto Law Avenue.
~
#EXIT
Direction south~
ToRoom 21022
Desc The door leads back out onto Law Avenue
~
#ENDEXIT
Reset M 0 21021 1 21066
Reset G 1 21076 1
Reset G 1 21077 1
Reset G 1 21078 1
Reset G 1 21079 1
Reset G 1 21080 1
#ENDROOM
#ROOM
Vnum 21067
Name Companions and Mounts~
Sector inside~
Flags nomob indoors~
Desc You walk into a large shop which smells of horses and hay. Behind the long
wooden counter are dozens of cages containing varying types of animals. You
can hear the sounds of horses coming from a store room in the back of the
shop. A door to the south leads back out onto the busy Law Avenue.
~
#ENDROOM
#ROOM
Vnum 21068
Name The Tavern~
Sector inside~
Flags indoors nosummon~
Desc You enter the city's grungy tavern, in fact the only bar inside the city
itself, appropriately connected to the city's inn to the east. Smoke and
the smell of alcohol mix with laughter, quickly giving you a dull headache.
To the east is town inn, while the fresh air of the outdoors stands at
bay to the north.
~
#EXIT
Direction north~
ToRoom 21041
Desc A door leads out onto Horizon Road.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21069
Desc The inn lies to the east.
~
#ENDEXIT
Reset M 0 21013 1 21068
Reset G 1 21009 1
Reset G 1 21008 1
Reset G 1 21010 1
#ENDROOM
#ROOM
Vnum 21069
Name The Darkhaven Inn~
Sector inside~
Flags nomob indoors nosummon~
Desc Here a weary traveller can seek a good rest in comfort without fear of
theft or, worse yet, murder. A long counter stretches across much of
the room, and for a few coins the innkeeper will gladly rent you one
of his rooms. Drunken laughter emerges from a hall to the west. To
the south beyond a door barred by the innkeeper are the rooms.
~
#EXIT
Direction north~
ToRoom 21040
Desc Horizon Road lies to the north.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21068
Desc The tavern lies to the west.
~
#ENDEXIT
Reset M 0 21025 2 21069
#ENDROOM
#ROOM
Vnum 21071
Name A Chamber Covered with Runes~
Sector inside~
Flags indoors donation clanstoreroom nosummon noastral~
Desc Runes of protection and preservation have been carefully engraved in the
walls of this chamber. It is here that the archmages of the guild leave
behind various scrolls, staves and wands which hold little value for them
but may be of great use to an initiate. The powerful magic being worked
in this room gives you the feeling that the items left here could survive
the greatest of calamities. A corridor leads back to the guild's main
hall to the northeast.
~
#EXIT
Direction northeast~
ToRoom 21127
Desc The corridor leads back to the guild's main hall.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21072
Name The Court of the Red Robes~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc This hall is slightly smaller than the Court of the Conclave, for it
is reserved for the members of the Red Robes only. The seats in this
room are all crafted of plain grey stone, and circle the slate podium
sitting in the center of the hall. A lone aisle leads back to the
Court of the Conclave.
~
#EXIT
Direction south~
ToRoom 21133
Desc The Court of the Conclave lies to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21073
Name The Court of the Black Robes~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc This hall is slightly smaller than the Court of the Conclave, for it is
reserved for the members of the Black Robes only. The seats in this room
are all crafted of dark obsidian and circle the onyx podium lying in the
hall's center. A sole aisle leads back to the Court of the Conclave.
~
#EXIT
Direction northwest~
ToRoom 21133
Desc The Court of the Conclave is to the northwest.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21074
Name Inside the Southern Gate~
Sector city~
Flags nomob nosummon~
Desc You stand inside the southern gate of Darkhaven. To the north is the
intersection of Vertic Avenue and Law Avenue.
~
#EXIT
Direction north~
ToRoom 21020
Desc Two roads cross to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21075
Key 21073
Desc The gate leads outside of Darkhaven.
~
Keywords gate~
Flags isdoor closed locked~
#ENDEXIT
Reset M 0 21068 1 21074
Reset E 1 21073 2 17
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21069 23 16
#ENDROOM
#ROOM
Vnum 21075
Name Outside the Southern Gate~
Sector city~
Flags nomob nosummon~
Desc You are standing just outside the southern gate of Darkhaven. To the south
you see the southern bridge, which crosses the Darkhaven River. As you are
about to leave, something compels you to investigate the foliage near here.
~
#EXIT
Direction north~
ToRoom 21074
Key 21073
Desc The gate leads into the city of Darkhaven.
~
Keywords gate~
Flags isdoor closed locked~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21124
Desc A path begins to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 3504
Desc A long, rusted bridge leads away into the black forest...
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21076
Desc A path begins to the west.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 7030
Desc Into darkness...
~
Keywords manhole~
Flags isdoor closed secret nopassdoor~
#ENDEXIT
Reset M 0 21069 1 21075
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21069 23 16
Reset E 1 21073 2 17
Reset E 1 21064 26 15
Reset E 1 21065 9 11
#EXDESC
ExDescKey foliage~
ExDesc Searching thoroughly, you discover a manhole hidden beneath one of the
many bushes.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21076
Name On a Trail West of the Southern Gate~
Sector city~
Flags nosummon~
Desc You are on a dirt road just west of the southern gate. The path extends to
the east and west.
~
#EXIT
Direction east~
ToRoom 21075
Desc To the east the southern gate of Darkhaven.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21077
Desc The road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21077
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt road set against the southern wall of Darkhaven. The
blue waters of Darkhaven River can be seen to the south. The trail you
so faithfully travel continues to the east and west.
~
#EXIT
Direction east~
ToRoom 21076
Desc The road continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21078
Desc The road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21078
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt path rounding the southern wall of Darkhaven. The
familiar sound of running water emanates from the Darkhaven River to
the south. The trail stretches to the east and west.
~
#EXIT
Direction east~
ToRoom 21077
Desc The path continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21079
Desc The trail continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21079
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt trail which lines the southern wall of Darkhaven.
The sound of rushing water can be heard to the south, surely coming
from Darkhaven River. The road extends to the east and west.
~
#EXIT
Direction east~
ToRoom 21078
Desc The path continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21080
Desc The road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21080
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt road hugging the southern wall of Darkhaven. A
steep hill, one too steep to descend, lies to the south, cradling
Darkhaven River. The trail ranges to the east and west.
~
#EXIT
Direction east~
ToRoom 21079
Desc The road continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21081
Desc The path continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21081
Name Before the Precarious Bridge~
Sector city~
Flags nosummon~
Desc You have come to what remains of Darkhaven's ancient stone bridge, which
allowed passage to what was once the concourse. Its supports are cracked,
and the entire structure seems liable to fall into the Darkhaven River
at any moment. To the north and east are two plain dirt roads, while
you can see the ruins of the concourse to the south.
~
#EXIT
Direction north~
ToRoom 21082
Desc A path begins to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21080
Desc A road begins to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21296
Desc The precarious bridge lies to the south.
~
#ENDEXIT
Reset M 0 21061 4 21081
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 15
Reset E 1 21065 9 11
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21064 26 14
Reset E 1 21069 23 16
#ENDROOM
#ROOM
Vnum 21082
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You travel a dirt road hugging the western wall of Darkhaven. The stunted
trees of Haon Dor can be seen to the west, while the trail ranges to the
north and south.
~
#EXIT
Direction north~
ToRoom 21083
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21081
Desc The trail continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21083
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt path situated but a few feet west of Darkhaven.
The dark forest of Haon Dor lies to the west, while the unkempt
road stretches to the north and south.
~
#EXIT
Direction north~
ToRoom 21084
Desc The trail continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21082
Desc The path continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21084
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt trail set against the western wall of Darkhaven.
The gloomy forest of Haon Dor is situated to your west, while the
path extends to the north and south.
~
#EXIT
Direction north~
ToRoom 21085
Desc The road continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21083
Desc The path continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21085
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt road hugging the western wall of Darkhaven. The
forest of Haon Dor lies to the west, while the path ranges to the
north and south.
~
#EXIT
Direction north~
ToRoom 21086
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21084
Desc The road continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21086
Name On a Trail South of the Western Gate~
Sector city~
Flags nosummon~
Desc You are on a dirt road hugging the western wall of Darkhaven. Gazing
northward, you see a patrol of guards returning to their city after a
hard day's work. The path continues to the south.
~
#EXIT
Direction north~
ToRoom 21087
Desc The western entrance to Darkhaven lies to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21085
Desc The train continues rounding the city wall of Darkhaven.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21087
Name Outside the Western Gate~
Sector city~
Flags nomob nosummon~
Desc You are standing just outside the western gate of Darkhaven. Gazing up at
the battlements, you notice a particularly well dressed lord organizing this
gate's defense. A dirt road lies to the north and south, circling around
Darkhaven. To the west you see a wide path which passes through the
dark forest of Haon Dor.
~
#EXIT
Direction north~
ToRoom 21089
Desc A path begins to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21088
Key 21070
Desc The gate leads into the city of Darkhaven.
~
Keywords gate~
Flags isdoor closed locked~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21086
Desc A road begins to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 6000
Desc Into the forest...
~
#ENDEXIT
Reset M 0 21063 1 21087
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21064 26 15
Reset E 1 21065 9 11
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21069 23 16
Reset E 1 21070 2 17
#ENDROOM
#ROOM
Vnum 21088
Name Inside the Western Gate~
Sector city~
Flags nomob nosummon~
Desc You stand the western gate of Darkhaven. To the east is the intersection of
Horizon Road and Falcon Road.
~
#EXIT
Direction east~
ToRoom 21028
Desc Two roads cross to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21087
Key 21070
Desc The road continues deep into the forests of Haon Dor.
~
Keywords gate~
Flags isdoor closed locked~
#ENDEXIT
Reset M 0 21062 1 21088
Reset E 1 21070 2 17
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21066 16 20
Reset E 1 21069 23 16
Reset E 1 21067 28 0
#ENDROOM
#ROOM
Vnum 21089
Name On a Trail North of the Western Gate~
Sector city~
Flags nosummon~
Desc You are walking down an endless dirt road which circles the city of
Darkhaven. To the west is the forest of Haon Dor, and from somewhere
within a crow resting in a tree cries out at you. The western gate
of Darkhaven is just south of here, and the path stretches northward.
~
#EXIT
Direction north~
ToRoom 21090
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21087
Desc The western gate is to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21090
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt road which circles the city of Darkhaven. A trail
extends westward into a strange forest. A wooden sign at the path's
entrance attracts your attention, while the road stretches off to
the north and south.
~
#EXIT
Direction north~
ToRoom 21091
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21089
Desc The road continues to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21401
Desc Thick brambles and overhanging twigs part to reveal a narrow trail.
~
#ENDEXIT
#EXDESC
ExDescKey sign~
ExDesc The sign reads:
Hail Traveler! You stand before the Pixie Forest, a
group of woods populated by one of the smaller races of
the world. The area is intended for those of low
level, and welcomes you.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21091
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are circling the city of Darkhaven by way of a long dirt road.
To the south is an entrance to the Pixie Forest, while the path
continues northward.
~
#EXIT
Direction north~
ToRoom 21092
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21090
Desc The road continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21092
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc Your legs begin to feel weak and you realize that you have been in the
wilderness far too long. A nice rest in Darkhaven will do you much
good. The unending dirt road stretches to the north and south.
~
#EXIT
Direction north~
ToRoom 21093
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21091
Desc The trail continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21093
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc The long dirt road curves around the northwestern corner of Darkhaven
just north of here. A gentle sea breeze cools your skin, coming from
the northwest. The lengthy trail also continues to the south.
~
#EXIT
Direction north~
ToRoom 21094
Desc A gentle sea breeze is coming in from the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21092
Desc The path continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21094
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc The long dirt road circles around the northwest corner of Darkhaven's
city walls. A small trail branches off here, heading roughly westward,
and the smell of a gentle sea breeze blows in from this direction.
