rom-test-port/doc/MPDocs/
rom-test-port/gods/
rom-test-port/txt/
#AREA
westland.are~
Westland~
{40 90} Xavier  Westland~
10000 10050


#MOBILES
#10001
gar long tail~
A long-tailed gar~
A long-tailed Gar stalks you deep in the woods.
~
You see a giant flesh-eating beast that hunts by the sense of
smell. Your blood must be sweet because it has spotted you and is
running in your direction. YOU'D BETTER ACT FAST!
~
dragon~
ABFT TVb -1000 0
60 0 50d10+6750 10d10+4000 8d6+28 acbite
-30 -30 -30 0
BCDEFIKMN AB HIJKO FHQY
stand stand male 300
AHZc ADEFIKLPQUVX huge 0
#10002
gar long tail~
a long-tailed gar~
A long-tailed Gar stalks you deep in the woods.
~
You see a giant flesh-eating beast that hunts by the sense of
smell. Your blood must be sweet because it has spotted you and is
running in your direction. YOU'D BETTER ACT FAST!
~
dragon~
ABFT TVb -1000 0
46 0 25d10+3250 10d10+3000 6d6+16 acbite
-16 -16 -16 4
BCDEFIKMN AB HIJKO FHQY
stand stand male 300
AHZc ADEFIKLPQUVX huge 0
#10003
gar long tail~
a long-tailed gar~
A long-tailed Gar stalks you deep in the woods.
~
You see a giant flesh-eating beast that hunts by the sense of
smell. Your blood must be sweet because it has spotted you and is
running in your direction. YOU'D BETTER ACT FAST!
~
dragon~
ABFT TVb -947 0
46 0 25d10+3250 10d10+3000 6d6+16 acbite
-16 -16 -16 4
BCDEFIKMN AB HIJKO FHQY 
stand stand male 300
AHZc ADEFIKLPQUVX huge 0
#10004
fly blood~
a blood fly~
A little annoying insect is waiting to suck your blood.
~
You see a deformed little bug that has giant teeth waiting to
penetrate your skin.
~
unique~
ABT BGJTVb -200 0
40 0 25d10+1850 10d10+3000 4d8+13 shbite
-13 -13 -13 5
BCEFKO EJL J KM 
stand stand male 300
0 0 tiny 0
#10005
quad assassin~
a quad assassin~
A member of the quad assassins is here.
~
You see a dangerous man wearing heavy armor and weapons. He seems
to be an assassin-type man with one thought in mind. KILL KILL
KILL!
~
human~
ABT Vb -1000 0
55 0 50d10+5500 10d10+3000 10d4+23 wrath
-25 -25 -25 0
BCDEFGHIKNV AH BL J 
stand stand male 300
AHMV ABCDEFGHIJK large 0
#10006
quad assassin~
a quad assassin~
A member off the quad assassins is here.
~
Toy see a dangerous man wearing heavy armor and weapons. He seems
to be an assassin-type man with one thought in mind. KILL KILL
KILL!
~
human~
ABT Vb -1000 0
56 0 50d10+6000 10d10+3000 10d4+24 wrath
-25 -25 -25 0
BCDEFGHIKNV AH BL J 
stand stand male 300
AHMV ABCDEFGHIJK large 0
#10007
young lady~
a young lady~
There is a nice young lady picking flowers from her garden.
~
You see a young lady picking flowers from her garden.
~
human~
ABT Nb 850 0
46 0 25d10+3250 10d10+3000 6d6+16 slap
-16 -16 -16 4
BCDEFGHIK AI 0 0
stand stand female 300
AHMV ABCDEFGHIJK medium 0
#10008
fisherman man~
a fisherman~
You see a clam fisherman waiting for his catch of the day.
~
He is a tall man who seems to enjoy fishing. It looks like he
would like to catch some fish to take home.
~
human~
ABT Nb 1000 0
50 0 25d10+4250 10d10+3000 5d8+19 slap
-20 -20 -20 0
BCDEFGHIK AI 0 0
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10009
little boy~
a little boy~
There is a little boy playing in the sand.
