#FUSSAREA #AREADATA Version 1 Name Spectral Gate~ Author Brittany~ WeatherX 0 WeatherY 0 Ranges 0 60 0 60 Economy 0 45009000 ResetMsg A bell rings far above as another passes beyond the Spectral Gates...~ #ENDAREADATA #MOBILE Vnum 100 Keywords Samylla receptionist woman~ Short Samylla~ Long The Realms of Despair hostess is here to greet you. ~ Desc This is a woman, that is obvious, yet she does not quite fit what you are used to a female looking like. You can not place what it is at first. As you look her over, you see she is tall and quite slim, and her figure is one to attract eyes. As you glance again over her face you notice her face is quite white, almost brilliantly so. Her eyes are black as coal, no pupil distinguishable from the iris. She smiles as she watches your mind turn to take in her appearance, and that is the last piece of missing information. You notice the small fanged eyeteeth, and realize this is a vampire standing before you. What world have you stepped into? ~ Race human~ Class vampire~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel~ Affected detect_invis detect_hidden sanctuary infrared truesight~ Stats1 0 50 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~ #MUDPROG Progtype act_prog~ Arglist p arrives from above.~ Comlist smile $n say Welcome to the Realms of Despair reception chamber, $n. say You have yet to enter the actual game, but will soon... mpechoat $n Please take the time to read everything you see along the way. mpechoat $n - use Newbiechat to speak to the Immortals for assistance: mpechoat $n - type "new <message>" to use the channel. mpechoat $n Please, look around -- just type 'look <object>'. (look bust) ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p arrives from the north.~ Comlist say Welcome back, $n. say Perhaps you come to look around some more? mpechoat $n I hope you viewed the various tapestries at the top of the stairs. mpechoat $n They give you a brief look in all directions of our Realms. ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p flys in from above.~ Comlist smile $n say Welcome to the Realms of Despair reception chamber, $n. say You have yet to enter the actual game, but will soon... mpechoat $n Please take the time to read everything you see along the way. mpechoat $n - use Newbiechat to speak to the Immortals for assistance: mpechoat $n - type "new <message>" to use the channel. mpechoat $n Please, look around -- just type 'look <object>'. (look bust) ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p flys in from the north.~ Comlist say Welcome back, $n. say Perhaps you come to look around some more? mpechoat $n I hope you viewed the various tapestries at the top of the stairs. mpechoat $n They give you a brief look in all directions of our Realms. ~ #ENDPROG #MUDPROG Progtype all_greet_prog~ Arglist 100~ Comlist if race($n) == Halfling smile $n say Welcome to the Realms of Despair reception chamber, $n. say You have yet to enter the actual game, but will soon... mpechoat $n Please take the time to read everything you see along the way. mpechoat $n - use Newbiechat to speak to the Immortals for assistance: mpechoat $n - type "new <message>" to use the channel. mpechoat $n Please, look around -- just type 'look <object>'. (look bust) mpechoat $n ... I hope you viewed the various tapestries up the staircase. mpechoat $n ... They give you a brief look in all directions of our Realms. else endif ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 101 Keywords mob mobi act~ Short Act Mob~ Long An Act Mob is here, but can not be seen by Pre-Auths. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel secretive~ Affected invisible detect_invis infrared hide~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #MUDPROG Progtype act_prog~ Arglist p has entered the game.~ Comlist mpoload 10311 1 give eye 0.$n mpforce 0.$n wear eye mpoload 123 1 give burlap 0.$n mea $n A burlap sack is delivered into your hands, type LOOK SACK to use. mea $n Familiar, yet somehow different, your being has changed... ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p arrives from below.~ Comlist mpechoat $n Your eyes are quickly drawn to the tapestries. mpforce 0.$n look tapestries ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p flys in from below.~ Comlist mpechoat $n Your eyes are quickly drawn to the tapestries. mpforce 0.$n look tapestries ~ #ENDPROG #MUDPROG Progtype all_greet_prog~ Arglist 100~ Comlist if race($n) == Halfling mpechoat $n Your eyes are quickly drawn to the tapestries. mpforce 0.$n look tapestries endif ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 102 Keywords Xouwasi dwarven dwarf man teacher~ Short Xouwasi~ Long The statistics teacher sits here, guiding you towards your future. ~ Desc This is a man who eyes speak volumes, mostly of knowledge and friendship. Most dwarves are distrustful of strangers, but this one seems to thrive on greeting and teaching the new travelers into these Realms. His face is covered in wrinkles, both from the sun and smiling. His chin sprouts a proud goatee, and his clothes are bright to the point of being gaudy. His boots are a black leather, polished to a shine. Overall, he makes quite a striking picture. ~ Race dwarf~ Class druid~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel prototype~ Affected detect_invis detect_hidden sanctuary infrared truesight~ 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 dwarven~ Speaking common dwarven~ #MUDPROG Progtype act_prog~ Arglist p from the south.~ Comlist bow $n say You appear to be a visitor, $n. mpechoat $n - Type "look <item>" or "look <name>" to see things here. mpechoat $n - Type 'eq' to check your equipment (items you are wearing). mpechoat $n ... to see your unused belongings, type 'inventory' or 'i' mpechoat $n ... to display your statistics sheet, type 'score' or 'ol' say Type 'look tree'... ~ #ENDPROG #MUDPROG Progtype all_greet_prog~ Arglist 100~ Comlist if race($n) == halfling bow $n say You appear to be a visitor, $n. mpechoat $n - Type "look <item>" or "look <name>" to see things here. mpechoat $n - Type 'eq' to check your equipment (items you are wearing). mpechoat $n ... to see your unused belongings, type 'inventory' or 'i' mpechoat $n ... to display your statistics sheet, type 'score' or 'ol' say Type 'look tree'... endif ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 103 Keywords serpent snake~ Short a serpent~ Long A serpent springs from a coil deep within the grass and strikes! ~ Desc A scaly, slimy serpent, so black it shines. Its beady eyes watch your every movement, looking for an opening to strike! ~ Race snake~ Class vampire~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel aggressive~ Affected detect_invis infrared~ Stats1 0 3 0 75 500 0 Stats2 1 1 25 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 dwarven ogre orcish trollese reptile dragon halfling clan~ Speaking common dwarven ogre orcish trollese reptile dragon halfling clan~ Bodyparts head guts eye tail~ #MUDPROG Progtype fight_prog~ Arglist 50~ Comlist mpechoat $n $I sinks its fangs painfully into your flesh! mpechoaround $n $I sinks its fangs into $n's flesh! ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpoload 108 1 mpechoat $n A piece of meat is torn from the serpent as it dies. ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 104 Keywords dragon hatchling~ Short the dragon hatchling~ Long A dragon hatchling peers at you, huge and darkly menacing. ~ Desc The head of this dragon is identical to the one you viewed earlier, the difference being that this one is (thankfully) only about tenth the size. This dragon, though a baby, looks like a tough battle indeed. ~ Race dragon~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel~ Stats1 0 2 0 75 1000 0 Stats2 20 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 elvish orcish trollese insectoid spiritual magical clan gnome~ Speaking common elvish orcish trollese insectoid spiritual magical clan gnome~ Bodyparts head arms legs feet tail~ #MUDPROG Progtype rand_prog~ Arglist 7~ Comlist mpe The dragon gives a deep rumbling growl, just to let you know he is here. sac corpse sac shield sac bucket ~ #ENDPROG #MUDPROG Progtype death_prog~ Arglist 100~ Comlist mpoload 112 1 mpecho $I snarls as thick blood fills its throat and it collapses. mpecho A loud crack can be heard in the shadows against the southern wall. mpecho A new dragon hatchling emerges from inside a hidden egg. mpmload 104 mpechoat $n Remember... mpechoat $n You cannot advance beyond level 1 until you have passed the mpechoat $n runed gate and entered the actual game. ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 105 Keywords mob mobii act~ Short Act Mob~ Long An Act Mob is here, but can not be seen by Pre-Auths. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel secretive prototype~ Affected invisible detect_invis infrared hide~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 0 0 0 Attribs 18 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #MUDPROG Progtype act_prog~ Arglist P arrives from the west.~ Comlist mpoload 113 1 mpoload 114 1 mpat 120 give armour Quercusi mpat 120 give golden Quercusi mpoload 116 1 mpoload 117 1 mpat 123 mppurge mpat 123 drop box mpat 123 put token box mpat 123 close box ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p flys in from the west.~ Comlist mpoload 113 1 mpoload 114 1 mpat 120 give armour Quercusi mpat 120 give golden Quercusi mpoload 116 1 mpoload 117 1 mpat 123 mppurge mpat 123 drop box mpat 123 put token box mpat 123 close box ~ #ENDPROG #MUDPROG Progtype all_greet_prog~ Arglist 100~ Comlist if race($n) == Halfling mpoload 113 1 mpoload 114 1 mpat 120 give armour Quercusi mpat 120 give golden Quercusi mpoload 116 1 mpoload 117 1 mpat 123 mppurge mpat 123 drop box mpat 123 put token box mpat 123 close box else endif ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 2~ Comlist mpat 199 drop all ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 106 Keywords Quercusi Q man~ Short Quercusi~ Long A wise man is here, rocking himself on a beautiful chair. ~ Desc This man looks like he has been in the Realms for hundreds of years. His kind and friendly face is wrinkled with time, yet he appears to be in top physical shape, and his eyes sparkle with wit and wisdom. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender male~ Actflags npc sentinel prototype~ Affected detect_invis sanctuary infrared truesight~ Stats1 0 50 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 0 0 0 Attribs 25 13 13 25 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #MUDPROG Progtype all_greet_prog~ Arglist 100~ Comlist smile $n say Hello, $n, welcome to my home. mpechoat $n Do you have the following items? mpechoat $n ... a weapon from a chest in a tree. mpechoat $n ... a Shield of Scales from the dragon hatchling in the cave. mpechoat $n ... a ring from the end of your chosen path. mpechoat $n ... also a feather, a bucket and the meat of a serpent. mpechoat $n If you missed any of these and would like to retrieve them, or if ispkill($n) mpechoat $n if you would like to return to choose the Peaceful path, simply else mpechoat $n if you would like to return to choose the Deadly path, simply endif mpechoat $n give me your ring (type 'give ring man'). ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p leaves north.~ Comlist mpat 119 mpecho $I leans out the door... mpat 119 give key $n mpat 119 give armour $n mpat 119 mpechoat $n Good luck in your adventures, $n... close door ~ #ENDPROG #MUDPROG Progtype give_prog~ Arglist ring light lightring~ Comlist mpechoat $n I shall now return you to Xouwasi at the tree. mpechoaround $n $n disappears in a magical flash. mptransfer 0.$n 103 mpat 103 mpforce 0.$n south mpjunk lightring ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p flys north.~ Comlist mpat 119 mpecho $I leans out the door... mpat 119 give key $n mpat 119 give armour $n mpat 119 mpechoat $n Good luck in your adventures, $n... close door ~ #ENDPROG #MUDPROG Progtype give_prog~ Arglist ring shadow shadowring~ Comlist mpechoat $n I shall now return you to Xouwasi at the tree. mpechoaround $n $n disappears in a magical flash. mptransfer 0.$n 103 mpat 103 mpforce 0.$n south mpjunk shadowring ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 2~ Comlist mpat 199 drop all mpat 199 get armour mpat 199 get armour mpat 199 get key mpat 199 get key mpat 199 get key mpat 199 get key mpat 199 get armour mpat 199 get armour mpat 199 mppurge ~ #ENDPROG #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist if race($n) == Halfling give key $n give armour $n mpechoat $n Good luck in your adventures, $n... else endif ~ #ENDPROG #MUDPROG Progtype act_prog~ Arglist p floats north.~ Comlist mpat 119 mpecho $I leans out the door... mpat 119 give key $n mpat 119 give armour $n mpat 119 mpechoat $n Good luck in your adventures, $n... close door ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 107 Keywords mob mobiii act~ Short Act Mob~ Long An Act Mob is here, but can not be seen by Pre-Auths. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc sentinel secretive~ Affected invisible detect_invis infrared hide~ 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~ #MUDPROG Progtype act_prog~ Arglist p pulls a rope.~ Comlist mpechoat $n High overhead you hear a large bell thunder in response. mpechoaround $n High overhead, a large bell thunders in response. mpechoat $n If nothing happens, type LOOK ROPE, and pull again in 30 seconds. mpapplyb $n push rope ~ #ENDPROG #ENDMOBILE #MOBILE Vnum 199 Keywords spacermob~ Short a newly created spacermob~ Long Some god abandoned a newly created spacermob here. ~ Race human~ Class warrior~ Position standing~ DefPos standing~ Gender neuter~ Actflags npc prototype~ Stats1 0 1 0 0 0 0 Stats2 0 0 0 Stats3 0 0 0 Stats4 0 0 0 0 0 Attribs 13 13 13 13 13 13 13 Saves 0 0 0 0 0 Speaks common~ Speaking common~ #ENDMOBILE #OBJECT Vnum 100 Keywords candelabra~ Type light~ Short a candelabra with six black candles~ Long Six black candles burn brightly in this brass candelabra~ WFlags take~ Values 0 0 0 0 0 0 Stats 100 10 1 0 0 #ENDOBJECT #OBJECT Vnum 101 Keywords spring~ Type fountain~ Short a magical spring~ Long A magical spring sprinkles water from the corner of the room.~ Flags magic~ Values 100000 100000 0 0 0 0 Stats 5000 10 1 0 0 #ENDOBJECT #OBJECT Vnum 104 Keywords chest~ Type container~ Short a weapon's chest~ Long A weapons chest rests against the northern wall.~ Values 1000 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey chest~ ExDesc This chest is made from a thick carved oak, it is sturdy but not locked. You feel you must examine it closer to see what it might contain. ~ #ENDEXDESC #MUDPROG Progtype exa_prog~ Arglist 100~ Comlist if class ($n) == Mage or class ($n) == Thief or class ($n) == Vampire or class ($n) == Augurer mpoload 125 1 put 'menacing granitic blade' chest mpforce $n get granitic chest mpforce $n wield granitic else if class ($n) == Cleric or class ($n) == Druid mpoload 126 1 put 'adamantium mace' chest mpforce $n get adamantium chest mpforce $n wield mace else if class ($n) == Warrior or class ($n) == Ranger or class ($n) == Paladin mpoload 127 1 put 'heavy broadsword broad sword' chest mpforce $n get broadsword chest mpforce $n wield broadsword endif endif endif ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 105 Keywords Weapon~ Type weapon~ Short A finely honed weapon lies here, waiting to be carried into battle.~ Long You see a finely honed dagger here.~ Flags magic~ WFlags wield~ Values 12 1 6 11 0 0 Stats 2 0 0 0 0 Affect -1 -1 1 18 0 Affect -1 -1 2 19 0 #EXDESC ExDescKey dagger~ ExDesc This weapon looks to be of decent quality and should serve you well in your upcoming battles. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 106 Keywords ring light lightring~ Type armor~ Short a ring of light~ Long A small circle of light lies here.~ Flags magic~ WFlags take finger~ Values 5 5 0 0 0 0 Stats 2 0 0 0 0 Affect -1 -1 5 13 0 Affect -1 -1 1 2 0 #EXDESC ExDescKey ring light~ ExDesc This ring is a symbol of your chosen peaceful nature. It will aid you until you reach level 10. May it always find you in good health. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 107 Keywords ring shadow shadowring~ Type armor~ Short a ring of shadows~ Long A small circle of shadows lies here.~ Flags magic~ WFlags take finger~ Values 5 5 0 0 0 0 Stats 2 0 0 0 0 Affect -1 -1 5 13 0 Affect -1 -1 1 2 0 Affect -1 -1 1 18 0 #EXDESC ExDescKey ring shadows~ ExDesc This ring is a symbol of your chosen deadly nature. It will aid you until you reach level 10. May it always find you in good health and fast reflex. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 108 Keywords snakemeat snake meat~ Type food~ Short a piece of meat~ Long A piece of meat from a snake~ Flags organic~ WFlags take~ Values 25 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 109 Keywords feather purple~ Type wand~ Short a purple feather~ Long A bright purple feather lies here.~ Flags magic organic deathrot~ WFlags take hold~ Values 3 2 2 -1 0 0 Stats 4 0 0 0 0 Spells 'magic missile' #EXDESC ExDescKey feather purple~ ExDesc Rather heavy for a feather, it looks to actually be a wand of sorts. Perhaps you should hold it and zap <target>. Because this feather contains an attack spell, this is NOT something you would want to cast on another player, unless you are both pkill characters. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 110 Keywords bucket water tin~ Type drinkcon~ Short a tin bucket~ Long A bucket full of water sits here, waiting for someone to carry it away.~ Flags metal~ WFlags take~ Values 20 10 0 0 0 0 Stats 4 0 0 0 0 #EXDESC ExDescKey tin bucket~ ExDesc This is a sturdy bucket made to store drinking water. You can 'drink tin' or 'drink water'. You may refill the bucket at fountains or streams by typing 'fill bucket'. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 111 Keywords pond~ Type fountain~ Short the pond~ Long A shallow pond of crystal clear water~ Flags prototype~ Values 100000 1000000 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey pond~ ExDesc The waters are shallow and clear, and surprisingly cold. Several varieties of fish swim beneath the surface, but you can best make out a pool of lapis- toned fish. You have no doubt you can drink from this water source, and may wish to fill your water bucket before continuing your journey. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 112 Keywords shield dragonscales scales~ Type armor~ Short a shield of dragonscales~ Long A shield of scales lie here, marred with deep burns.~ Flags dark organic~ WFlags take shield~ Values 4 3 0 0 0 0 Stats 5 0 0 0 0 Affect -1 -1 1 18 0 Affect -1 -1 1 19 0 #EXDESC ExDescKey shield dragonscales scales~ ExDesc This shield shall protect you well in your travels. Wear it in good health. ~ #ENDEXDESC #MUDPROG Progtype drop_prog~ Arglist 100~ Comlist mpforce $n sac $o ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 113 Keywords armour breast plate~ Type armor~ Short a thick plate of breast armour~ Long A breast plate lies here, unused and forgotten.~ WFlags take body~ Values 4 7 0 0 0 0 Stats 10 0 0 0 0 Affect -1 -1 -3 17 0 #ENDOBJECT #OBJECT Vnum 114 Keywords key golden~ Type key~ Short a huge golden key~ Long A large golden key lies here, it looks to open something important.~ WFlags take~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey golden key~ ExDesc This key looks to open something very important. Maybe the gate to your future. To use a key, just UNLOCK <door>. Like UNLOCK GATE. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 115 Keywords rope~ Type lever~ Short a rope~ Long A rope hangs from high above, waiting to be pulled.~ Flags organic~ Values 29 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey rope~ ExDesc If you are ready to pass beyond the Spectral Gates, you need only pull this rope to notify the Immortals that you are ready to enter the game! If your name has been approved, you will be sent into the actual game. If you receive a message stating your name has been denied by the Immortals, you must choose a NEW, original medieval name. To do this, you type: "name <newname>" For example: name Tsythia Then pull the rope to announce your new name to the Immortals. Give them about 30 seconds to approve or deny the new name. If you have not gotten a response, pull the rope again. The rope is on a 30 second timer, meaning you can pull it as often as you wish, but the Immortals will only be notified once every 30 seconds. The Immortals are often busy and may not see you the first time around, so please be patient - one will be with you as quickly as possible. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 116 Keywords box~ Type container~ Short the box~ Long A blackened wooden box sets in the shadows atop a small table.~ WFlags take~ Values 11111 1 0 0 0 0 Stats 1100 0 0 0 0 #ENDOBJECT #OBJECT Vnum 117 Keywords earring token~ Type armor~ Short a token of a Goddesses affection~ Long An earring lies here, tarnished and forgotten.~ Flags glow magic~ WFlags take ears~ Values 4 2 0 0 0 0 Stats 5 0 0 0 0 Affect -1 -1 2097152 26 0 #MUDPROG Progtype wear_prog~ Arglist 100~ Comlist if level($n) < 16 mpechoat $n As you wear this earring you feel your feet rise off the ground. mpechoar $n As $n clasps $O on $s ear, $e begins to float above the ground. else mpechoat $n The clasp on the earring will no longer stay closed on your ear. mpechoaround $n $n struggles with $O but cannot get it to stay on $s ear. mpforce $n remove token endif ~ #ENDPROG #ENDOBJECT #OBJECT Vnum 119 Keywords gownq~ Type armor~ Short a flowing white gown~ Long Some god dropped a newly created gown here.~ WFlags take body~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 Affect -1 -1 5 1 0 Affect -1 -1 5 2 0 #ENDOBJECT #OBJECT Vnum 120 Keywords peaceful sign~ Type furniture~ Short the sign of the peaceful path~ Long A large sign floats before the trees alongside the pathway.~ Flags glow~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey sign~ ExDesc The Gods hope your stay on the game will be a pleasant one. However, to insure the enjoyment of others, there are two major Rules which you should be made aware of: 1) Thou shalt neither attack nor steal from a player who has chosen Non-Pkill Status. Thou shalt not engage in pkill as long as you remain peaceful. 2) Thou shalt not spam, use profanity, harass, nor make either lewd or racial comments on any channel, nor to any other player. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 121 Keywords deadly sign~ Type furniture~ Short the sign of the deadly path~ Long A large sign floating alongside the pathway demands your attention.~ Flags dark~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey sign~ ExDesc The Gods hope your stay on the game will be a pleasant one. However, to insure the enjoyment of others, there are two major rules which you should be made aware of: 1) Thou shalt neither attack nor steal from a player who has chosen Non-Pkill Status. Thou shalt only attack other pkillers within five levels of your own. 2) Thou shalt not spam, use profanity, harass, nor make either lewd or racial comments on any channel, nor to any other player. Also, often review HELP RULES PKILL for rule changes that affect you. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 123 Keywords sack burlap~ Type container~ Short a large burlap sack~ Long A sack made from a brown burlap lies here.