The path continues to the east and south.
~
#EXIT
Direction east~
ToRoom 21095
Desc The path continues to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21093
Desc The road continues to the south.
~
#ENDEXIT
Reset M 0 21061 4 21094
Reset E 1 21067 28 0
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21064 26 15
Reset E 1 21065 9 11
Reset E 1 21066 16 20
Reset E 1 21069 23 16
#ENDROOM
#ROOM
Vnum 21095
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc The long dirt road curves around the northwest corner of Darkhaven west
of here. The unending road continues to the east and west.
~
#EXIT
Direction east~
ToRoom 21096
Desc The path continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21094
Desc The road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21096
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc Lying at your feet is the freshly severed head of a cityguard. A scroll
has been tied to the horrid gift, obviously a message to Darkhaven. The
dirt road extends to the east and west.
~
#EXIT
Direction east~
ToRoom 21097
Desc The trail continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21095
Desc The path continues to the west.
~
#ENDEXIT
#EXDESC
ExDescKey scroll~
ExDesc Runes of preservation and permanence cover the scroll, as well as the
words: Darkhaven's Time Will Come, Just As Thalos.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21097
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc The ground here is packed in, not like the loose dirt you have become
accustomed to. Two tracks stretch across the terrain, those of a horse
and the cart it was pulling. The road stretches to the east and west.
~
#EXIT
Direction east~
ToRoom 21098
Desc The road continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21096
Desc The path continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21098
Name On a Trail West of the Northern Gate~
Sector city~
Flags nosummon~
Desc You are walking down a dirt road just west of Darkhaven's northern gate.
Footprints in the dirt tells you that a patrol of guards passed not long
ago. The trail ranges to the east and west.
~
#EXIT
Direction east~
ToRoom 21099
Desc Darkhaven's northern gate is to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21097
Desc The road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21099
Name Outside the Northern Gate~
Sector city~
Flags nomob nosummon~
Desc You are walking down a dirt road just west of the northern gate. Footprints
in the dirt tells you that a patrol of guards passed not long ago. The trail
ranges to the east and west.
~
#EXIT
Direction east~
ToRoom 21101
Desc The path begins to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21100
Key 21071
Desc The gate leads into Darkhaven.
~
Keywords gate~
Flags isdoor closed locked~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21098
Desc The road begins to the west.
~
#ENDEXIT
Reset M 0 21065 1 21099
Reset E 1 21071 2 17
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21069 23 16
Reset E 1 21065 9 11
Reset E 1 21064 26 15
#ENDROOM
#ROOM
Vnum 21100
Name Inside the Northern Gate~
Sector city~
Flags nomob nosummon~
Desc You stand inside the northern gate of Darkhaven. To the south lies the
intersection of Vertic Avenue and Justice Road.
~
#EXIT
Direction north~
ToRoom 21099
Key 21071
Desc The gate leads out of Darkhaven.
~
Keywords gate~
Flags isdoor closed locked~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21004
Desc Two roads meet to the south.
~
#ENDEXIT
Reset M 0 21064 1 21100
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21069 23 16
Reset E 1 21071 2 17
#ENDROOM
#ROOM
Vnum 21101
Name On a Trail East of the Northern Gate~
Sector city~
Flags nosummon~
Desc You are walking down a dirt road not far east of the northern gate. Tracks
in the ground show that a band of men passed not long ago, probably a roving
patrol of guards. The road extends to the east and west.
~
#EXIT
Direction east~
ToRoom 21102
Desc The trail continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21099
Desc Darkhaven's northern gate is to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21102
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are a plain road which lines to the northern wall of Darkhaven.
A broken sign lies in the dirt, its message still visible in black
letters. The road ranges to the east and west.
~
#EXIT
Direction east~
ToRoom 21103
Desc The road continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21101
Desc The path continues to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign~
ExDesc The sign reads:
Welcome to Darkhaven - City of Hope.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21103
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You feel a craving for adventure and excitement as you walk down this bland
road which circles the city of Darkhaven. A forest to the north blocks your
view of the plains. The path stretches to the east and west.
~
#EXIT
Direction east~
ToRoom 21105
Desc The road continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21102
Desc The trail continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21105
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a long dirt road which circles the city of Darkhaven. The path
curves around here, eventually bringing you to the northern gate.
~
#EXIT
Direction east~
ToRoom 21106
Desc The path continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21103
Desc The road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21106
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc The path curves around the northeastern corner of Darkhaven here.
Thick, impassable woods are to the north and east, while the long
dirt road continues to the west and south.
~
#EXIT
Direction south~
ToRoom 21107
Desc The path continues to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21105
Desc The path stretches westward.
~
#ENDEXIT
Reset M 0 21061 4 21106
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21064 26 15
Reset E 1 21065 9 11
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21069 23 16
#ENDROOM
#ROOM
Vnum 21107
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc The long path begins to curve here, preparing for a turn around the
northeastern corner of Darkhaven. A line of archers stand atop the
city's battlements. The path stretches to the north and south.
~
#EXIT
Direction north~
ToRoom 21106
Desc The path curves around the northeastern corner.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21108
Desc The road continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21108
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a long dirt road which lines the eastern wall of Darkhaven.
A thick, impassable forest lies to the east, while to the north the
trail begins to curve.
~
#EXIT
Direction north~
ToRoom 21107
Desc The trail stretches northward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21109
Desc The path continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21109
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc A mystical portal floats in the sky above here, the glowing myriad
of colors which emanates from within mesmerizes you, urging you to
explore what lies beyond. Suddenly a moment of clarity comes to
you as you realize the dangers of entering the Machine Dream.
You think twice about taking the step, and cast your eyes down the
dirt road which leads north and south from here.
~
#EXIT
Direction north~
ToRoom 21108
Desc The road heads northward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21110
Desc The road extends to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21110
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You begin to kick a rock down the long dirt trail, growing bored at
the endless trees to the east and the limitless wall to the west.
Yet the trail continues to the north and south, leading onward
around the city of Darkhaven.
~
#EXIT
Direction north~
ToRoom 21109
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21111
Desc The road continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21111
Name On a Trail North of the Eastern Gate~
Sector city~
Flags nosummon~
Desc You are walking down a trail just north of the eastern gate. A forest thick
with undergrowth is to the east, and as you approach it you realize it is
too dense to allow you to proceed further. The long road extends to the
north and south.
~
#EXIT
Direction north~
ToRoom 21110
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21112
Desc Darkhaven's eastern gate is to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21112
Name Outside the Eastern Gate~
Sector city~
Flags nomob nosummon~
Desc You are standing just ouside the eastern gate of Darkhaven. Soldiers walk
the city's walls, keeping guard against whatever may come. A road runs
to the north and south around the city walls.
~
#EXIT
Direction north~
ToRoom 21111
Desc A path begins to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 3503
Desc The road continues out into the countryside.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21114
Desc A road begins to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21113
Key 21072
Desc The gate leads into Darkhaven.
~
Keywords gate~
Flags isdoor closed locked~
#ENDEXIT
Reset M 0 21067 1 21112
Reset E 1 21072 2 17
Reset E 1 21065 9 11
Reset E 1 21064 26 14
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 15
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21069 23 16
#ENDROOM
#ROOM
Vnum 21113
Name Inside the Eastern Gate~
Sector city~
Flags nomob nosummon~
Desc You stand inside the eastern gate of Darkhaven. To the west is the
intersection of Horizon Road and Hawk Street.
~
#EXIT
Direction east~
ToRoom 21112
Key 21072
Desc The gate leads out of Darkhaven.
~
Keywords gate~
Flags isdoor closed locked~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21012
Desc Two roads cross to the west.
~
#ENDEXIT
Reset M 0 21066 1 21113
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21069 23 16
Reset E 1 21072 2 17
#ENDROOM
#ROOM
Vnum 21114
Name On a Trail South of the East Gate~
Sector city~
Flags nosummon~
Desc You are walking on a dirt trail just south of the eastern gate on a road
which circles the city walls.
~
#EXIT
Direction north~
ToRoom 21112
Desc The eastern gate is to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21115
Desc The road continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21115
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc The dirt road curves slightly here as it maneuvers around an old abandoned
cart. The cart is missing its two rear wheels, probably stolen during the
night by a band of thieves. The lengthy path ranges north and south.
~
#EXIT
Direction north~
ToRoom 21114
Desc The trail continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21116
Desc The path continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21116
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a dirt road which lines the eastern wall of Darkhaven, famed
City of Hope. From here, you can see the Tower of Sorcery peeking into
view above the towering wall. The path continues north and south.
~
#EXIT
Direction north~
ToRoom 21115
Desc The road continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21117
Desc The path continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21117
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are walking down a long dirt road which hugs the outer wall of
Darkhaven tightly. An impassable forest is to the east, while the
trail extends to the north and south.
~
#EXIT
Direction north~
ToRoom 21116
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21118
Desc The road continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21118
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are on a lengthy dirt road which circles all around the city of
Darkhaven. The path here ranges to the north and south.
~
#EXIT
Direction north~
ToRoom 21117
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21119
Desc The road continues to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21119
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You begin to grow tired of seeing the lengthy dirt road which lines
the outer walls of Darkhaven. Gazing to the south, you can make out
the Darkhaven River flowing from a tunnel in a huge mountain. The
path stretches to the north and west.
~
#EXIT
Direction north~
ToRoom 21118
Desc The path continues to the north.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21120
Desc The road continues to the west.
~
#ENDEXIT
Reset M 0 21061 4 21119
Reset E 1 21067 28 0
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21064 26 15
Reset E 1 21065 9 11
Reset E 1 21066 16 20
Reset E 1 21069 23 16
#ENDROOM
#ROOM
Vnum 21120
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You begin to run down the endless dirt road which circles the beautiful
city of Darkhaven. The sound of rushing water can be heard to the south,
while the path extends to the east and west.
~
#EXIT
Direction east~
ToRoom 21119
Desc The path continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21121
Desc The road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21121
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are rounding the city of Darkhaven by way of a dirt road. The
tall southern wall looms over you, while to the south you can see
the Darkhaven river. The path ranges to the east and west.
~
#EXIT
Direction east~
ToRoom 21120
Desc The road continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21122
Desc The path continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21122
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You walk briskly down a path which lines the southern wall of Darkhaven.
The sound of rushing water can be heard to the south, and the road itself
stretches to the east and west.
~
#EXIT
Direction east~
ToRoom 21121
Desc The road continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21123
Desc The path continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21123
Name On a Trail Rounding Darkhaven~
Sector city~
Flags nosummon~
Desc You are travelling down a dirt road lined with stunted pine trees. The
tall southern wall of Darkhaven looms over you. A steep hill cradles the
Darkhaven River to the south, andt the road extends to the east and west.
~
#EXIT
Direction east~
ToRoom 21122
Desc The path continues to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21124
Desc The road continues to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21124
Name On a Trail East of the Southern Gate~
Sector city~
Flags nosummon~
Desc You are on a dirt road just east of the southern gate. You can hear the
sound of a hammer striking wood to the south and smile as you picture the
citiy's Marina which must lie just ahead. The trail continues east and west.
~
#EXIT
Direction east~
ToRoom 21123
Desc The road continues to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21275
Desc The Darkhaven Marina lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21075
Desc To the west is the southern gate of Darkhaven.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21126
Name Outside the Tower of Sorcery~
Sector city~
Flags nomob nosummon noastral~
Desc Green foliage borders a cobblestone path which leads up a flight of
stairs into Darkhaven's Tower of Sorcery. The tall monument to magic
looms ominously over you. Rumor has it that only members of the Guild
of Mages may enter the tower, all others being forced back northward.
~
#EXIT
Direction north~
ToRoom 21037
Desc Horizon Road is to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21127
Desc The Tower of High Sorcery lies to the south.