~
You see a little boy building sand-castles in the sand. The sand
is perfect for his castles and you feel like you want to join
him.
~
human~
ABT Nb 1000 0
50 0 25d10+4250 10d10+3000 5d8+19 punch
-20 -20 -20 0
BCDEFGHIK AI 0 0
stand stand male 300
AHMV ABCDEFGHIJK small 0
#10010
heart hound~
a heart hound~
There is a deadly heart hound drooling all over himself.
~
This is on of the most deadly beast whom have escaped from the
boundary. You better watch out, you know not what type of powers
he has at his use. This beast is very deadly. They call them
heart hounds since when they attack they lunge at your heart.
Others say they can hear your heart beating.
~
unique~
AFGT UVZb -1000 0
55 0 50d10+5500 10d10+3000 10d4+23 acbite
-25 -25 -25 0
BCDEFGHIKNO 0 0 0
stand stand male 300
0 0 huge 0
#10011
speaker~
a speaker~
There is a speaker giving a speech to the crowd of listeners.
~
He is a tall man who appears to have a great athority over the
villagers. He is giving a great speach about fire and the deadly
losses of it. He is wearing white pants and shirt. He doesn't
look like an evil person. He speech seems to bore you and you
want to get on your way.
~
human~
AFGT UVZb 1000 0
60 0 50d10+6750 10d10+4000 8d6+28 smash
-30 -30 -30 0
BCDEFGHIKNO A 0 0
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10012
happy villager~
a happy villager~
There is a really happy villager here.
~
As you pass by this villager he says "Hello" and gives you a big kiss.
~
human~
AFGT UVZb 1000 0
60 0 50d10+6750 10d10+4000 8d6+28 smash
-30 -30 -30 0
BCDEFGHIKN A 0 0
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10013
healer~
a healer~
The town healer is here.
~
She is a tall women who seems to enjoy healing people. She has
beautiful long hair and is wearing a white dress that reaches
down to the floor. Her head is held up high and she has a nice
smile on her face.
~
human~
ABQ HF 1000 0
106 0 1d1+29000 1d1+11039 4d50+80 slap
-99 -99 -99 -40
KN ABINS BPQR 0
stand stand female 0
AHMV ABCDEFGHIJK medium 0
#10014
boundary warden~
a boundary warden~
A strong, powerful boundary warden is here.
~
You see one of the toughest, strongest, and tallest man you have
ever seen. He is about 7'6 inches and is 8 times your wieght. He
is clad with weapons and armor and looks prepared for battle. It
is a good thing that he has a friendly character.
~
human~
AGT DFHJUVb 1000 0
70 0 50d10+9750 10d10+4000 8d10+40 acbite
-40 -40 -40 -10
BCDEFGHIJKN ABE BH C 
stand stand male 300
AHMV ABCDEFGHIJK large 0
#10015
thief~
a thief~
A small thief is here trying to steal your money.
~
You see a little thief that is all dressed in black ready to
steal your money when your not looking. He is wearing black pants
and boots and is barely noticable in the shadows of the
buildings.
~
human~
ACT CDGPQVd -902 0
40 0 25d10+1850 10d10+3000 4d8+13 blast
-13 -13 -13 5
BCDEFGHIJKN 0 0 0
stand stand male 300
AHMV ABCDEFGHIJK small 0
#10016
beggar~
a beggar~
There is a ugly little beggar asking for your money here.
~
*sigh* If there aren't thieves steeling your money there are
beggars asking for it. You feel sorry for the poor little fellow.
It is a shame that it will be soon winter and that he has no
place to live. OH WELL, life goes on.
~
human~
ABCH DVb 100 0
46 0 25d10+3250 10d10+3000 6d6+10 blast
-16 -16 -16 4
BCDEFGHIJKN AB 0 0
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10017
bone woman~
The Bone Woman~
A interesting woman is here fooling around with some bones.
~
This womans' eyes are very white. You wonder if she can see you.
When you enter the room she welcomes you and asks you to stay for
a visit. There is a bone necklace around her neck. When you see
it, in your mind you hear; "I must have that necklace!" The woman
will not give it to you so I guess you're going to have to fight
her for it!