~ WFlags take hold~ Values 75 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey sack burlap~ ExDesc To use this sack, type: examine sack OR exam sack To get items from this sack, type: get <item name> sack To put an item in this sack, type: put <item name> sack You can also use get all or put all. See help container for more information. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 124 Keywords stairs~ Type trash~ Short a staircase~ Long A spiral staircase leads down from center of the room.~ Flags prototype~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey stairs staircase~ ExDesc These staircase looks sturdy. It descends to another room from the center of the room. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 125 Keywords menacing granitic blade~ Type weapon~ Short a menacing granitic blade~ Long A blade of metallic stone protrudes from a leather-wrapped hilt.~ Flags dark magic~ WFlags take wield~ Values 12 1 6 11 0 0 Stats 2 0 0 0 0 Affect -1 -1 2 18 0 Affect -1 -1 1 19 0 #EXDESC ExDescKey menacing granitic blade~ ExDesc Of rough but usable quality, it should serve you well in your early years. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 126 Keywords adamantium mace~ Type weapon~ Short a gleaming adamantium mace~ Long A mace of brightly gleaming metal hums with inner power.~ Flags hum magic bless metal~ WFlags take wield~ Values 12 0 0 7 0 0 Stats 2 0 0 0 0 Affect -1 -1 2 18 0 Affect -1 -1 1 19 0 #EXDESC ExDescKey adamantium mace~ ExDesc Forged of a gleaming metal, this mace will serve you well in your early years. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 127 Keywords heavy broadsword broad sword~ Type weapon~ Short a heavy, iron-forged broadsword~ Long Light glints from the blade of a heavy, iron-forged broadsword.~ Flags magic metal~ WFlags take wield~ Values 12 0 0 3 0 0 Stats 2 0 0 0 0 Affect -1 -1 2 18 0 Affect -1 -1 1 19 0 #EXDESC ExDescKey broadsword broad sword~ ExDesc Made of a heavy iron alloy, it will serve you well in your early years. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 190 Keywords prog cont~ Type container~ Short a prog container~ Long A container set up with the progs to make useless for non-guilded players.~ Flags prototype~ WFlags take hold~ Values 300 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 191 Keywords fountain~ Type fountain~ Short a fountain~ Long A fountain of fresh water sits in the corner.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 192 Keywords plaque~ Type furniture~ Short a plaque~ Long To the right of the path, a plaque is imbedded in a boulder. (look plaque)~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey boulder~ ExDesc This is an average boulder, grey and craggy. It appears to be here merely to frame the plaque. Type LOOK PLAQUE to read what is says. ~ #ENDEXDESC #EXDESC ExDescKey golden plaque~ ExDesc This is a small area, about 25 rooms total. If you are new to this type of game, you should explore these rooms, look at all you you can and collect your equipment. You will not be authorized until you pull the rope in the final room. You can NOT die nor level in this area. This gives you the chance to test your character, view your stats, review your SLIST, and read our help files. Here your eyes are your best weapon. Look at everything! You can look at items found in the room descriptions to see additional information and instructions. Also be sure to look at actual items and mobiles <creatures of the game world> that are found in the rooms. Should you have any questions or comments, please feel free to talk to an Immortal over newbiechat or via tells. Type WHO IMM to see which Immortals are currently available. Also, type HELP NEWBIE for detailed help created for players new to the game. Happy Adventuring! -- The Administrators ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 193 Keywords golden plaque~ Type furniture~ Short a plaque~ Long Attached to the banister is an inscribed golden plaque.~ Flags prototype~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey golden plaque banister~ ExDesc Welcome, Adventurers, to the Spectral Gates... All new characters enter the game in this area prior to venturing to the Darkhaven Academy and Realms beyond. This is a small area, about 25 rooms total. Your task is to explore these rooms, look at all you you can and collect your equipment. You will not be authorized until you pull the rope in the final room. You can NOT die nor level in this area. This gives you the chance to test your character, view your stats, review your SLIST and read our help files. You can look at items found in the room descriptions to see additional information. For example, "look tapestries" will tell you things about this room and the game not obvious at first glance. Also be sure to look at actual items and mobiles <creatures in the game> that are in the room. Here your eyes are your best weapon. Happy Adventuring! -- Brittany Seccunda-DethBlayde, Godmother ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 194 Keywords thedoor~ Type furniture~ Short the opening~ Long An opening in the tree, leading back to the path.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 196 Keywords spiral staircase~ Type furniture~ Short a staircase~ Long A spiral staircase leads down from center of the room, with an inscribed golden plaque attached to its banister. [look plaque]~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey staircase spiral~ ExDesc This staircase is done up completely in wrought iron. Strange mythical creatures are depicted along the railings as the stairway spirals down through the floor. To descend, just type DOWN or D. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 197 Keywords thingy~ Type furniture~ Short the gate~ Long A large, golden gate gives passage into the game.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #ENDOBJECT #OBJECT Vnum 198 Keywords cabin~ Type furniture~ Short the cabin~ Long A cabin of logs has been built into the hillside south of here.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey cabin~ ExDesc Disappearing into the hillside, only the very front of the cabin can be seen. The building looks old, yet well kept, and the door stands ajar. ~ #ENDEXDESC #ENDOBJECT #OBJECT Vnum 199 Keywords tree~ Type furniture~ Short the tree~ Long Towering beside the pathway is an enormous tree, a large opening at its base.~ Values 0 0 0 0 0 0 Stats 1 0 0 0 0 #EXDESC ExDescKey tree opening~ ExDesc A truly ancient tree, with a man-made opening large enough for you to enter. HINT: Type 'opening' or 'leave opening' to enter and leave the tree. ~ #ENDEXDESC #ENDOBJECT #ROOM Vnum 100 Name Ominous Tapestries~ Sector inside~ Flags nomob indoors safe norecall nosummon noastral~ Desc You appear somehow within an arcane chamber. Huge hanging tapestries, each intricately detailed in vibrant colors, cover the featureless walls of your octagonal surroundings. Wide square bands of white marble serve to blur the sharp edges of the walls, giving the room an almost circular appearance. Gazing about your surroundings, your eye is drawn upward by a much larger round tapestry hanging directly overhead, and you struggle with your balance as you examine the fabric's images. The growing sense of wonder which pulls at you is tinged with a dose of trepidation. The views about you, while wondrous, are nevertheless quite ominous; these images are of a truly darkened land. ~ #EXIT Direction down~ ToRoom 101 Desc You see a spiral staircase leading to a reception room. ~ #ENDEXIT Reset M 0 101 1 100 Reset O 0 124 1 100 #EXDESC ExDescKey tapestry~ ExDesc As you peer closer at this tapestry, you find it is not a tapestry at all, but a window which looks out upon an strange and darkened land. You begin to examine each separately, enjoying the view each affords. Nine separate windows are here, one above you and one in each of the eight directions. LOOK