~
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Mages
else
mpechoat $n You may not trespass on this guild.
mptransfer $n 21037
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21127
Name Within the Tower of Sorcery~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You walk beneath the impossibly high arches which support the great hall of
Darkhaven's Tower of Sorcery. Walls crafted of smooth obsidian are covered
with hoards of sorcerous runes, splitting even the smallest reflection into
a dazzling array of shimmering images. A circular rune of power flares
brightly in the center of the room as a mage recalls in from the wilderness.
Hallways extend to the southeast, southwest and west. A huge library opens
to the west, a chamber covered with runes is to the southwest and a chamber
of meditation is to the southeast. Almost hidden from view above, an alcove
leads to the Court of the Conclave.
~
#EXIT
Direction north~
ToRoom 21126
Desc The archway leads back to the streets of Darkhaven.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21128
Desc An immense library is at the end of the corridor to the west.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21131
Desc A long stairway leads upward.
~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 21129
Desc The Chamber of Meditation lies to the southeast.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21071
Desc A chamber covered with runes lies to the southwest.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21128
Name The Library~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc Row upon row of bookcases fill this room. It is here that the mages of
the guild keep their irreplaceable tomes of magic. The domed chamber is
illuminated by a cluster of floating globes of light. In the dead center
of the library is a podium made of gold, stone and obsidian, upon which
sits a magical tome, allowing you to communicate with your fellow mages
by will alone. To the east, a corridor leads back to the main hall of
the Tower of Sorcery.
~
#EXIT
Direction east~
ToRoom 21127
Desc The corridor leads back to the main hall.
~
#ENDEXIT
Reset O 0 21037 1 21128
#ENDROOM
#ROOM
Vnum 21129
Name The Chamber of Meditation~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc A powerful magical heat strikes you upon entering this room. It is here
that the mages practice their diverse number of spells. A powerful altar
in the center of the chamber channels the power of the Mistress of Magic
to all who stand here. A sage is resting upon a marble bench, teaching
a group of initiates a new spell. Lining the eastern wall is a row of
statues, each one made of different materials and elements. A corridor
leads back to the main hall to the northwest.
~
#EXIT
Direction northwest~
ToRoom 21127
Desc The corridor leads back to the main hall.
~
#ENDEXIT
Reset M 0 21028 1 21129
Reset G 1 34 3
#ENDROOM
#ROOM
Vnum 21131
Name On a Stone Stairway~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You find yourself on a long flight of stairs which spirals up to the top of
Darkhaven's Tower of Sorcery. The grey stone steps are steep and difficult
to climb, definitely the reason why most mages fly to the summit. The main
hall of the Guild of Mages is at the bottom of the steps, while the Court
of the Conclave lies at their peak.
~
#EXIT
Direction up~
ToRoom 21132
Desc The stairs spiral upward.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21127
Desc The main hall of the mage's guild is down from here.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21132
Name On a Stone Stairway~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You find yourself on a long flight of stairs which spirals up to the top of
Darkhaven's Tower of Sorcery. The grey stone steps are steep and difficult
to climb, definitely the reason why most mages fly to the tower's summit.
The main hall of the Guild of Mages is far below, while the Court of the
Conclave lies just at the top of these steps.
~
#EXIT
Direction up~
ToRoom 21133
Desc The Court of the Conclave lies at the top of these steps.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21131
Desc The stairs lead back down to the main hall.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21133
Name The Court of the Conclave~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You are standing in the Court of the Conclave, an enormous hall where
the members of the Guild of Mages, regardless of the color of robe they
have chosen, gather to discuss topics from the mundane to the supernatural.
Seats made of either white ivory, grey stone, or black obsidian have been
situated around a single podium in the center of the room, behind which
the speaker stands. Three aisles lead off to the north, southeast and
southwest, while an alcove cloaked in shadows leads back down to the
main hall of the Tower of Sorcery.
~
#EXIT
Direction north~
ToRoom 21072
Desc The Court of the Grey Robes lies to the north.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21132
Desc The stairs lead back down to the main hall.
~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 21073
Desc The Court of the Black Robes lies to the southeast.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21380
Desc The Court of the White Robes lies to the southwest.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21134
Name Foyer of an Abandoned Mansion~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You find yourself in a large and seemingly abandoned mansion. It is quite
aged, and its furniture and tapestries have been ruined utterly. A single
decoration remains undamaged: the statue of a fearsome vampire, which you
notice seems to drip fresh blood from its stone fangs, surely a warning to
any who would disturb the rest of the undead. A flight of stone stairs
leads into a foreboding darkness beneath the mansion, while a door to
the south exits onto Law Avenue.
~
#EXIT
Direction south~
ToRoom 21353
Desc The door leads to the corridor of the Abandoned Mansion.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21135
Desc The stairs lead into the cellar of the mansion.
~
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist mpasound The howls of wolfish minions arise from the depths of the mansion.
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Vampires
else
mea 0.$n You may not trespass on this guild.
mptrans 0.$n 21023
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21135
Name Lair of the Vampires~
Sector inside~
Flags indoors nosummon noastral~
Desc You have entered a set of catacombs beneath one of the abandoned mansions
of Darkhaven. What should have been a musty, unused group of tunnels has
been renovated into the Guild of Vampires. New chambers have been carved
into the ground, and numerous coffins have been carried down into this
very room. Five corridors lie to the east, south, west, northeast
and northwest, while a staircase leads back up into the mansion and a
private staircase leads into the Leadership Chamber below.
~
#EXIT
Direction east~
ToRoom 21137
Desc A sparring room lies to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21136
Desc A silent reading room is to the south.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21134
Desc The stairs lead back up into the mansion.
~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 21138
Desc A room covered with blood lies to the northeast.
~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 21139
Desc The Hoard of the Undead is to the northwest.
~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 21162
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21136
Name A Stone Grotto~
Sector inside~
Flags indoors nosummon noastral~
Desc This low stone chamber is completely silent, its walls covered in runes
of privacy and secrecy. A single altar of obsidian resides in the center
of the floor, droplets of fresh blood rolling endlessly down its smooth
surface. Atop the beautiful stone lies an ancient tome recording the
times of the kindred. A corridor north leads back to the main hall.
~
#EXIT
Direction north~
ToRoom 21135
Desc The corridor leads back out to the main hall.
~
#ENDEXIT
Reset O 0 21041 1 21136
#ENDROOM
#ROOM
Vnum 21137
Name The Chamber of Discipline~
Sector inside~
Flags indoors nosummon noastral~
Desc The Chamber of Discipline is where those of the Kindred come to learn and
apply new skills and spells. A horrid rune of death has been drawn in blood
on the cold stone floor, and a rack sporting numerous bloodied weapons sits
against the eastern wall, inspiring within you an eagerness for battles to
come. A corridor to the west leads back to the main hall.
~
#EXIT
Direction west~
ToRoom 21135
Desc A corridor leads back to the main hall.
~
#ENDEXIT
Reset M 0 21006 1 21137
#ENDROOM
#ROOM
Vnum 21138
Name A Room Covered with Blood~
Sector inside~
Flags indoors nosummon noastral~
Desc You have entered a dimly lit room, covered in shadow and thick stains of
dark blood. A single blood doll hangs from the ceiling, barely aware of
your presence...
~
#EXIT
Direction west~
ToRoom 21139
Desc An expansive room covered in runes.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21135
Desc The corridor leads back to the main hall.
~
#ENDEXIT
Reset M 0 21007 1 21138
#ENDROOM
#ROOM
Vnum 21139
Name Hoard of the Undead~
Sector inside~
Flags indoors donation clanstoreroom nosummon noastral~
Desc This incredibly large chamber is where the Kindred keep their gathered
valuables, and some kindred have even been known to leave items behind
here for the use of their brethren. The room is enchanted with runes
of preservation, protecting items left here from even the greatest of
disasters. A corridor to the southeast leads back to the main hall,
and a passage through the eastern wall leads to a smaller chamber.
~
#EXIT
Direction east~
ToRoom 21138
Desc A small, dark chamber.
~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 21135
Desc A corridor leads back to the main hall.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21141
Name The Guild of Thieves~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You stand inside the main hall of the Guild of Thieves. Velvet couches
line the walls, no doubt stolen from some wealthy merchant. Paintings
and tapestries hang from the stone walls, displaying scenes of deception,
stealth and vengeance. The training room is to the east while a small
the donation room is to the north and a dark alley beckons to the south.
~
#EXIT
Direction north~
ToRoom 21144
Desc The donation room of the Guild of Thieves is to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21142
Desc To the east is a training room.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21064
Desc The Thieves Alley lies to the south.
~
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Thieves
else
mpechoat $n You may not trespass on this guild.
mptrans 0.$n 21064
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21142
Name The Art of Profit~
Sector inside~
Flags indoors nosummon noastral~
Desc This is where thieves come to learn new skills which will aid their quest
for fortune. A sparring circle is situated in one corner, while a dummy
covered with bells is in another. Several young thieves are attempting
to steal jewels off this dummy without ringing the many bells. To the
west is the main hall of the thieves' guild.
~
#EXIT
Direction west~
ToRoom 21141
Desc The main hall of the guild is to the west.
~
#ENDEXIT
Reset M 0 21023 1 21142
#ENDROOM
#ROOM
Vnum 21144
Name Chamber of the Loot~
Sector inside~
Flags indoors nosummon noastral~
Desc This silent room is where the thieves leave items of little or no value
to them, usually acquired during their 'spare time'. Other thieves often
find the items left here useful and in this way the thieves of the guild
help each other. To the east is a small, silent room, while the main
hall is to the south.
~
#EXIT
Direction east~
ToRoom 21145
Desc The room to the east is where thieves leave notes for their comrades.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21141
Desc The main hall of the guild is to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21145
Name A Darkened Back Room~
Sector inside~
Flags indoors nosummon noastral~
Desc This shadowed, silent room is bare of any furnishings save for a large
podium. Resting atop the podium is a ledger containing notes relevant
to the thieves of the guild. To the west is the Chamber of the Loot.
~
#EXIT
Direction west~
ToRoom 21144
Desc The Chamber of the Loot is to the west.
~
#ENDEXIT
Reset O 0 21040 1 21145
#ENDROOM
#ROOM
Vnum 21146
Name A Plain Hallway~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You are in a plain hallway inside the inn. Corridors extend to the east and
west, leading to the various rooms of the inn. Behind a large door to the
north is the inn's entrance hall, while beyond a door to the south lies one
of more luxurious rooms.
~
#EXIT
Direction east~
ToRoom 21148
Desc A plain hallway is to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21147
Desc A luxurious room lies beyond the door.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21155
Desc A plain hallway is to the west.
~
#ENDEXIT
Reset M 0 21025 2 21146
Reset D 0 21146 2 1
#ENDROOM
#ROOM
Vnum 21147
Name A Luxurious Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a fairly luxurious room. A mirror hangs on the eastern wall,
reflecting your staring visage. Paintings and tapestries hang from the
stone walls, making you feel as though you were in a castle. A large bed
which could easily fit three has been set against the southern wall, and
a great fire burns quietly in the fireplace in the west wall.
~
#EXIT
Direction north~
ToRoom 21146
Desc A hallway in the inn is behind the door.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21147 0 1
#ENDROOM
#ROOM
Vnum 21148
Name A Plain Hallway~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You walk through a bland hallway in the inn. A dozen paintings have been
hung on the walls, although they are not well done and were probably extras
given away by Darkhaven Art Gallery. Doors to the north and south lead to
the inn's more simple rooms, while the corridor stretches to the east
and west.
~
#EXIT
Direction north~
ToRoom 21150
Desc Beyond this door is a plain room of the inn.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21151
Desc The hallway continues to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21149
Desc Beyond this door is a plain room of the inn.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21146
Desc The hallway stretches westward.