~
human~
ABR CDEFJTV 1000 0
109 0 1d1+29999 1d1+9382 5d50+90 magic
-93 -93 -90 -43
CDEFIKN IP E JK
stand stand female 11300
AHMV ABCDEFGHIJK medium 0
#10018
gripper~
A nasty gripper~
There is a nasty, little gripper waiting to attack you.
~
You see an armor covered gripper with sharp long teeth.  He looks
really hungry so if I were you I would keep away from this beast.
He is a deadly under ground beast that will fix himself upon you
and suck your blood until you are dead. Better watch out for this
guy even though he is slower than a turtle.
~
human~
ACGT JV -986 0
92 0 50d10+19500 10d10+5200 15d10+62 blast
-62 -62 -62 -29
CDEFIKN IP E J 
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10019
shadow thing~
The SCaRy Shadow THinG~
Here is a real SCaRy Shadow THinG that is ready to kill you.
~
This is a very scary ghost that will kill you with one touch. He
was sent by Panis Rahl, Darkens father in that last war. He is
very dangerous so I would keep my distance if I were you.
~
human~
ABCGT JV -1000 0
99 0 50d10+29000 10d10+3029 4d50+80 wrath
-69 -69 -69 -30
CDEFIKN IP F JK
stand stand none 300
AHMV ABCDEFGHIJK medium 0
#10020
spirit king~
The Spirit King~
Here stands the great spirit king, blocking you passage.
~
This ghostly king has increadable powers and will not allow you
to pass. He must have been sent by Darken Rahl himself. You
should go back the other way, since this king will not allow you
to exit the Narrows through this direction. He is the master of
the underworld and will not stop at anything to let you pass.
~
human~
ABCGT HJV -1000 0
119 0 50d10+29000 10d10+10203 20d15+100 wrath
-77 -77 -70 -40
CDEFIKN IP 0 JK 
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10021
great red dragon~
The Great Red Dragon~
You see a giant dragon that Darken Rahl uses to fly around.
~
This great dragon has massive talons and giant wings. It would be
bad to get on its evil side for it is far, far bigger then other
dragons. The dragon is clad in heavy scales that cover every
ounce of his body. He looks far tougher than any monster you have
or will ever see.
~
dragon~
ABCGT GHJT -1000 0
119 0 50d10+29000 10d10+10203 20d15+100 wrath
-77 -77 -70 -40
BCEFIKN IP HIJK FJK 
stand stand female 300
AHZc ADEFIKLPQUVX giant 0
#10022
shadow people~
An evil shadow person~
An evil shadow person is here.
~
You see a dark form that has no features. He is sent by Darken
Rahl to stop you. Beware, his touch is poison. 
~
human~
ACGT GJ -1000 0
110 0 50d10+28000 10d10+10203 20d15+95 wrath
-77 -77 -70 -40
CDFIKN IP 0 JK
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10023
bar tender~
The bar tender~
A fat little bar tender is here serving drinks.
~
He is a short guy with a long beard. He seems quite stupid
though, his shoes are on the wrong feet. He is wearing torn pants
and looks to be quite poor, yet he runs this bar.
~
human~
ABCGT GJ 1000 0
50 0 25d10+4250 10d10+3000 5d8+19 wrath
-20 -20 -20 0
BCDEFIN IP 0 JK
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10024
drunken villager~
A drunken villager~
There is a drunken villager here, drinking beer.
~
He is a short guy with ale stains on his shirt. He makes you want
to vomit.
~
human~
ABCGT GJ 102 0
50 0 25d10+4250 10d10+3000 5d8+19 wrath
-20 -20 -20 0
CDEFIKN IP 0 K  
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10025
dark thief~
A little thief~
There is a theif looking for something to steal here.
~
He is a darkly clad thief with a wicked intent. He rests in the
darkness of the night waiting to prance upon a poor soul like
you.
~
human~
ACGT GJ -1000 0
60 0 50d10+6750 10d10+4000 8d6+28 bite
-30 -30 -30 0
CDEFKN IP D 0
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10026
snake~
A yellow snake~
There is a little yellow snake swimming in the pool of water.