North, East, South, West, Northeast, Southeast, Southwest, Northwest. Perhaps you should have a brief peek at this new world. ~ #ENDEXDESC #EXDESC ExDescKey northwest nw~ ExDesc To the north and west appears to be a valley and forest, probably home to the Elven population by the small structures there. You can also make out the beginning of an ocean and a few ships at port. ~ #ENDEXDESC #EXDESC ExDescKey southwest sw~ ExDesc The forest changes in this direction, the trees create a canopy over quite a large area. South of the forest is a huge swamp area. ~ #ENDEXDESC #EXDESC ExDescKey south s~ ExDesc You can see a large, busy dump out this direction, and a large opening to a subterranean area there. You can see a dark path leading south from this dump. Altogether, it does not look like the most appealing of places for you to visit. ~ #ENDEXDESC #EXDESC ExDescKey east e~ ExDesc This side looks very busy. There is a large crossroads leading in many directions. You see a large grove and castle far to the east. West of the crossroads is a city gate. You can see blackened mountains, an open abandoned looking town and caves that appear to be made for dwarves. ~ #ENDEXDESC #EXDESC ExDescKey up u~ ExDesc Far above you can make out several few dragons flying though the grey skies, and even a few Harpies are out stretching their wings. Most seem to not see this building, nor you watching their passage. ~ #ENDEXDESC #EXDESC ExDescKey tapestrie~ ExDesc As you peer closer at this tapestry, you find it is not a tapestry at all, but a window which looks out upon an strange and darkened land. You begin to examine each separately, enjoying the view each affords. Nine separate windows are here, one above you and one in each of the eight directions. LOOK North, East, South, West, Northeast, Southeast, Southwest, Northwest. Perhaps you should have a brief peek at this new world. ~ #ENDEXDESC #EXDESC ExDescKey tapestries~ ExDesc As you peer closer at this tapestry, you find it is not a tapestry at all, but a window which looks out upon an strange and darkened land. You begin to examine each separately, enjoying the view each affords. Nine separate windows are here, one above you and one in each of the eight directions. LOOK North, East, South, West, Northeast, Southeast, Southwest, Northwest. Perhaps you should have a brief peek at this new world. ~ #ENDEXDESC #EXDESC ExDescKey north n~ ExDesc Outside you see a large field leading to the base of a large mountain, above which floats a radiant city dominated by a palatial structure. ~ #ENDEXDESC #EXDESC ExDescKey northwest ne~ ExDesc Far to the north and east you see a large city surrounded by verdant fields. In the east of this city rises a huge citadel of gold. ~ #ENDEXDESC #EXDESC ExDescKey west w~ ExDesc You can make out a guarded city gate in this direction. North of the gate is a small forest, inhabited by many small pixies. Farther west and north is a large town. Straight west is a huge tree which seems to stop the path at its base. ~ #ENDEXDESC #EXDESC ExDescKey southeast se~ ExDesc In this direction you see what appears to be a boathouse on a river. The river seems to head from east to west, emptying to a large ocean. ~ #ENDEXDESC #EXDESC ExDescKey southwest sw~ ExDesc The forest changes in this direction, the trees create a canopy over quite a large area. South of the forest is a huge swamp area. ~ #ENDEXDESC #EXDESC ExDescKey northeast~ ExDesc Far to the north and east, you see a large city surrounded by verdant fields. To the east of the city is a huge golden castle. ~ #ENDEXDESC #EXDESC ExDescKey 'tapestry~ #ENDEXDESC #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist if isimmort($n) or race($n) == halfling else mpforce 0.$n vis endif ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 20~ Comlist mpecho A large shadow passes through the room as sounds cascade from above. mpechoat $r You look up and see the tapestry overhead... mpforce $r look up ~ #ENDPROG #ENDROOM #ROOM Vnum 101 Name An Unsettling Reception~ Sector inside~ Flags nomob indoors safe norecall nosummon noastral~ Desc Muted sounds and the scent of cedar assail your senses as you enter this stately chamber. Thick carpeting competes with leathered chairs in a bid for your comfort, and a huge painting of a barren desert occupies the wall behind a large desk of oak. Four small luminescent globes float aimlessly about the room, and you notice that though seemingly free floating these globes always manage to remain equidistant from one another. The huge bust of a fantastical lizard has been set upon the wall, an amazing hunting trophy of some sort. ~ #EXIT Direction north~ ToRoom 102 Desc Before you is a path past a giant tree. ~ #ENDEXIT #EXIT Direction up~ ToRoom 100 Desc Up a spiral staircase is a observation tower, overlooking the Realms. ~ #ENDEXIT Reset M 0 100 1 101 Reset E 1 100 1 0 #EXDESC ExDescKey cedar~ ExDesc The walls here are made from the finest cedar, giving the room a luxurious look and a fantastic smell. Someone went to great expense and searching to find these strips of perfectly matched wood. ~ #ENDEXDESC #EXDESC ExDescKey carpet carpeting~ ExDesc This carpet appears to be made from a cashmere wool laid atop some sort of thick padding. Your feet sink at least an inch into the flooring. ~ #ENDEXDESC #EXDESC ExDescKey painting~ ExDesc Done on a stretched scroll in vivid, detailed colors, it looks almost as if you could step into the painting (though it is a barren desert and does not appear to be somewhere you would want to visit). ~ #ENDEXDESC #EXDESC ExDescKey wall walls~ ExDesc These walls are made from a fine sample of cedar, decorative enough to require little in the way of painting and other decoration. One painting adorns the wall behind the beautiful oak desk: a painting of a barren desert, hauntingly vivid, almost as if you could step directly into it. ~ #ENDEXDESC #EXDESC ExDescKey globes globe~ ExDesc Each globe winks with an internal light, though not a flame or any sort of thing you can define by past experiences. They dangle in mid air with no means of support. Magic comes to mind, but you shrug it off. ~ #ENDEXDESC #EXDESC ExDescKey bust trophy lizard~ ExDesc Your mind clicks! You know what this is, though your mind takes a moment to digest the information. You are staring at a bust of a dragon, closer to such a thing than you have ever been before. Its eyes seem to glare menacingly at you, but a shiver courses the length of your spine as a sigh of relief passes your lips. It is thankfully dead, and you are safe. ~ #ENDEXDESC #EXDESC ExDescKey chair chairs leather~ ExDesc Each of these chairs are made from the finest of leathers, polished to a high sheen and dyed a midnight black. This is by far the best craftsmanship you have ever seen, and as you approach you can smell the rich scent given off by fresh leather. ~ #ENDEXDESC #EXDESC ExDescKey oak desk~ ExDesc This desk is made from a carved oak wood, stained to a dark brown finish. The crafting is done so that the legs appear to be clawed feet on the end of slightly bent legs. The craftwork is excellent. ~ #ENDEXDESC #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist if isimmort($n) or race($n) == halfling else mpforce 0.