~
#ENDEXIT
Reset D 0 21148 0 1
Reset D 0 21148 2 1
#ENDROOM
#ROOM
Vnum 21149
Name A Plain Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a simple room of the inn, so simple that you are slightly
surprised at its low quality, even for the price you paid. An uncomfortable
wooden bed sits in a corner, a small vanity mirror is lying on a desk, and
more cheap paintings decorate the room's walls. The door to the north leads
back out into the hallway.
~
#EXIT
Direction north~
ToRoom 21148
Desc A hallway of the inn is to the north.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21149 0 1
#ENDROOM
#ROOM
Vnum 21150
Name A Plain Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a simple room of the inn, so simple that you are slightly
surprised at its low quality, even for the price you paid. An uncomfortable
wooden bed sits in a corner, a small vanity mirror is lying on a desk, and
more cheap paintings decorate the room's walls. The door to the south
leads back out into the hallway.
~
#EXIT
Direction south~
ToRoom 21148
Desc The hallway lies behind the door.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21150 2 1
#ENDROOM
#ROOM
Vnum 21151
Name A Plain Hallway~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc The plain hallway you are walking through is quite drab and is decorated
by only a few cheap paintings. The doors to the north and south lead to
the inn's simpler rooms, while beyond the eastern door lies a luxurious
room intended for wealthier adventurers. The corridor ranges westward,
leading back to the entrance hall.
~
#EXIT
Direction north~
ToRoom 21152
Desc A regular room is behind this door.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21154
Desc A luxurious room lies behind the door.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21153
Desc A regular chamber is behind this door.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21148
Desc A hallway leads back to the entrance hall.
~
#ENDEXIT
Reset D 0 21151 0 1
Reset D 0 21151 1 1
Reset D 0 21151 2 1
#ENDROOM
#ROOM
Vnum 21152
Name A Plain Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a simple room of the inn, so simple that you are slightly
surprised at its low quality, even for the price you paid. An uncomfortable
wooden bed sits in a corner, a small vanity mirror is lying on a desk, and
more cheap paintings decorate the room's walls. The door to the south leads
back out into the hallway.
~
#EXIT
Direction south~
ToRoom 21151
Desc Beyond the door is a long hallway.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21152 2 1
#ENDROOM
#ROOM
Vnum 21153
Name A Plain Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a simple room of the inn, so simple that you are slightly
surprised at its low quality, even for the price you paid. An uncomfortable
wooden bed sits in a corner, a small vanity mirror is lying on a desk, and
more cheap paintings decorate the room's walls. The door to the north leads
back out into the hallway.
~
#EXIT
Direction north~
ToRoom 21151
Desc A hallway lies behind the door.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21153 0 1
#ENDROOM
#ROOM
Vnum 21154
Name A Luxurious Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a luxurious room. You whistle tunelessly as you enjoy the
various splendors of the expensive room. A mirror hangs on the eastern
wall, reflecting your staring visage. Paintings and tapestries hang from
the stone walls, making you feel as though you were in a castle. A large
bed which could easily fit three has been set against the southern wall,
and a great fire burns quietly in the fireplace in the west wall.
~
#EXIT
Direction west~
ToRoom 21151
Desc The door leads back out into the hallway.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21154 3 1
#ENDROOM
#ROOM
Vnum 21155
Name A Plain Hallway~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You walk through a bland hallway in the inn. A dozen paintings have been
hung on the walls, although they are not well done and were probably extras
given away by Darkhaven Art Gallery. Doors to the north and south lead to
the inn's more simple rooms, while the corridor stretches to the east and
west.
~
#EXIT
Direction north~
ToRoom 21156
Desc Beyond the door is a rather plain room.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21146
Desc The hallway stretches eastward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21157
Desc Past this door is a regular room of the inn.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21159
Desc The corridor continues to the west.
~
#ENDEXIT
Reset D 0 21155 0 1
Reset D 0 21155 2 1
#ENDROOM
#ROOM
Vnum 21156
Name A Plain Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a simple room of the inn, and are slightly surprised to see
that the chamber is of such a low quality, even for the price you paid.
An uncomfortable wooden bed sits in a corner, while a vanity mirror is
propped up on a desk and more of the same cheap paintings decorate the
room's walls. A door to the south leads back out into the hallway.
~
#EXIT
Direction south~
ToRoom 21155
Desc A hallway lies to the south.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21156 2 1
#ENDROOM
#ROOM
Vnum 21157
Name A Plain Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a simple room of the inn, and are slightly surprised to see
that the chamber is of such a low quality, even for the price you paid.
An uncomfortable wooden bed sits in a corner, while a vanity mirror is
propped up on a desk and more of the same cheap paintings decorate the
room's walls. A door to the north leads back out into the hallway.
~
#EXIT
Direction north~
ToRoom 21155
Desc The inn's hallway is behind this door.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21157 0 1
#ENDROOM
#ROOM
Vnum 21158
Name A Plain Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a simple room of the inn, and are slightly surprised to see
that the chamber is of such a low quality, even for the price you paid.
An uncomfortable wooden bed sits in a corner, while a vanity mirror is
propped up on a desk and more of the same cheap paintings decorate the
room's walls. A door to the north leads back out into the hallway.
~
#EXIT
Direction north~
ToRoom 21159
Desc Behind the door is a lengthy corridor.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21158 0 1
#ENDROOM
#ROOM
Vnum 21159
Name A Plain Hallway~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc The plain hallway you are walking through is quite drab, decorated by only
a few cheap paintings. The doors to the north and south lead to the inn's
simpler rooms, while beyond the western one is a luxurious room intended
for wealthy adventurers. The corridor ranges eastward, leading back to
the entrance hall.
~
#EXIT
Direction north~
ToRoom 21160
Desc A plain room lies beyond this door.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21155
Desc The hallway continues to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21158
Desc Beyond this door lies a plain room.
~
Flags isdoor closed~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21161
Desc Behind this door is a luxurious room.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21159 0 1
Reset D 0 21159 2 1
Reset D 0 21159 3 1
#ENDROOM
#ROOM
Vnum 21160
Name A Plain Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a simple room of the inn, and are slightly surprised to see
that the chamber is of such a low quality, even for the price you paid.
An uncomfortable wooden bed sits in a corner, while a vanity mirror is
propped up on a desk and more of the same cheap paintings decorate the
room's walls. A door to the south leads back out into the hallway.
~
#EXIT
Direction south~
ToRoom 21159
Desc The door leads back out into the hallway.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21160 2 1
#ENDROOM
#ROOM
Vnum 21161
Name A Luxurious Room~
Sector inside~
Flags indoors private nosummon noastral~
Desc You are in a luxurious room. You whistle tunelessly as you enjoy the
various splendors of the expensive room. A mirror hangs on the eastern
wall, reflecting your staring visage. Paintings and tapestries hang from
the stone walls, making you feel as though you were in a castle. A large
bed which could easily fit three has been set against the southern wall,
and a small fire burns brightly in a fireplace in the west wall.
~
#EXIT
Direction east~
ToRoom 21159
Desc The door leads back out into the hallway.
~
Flags isdoor closed~
#ENDEXIT
Reset D 0 21161 1 1
#ENDROOM
#ROOM
Vnum 21162
Name A Shadowy Room Covered With Blood~
Sector inside~
Flags indoors nosummon noastral~
Desc You have entered a shadowy room literally smeared with scarlet stains.
The stone walls of the square chamber are covered with the blood of
innocents, and you smile as you remember your last feast. As you look
around you notice a pretty virgin has been left here for you.
~
#EXIT
Direction northwest~
ToRoom 21135
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21163
Name A Forested Path~
Sector city~
Flags nomob nosummon~
Desc This small forested path is very wide, large enough to allow the passage
of carts and horses. You realize from the constant flow of traffic here
that it is wide out of necessity, as the citizens of Darkhaven constantly
pass through here on their way to cathedral to the northwest. The
Darkhaven Square is to the southeast.
~
#EXIT
Direction west~
ToRoom 21165
Desc The path leads you toward the cathedral.
~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 21000
Desc The path leads to Darkhaven Square.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21165
Name A Forested Path~
Sector city~
Flags nomob nosummon~
Desc You are walking down a wide forested path, passing by citizens here and
there. Gazing at the ground, you see that a pair of horses and a cart
have passed here recently, most likely bringing supplies to Darkhaven's
church. The cathedral lies in the distance to the northwest, although
the path continues westward. The path also leads eastward back to the
Darkhaven Square.
~
#EXIT
Direction east~
ToRoom 21163
Desc The forested path leads back to Darkhaven Square.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21166
Desc The path leads to the cathedral.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21166
Name A Fork in the Path~
Sector city~
Flags nomob nosummon~
Desc The wide, forested road splits here, presenting you with a decision to make.
Standing in the center of the intersection, paths extend to the north, east
and west.
~
#EXIT
Direction north~
ToRoom 21167
Desc The path leads north to the cathedral.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21165
Desc The path leads back to Darkhaven Square.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21185
Desc The path leads westward.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21167
Name Outside the Cathedral~
Sector forest~
Flags nomob nosummon~
Desc The cathedral which houses the priests and priestesses of Darkhaven stands
before you, open to all comers. Traveling north will take you up a flight
of stairs and into the structure, or you can head back to the south.
~
#EXIT
Direction north~
ToRoom 21168
Desc A flight of stairs leads up into the cathedral.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21166
Desc The forested path leads back to Darkhaven Square.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21168
Name Entry of the Cathedral~
Sector inside~
Flags nomob indoors nosummon~
Desc You stand in the entrance hall of the cathedral of Darkhaven. An aisle leads
north into the main chamber, at the far end of which stands the cathedral's
altar, where all come to pray. To the east and west are hallways which lead
to the Guild of Clerics. The priests and priestesses of the cathedral have
have allowed the clerics to established their guild within the confines of
the temple for a small fee. A large archway to the south leads outside.
~
#EXIT
Direction north~
ToRoom 21181
Desc The carpeted walkway leads up to the altar.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21170
Desc The Guild of Clerics is at the end of this corridor.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21167
Desc The archway leads out of the church.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21177
Desc The Guild of Clerics is at the end of this corridor.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21170
Name The Cleric's Guild~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You are standing in the eastern hall of the cleric's guild, an organization
dedicated to bringing clerics together in worship. Paintings and tapestries
decorate the walls, while a large oval carpet covers the marble floor. To
the east is the Altar to Evil, while two corridors extend to the north and
south. The entrance hall of the cathedral is to the west.
~
#EXIT
Direction north~
ToRoom 21171
Desc A long corridor leads to the Chamber of Prayer.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21176
Desc The Altar of Evil is to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21172
Desc A long corridor leads to a silent room.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21168
Desc The entrance hall of the church is to the west.
~
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Clerics
else
mea 0.$n You may not trespass on this guild.
mptrans 0.$n 21168
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21171
Name The Chamber of Prayer~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc This circular chamber is where the clerics of the guild come to pray and
meditate, as well as to train their various skills and spells. A circle
of white and black candles sit in the center of the chamber, flickering
quietly, and the walls are covered with tapestries of the known Gods
whom the clerics worship. A long corridor to the south leads back
to the eastern hall of the Cleric's Guild.
~
#EXIT
Direction south~
ToRoom 21170
Desc The corridor leads back to the eastern hall.
~
#ENDEXIT
Reset M 0 21012 1 21171
#ENDROOM
#ROOM
Vnum 21172
Name The Chamber of the Scriptures~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You enter a strangely silent room. A single podium sits in the center of
the chamber, atop which rests an ancient tome, whispering the words of
the Gods. It is here that the members of the Cleric's Guild come to
communicate with each other, and with their Gods. A long corridor
leads northward back to the eastern hall.
~
#EXIT
Direction north~
ToRoom 21170
Desc The corridor leads back to the eastern hall.
~
#ENDEXIT
Reset O 0 21039 1 21172
#ENDROOM
#ROOM
Vnum 21174
Name Public Notices~
Sector inside~
Flags nomob indoors safe silence nodrop nosummon~
Desc Here the citizens of the city come to read and trade information about the
events of their time. A large board hangs on the far wall, serving to carry
the word of the common people one to another, and people mill slowly by,
reading and perusing notes in the silent atmosphere.