~
He is a tiny snake that is hardly visible to the naked eye. He
swims through the waters up to you. You better get away fast
before he attacks you and your body is never be found again.
~
unique~
ABCGT GJ -1000 0
30 0 6d12+853 1d1+100 4d6+8 bite
-9 -9 -9 2
CDEFIKN IP 0 0
stand stand male 300
0 0 small 0
#10027
underworld beast~
An underworld beast~
There is a underworld beast, looking lost here.
~
He has no features at all. Just a plain puff of smoke striking
people dead as they walk by.
~
unique~
ACGT GJ -1000 0
69 0 50d10+9500 10d10+1000 7d11+39 bite
-40 -40 -40 -10
CDEFIKN IP 0 0
stand stand none 300
0 0 large 0
#10028
cat dopey~
A dopey little cat~
There is a small, dopey cat looking for a place to sleep here.
~
This cat is looking through the trash trying to find a simple
meal to eat, a place to sleep and a place to keep dry. You feel
sorry for the little fellow but there isn't anything you can do.
~
unique~
ACGT GJ 1000 0
11 0 1d1+130 1d1+100 1d10+2 bite
1 1 1 9
CDEFIKN IJP 0 0
stand stand none 300
0 0 small 0
#10029
mord sith~
A Evil Mord-Sith~
Here sands the dreadful Mord-Sith waiting to take you as her pet.
~
This Mord-Sith does not seem to be afraid of you. She has an item
about her neck that is gleaming in a white aura. This creature is
very frightening. You better leave quick.
~
human~
ABCGT GJ -1000 0
120 0 50d10+28000 10d10+10203 20d15+95 wrath
-77 -77 -70 -40
CDEFIKN IP I M 
stand stand female 300
AHMV ABCDEFGHIJK large 0
#10030
devoter~
A Devoter of Darken Rahl~
Here is a devoter chanting something that makes litttle sense.
~
This devoter is chanting words about Darken Rahl. He seems to
belive thatt Darken Rahl is good and not evil. Better stay away
from this person also.
~
human~
ABCGT GJ -1000 0
110 0 50d10+28000 10d10+10203 20d15+95 wrath
-77 -77 -70 -40
BCDEFIKN IP 0 0
stand stand male 300
AHMV ABCDEFGHIJK medium 0
#10031
darken rahl~
The Evil Darken Rahl~
Standing before you is your worst nightmare, Darken Rahl.
~
You have come all this way and finally you meet up with Darken
Rahl. This is the moment you have been waiting for all your life!
You'd best get it over with soon for he seems ready to take over
the world.
~
human~
ABCGT GHJ -1000 0
125 0 50d10+28000 10d10+10203 20d15+95 wrath
-77 -77 -70 -40
BCDEFIJKNO LP N K 
stand stand male 300
AHMV ABCDEFGHIJK large 0
#0



#OBJECTS
#10001
warden mace boundary~
A Boundary Warden's Mace~
A large powerful mace is resting against the wall here.
~
unknown~
weapon ABG AN
mace 12 7 blast 0
70 15 1938 P
A
19 6
A
18 6
A
13 20
A
2 -1
E
warden mace~
It is a giant mace clad with sharp deadly teeth. It was made for
the use of killing. This truly is a strong weapon.
~
#10002
bone necklace~
The Bone Woman's Necklace.~
A Beautiful necklace lies here on the ground.
~
stone~
armor AB AC
30 30 30 20 0
90 10 98504 P
A
13 55
A
3 3
A
2 3
E
bone necklace~
This is a magical necklace that the bone woman HAD around her
neck. It must be very powerful since the kill took awhile.
~
#10003
gripper teeth~
Some grippers teeth~
Here are the teeth of the Gripper monster.
~
stone~
armor ABM AC
26 26 27 16 0
80 10 100 P
A
19 6
A
1 3
#10004
jug beer~
A Jug 'o Beer.~
There is a jug of beer on the ground here.