$n vis endif ~ #ENDPROG #ENDROOM #ROOM Vnum 102 Name The Path of Knowledge~ Sector inside~ Flags nomob indoors safe norecall nosummon noastral~ Desc You travel upon an open pathway beyond the confines of the reception area to the south, heading toward your future. After a time, you see a stocky man leaning casually against a large tree to the side of road. Your path leads on to the north, or you can return to the structure to the south. ~ #EXIT Direction north~ ToRoom 103 Desc The path divides north of here. ~ #ENDEXIT #EXIT Direction south~ ToRoom 101 Desc To the south is the reception area. ~ #ENDEXIT #EXIT Direction somewhere~ ToRoom 104 Keywords opening~ Flags can_enter can_leave auto~ #ENDEXIT Reset M 0 102 1 102 Reset O 0 199 1 102 #EXDESC ExDescKey tree~ ExDesc This tree is huge! On the southern face you see a large opening, it appears big enough for you to enter. You wonder what is inside. HINT: Type OPENING or LEAVE OPENING to enter and leave the tree. ~ #ENDEXDESC #EXDESC ExDescKey somewhere~ ExDesc Somewhere is an exittype that you use for non-direction exits. They are entered using a "codeword", usually preceeded by leave, climb, or enter. This somewhere is used by typing either LEAVE OPENING or OPENING alone. ~ #ENDEXDESC #ENDROOM #ROOM Vnum 103 Name A Path Divided~ Sector inside~ Flags nomob indoors norecall nosummon noastral~ Desc Do you wish to spend your time watching over your shoulder, hiding in the shadows, killing and being killed by other players? Pkill -- that is the decision you must make here. If you so choose to walk the path of shadows, killing and stealing from other players, you should be aware that you may never again walk the path of light. Once deadly, always deadly. As a deadly character you will be the potential victim all other pkillers within FIVE levels (higher or lower) of your own. You do not have to decide to become pkill at this moment; you may embark upon that path at any time in the future by requesting Immortal assistance, or by joining a clan. Both 'HELP RULES PKILL' and 'HELP RULES ASSIST' contain information important to pkill players. The gods forbid peaceful players to give much in the way of assistance to pkillers. - If you have read this and would like to walk the path of the deadly, type: "say I choose to walk on the shadowy path of the pkillers." - If you have read this and would like to remain on the peaceful path, type: "say I choose to walk on the lighted path of the peaceful." ~ #EXIT Direction south~ ToRoom 102 Desc Behind you is a path by the leading back to the reception area. ~ #ENDEXIT Reset O 0 192 1 103 #MUDPROG Progtype speech_prog~ Arglist p shadowy path~ Comlist if level($n) == 1 mpforce 0.$n config -nice mpforce 0.$n config -flee mppkset $n yes mpechoat $n You are now a Deadly Character... you will be listed under mpechoat $n 'who deadly' once you reach level 5 and 18 years of age. mpechoat $n You will now be transferred to your chosen path... mpechoaround $n $n choses the path of shadows, disappearing into the darkness. mptransfer 0.$n 107 mpat 107 mpforce 0.$n look mpat 107 mpforce 0.$n config +autoloot mpat 107 mpforce 0.$n config +autogold else mpechoat $n You have already chosen your path... mptransfer $n 21001 endif ~ #ENDPROG #MUDPROG Progtype speech_prog~ Arglist p lighted path~ Comlist if level($n) == 1 mppkset $n no mpechoat $n You have chosen the way of light, and are not a deadly character. mpechoat $n You will now be transferred to your chosen path. mpechoaround $n $n has chosen the path of light, and disappears! mptransfer 0.$n 105 mpat 105 mpforce 0.$n look mpat 105 mpforce 0.$n config +autoloot mpat 105 mpforce 0.$n config +autogold else mpechoat $n You have already chosen your path... mptransfer $n 21001 endif ~ #ENDPROG #MUDPROG Progtype rand_prog~ Arglist 33~ Comlist mpechoat $r Your eyes are drawn to the boulder, and you LOOK PLAQUE. mpforce $r look plaque ~ #ENDPROG #ENDROOM #ROOM Vnum 104 Name Inside the Tree~ Sector city~ Flags nomob indoors norecall nosummon noastral~ Desc This is a small house, sparsely decorated. It looks as if the dwarf who resides here prefers to spend all his time outside rather then indoors. The table is covered with a few dishes and the bed is unmade, though the rest of the place is relatively clean. Against the north wall you see a large chest. Upon closer inspection you see the chest is open, and you wonder what it might contain. The opening is back to the south. ~ #EXIT Direction somewhere~ ToRoom 102 Keywords opening~ Flags isdoor can_enter can_leave auto~ #ENDEXIT Reset O 0 194 1 104 Reset O 0 104 1 104 Reset P 0 105 1 104 Reset D 0 104 10 0 #EXDESC ExDescKey table~ ExDesc A small wooden table, only large enough to seat two. There are a few plates and food pieces left here, and the only thing of note is that the dinnerware is made of wood. ~ #ENDEXDESC #EXDESC ExDescKey dishes~ ExDesc These dishes are made from a rough-finished pottery. They look only finished by fire, cooked to a brittle hardness. They were definitely made for use rather than appearance. ~ #ENDEXDESC #EXDESC ExDescKey bed~ ExDesc Shorter than one that many would find comfortable, it is made with a wooden frame and a mattress of feathers in a cotten fabric. The blankets are woolen and look warm, if not decorative. ~ #ENDEXDESC #EXDESC ExDescKey opening~ ExDesc The opening leaves out the south of this room. To use this type of exit, type LEAVE OPENING or OPENING alone. This is the way to return to the path to the new world. ~ #ENDEXDESC #ENDROOM #ROOM Vnum 105 Name The Path of the Peaceful~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc The path here is bright, glowing. The trees on the sides are full and green, the grass thick and flowing, and you realize how lush this path is and how full of life it feels. A large sign floats before a tree on the eastern side of the path. ~ #EXIT Direction north~ ToRoom 106 Desc Before you is an adventure, are you ready to embrace it? ~ #ENDEXIT Reset O 0 120 1 105 #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist mpechoat $n Your eyes read over the sign as you pass it by. It reads: mpforce 0.$n look sign ~ #ENDPROG #ENDROOM #ROOM Vnum 106 Name A Lighted Path~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc The path continues here, the trees growing fuller and the pathway lighter. You notice a parting ahead, towards the north. Beyond this parting lies an open field, a joining of the two paths at which you see a small round piece of metal. You can pick it up as you head north. ~ #EXIT Direction north~ ToRoom 109 Desc Before you is a large, open field. ~ #ENDEXIT #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist c refresh $n c refresh $n mpoload 106 1 drop ring mpechoat $n You bend down and pick up the piece of metal from the ground. mpforce 0.$n get lightring mpechoaround $n $n reaches down and picks something up. mpforce 0.$n look ring mpapply $n ~ #ENDPROG #ENDROOM #ROOM Vnum 107 Name The Path of the Deadly~ Sector forest~ Flags dark nomob norecall nosummon noastral~ Desc The path here is dark, shadowy. The trees alongside look skeletal, the grass lays a dull brown, and you realize how lonely this path may prove to be. A large sign floats before the trees on the eastern pathside. ~ #EXIT Direction north~ ToRoom 108 Desc Before you is an adventure, are you ready to embrace it? ~ #ENDEXIT Reset O 0 121 1 107 #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist mpechoat $n Your eyes read over the sign as you pass it by. It reads: mpforce 0.$n look sign ~ #ENDPROG #ENDROOM #ROOM Vnum 108 Name A Shadowy Path~ Sector forest~ Flags dark nomob norecall nosummon noastral~ Desc Your travels continue, the trees growing thinner and the pathway darker. You notice a parting ahead, towards the north. Beyond the parting lies an open field, a joining of the two paths, and at this joining you see a small round piece of metal. You can pick it up as you head north. ~ #EXIT Direction north~ ToRoom 109 Desc Before you is a large, open field. ~ #ENDEXIT #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist c refresh $n c refresh $n mpoload 107 1 drop ring mpechoat $n You bend down and pick up the piece of metal from the ground. mpforce 0.$n get shadowring mpechoaround $n $n reaches down and picks something up. mpforce 0.