~
#EXIT
Direction east~
ToRoom 21194
Desc The cathedral altar is to the east.
~
Flags isdoor~
#ENDEXIT
Reset O 0 21042 1 21174
#ENDROOM
#ROOM
Vnum 21176
Name Before the Altar to Evil~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc The Altar to Evil glows ominously here, a foul wound in this pristine
temple. Barely accepted by those of the cathedral, the cleric's
guild was allowed to keep the shrine due to a necessity to maintain
the True Neutral. The altar is made of cold obsidian which seems to
radiate a darkness, and runes of permanence, preservation and death
have been engraved in it. The clerics of evil often come here to
receive blessing and healing.
~
#EXIT
Direction west~
ToRoom 21170
Desc The eastern hall of the cleric's guild lies to the west.
~
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 50~
Comlist if isimmort($r)
or isgood($r)
else
mpforce $r grovel
c bless $r
endif
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 50~
Comlist if isimmort($r)
or isgood($r)
else
mpforce $r pray
c heal $r
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21177
Name The Cleric's Guild~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You are standing in the western hall of the cleric's guild, an organization
dedicated to bringing clerics together in worship. Paintings and tapestries
decorate the walls while a large oval carpet covers the marble floor. To
the west is the Altar to Good, while a corridor extends to the north. The
entrance hall of the cathedral is to the east.
~
#EXIT
Direction north~
ToRoom 21178
Desc The Chamber of Donation is to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21168
Desc The entrance hall to the church is to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21180
Desc The Altar to Good is situated to the west.
~
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Clerics
else
mea 0.$n You may not trespass on this guild.
mptrans 0.$n 21168
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21178
Name The Chamber of Charity~
Sector inside~
Flags nomob indoors donation clanstoreroom nosummon noastral~
Desc This large chamber is where the clerics of the guild leave donations for
their comrades. The room is filled with a multitude of religious artifacts
and symbols, as well as thousands of vials of holy water. A long corridor
leads back to the western hall of the Cleric's Guild to the south.
~
#EXIT
Direction south~
ToRoom 21177
Desc The corridor leads to the western hall of the guild.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21180
Name Before the Altar to Good~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You are standing before the Altar to Good, a monument to the powers of
light. The altar's smooth platinum surface radiates a brilliant white
light, and being near it gives you a sense of peace and security. The
priests and priestesses of the cathedral themselves encouraged the
placement of this altar, unlike its antithesis, to the east. The
western hall of the cleric's guild is to the east.
~
#EXIT
Direction east~
ToRoom 21177
Desc The western hall of the guild lies to the east.
~
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 50~
Comlist if isimmort($r)
or isevil($r)
else
mpforce $r grovel
c bless $r
endif
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 50~
Comlist if isimmort($r)
or isevil($r)
else
mpforce $r pray
c heal $r
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21181
Name Inside the Cathedral~
Sector inside~
Flags nomob indoors nosummon~
Desc Walking down the aisle leads to the cathedral altar, you smile at the beauty
this church. Rows of pews are to your left and right, filled with citizens
paying their dues to their gods in prayer. Two archways to the north lead
into chambers of donation, while the cathedral entrance is to the south.
~
#EXIT
Direction north~
ToRoom 21182
Desc The carpeted walkway leads up to the altar.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21168
Desc The carpeted walkway leads back to the entrance.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21182
Name Inside the Cathedral~
Sector inside~
Flags nomob indoors nodrop nosummon noastral~
Desc You are in the aisle which leads to the cathedral's altar. A serene melody
floats through the air. Two grand archways lie to the east and west, opening
into chambers of donation. The pews of the church are to the south, while
the altar itself lies to the north.
~
#EXIT
Direction north~
ToRoom 21194
Desc The Altar to Thoric is to the north.
~
Flags nomob~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21192
Desc A chamber of donation is to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21181
Desc The aisle leads back to the pews of the cathedral.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21193
Desc A chamber of donation is to the west.
~
#ENDEXIT
#EXDESC
ExDescKey sign post signpost~
ExDesc North - The Altar
East - Donations
South - Towards Darkhaven Square
West - Donations
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21185
Name A Forested Path~
Sector city~
Flags nomob nosummon~
Desc This part of the forested path is much more narrow, definitely due to the
lack of horses and carts that pass through here. The merry chirping of
birds amuses you as you continue on your way. To the southwest is a
forest clearing, while a fork in the road lies to the east.
~
#EXIT
Direction north~
ToRoom 21435
Desc This path leads to the Guild of Augurers.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21166
Desc A fork in the road is to the east.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21186
Desc A large clearing lies to the southwest.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21186
Name A Clearing in the Forest~
Sector city~
Flags nomob nosummon noastral~
Desc You find yourself in a large clearing in the forest which surrounds the
cathedral. The remains of the ancient Temple of Darkhaven are scattered
about. The head of Odin's statue, sliced from its body by some unholy blade,
stares almost sadly at you. A staircase leads down into what remains of the
Temple's catacombs, which the druids of Darkhaven have reconstructed. The
forested path lies to the northeast.
~
#EXIT
Direction down~
ToRoom 21187
Desc The steps lead down into the Guild of Druids.
~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 21185
Desc The forested trail extends to the northeast.
~
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Druids
else
mea 0.$n You may not trespass on this guild.
mptrans 0.$n 21185
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21187
Name The Guild of Druids~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc The ancient cellar of the Temple of Darkhaven has been reconstructed into
a magnificent guild hall. Potted plants line the walls of the main hall,
while creeping vines cover the walls. In the center of the room, seven
black lacquer chairs circle an oaken table. Four corridors lie in the
four cardinal directions, while the thud of staff striking staff
emerges from a room to the south.
~
#EXIT
Direction north~
ToRoom 21188
Desc A spacious room lies at the end of this corridor.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21190
Desc A training room lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21191
Desc A silent room is located west of here.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21186
Desc A flight of stairs lead back up to the surface.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21188
Name A Spacious Room~
Sector inside~
Flags nomob indoors donation clanstoreroom nosummon noastral~
Desc This spacious room is where the druids of the guild leave items for their
fellow druids, and mounds of equipment, scrolls and potions are lying here.
The tiled floor of the large room is covered with runes of preservation and
permanence, giving you the feeling that items in this room could survive
even the greatest of disasters. A corridor to the south leads back to
the main hall.
~
#EXIT
Direction south~
ToRoom 21187
Desc The main hall of the guild lies to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21190
Name The Trial of Lore~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc This room is where the druids come to train and meditate. A large circle
formed of green shrubs lies in the center of the room, and within it spar
two elder druids, each wielding a heavy oaken staff. A corridor to the
north leads back to the main hall of the Guild of Druids.
~
#EXIT
Direction north~
ToRoom 21187
Desc A corridor leads back to the guild's main hall.
~
#ENDEXIT
Reset M 0 21034 1 21190
#ENDROOM
#ROOM
Vnum 21191
Name A Room of Silence~
Sector inside~
Flags nomob indoors private nosummon noastral~
Desc This strange room is rather empty, save for a single oaken podium which
sits in the center of the eerily silent chamber. Upon it rests a tome so
fraught with age that its pages are a sickened yellow. This is where the
druids of the guild leave messages for one another. A corridor to the
east leads back to the main hall of the Guild of Druids.
~
#EXIT
Direction east~
ToRoom 21187
Desc A corridor leads back to the main hall of the guild.
~
#ENDEXIT
Reset O 0 21038 1 21191
#ENDROOM
#ROOM
Vnum 21192
Name Eastern Donation Room~
Sector inside~
Flags nomob indoors donation nodrop clanstoreroom nosummon~
Desc This small chamber is where those of charitable hearts leave behind items
of use to other adventurers. The priests and priestesses of the cathedral
do not condone those who leave armor and weapons here however, as that is
reserved for the chamber to the far west.
~
#EXIT
Direction west~
ToRoom 21182
Desc A carpeted walkway leads back to the pews.
~
#ENDEXIT
Reset O 0 21112 1 21192
#ENDROOM
#ROOM
Vnum 21193
Name Western Donation Room~
Sector inside~
Flags nomob indoors donation nodrop clanstoreroom nosummon~
Desc This small chamber is where those of charitable hearts may leave behind
weapons and pieces of armor for others. The priests and priestesses of
the cathedral do not condone those who leave other types of items here,
as that is reserved for the room to the far east.
~
#EXIT
Direction east~
ToRoom 21182
Desc A carpeted walkway leads back to the pews.
~
#ENDEXIT
Reset O 0 21111 1 21193
#ENDROOM
#ROOM
Vnum 21194
Name The Cathedral Altar~
Sector inside~
Flags indoors safe norecall nodrop nosummon~
Desc You are before the cathedral's altar. Those of ill luck or poor faith often
come here to pray to their God for guidance, or chance. An aisle leads back
south through the cathedral, while a large public board lies to the west.
~
#EXIT
Direction south~
ToRoom 21182
Desc The walkway leads back to the pews.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21174
Desc The public board room of Darkhaven lies to the west.
~
#ENDEXIT
Reset M 0 21000 1 21194
#ENDROOM
#ROOM
Vnum 21200
Name A Forested Path~
Sector city~
Flags nomob nosummon~
Desc You walk on a forested path within the city of Darkhaven. The trail stretches
to the northeast, while the Darkhaven Square lies to the southwest.
~
#EXIT
Direction northeast~
ToRoom 21201
Desc The path leads deeper into the forest.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21000
Desc The Darkhaven Square lies to the southwest.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21201
Name A Forested Path~
Sector city~
Flags nomob nosummon~
Desc You travel through a small forest along a path leading toward two unique
structures, one atop a hill to the east, one a short distance to the
north. The path becomes a hill to the east, while the southwestern path
leads back to the Darkhaven Square. ~
#EXIT
Direction east~
ToRoom 21202
Desc This path leads further toward the structures.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21200
Desc This path leads back to the Darkhaven Square.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21202
Name A Forested Path~
Sector city~
Flags nomob nosummon~
Desc You pick up your pace as you begin nearing your destination. The forested
path has become a rather steep hill. The way uphill is considerably harder
to climb than the one downhill.
~
#EXIT
Direction west~
ToRoom 21201
Desc This path leads back to Darkhaven Square.
~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 21204
Desc This path leads toward the structures.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21204
Name A Fork in the Path~
Sector city~
Flags nomob nosummon~
Desc You have come to a fork in the forested path, leaving you with a decision
to make. A large wooden sign cries out for attention here, guiding any
confused travellers, as paths lie to the north, east and southwest.
~
#EXIT
Direction north~
ToRoom 21233
Desc Into the Guild of Warriors
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21205
Desc The Ranger's Guild lies at the end of this path.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21202
Desc The path leads back to Darkhaven Square.
~
#ENDEXIT
#EXDESC
ExDescKey sign~
ExDesc The sign reads:
North: The Guild of Warriors
Southwest: Darkhaven Square
East: Ranger's Guild
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21205
Name A Forested Path~
Sector city~
Flags nomob nosummon~
Desc The forested path is much more narrow here than to the west. Only
an experienced ranger could run down this path without tripping a on
tree's roots. A fork in the path is to the west, while a steep hill
can be seen to the southeast.
~
#EXIT
Direction west~
ToRoom 21204
Desc A fork in the path lies to the west.
~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 21207
Desc A steep hill can be seen to the southeast.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21207
Name Before a Steep Hill~
Sector city~
Flags nomob nosummon~
Desc You are at the bottom of a long, steep hill. Gazing upward, you wish
you could just fly up, but the tree canopy blocks your ascendance. It
is no wonder that the Ranger's Guild chose to settle at the top of this
hill, for only the skilled climbers of the guild could climb the sheer
face of this near cliff. The path leads back northwest to the fork.
~
#EXIT
Direction up~
ToRoom 21208
Desc The Ranger's Guild is at the top of this hill.