~
glass~
drink BC A
20 20 3 0 0
1 1 1 P
#10005
thief boot boots black~
A Pair of Black Boots~
A dark pair of boots lie here soaking up the sun.
~
leather~
armor BC AG
20 20 20 10 0
60 10 3000 P
A
13 -10
A
12 30
A
1 2
#10006
boundary glove warden gloves~
Boundary Warden Gloves~
A pair of gloves have been left here, waiting to be picked up.
~
unknown~
armor BC AH
20 20 20 9 0
60 10 9684 P
A
24 -2
A
18 8
A
1 2
#10007
boundary boot warden boots~
Boundary Warden Boots~
A pair of boots have been left here.
~
unknown~
armor BC AG
21 19 19 10 0
60 10 9898 P
A
22 -3
A
19 6
A
18 5
#10008
boundary sleeves warden~
Boundary Warden Sleeves~
A pair of sleeves have been left resting against a tree.
~
unknown~
armor BC AI
21 20 19 10 0
60 10 9898 P
A
13 20
A
2 2
A
1 2
#10009
boundary shield warden~
Boundary Warden's Shield~
A shield made from the finest metal has been left here.
~
unknown~
armor BC AJ
20 21 20 15 0
60 10 9898 P
A
13 40
A
17 -9
#10010
boundary tunic warden~
Boundary Warden's Tunic~
A tunic made from good leather has been left here. 
~
unknown~
armor BC AK
20 20 20 10 0
60 10 9898 P
A
17 -21
#10011
boundary helmet warden~
A Boundary Warden Helmet~
A large helmet has been left by its owner...such a shame.
~
unknown~
armor BC AE
20 20 20 10 0
60 10 9898 P
A
23 -5
A
1 2
#10012
boundary ring warden~
A Boundary Warden Ring~
A bright silver ring has been left in the dust.
~
unknown~
treasure BC AB
0 0 0 0 0
60 10 9898 P
A
13 75
#10013
boundary legging warden leggings~
Boundary Warden Leggings~
A pair of leggings have been left here.
~
unknown~
armor BC AF
20 20 20 10 0
60 10 9898 P
A
21 -1
A
14 30
#10014
robe dark~
A Dark Robe~
A robe has been left in the shade of a tree here.
~
cloth~
armor BC AD
23 23 22 11 0
70 10 5060 P
A
13 25
A
12 50
#10015
collar heart hound~
A Heart Hound Collar~
A collar has been left sitting in the sun in the middle of a
field.
~
unknown~
armor BC AC
23 22 22 16 0
70 10 8080 P
A
17 -8
A
13 50
A
12 50
#10016
pouch magical leather~
A Magical Leather Pouch~
A pouch has been left here in the mud.
~
leather~
container BC A
700 1 0 350 72
70 50 1000 P
#10017
cookie~
A BIG cookie!~
There is a cookie on the ground, what a shame.
~
unknown~
food B A
40 0 0 0 0
8 10 0 P
#10018
cake~
a BIG piece of cake!~
A Big Yummy piece of CAKE has been left here.
~
unknown~
food B A
10 0 0 0 0
1 10 0 P
#10019
boundary sword warden~
A Boundary Warden Sword~
A well made sword has been left here.
~
unknown~
weapon ABCEJL AN
sword 9 5 slash 0
50 30 3500 P
A
19 4
A
18 4
E
boundary sword warden~
This is a boundary warden sword that is made just for their use.
~
#10020
boundary flail warden~
A Boundary Warden Flail~
A flail has been left here.
~
unknown~
weapon ABCEJL AN
flail 7 7 pound 0
50 30 3400 P
A
19 3
A
18 4
#10021
boundary mace warden~
A Boundary Warden Mace~
A mace has been left here.
~
unknown~
weapon ABCEIJ AN
mace 7 7 pound 0
50 30 2999 P
A
18 2
A
18 3
#10022
boundary dagger warden~
A Boundary Warden Dagger~
A dagger has been left here.
~
steel~
weapon ABCEIJ AN
dagger 5 10 pierce 0
50 30 2999 P
A
19 3
A
18 3
#10023
agiel sword weapon~
A Mord-Sith's Agiel~
A magical weapon has been left here.
