#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
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#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
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#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
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#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
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#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
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  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