~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 21205
Desc The path leads back to the fork.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21208
Name The Guild of Rangers~
Sector city~
Flags nomob nosummon noastral~
Desc You are at the top of the steep hill. Climbable only by rangers, the guild
wisely chose this location upon which to establish their hall. The guild's
hall itself is much less of an actual building, and much more of a reshaping
of natural elements. Situated around an open clearing in the forest, owing
to the preference most rangers share for being in the open, only a scant few
buildings can be seen, each scattered one from the other. Paths lead off to
the northeast, east and south.
~
#EXIT
Direction east~
ToRoom 21210
Desc The path leads off to a large clearing.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21212
Desc An ensorcelled building lies to the south.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21207
Desc The path down the hill is a long one.
~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 21213
Desc A pratice yard is at the end of this path.
~
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Rangers
else
mea 0.$n You may not trespass on this guild.
mptrans 0.$n 21207
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21210
Name The Clearing of Comrades~
Sector city~
Flags nomob donation clanstoreroom nosummon noastral~
Desc This immense clearing is filled with various items left behind for other
rangers of the guild. The eerie hum of magic fills the room, giving you
the feeling that these items are quite literally under the protection of
the Gods. You mutter a silent prayer and slowly begin searching for
items of use. To the west is the main clearing of the Ranger's Guild.
~
#EXIT
Direction west~
ToRoom 21208
Desc The path leads back to the main clearing.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21212
Name A Silent Building~
Sector inside~
Flags nomob indoors silence nosummon noastral~
Desc This strange building has been enchanted with runes of silence. Not a
single sound can be heard. Gazing northward, you see the path leading
back to the main clearing.
~
#EXIT
Direction north~
ToRoom 21208
Desc The path leads back to the main clearing.
~
#ENDEXIT
Reset O 0 21035 1 21212
#ENDROOM
#ROOM
Vnum 21213
Name Tracking the Prey~
Sector city~
Flags nomob nosummon noastral~
Desc The Guild of Rangers has built a large practice yard in their part of
these woods. An arena sits in the center of the clearing, where the
young adventurers first begin to fight and learn new spells. A number
of other stations surround the arena, teaching young ones how to hunt
and track. It is obvious that the Ranger's Guild is a tightly knit
organization. A path leads back to the main clearing to the southwest.
~
#EXIT
Direction southwest~
ToRoom 21208
Desc The main clearing is at the end of this path.
~
#ENDEXIT
Reset M 0 21031 1 21213
#ENDROOM
#ROOM
Vnum 21233
Name Stone Tunnel~
Sector inside~
Flags nomob indoors nosummon~
Desc You enter a long, narrow stone tunnel which carries you northward into
a large structure which houses the guild of warriors. You can return
to the forested section of Darkhaven back to the south.
~
#EXIT
Direction north~
ToRoom 21236
Desc The Guild of Warriors lies to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21204
Desc A fork in the path.
~
#ENDEXIT
#EXDESC
ExDescKey plaque~
ExDesc The plaque reads:
The Guild of Warriors, may their blades be ever sharp.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21236
Name The Guild of Warriors~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc You stand in a large stone structure which houses the Guild of Warriors.
Depictions of battle, heroism and physical prowess adorne the walls. To
the east is a large sparring circle, while a large room lies just to
the north. An archway to the south leads back into the forest
inside Darkhaven.
~
#EXIT
Direction north~
ToRoom 21240
Desc A large room lies to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21237
Desc A sparring circle is situated east of here.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21233
Desc The archway leads back to the tunnel.
~
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Warriors
else
mea 0.$n You may not trespass on this guild.
mptransfer 0.$n 21233
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21237
Name The Sparring Circle~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc A ring of steel outlines a sparring circle here. The initiates of the
warriors' guild have long been known to come here for training and insight
on the ways of the warrior. To the north is a silent corner reserved for
notes of great importance, while the guild's main hall is to the west.
~
#EXIT
Direction north~
ToRoom 21239
Desc A silent corner of the hall is to the north.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21236
Desc The main hall of the warriors' guild is west of here.
~
#ENDEXIT
Reset M 0 21035 1 21237
#ENDROOM
#ROOM
Vnum 21239
Name A Silent Corner in the Hall~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc This silent corner in the immense hall is where warriors come to post
announcements of great import. To the south is a sparring circle,
while to the west lies a large donation room.
~
#EXIT
Direction south~
ToRoom 21237
Desc You can see a sparring circle.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21240
Desc A large storage room lies to the west.
~
#ENDEXIT
Reset O 0 21034 1 21239
#ENDROOM
#ROOM
Vnum 21240
Name Armor Dump~
Sector inside~
Flags nomob indoors donation clanstoreroom nosummon noastral~
Desc Here the warriors of the guild store items intended for donation to other
guildmembers in need. The main hall is to the south.
~
#EXIT
Direction east~
ToRoom 21239
Desc A silent corner in the hall is east of here.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21236
Desc The main hall of the warriors' guild is to the south.
~
#ENDEXIT
#EXDESC
ExDescKey plaque~
ExDesc The plaque reads:
Take what is needed, nothing more, nothing less.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21275
Name The Darkhaven Marina~
Sector inside~
Flags nomob indoors nosummon~
Desc The odor of fish assaults your senses as you inhale. The Darkhaven Marina
is a rather large structure, housing several small boats and over a dozen
rafts. To the south you can see the Darkhaven River, while a dirt road
lies to the north. A small path leads off to the east, following the
Darkhaven river as it winds its way to the Ocean.
~
#EXIT
Direction north~
ToRoom 21124
Desc The trail rounding Darkhaven is to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21297
Desc To the south you can see the Darkhaven River.
~
#ENDEXIT
Reset M 0 21009 1 21275
Reset G 1 21025 1
Reset G 1 21024 1
#ENDROOM
#ROOM
Vnum 21280
Name Entrance to the Academy~
Sector city~
Flags nomob nosummon~
Desc You stand at the entrance to the Darkhaven Academy. A large flight of
stone stairs lead down into the massive subterranean structure, which
has the responsibility of training the young adventurers of the world.
A small cobbled street leads eastward to a shop catering to the needs
of these adventurers. To the north, you see the lengthy Horizon Road.
~
#EXIT
Direction north~
ToRoom 21038
Desc Horizon Road lies to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21295
Desc The Young Adventurer's Necessities is east of here.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 10300
Flags nomob~
#ENDEXIT
#MUDPROG
Progtype leave_prog~
Arglist 100~
Comlist if isimmort($n)
else
mpforce $n vis
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21290
Name The Ruins of the Concourse~
Sector field~
Flags nosummon~
Desc You sigh longingly at the sight of Darkhaven's ruined concourse. What was
once a busy road is now a cobbled wasteland. Debris from crushed buildings
lies about, all that remains from that night of terror. A single structure
remains standing, a small house sitting beside an old elm tree. To the
north is the crumbling bridge.
~
#EXIT
Direction north~
ToRoom 21296
Desc The crumbling bridge is to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21291
Desc The remains of the concourse continue to the east.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21291
Name Among the Ruins of the Concourse~
Sector field~
Flags nosummon~
Desc You stand at what was once an intersection of roads among the remains of
the ruined concourse. Far to the east is an ancient elm tree and a small,
strange building. Gazing southward, you notice that, curiously enough,
the Darkhaven graveyard remains standing. As you turn to move on, you
notice a large chain dangling high above you, just within jumping reach.
~
#EXIT
Direction east~
ToRoom 21292
Desc Far to the east you see an old elm tree.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21293
Desc The entrance to the graveyard is to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21290
Desc This path leads back to the crumbling bridge.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 7914
Desc The great chain stretches into the clouds...
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21292
Name Near the Elm Tree~
Sector field~
Flags nosummon~
Desc You are walking down what remains of a cobbled road, picking your way
through the debris which clogs the unkempt street. To the east is the
only remaining building of the concourse, as well as the ancient tree
of Elm Street.
~
#EXIT
Direction east~
ToRoom 21294
Desc You can see the old tree and the eerie building.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21291
Desc This path leads back to the crumbling bridge.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21293
Name Entrance to the Graveyard~
Sector field~
Flags nomob nosummon~
Desc You are standing just outside the gates of the ancient Darkhaven graveyard.
A shiver runs down your spine as you remember the howling undead residing
in the lower chambers of the place. A path leads southward into the
graveyard, while the ruins of the concourse are to the north.
~
#EXIT
Direction north~
ToRoom 21291
Desc This path leads back to the crumbling bridge.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 3600
Desc Into the graveyard...
~
Keywords gate~
Flags isdoor~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21294
Name Beneath the Elm Tree~
Sector field~
Flags nosummon~
Desc You are standing amid the debris beneath the ancient elm tree of what
used to be Elm Street. To the south is the only remaining building on
the concourse and you now realize why it still stands; its walls are
covered with powerful runes of protection.
~
#EXIT
Direction west~
ToRoom 21292
Desc This path leads back to the crumbling bridge.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21295
Name The Young Adventurer's Necessities~
Sector inside~
Flags nomob indoors nosummon~
Desc Water skins, rations and torches hang from the walls: all necessary to
survival when adventuring. A stack of books which have been designed to
help the young adventurer lie stacked in the rear of the shop. To the
west is the entrance to the Darkhaven Academy.
~
#EXIT
Direction west~
ToRoom 21280
Desc The entrance to the Darkhaven Academy is to the west.
~
#ENDEXIT
Reset M 0 21029 1 21295
Reset G 1 10316 2
Reset G 1 10317 2
Reset G 1 10314 2
#ENDROOM
#ROOM
Vnum 21296
Name Crossing the Precarious Bridge~
Sector field~
Flags nomob nosummon~
Desc You tread carefully across the crumbling bridge. Gazing fearfully at the
cracked supports, you feel a sense of relief to see they are still somewhat
sturdy. To the south, the ruins of the old concourse spread haphazardly.
~
#EXIT
Direction north~
ToRoom 21081
Desc A dirt road lies to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21290
Desc The ruins of the concourse are to the south.
~
#ENDEXIT
#MUDPROG
Progtype rand_prog~
Arglist 2~
Comlist mpecho A slight movement can be felt rumbling through the crumbling bridge.
~
#ENDPROG
#MUDPROG
Progtype rand_prog~
Arglist 2~
Comlist mpecho The damaged bridge suddenly groans, and shifts slightly.
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21297
Name On the Darkhaven River~
Sector water_noswim~
Flags nomob nosummon~
Desc You find yourself in a small artificial bay linking the Darkhaven Marina
to the town's beloved river. The marina's beach is to the north, while
the river lies to the east and west.
~
#EXIT
Direction north~
ToRoom 21275
Desc The Darkhaven Marina lies to the north.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21300
Desc The river flows westward.
~
#ENDEXIT
#EXIT
Direction southeast~
ToRoom 21298
Desc The river continues in this direction.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21298
Name On the Darkhaven River~
Sector water_noswim~
Flags nomob nosummon~
Desc You are travelling across the Darkhaven River. Its blue waters are flowing
slowly westward, dragging along any debris. Far to the east you can make
out a tunnel of some sort.
~
#EXIT
Direction east~
ToRoom 21299
Desc The river lies to the east.
~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 21297
Desc The river flows westward.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21299
Name On the Darkhaven River~
Sector water_noswim~
Flags nomob nosummon~
Desc You are on the famed Darkhaven River. Its strong currents push driftwood
and other floating objects westward. The blue waters themselves seem to
emerge from a tunnel in the mountains to the east.
~
#EXIT
Direction west~
ToRoom 21298
Desc The river flows westward.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21300
Name On the Darkhaven River~
Sector water_noswim~
Flags nomob nosummon~
Desc The waters here are flowing slighty faster than to the east. Gazing west,
you can see that the river passes under the southern bridge of Darkhaven.
The tale of the troll under the bridge passes through your head as you
ponder where the river leads.