~
unknown~
weapon ABCEGM AN
sword 18 7 slash 0
90 20 9902 P
A
19 4
A
18 4
A
13 20
A
12 20
#10024
bracer power~
The Bracer of Power~
There is a bracer in the mud here.
~
unknown~
armor ABC AM
32 32 33 25 0
90 20 9000 P
A
19 7
A
18 7
A
13 50
A
12 50
#10025
westland ~
A Sign~
There is a sign that contains the map of Westlands here.
~
wood~
furniture A 0
0 0 0 0 0
91 90 90 P
E
west land westland~
****************************************************************
*^\^\        /^/^\^\^\^\      /^\^/^/^/^/^/^\^\^\^\^\^\^\^\^\  * 
*^\      /^\^/^/^/^\^/^\   N      /^\^\^/^\^\^\^\^/^\^\^\^\    * 
*     /^\^/^\^/^/^/^/^\    |         /^/^/^/^/^/^\^/^\^\^\^\^\ * 
*      /^\^\^\^\       W---|---E /^/^/^/^\^\^/^\^\^\^/^\       * 
* /^/^/^/^\^\^\^\^\^\      |        /^\^\^\^\^\^/^\^/^/^/^/^/^/*
*^\^/^/^/^/^/^/^/^/^\      S           /^/^/^/^\ T /^/^/^/^/^\ * 
*^/^/^\^\^/^\^/^/^\        /^/^\^\   /^/^/^\^\^/^\H/^/^/^/^\   * 
*^\^/^/^/^\^/^/^\                        /^/^/^/^\ E /^\^/^/^/^* 
*^\^\^/^\^/^\          /^/^\^\        /^/^/^/^B /^/^\^/^\^\^\^/* 
*^/^/^/^/^/^/^/^\                       /^/^/^\O/^/^/^\^\^/^/^\* 
*^/^/^\^/^/^/^\   *******************       /^/^U/^/^/^/^/^\^\ * 
*^/^/^/^/^\       * W E S T L A N D *      /^/^/^N /^\^/^/^\^\^* 
*^/^/^/^\^/^\     *******************         /^\^D/^\^/^/^/^/^* 
*^/^\^/^\         /^/^/^\^\           /^\   /^\^/^\A/^\^/^\^\^\* 
*^/^/^\        /^/^/^/^/^\^\^\      U          /^/^\R /^\^\^\^/* 
*^/^\      /^/^/^\^\^/^/^\ = /^\^/^\P/^\^\   /^\^/^/^Y /^\^/^\^* 
*^\      /^/^/^/^\^/^/^/^\===/^/^/^\P/^\^/^\   /^\^\^\^/^\^\^\ * 
*^\^\           /^/^\^\^\ ==== /^\^\E            /^/^/^/^/^\^\^* 
*^\^\              /^/^\^\^\ =====  R /^\^\   /^\^\^\^/^/^\^\^\* 
*/^\    HARTLAND          ======/^\    *         /^/^/^/^/^/^/^* 
*^/^/^\    *                /^\^/^\ V       /^/^/^/^/^/^\^\^/^\* 
*^\^\     TRUNT LAKE    /^\^\^\^\^/^E/^\      /^/^\^\^/^\^\    * 
*^/^\^/^\      *            /^\^/^/^N/^\^\ /^\^/^\^\^\^\^\^\^\^* 
*^/^\^/^\^/^\                  /^\^/^/^\     /^/^/^/^/^/^/^\   * 
*^\^/^\       /^\^\^\^/^\        /^\^\^\^\      /^/^\^/^\^/^\  * 
*^\^/^\         /^/^\^\        /^/^/^\      /^/^\^\^\^\^/^\^\  * 
*^/^/^/^\            SOUTHAVEN  /^/^\^\       /^/^/^/^/^/^\^\^\* 
*^/^\^/^\^/^\     /^\    *           /^/^/^\    /^\THE ^/^/^/^\* 
*^/^/^/^\                                        /^\*NARROWS*^\* 
*^/^/^\^/^\^\             /^\                       ###########* 
*^/^\^/^\^\^\^\^\                 /^/^\^\     /^\^/^/^\^/^\^/^\* 
*^/^/^/^/^/^\^\^\^/^\   /^^\  /^/^/^/^\^/^\    /^\^\^\^\^\^\^\^* 
**************************************************************** 

Welcome to Westland. This is one of the two lands that are in
this world. There is a great wizard named Darken Rahl who
wishes to rule the two lands. D'Hara is the more powerful of the
two lands. One reasons is, that several million years ago, the
greatest wizards of all had created two lands. The Westlands was
the only land that had no magic what-so-ever. He also divided the
two lands with a magical Boundry. This boundry was created to
stop all magic from  going into the other land.