$n look ring mpapply $n ~ #ENDPROG #ENDROOM #ROOM Vnum 109 Name Through the Field~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc You find yourself in a grassy valley. Mountains enclose you on all sides, and a forest lies ahead to the northwest. Miniature daisies and clover are strewn about the field like a fine dusting of snow. As you scan about your surroundings, you stop with a start. The path you have just traversed has disappeared, leaving behind no trace of its remains. The trees are thick and impenetrable, removing your choices on ways to proceed. There is no turning back; the only direction is forward, further into this new world. ~ #EXIT Direction northwest~ ToRoom 110 Desc Leading away from this field is a path through a circle of trees. ~ #ENDEXIT Reset M 0 103 1 109 #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist if mobinroom(103) < 1 mpmload 103 endif ~ #ENDPROG #ENDROOM #ROOM Vnum 110 Name A Ring of Trees~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc You have entered a shadowy path, surrounded with trees. This mystical cirle engulfs you with a strange, almost magical feeling. This clearing leaves you with a sense of safety, a sense of well being. ~ #EXIT Direction west~ ToRoom 111 Desc You see the path continues through the trees. ~ #ENDEXIT #EXIT Direction southeast~ ToRoom 109 Desc Behind you is a field of daisies and clovers. ~ #ENDEXIT #EXDESC ExDescKey trees tree~ ExDesc These trees seem almost to be live, thinking beings, exuding an aura of darkness and magic. Not that they will harm you, but you sense that you would not wish to attempt to chop down any found here. ~ #ENDEXDESC #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist c heal $n c refresh $n c refresh $n ~ #ENDPROG #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist mpforce 0.$n vis mpoload 109 1 mpat 111 drop feather ~ #ENDPROG #ENDROOM #ROOM Vnum 111 Name Seeing the Forest through the Trees~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc The forest opens up a bit here, without actually giving of itself to field or stream. It is as if the forest were allowing you access to see the true beauty that lies within. Everything you had missed before, all the sights and sounds and scents, all come to you now. Your eyes alight upon a flock of small purple birds which flutter and flow about the area. A feathery, light moss grows on the western side of the trees, giving off a faint, musty smell, and small beetles work industriously in the moss, moulding it into a haven from predators. A gentle splashing sound causes your eyes to drift northward, to a small pond. ~ #EXIT Direction north~ ToRoom 112 Desc To the north the pathway passes a small pond. ~ #ENDEXIT #EXIT Direction east~ ToRoom 110 Desc To the east is a tight circle of trees. ~ #ENDEXIT #EXDESC ExDescKey flock bird birds~ ExDesc High above the trees are a group of birds, enjoying the gift of flight. These birds look like those you have experienced before, yet their coloring is shockingly different, with feathers of a vivid purple, making the seem afire when hit directly by the sunlight. ~ #ENDEXDESC #EXDESC ExDescKey moss~ ExDesc This moss is the most brilliant green you can recall ever seeing. It is thick and grows heavily on the west side of almost every tree trunk within sight. As you peer closer you can see each is like a small city to the bugs of the forest which live and hide here to flee the predators. ~ #ENDEXDESC #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist mpoload 110 1 mpat 112 drop bucket ~ #ENDPROG #ENDROOM #ROOM Vnum 112 Name Beside an Azure Pond~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc The forest has grudgingly given way here to a small pond of azure waters, shallow and with a crystal clarity which captures your attention. Lithe lapis-toned fish swim about, nibbling at the various plants growing among the depths of the pond. ~ #EXIT Direction south~ ToRoom 111 Desc The path goes back through the trees to the south. ~ #ENDEXIT #EXIT Direction west~ ToRoom 113 Desc The base of a hill meets the trail to the west. ~ #ENDEXIT Reset O 0 111 1 112 #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist mpforce 0.$n get bucket ~ #ENDPROG #ENDROOM #ROOM Vnum 113 Name A Pathway of Strewn Rock~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc The trees fall away here from the hill's edge, and jumbled rocks lie about like forgotten toys left behind after a day's play. Sharp edges and jagged lines define the pathway as it wends its way upward. ~ #EXIT Direction east~ ToRoom 112 Desc East you can travel along the shore of the pond. ~ #ENDEXIT #EXIT Direction up~ ToRoom 114 Desc The trail wends its way up the hillside. ~ #ENDEXIT #EXDESC ExDescKey rock rocks~ ExDesc The rocks here are of a slate grey or smoky black. Neither decorative nor purposeful, they appear to have been ripped from far below the surface of the hill. ~ #ENDEXDESC #ENDROOM #ROOM Vnum 114 Name Upon a Desolate Hillside~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc Shattered and blasted stone litters the hillside here. First glance gives you the impression that this is the result of volcanic activity, but this view is rapidly displaced as you gaze upon the ravaged bones strewn along a section of the hill; a headless skeletal remains of a primitive beast. The majesty of this huge, winged creature has not been diminished by its boney state. As you study the remains, you are amazed by the sheer size of this beast, as he must have struck true fear into the hearts of those who slew him. Charred and shattered, hundreds of smaller bones splay across the hillside, tangible proof that this great beast fought fiercely before succumbing to its own death. ~ #EXIT Direction east~ ToRoom 115 Desc You can see a large plateau in this direction. ~ #ENDEXIT #EXIT Direction down~ ToRoom 113 Desc The path descends the hill to the south. ~ #ENDEXIT #EXDESC ExDescKey stone stones~ ExDesc These stones are less sharp and jagged than those lower on the hill, but definitely more ravaged. It appears as if they have been applied to very high temperatures that smoothed and blackened their exteriors. ~ #ENDEXDESC #EXDESC ExDescKey bone bones~ ExDesc The bones here fit together to paint a vivid picture of a large battle - man against beast. The men took losses of their own before the beast was defeated. The bones of this creature appear to stretch a good twenty men long, from neck-top to the tip of its tail, and you can imagine the size of the missing skull. Your mind wanders back to the reception area, to the bust on the wall... ~ #ENDEXDESC #ENDROOM #ROOM Vnum 115 Name Cresting the Hill~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc Burnt and dessicated ground gives way, grudgingly, to a grassy plateau. Low hanging clouds obscure your view of the surrounding countryside, with the only visible landmark being a tall tower to the southwest, piercing through the clouds and disappearing skyward. Pathways lead off down the hillside to the east and west, and deep, intermittent rumblings come from nearby. Glancing southward you see the likely source - the dark opening of a cave mouth. ~ #EXIT Direction east~ ToRoom 117 Desc The greener grass on the other side of the hill. ~ #ENDEXIT #EXIT Direction south~ ToRoom 116 Desc You stand before the darkened mouth of a cave. ~ #ENDEXIT #EXIT Direction west~ ToRoom 114 Desc Back down the desolate hillside. ~ #ENDEXIT #MUDPROG Progtype rand_prog~ Arglist 50~ Comlist mpecho A deep, growling rumble echoes from inside the cave to the south. ~ #ENDPROG #ENDROOM #ROOM Vnum 116 Name Inside the Cavern~ Sector inside~ Flags indoors norecall nosummon noastral~ Desc Large and darkly shadowed, the uneven form of the walls makes it difficult to determine the extent of this cave. Strange shards litter the floor of the cavern, and fresh marks gouged into the ground in and around these shards help you to determine just what they are: remnants of a recently hatched egg of such enormous proportions the leathery pieces fill you with a growing dread and caution. Looking about with care, you