~
#EXIT
Direction east~
ToRoom 21297
Desc You see a small artificial bay which connects to the marina.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21301
Desc The river flows under the southern bridge.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21301
Name Under the Southern Bridge~
Sector water_noswim~
Flags nomob nosummon~
Desc You are forced to duck your head as you pass under the southern bridge of
Darkhaven. On the underside of the bridge is a slate plaque, which looks
aged beyond time.
~
#EXIT
Direction east~
ToRoom 21300
Desc The river lies to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21302
Desc The river flows westward.
~
#ENDEXIT
#EXDESC
ExDescKey plaque~
ExDesc The plaque reads:
Strong is the one who fights for me,
Smart is this one so strong and free,
Wise is the one who counsels me,
Determined to prove what he can see,
Quick is the one who steals for me,
Charming, bold, confuses many,
Luck with the one who escapes me,
Dead be my foe, my enemy.
-Lord Rennard, March 1996
I'd like to say thanks to Thoric for creating and maintaining an
excellent mud, to Dominus for some amazing administrative work,
to the coders for all the unique gadgets, to the builders for
creating a lush game world, to the immortals for upholding the
law and to the players for making it all worth it.
I would also like to extend a special thanks to Haus, who provided
an enormous supply of ideas through the original new DH, and to
Blodkai, for endless insight and support.
~
#ENDEXDESC
#ENDROOM
#ROOM
Vnum 21302
Name On the Darkhaven River~
Sector water_noswim~
Flags nomob nosummon~
Desc The waters become rushing rapids here, forcing you to carefully monitor
your actions. Going upriver will bring you under the southern bridge,
while following the river will lead you under the crumbling bridge.
~
#EXIT
Direction east~
ToRoom 21301
Desc The river passes under the southern bridge to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21303
Desc The river passes under the crumbling bridge to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21303
Name Under the Crumbling Bridge~
Sector water_noswim~
Flags nomob nosummon~
Desc You carefully wade through the waters under this low bridge, praying that
it does not crash down upon your head. The river flows into the ocean to
the west, and you spy a grate in the northern underside of the bridge.
~
#EXIT
Direction east~
ToRoom 21302
Desc The river continues to the east.
~
#ENDEXIT
#EXDESC
ExDescKey grate~
ExDesc Constructed into the underside of the northern bridge-support, it looks
quite old but quite sturdy. Looking closer, you notice it has a set of
swing-hinges and a bolted fastener; you may be able to open it.
~
#ENDEXDESC
#MUDPROG
Progtype leave_prog~
Arglist 100~
Comlist close grate
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21307
Name Atop the Battlements~
Sector city~
Flags nomob nosummon~
Desc You are standing atop Darkhaven's battlements. The entire southwestern
countryside is visible from here, ranging from the Miden'nir to the dark
forest of Haon Dor. You spot the Darkhaven River flowing its way swiftly
from east to west just south of here. The battlements continue to the
north and east, while a stone stairway leads down to the streets.
~
#EXIT
Direction north~
ToRoom 21308
Desc The battlements continue to the north.
~
#ENDEXIT
#EXIT
Direction east~
ToRoom 21311
Desc The battlements continue to the east.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21024
Desc The stairway leads back down to the city streets.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21308
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The beautiful yet deadly forest of Haon Dor stretches west as far as the
eye can see. Far to the southwest, you can barely make out the big, blue
ocean. The battlements continue to the north and south.
~
#EXIT
Direction north~
ToRoom 21309
Desc The battlements continue to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21307
Desc The battlements continue to the south.
~
#ENDEXIT
Reset M 0 21071 8 21308
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21068 9 16
#ENDROOM
#ROOM
Vnum 21309
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The massive western gate of Darkhaven is just north of here, creaking and
groaning loudly as it opens and closes. A rather wide trail leads through
the center of the vast forest known as Haon Dor to the west, and a chimney
can be seen poking out of the dark trees just to the southwest. Far down
the trail to the west one enormous tree seems to rise above the all others.
The battlements stretch southward.
~
#EXIT
Direction south~
ToRoom 21308
Desc The battlements continue to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21311
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The rushing waves of the Darkhaven river can be heard from here. Far to
the south, you can see the dark forest of the gobline-infested Miden'nir
(Goblinic for green blood). Darkhaven's defenses continue to the east
and west.
~
#EXIT
Direction east~
ToRoom 21312
Desc The battlements end east of here.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21307
Desc The battlements continue to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21312
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The massive southern gate of Darkhaven is just east of here, groaning and
creaking loudly as it opens and closes. The southern bridge and the often
dangerous, sometimes deadly, Miden'nir are clearly visible from here. The,
battlements stretch westward.
~
#EXIT
Direction west~
ToRoom 21311
Desc The battlements continue to the west.
~
#ENDEXIT
Reset M 0 21071 8 21312
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21068 9 16
#ENDROOM
#ROOM
Vnum 21314
Name Atop the Battlements~
Sector city~
Flags nomob nosummon~
Desc You are standing atop Darkhaven's battlements. The whole southeastern
countryside is visible from here, ranging from the Miden'nir to even
lands beyond. The great battlements continue to the north and west,
while a stone stairway leads back down to the city streets.
~
#EXIT
Direction north~
ToRoom 21315
Desc The battlements lie to the north.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21318
Desc The battlements lie to the west.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21016
Desc The stairs lead back down to Darkhaven's streets.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21315
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc You are standing atop Darkhaven's eastern wall, where the city's guards
have set up a series of defenses to ward off assailants. A broad dirt
road lines the wall outside of the city, and Hawk Street is to the west.
A group of archers stand here, laughing about the goblins' last pathetic
attempt to invade the majestic city. The battlements continue to the
north and south.
~
#EXIT
Direction north~
ToRoom 21316
Desc The battlements continue to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21314
Desc The battlements continue to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21316
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The massive eastern gate of Darkhaven is just to the north, groaning and
creaking loudly as it opens and closes. South and east from here you can
clearly see the dark dwarven forest.
~
#EXIT
Direction south~
ToRoom 21315
Desc The battlements extend down the eastern wall of Darkhaven.
~
#ENDEXIT
Reset M 0 21071 8 21316
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21067 28 0
Reset E 1 21068 9 16
#ENDROOM
#ROOM
Vnum 21318
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The rushing waves of the Darkhaven River can be heard from here. In the
distance to the south, you can see a group of goblins skirting the edge of
the dark forest known as the Miden'nir, its name signifying green blood in
the tongue of the goblins. Darkhaven's defenses continue east and west.
~
#EXIT
Direction east~
ToRoom 21314
Desc The battlements extend down the southern wall.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21319
Desc The battlements extend down the southern wall of Darkhaven.
~
#ENDEXIT
Reset M 0 21071 8 21318
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21068 9 16
#ENDROOM
#ROOM
Vnum 21319
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The massive southern gate of Darkhaven is just west of here, groaning and
creaking loudly as it opens and closes. The crumbling southern bridge and
the dangerous Miden'nir are clearly visible from here. Tbe battlements
stretch east from here.
~
#EXIT
Direction east~
ToRoom 21318
Desc The battlements continue east of here.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21321
Name Atop the Battlements~
Sector city~
Flags nomob nosummon~
Desc You are standing atop Darkhaven's battlements. The whole northeastern
countryside is visible from here. A number of archers pace back and forth
here along the battlements, knocking an arrow back at the slightest sign of
danger. The battlements extend to the west and south, while a stairway
leads back down to the streets.
~
#EXIT
Direction south~
ToRoom 21323
Desc The battlements continue down the eastern wall.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21326
Desc The battlements extend down the northern wall.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21008
Desc The stairway leads back down to the streets.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21322
Name Atop the Battlements~
Sector city~
Desc You are standing atop Darkhaven's great eastern wall. The guardians of
Darkhaven, in their wisdom, have set up battlements here to fend off any
attackers. The battlements extend to the north and south.
~
#EXIT
Direction north~
ToRoom 21321
Desc The battlements stretch northward.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21323
Desc The battlements continue to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21323
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc You are standing atop the eastern wall of Darkhaven. The battlements extend
to the north and south.
~
#EXIT
Direction north~
ToRoom 21321
Desc The battlements continue to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21324
Desc The battlements extend to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21324
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The massive eastern gate of Darkhaven is just to the south, groaning and
creaking loudly as it opens and closes. South and east from here you can
clearly see the dark dwarven forest. The battlements continue to the north.
~
#EXIT
Direction north~
ToRoom 21323
Desc The battlements continue to the north.
~
#ENDEXIT
Reset M 0 21071 8 21324
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21066 16 20
Reset E 1 21067 28 0
Reset E 1 21068 9 16
#ENDROOM
#ROOM
Vnum 21325
Name Atop the Battlements~
Sector city~
Desc You sigh at the beauty of the north countryside. Athough he has doubtless
seen this view countless times before, a nearby archer whistles as he
gazes northward with you. The battlements extend to the east and west.
~
#EXIT
Direction east~
ToRoom 21321
Desc The battlements lead off to the east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21326
Desc The battlements continue to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21326
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc You are standing atop Darkhaven's northern wall. The battlements continue
to the east and west.
~
#EXIT
Direction east~
ToRoom 21321
Desc The battlements continue tothe east.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21327
Desc The battlements extend westward.
~
#ENDEXIT
Reset M 0 21071 8 21326
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21067 28 0
Reset E 1 21068 9 16
#ENDROOM
#ROOM
Vnum 21327
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc This portion of the battlements stretches to the east, all the way back to
northeastern corner of Darkhaven.
~
#EXIT
Direction east~
ToRoom 21326
Desc The battlements stretch eastward.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21328
Name Atop the Battlements~
Sector city~
Flags nomob nosummon~
Desc You are standing atop Darkhaven's battlements. The whole northwestern
countryside is visible from here, stretching away beyond the forest of
Haon Dor. The battlements continue to the east and south, while a
stone stairway leads back down to the city streets.
~
#EXIT
Direction east~
ToRoom 21329
Desc The battlements continue to the east.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21332
Desc The battlements continue to the south.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21032
Desc The stairway leads back down to the city streets.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21329
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc You are standing atop Darkhaven's northern wall. The battlements range to
the east and west.
~
#EXIT
Direction east~
ToRoom 21330
Desc The battlements continue east of here.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21328
Desc The battlements continue to the west.
~
#ENDEXIT
Reset M 0 21071 8 21329
Reset E 1 21056 28 1
Reset E 1 21057 17 3
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21067 28 0
Reset E 1 21068 9 16
#ENDROOM
#ROOM
Vnum 21330
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The battlements here extend westward, leading back to the northwestern
corner of Darkhaven.
~
#EXIT
Direction west~
ToRoom 21329
Desc The battlements continue to the west.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21332
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The beautiful yet deadly forest of Haon Dor stretches westward as far as
the eye can see. The great battlements continue to the north and south.
~
#EXIT
Direction north~
ToRoom 21328
Desc The battlements continue to the north.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21333
Desc The battlements continue to the south.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21333
Name Atop the Battlements~
Sector city~
Flags nosummon~
Desc The massive western gate of Darkhaven is just south of here, creaking and
groaning loudly as it opens and closes. A rather wide trail leads through
the center of the vast forest known as Haon Dor to the west, and a chimney
can be seen poking out of the dark trees just to the southwest. Far down
the trail to the west one enormous tree seems to rise above the all others.
The battlements stretch northward.
~
#EXIT
Direction north~
ToRoom 21332
Desc The battlements continue to the north.
~
#ENDEXIT
Reset M 0 21071 8 21333
Reset E 1 21056 28 1
Reset E 1 21058 30 5
Reset E 1 21059 30 6
Reset E 1 21060 30 7
Reset E 1 21061 30 8
Reset E 1 21062 30 10
Reset E 1 21063 30 9
Reset E 1 21064 26 14
Reset E 1 21067 28 0
Reset E 1 21068 9 16
#ENDROOM
#ROOM
Vnum 21335
Name The Western Hall~
Sector inside~
Flags indoors safe nosummon~
Desc You enter a large building filled with people. The building is usually
busy with functions, almost always filled to the maximum. The large main
hall boasts a maid who comes around serving drinks and meals to the people
who sit down.