~
#10026
sign~
A little sign~
There is a little sign here showing a map of D'Hara.
~
wood~
furniture A 0
0 0 0 0 0
91 90 90 P
E
sign d'hara hara~
**************************************************************** 
*/^/^/^\^\^\^\^/^\^\^\^\^\^\^\^\^/^\ ***********=-=-=- =-=-=-= * 
*/^\^\^/^\^\^/^\^\^\^\^\^\^\^/^\ -=- *D'H A R A*=-=- =-=-=- =  * 
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*^\^\^\^B/^/^\^\  =-=-=-=  -=-=-=- =-=-=-=-=- =-=-=-=-=-=-- =- * 
*/^/^\^\^O/^/^\^\^\ -=  *============================*  -=-=-  * 
*/^/^/^/^/U/^/^\   =-=  |     /^/^/^/^/^/^/^/^\^\    |  -=-=-= * 
*/^/^/^/^\^N/^/^\^\ -=  | /^\^\^\^/^/PEOPLE'S/^/^\^\ |   =-= - * 
*^/^/^/^\^\^D/^\   -=-  | /^\   /^/^\  ***  /^/^\^\^\|  =- =-  * 
*/^/^/^/^/^\^A/^/^/^\^\ |    /^/^\^\   ***  /^/^\^\^\|   -=-=- * 
*/^/^\^\^\^\^/R/^/^\ -  | /^/^/^/^/--/PALACE /^/^\^\ |  -=- =  * 
*/^/^/^/^\^\^\^Y/^/^/^\ |    /^/^|--|^/^/^/^\^\^\    |   =-=-  * 
*/^/^\^\^\^\^\^\^\^\ -  | /^/^/^\^\--\^\^\^\^\^\     |  -=-=-  * 
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*/^/^\-=-/^\^\^\  =-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=- =-=-=- =-  * 
*^\^\^\^\^/^\   -==-=-=-=- =-=-=-=-=-=-=- =-=-=-=-=-=- =-=-  /^* 
*^\^\^/^\^/^\^\  =-=-=-=-=-=-=- =-=-=-=-=-=-=- =-=-=-=-  /^/^/^* 
*\^\^\^/^  -=-=-=-=- AZRITH =-=-=-=-=-=-=-=-=-=-=-=-=-=   /^/^/* 
*/^/^/^\ -=-=-=--=-=- PLAINS -=-=-=-=-=-=-=-=-=-=-   /^/^/^/^\^* 
* THE      -=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=   /^/^/^\^\^* 
*########     =-=-=-=-=-=-=-=-=-=-=-=-=-=-=   /^/^/^\^\^/^/^\^\* 
* NARROWS/^/^\  =-=-=-=-=-=-=-=-=-=-=--  /^/^/^/^\^\^\^\^\^\^\^* 
*          /^/^\ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  /^\^\^\^\^\^/* 
* /^\^\^\^\^/^/^/^/^\^\=-=/^/^\=--=-/^/^\^\^\^/^\^/^\^/^\^\^\^\* 
* /^/^/^\=-/^/^/^/^\^/^/^/^\^\=-/^/^\^\^\^/^/^/^\^/^\^/^\^\^\^/* 
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D'Hara.  This is Darken Rahl's home land and he is most powerful
here. Even though he is powerful you might still be able to
defeat him. Beware of the Azrith Plains for they are huge and go
from north to west to east and to south. It is very easy to get
lost in the Plains so try to fined the way to Darken Rahl and the
People's Palace before it is too late or you get lost! You really
must hurry for Darken Rahl has almost won the battle and will
control the lands!
