#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 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 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