~
#EXIT
Direction north~
ToRoom 21039
Desc The lights of Horizon Street glimmer to the north.
~
#ENDEXIT
Reset M 0 21010 1 21335
Reset G 1 21022 1
Reset G 1 21019 2
Reset G 1 21020 2
#ENDROOM
#ROOM
Vnum 21337
Name In the Air~
Sector air~
Flags nomob nosummon~
Desc You are floating in the air high above Darkhaven. Gazing downward,
you see that you are just above the Darkhaven Square. The citizens
of Darkhaven look like tiny mice scurrying about from this height.
Looking upward, you see a rainbow in the distance.
~
#EXIT
Direction up~
ToRoom 21338
Desc You gaze higher into the air.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21000
Desc Darkhaven Square is down from here.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21338
Name In the Air~
Sector air~
Flags nomob nosummon~
Desc You are flying in the air high above Darkhaven. You can see the whole
countryside from here: It is truly a splendid sight to behold. Gazing
upward, you see a bright rainbow.
~
#EXIT
Direction up~
ToRoom 800
Desc A rainbow stretches into the distance...
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21337
Desc Darkhaven Square is far below.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21339
Name Companions and Mounts~
Sector city~
Flags petshop nosummon~
Desc You walk into a large shop which smells of horses and hay. Behind the
long wooden counter are dozens of cages containing varying types of animals,
and you can hear the sounds of horses coming from a large storage area in
the back of the shop. A door to the south leads back out onto the busy
Law Avenue.
~
#EXIT
Direction south~
ToRoom 21017
Desc Law Avenue lies to the south.
~
#ENDEXIT
Reset M 0 21022 1 21339
#ENDROOM
#ROOM
Vnum 21340
Name Petshop Stables~
Sector city~
Flags nomob solitary nosummon noastral~
Reset M 0 21056 1 21340
Reset M 0 21057 1 21340
Reset M 0 21058 1 21340
Reset M 0 21059 1 21340
Reset M 0 21060 1 21340
Reset M 0 21070 1 21340
#ENDROOM
#ROOM
Vnum 21353
Name A Corridor in the Abandoned Mansion~
Sector inside~
Flags indoors~
Desc You walk carefully down the corridor, noticing its smooth stone floor and
walls. The walls and floor have been smoothed by age, and stains of blood
seem to randomly mark the stone surfaces. You see a large foyer ahead of
you, and this corridor seems quite abandoned. A strong wooden doorframe
is etched into the wall to the west, and through the doorway you can see a
faintly lit room.
~
#EXIT
Direction north~
ToRoom 21134
Desc You see a large abandoned foyer.
~
#ENDEXIT
#EXIT
Direction south~
ToRoom 21023
Desc You see Law Avenue.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21380
Name The Court of the White Robes~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc This hall is slightly smaller than the Court of the Conclave, for it is
reserved for the members of the White Robes only. The seats in this room
are all crafted of a shining white ivory and circle a brilliant silver
podium which sits in the center of the hall. A single aisle leads
back to the Court of the Conclave.
~
#EXIT
Direction northeast~
ToRoom 21133
Desc The Court of the Conclave lies to the northeast.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21390
Name The Gold Room~
Sector inside~
Flags nomob indoors solitary norecall nosummon noastral~
Desc This chamber is where Darkhaven shopkeepers deposit their gold.
~
#ENDROOM
#ROOM
Vnum 21401
Name Plunging through the brambles~
Sector forest~
Desc You plunge down the narrow wooded trail, mindful of the overreaching
brambles and twigs which have crowded together here at the forest's
edge. The trail continues to the southwest, and a wide dirt road
can be seen through the foliage to the east.
~
#EXIT
Direction east~
ToRoom 21090
Desc A wide dirt road skirting a high battlement.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21402
Desc The trails continues safely to the southwest.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21402
Name On a forest trail~
Sector forest~
Desc Your way here bends around in two directions. The forest grows thicker
to the west, the scents and sounds beckoning to you. Peering to the
northeast, you think you can see a break in the trees. Mayhap the
trail is nearing its end.
~
#EXIT
Direction west~
ToRoom 21403
Desc The trail continues peacefully onward.
~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 21401
Desc Brambles and twigs crowd the path.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21403
Name On a forest trail~
Sector forest~
Desc The trail here continues on both east and west. The peak of a cathedral
tower can barely be made out in the distance to the east through the
overhang of limbs, and a sound much like that of small wings fluttering
comes frequently from the forest to the west.
~
#EXIT
Direction east~
ToRoom 21402
Desc The narrow trail continues.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21404
Desc The trail turns.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21404
Name A turn in the forest trail~
Sector forest~
Desc You stand at a curve on a narrow, peaceful forest trail. The sounds of
small fluttering wings comes from the northwest, and a the narrow but
well-trodden pathway continues roughly eastward through the forest.
~
#EXIT
Direction east~
ToRoom 21403
Desc Along the forest trail.
~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 2074
Desc A small junction in the forest.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21409
Name A Silent Corner of the Courier~
Sector inside~
Flags nomob indoors safe silence nosummon noastral~
Desc You find yourself at the rear of the Darkhaven Courier. Many small
tables sit here, accompanied by similarly tiny wooden chairs, and
unfinished missives have been left lying on a couple of ink-stained
tables. An unnatural silence also seems to haunt this portion of
the tent, allowing you to collect your thoughts. To the north is
the main chamber of the Courier.
~
#EXIT
Direction north~
ToRoom 21053
Desc The Darkhaven Courier
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21430
Name The Guild of Augurers~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc Emerging from the forest around the cathedral, you find yourself in the
main hall of the Guild of Augurers. Precious tapestries and drawings
adorn the walls gracefully, showing the beauty and strength of the Augurer.
The walls are granitelike and smooth, and the floors are painstakingly
polished to perfection. The sweet smells of jasmine, parsley and other
assorted herbs fill the air around you, giving you a sense of warmth and
peace as you walk through the vast hall.
~
#EXIT
Direction south~
ToRoom 21434
Desc The Chamber of Bounty lies to the south.
~
#ENDEXIT
#EXIT
Direction west~
ToRoom 21433
Desc The Plank of Musing lies to the east.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21437
Desc The Hall of Repose rises above you.
~
#ENDEXIT
#EXIT
Direction northeast~
ToRoom 21435
Desc The scent of the forest around the cathedral.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21432
Name The Vault of Contemplation~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc Above the main hall, you find yourself in a room of peace and contentment.
The walls all around you are made of stained glass, rather than the granite
in the hall, allowing the sunlight from the realms into this room. A light
humming and singing can be heard in this spacious room, and the sweet smell
of jasmine is predominant here. The Augurer is a very spiritual person,
and relies on meditation and reflection upon the day's activities in order
to be a productive citizen in the community. Sculptures and handicrafts of
the Augurer lie in this room in a state of order, yet in a state of chaos
as well, showing the strengths and weaknesses of the Augurer's mind.
~
#EXIT
Direction down~
ToRoom 21437
Desc The Hall of Repose leads to the main hall of the guild.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21433
Name The Plank of Musing~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc As you enter this small yet illuminated room, you see an enormous table with
scriptures and writing utensils upon it. Several exquisite chairs surround
the large oak table, and at times you can find other Augurers here pondering
the existence of life, the importance of their daily deeds and anything else
that they wish to discuss. The air in this room is still, and sounds from
the outside are not readily heard from this tiny room which seems to be shut
off from the rest of the Guild of Augurers.
~
#EXIT
Direction east~
ToRoom 21430
Desc This way leads back to the main hall of the Guild of Augurers.
~
#ENDEXIT
Reset O 0 21435 1 21433
#ENDROOM
#ROOM
Vnum 21434
Name The Chamber of Bounty~
Sector inside~
Flags nomob indoors donation clanstoreroom nosummon noastral~
Desc As you enter this room, a strong feeling of charity washes over your very
life and soul. The Chamber of Bounty is a darkened room, illuminated only
by torches fixed to the walls held by antiqued sconce holders. All around
you lie items donated by your fellow guild members, and those items that
may seem useless to one may be invaluable to others. Precious armours,
treasures and pieces of magic lie here, and more are certainly welcome to
be donated for use by other Augurers.
~
#EXIT
Direction north~
ToRoom 21430
Desc The main hall of the Guild of Augurers lies north of here.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21435
Name Along the forested path~
Sector city~
Flags nomob~
Desc As you walk further through the forest around the cathedral, you notice an
illuminated edifice lying to the north of you. A faint smell of spices and
other pungent scents wafts from this granitelike structure, mixing with the
various smells of the forest around you.
~
#EXIT
Direction south~
ToRoom 21185
Desc This path leads back to Darkhaven Square.
~
#ENDEXIT
#EXIT
Direction southwest~
ToRoom 21430
#ENDEXIT
#MUDPROG
Progtype entry_prog~
Arglist 100~
Comlist if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Augurers
else
mea 0.$n You may not trespass on this guild.
mptrans 0.$n 21185
endif
~
#ENDPROG
#ENDROOM
#ROOM
Vnum 21436
Name The Tomb of Rectification~
Sector inside~
Flags nomob indoors safe nosummon noastral~
Desc As you enter this cramped room, the smell of burning oil and the stench of
day old sweat nearly bowls you over with a strong force. A large metal table
stands in the middle of the room, covered in many smithing tools. The constant
clank of metal on metal pierces your ears, and you look over to the western
wall of the room to see a large man stooping over the great table, repairing
a poor soul's gear. Scraps of leather, cloth and fine fabrics lie in disarray
about this tiny room.
~
#ENDROOM
#ROOM
Vnum 21437
Name The Hall of Repose~
Sector inside~
Flags nomob indoors nosummon noastral~
Desc Walking down the hallway, you can see various depictions of Augurers in
battle, as well as their participation in theatrical pursuits, teaching,
learning and conversing with others of their class. The walls are
smooth like marble, and the floors are well polished and shine brightly.
Soft light flows in from the east and coloured rays of sunshine seem to
beam in from above.
~
#EXIT
Direction east~
ToRoom 21438
Desc A warm light flows in from the east where the Niche of Convergence lies.
~
#ENDEXIT
#EXIT
Direction up~
ToRoom 21432
Desc Colourful rays of sunshine stream in from the Vault of Contemplation above.
~
#ENDEXIT
#EXIT
Direction down~
ToRoom 21430
Desc The main hall of the Guild of Augurers is below.
~
#ENDEXIT
#EXIT
Direction northwest~
ToRoom 21439
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21438
Name The Niche of Convergence~
Sector inside~
Flags indoors safe nosummon noastral~
Desc A soft light and sweet smell of incense welcomes you into this warm room.
Many soft, cushioned chairs and chesterfields adorn the walls, and small
tables lie nearby for placement of your drink and for game playing. A
soft murmur of the other Augurers and the clinking of glasses fills
your ears with serenity. This is where the Augurer comes to be refreshed
after a long day of fighting, training and ascertaining the local lore.
~
#EXIT
Direction west~
ToRoom 21437
Desc The Hall of Repose lies to the east.
~
#ENDEXIT
#ENDROOM
#ROOM
Vnum 21439
Name The Cubiculum of Lore~
Sector inside~
Flags nomob indoors safe nosummon noastral~
Desc As you walk around this spacious room, you can see depictions of Augurers
meditating and learning the lore of their class. The room is brightly lit
by sconces upon the granitelike walls, and the air is nearly tasteless.
As the Augurer is very keen on its knowledge, a loremaster is here to help
you prepare and iterate your skills and spells.
~
#EXIT
Direction southeast~
ToRoom 21437
#ENDEXIT
Reset M 0 21431 1 21439
#ENDROOM
#ROOM
Vnum 21499
Name Final room~
Sector city~
Flags nomob noastral~
#ENDROOM
#ENDAREA