easily discover the skeletal remains of many humanoid creatures. This barely has time to register before a sharp rumbling causes you to look up suddenly. ~ #EXIT Direction north~ ToRoom 115 Desc North is the path to your future. ~ #ENDEXIT Reset M 0 104 1 116 #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist c refresh $n c refresh $n ~ #ENDPROG #ENDROOM #ROOM Vnum 117 Name Descending the Hillside~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc Green and lush, the grass grows freely along the pathway here as this side of the hill was somehow spared the ravages of the battle which took place on its southern front. A feeling of safety comes over you as you wend your way along, as though you yourself had avoided some great danger. ~ #EXIT Direction north~ ToRoom 118 Desc North is the entrance to a valley. ~ #ENDEXIT #EXIT Direction west~ ToRoom 115 Desc You see a plateau on the hill. ~ #ENDEXIT #ENDROOM #ROOM Vnum 118 Name Edge of a Verdant Valley~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc Here the hillside fades gently into a valley of verdant grass, filled with flowering thistle. The soft sound of the wind through the grass, the scent of flowers on the air, all combine to give a feeling of accomplishment and expectation... as though you are quickly approaching some indefinable goal. ~ #EXIT Direction east~ ToRoom 119 Desc You see a path through the valley and a small wooden cabin. ~ #ENDEXIT #EXIT Direction south~ ToRoom 117 Desc A path leading up the side of a hill. ~ #ENDEXIT #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist if isimmort($n) or race($n) == Halfling else mpforce 0.$n vis endif ~ #ENDPROG #ENDROOM #ROOM Vnum 119 Name A Valley Pass~ Sector forest~ Flags nomob norecall nosummon noastral~ Desc Tall, sheer mountains hug this small valley like overprotective parents keeping the ravages of the world at bay, and lending a peaceful feel to this place. The very air seems to hold itself in hushed reverence. Glancing to the south, you see a small wooden cabin built into the face of the hill. ~ #EXIT Direction south~ ToRoom 120 Desc A door to into a cabin ~ Keywords door~ Flags isdoor closed~ #ENDEXIT #EXIT Direction west~ ToRoom 118 Desc Back towards the valley entrance. ~ #ENDEXIT #EXIT Direction northeast~ ToRoom 121 Desc The path ends before a large gate ~ #ENDEXIT Reset M 0 105 1 119 Reset O 0 198 1 119 #EXDESC ExDescKey cabin~ ExDesc This cabin looks like it melds with the surrounding hillside, a pleasant mix of wood and stone making this attractive home. The door is closed, but unlocked. You can OPEN DOOR and go inside. ~ #ENDEXDESC #EXDESC ExDescKey door~ ExDesc This door is made of a solid wood. It looks more to keep the weather at bay than to prevent entry, the door is closed but unlocked. You may OPEN DOOR to enter. ~ #ENDEXDESC #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist if isimmort($n) or race($n) == Halfling else mpforce 0.$n vis endif ~ #ENDPROG #ENDROOM #ROOM Vnum 120 Name Inside a Small Cabin~ Sector city~ Flags nomob indoors safe norecall nosummon noastral~ Desc Various scents assail you as you enter the cabin. The smell of cooked meats is overlaid with the scents of a crackling fire and the gentle tang of pine. Simple, well-made furniture adorns this well kept home. As your eyes move about, enjoying the rustic comfort of your surroundings, the gentle sound of a rocking chair intrudes upon your reverie. ~ #EXIT Direction north~ ToRoom 119 Desc Back to the valley pathway ~ Keywords door~ Flags isdoor closed~ #ENDEXIT #EXIT Direction down~ ToRoom 123 Key 114 Keywords trap trapdoor~ Flags isdoor closed locked secret pickproof nopassdoor~ #ENDEXIT Reset M 0 106 1 120 Reset E 1 119 1 5 Reset D 0 120 5 2 #EXDESC ExDescKey rocking chair~ ExDesc This rocking chair is made of a supple wood, bent and twisted rather than carved. It is finished with a light brown stain, highlighting the natural grain in the wood. The chair is placed on top of a hand braided rug, done in an intricate design. The south corner of the rug appears to be caught on something. ~ #ENDEXDESC #EXDESC ExDescKey rug~ ExDesc This rug is done in a design that appears to be a six-sided star weaved in and out of a series of circles. It is like a large Gods Eye light catcher, the design pulls you deep into its pattern. The decoration is so intense you almost miss a crack pinning a small portion of the southern corner. ~ #ENDEXDESC #EXDESC ExDescKey crack corner~ ExDesc The corner of the rug is caught slightly caught what at first appears to be two floorboards. Upon closer review, you see the crack is actually the frame to some type of trap door in the flooring. As you pull back the rug, you notice a large keyhole. This is very interesting indeed! ~ #ENDEXDESC #EXDESC ExDescKey floorboards floorboard~ ExDesc As you examine them, you notice a crack which has snagged part of the rug. ~ #ENDEXDESC #MUDPROG Progtype rand_prog~ Arglist 25~ Comlist mpecho The wooden chair creaks as it rocks back and forth over the floorboards. ~ #ENDPROG #MUDPROG Progtype leave_prog~ Arglist 100~ Comlist if race($n) == Halfling mpforce q emote leans out the door... mpforce q give key $n mpforce q give armour $n mpforce q mpechoat $n Good luck in your adventures, $n... close door else endif ~ #ENDPROG #ENDROOM #ROOM Vnum 121 Name Before the Passage~ Sector forest~ Flags safe norecall nosummon noastral~ Desc The dense mountains, almost impassable to begin, here bring the pathway to a sheer end. Tall bluffs rising to the east abruptly halt at a large gate, gold in color. The size of the gate and its obvious magical bestowments give it the power to bar further passage into the world beyond until unlocked by those who find its key. ~ #EXIT Direction east~ ToRoom 122 Key 114 Keywords gate~ Flags isdoor closed locked~ #ENDEXIT #EXIT Direction southwest~ ToRoom 119 #ENDEXIT Reset D 0 121 1 2 Reset O 0 197 1 121 #EXDESC ExDescKey gate~ ExDesc It would clearly take a large key to unlock this gate. Maybe the resident of the cabin southwest of here has it. ~ #ENDEXDESC #MUDPROG Progtype rand_prog~ Arglist 40~ Comlist mpechoat $r Your eyes are drawn to a scribed sign on the gate, and LOOK GATE. mpforce $r look gate ~ #ENDPROG #ENDROOM #ROOM Vnum 122 Name A View of the World~ Sector forest~ Flags indoors safe norecall nosummon noastral~ Desc You find yourself standing atop a wide mesa offering a spectacular view of the world below. Expectation permeates the air, and you feel compelled to do something, as though some force awaits your actions. ~ #EXIT Direction west~ ToRoom 121 Key 114 Keywords gate~ Flags isdoor closed locked~ #ENDEXIT Reset O 0 115 1 122 Reset D 0 122 3 2 #MUDPROG Progtype act_prog~ Arglist p pulls a rope.~ Comlist mpechoat $n High overhead you hear a large bell thunder in response. mpechoaround $n High overhead, a large bell thunders in response. mpechoat $n If nothing happens, type LOOK ROPE, and pull again in 30 seconds. mpapplyb $n push rope ~ #ENDPROG #ENDROOM #ROOM Vnum 123 Name A Musty Cellar~ Sector inside~ Flags indoors safe norecall nosummon noastral~ Desc Dank musty air fills this room. Fingers of darkness in the form of several begrimed cobwebs cling to your face. Every movement seems to kick up long settled dust, making it nearly unbearable down here. The creaking from above is magnified, changed, and lends a haunting feel to this place. Deep in the shadows is a small table, it holds only one item: a partially burned wooden box. The trapdoor is up. ~ #EXIT Direction up~ ToRoom 120 Key 114 Keywords trap trapdoor~ Flags isdoor closed~ #ENDEXIT Reset D 0 123 4 1 #MUDPROG Progtype entry_prog~ Arglist 100~ Comlist mpechoat $n You hear a creaking sound as the trapdoor closes above you. mpat Quercusi mpforce Quercusi close trapdoor ~ #ENDPROG #ENDROOM #ROOM Vnum 199 Name Floating in a void~ Sector city~ Flags nomob~ #ENDROOM #ENDAREA