~
#0



#ROOMS
#10001
Path By a Lake.~
You are walking beside a beautiful lake that is crystal
clear. There is a fresh breeze in the air and the trees are
rocking freely. You feel as though you are entering a new world
but you're still in Anatolia. The lake to your right is crystal
clear and calm. There are a family of ducks floating by seeming
not to notice you. The woods around you are flled with deer,
birds, and other animals. The trees are tall and lush, leaving
not much room for the sun to enter into these sacred lands. The
path continues to the north and, of course, where you came from,
the south.
~
0 0 3  
D0
To the thick forest.
~
~
0 0 10002
D2
The long dusty trail.
~
~
0 0 18002
S
#10002
A Clearing in the Woods.~
As you come out of the forest you enter a clearing in the
woods. This clearing isn't very big but it sure is good to see
the sun again. There are two large signs nailed on a tree leading
back into another forest. You wonder what the sign says and go to
take a closer look. There are two exits here by the lake. One
goes south to the path and the other goes north into the woods
again.
~
0 0 3  
D0
The entrance to the woods.
~
~
0 0 10003
D2
Back to the woods.
~
~
0 0 10001
S
#10003
Welcome to Westands!~
Welcome! Here you are in the middle of a forest beside Trout
Lake. The road you are walking on goes to the north and back to
the south if you wish to leave. There are fish jumping in the
lake, people playing in the sand and picking flowers. This place
sure is wonderful.
~
0 0 3  
D0
Path down the road.
~
~
0 0 10004
D2
Back to the clearing.
~
~
0 0 10002
S
#10004
A Path Down The Road.~
You are walking along side next to Trout Lake on a dusty old
road. The trees here are very tall and large. The sun is out
shining upon you and you start to feel hot. The road continues
north and south.
~
0 0 3  
D0
Turn in the road.
~
~
0 0 10005
D2
The road south.
~
~
0 0 10003
S
#10005
A Turn in the Road.~
As you walk down the road you come across a path leading up
into the mountains. Since going north will lead right into the
lake you must go west up into the mountains. There is a little
rabbit drinking from a small pond infront of you. You wonder
where such a beeatiful creature came from. You could still go
back south to the turn in the road. 
~
0 0 3 
D2
The road south.
~
~
0 0 10004
D3
The path to the mountains.
~
~
0 0 10006
S
#10006
A Path to the Mountains.~
As you approach the mountains, you leave the forest behind
to open air space. The wind here is blowing more swiftly and the
sun is even hotter. You notice the giant waywarrd pines that loom
overhead. You wonder where such wonderous trees came from. The
path up the mountain looks like a nice and easy one to take. You
could retrun to the east or go up the mountain.
~
0 0 5 
D1
The path to the forest.
~
~
0 0 10005
D4
The trail up the mountain.
~
~
0 0 10007
S
#10007
The Trail up the Mountain.~
The trail is an easy one to climb and you enjoy the lovely
walk. As you come to the top of the trail you realize that you
are now in Upper Ven. Upper Ven is the mountain before the city.
The path look quite clear and easy to pass. The rocks are warm in
the suns' rays and is just gleaming with the heated mirage.  You
may go north or down.
~
0 0 5 
D0
The path along the cliff.
~
~
0 0 10008
D5
Back down the mountain.
~
~
0 0 10006
S
#10008
The Edge of Upper Ven.~
You reach the end of the mountain and have to go down again.
The path leads back into another forest and seems appealing to
you to get out of the sun. The forest is filled with trees and
shrubs all changed colors by the on comming season. The gold and
bronze colors of the leaves are quite beautiful and look as if
they are each worth morth then life itself. The mountaint air is
freash and cooling and makes you feel like you want to sit down
and rest. You may go down or south.
~
0 0 5 
D2
The southern trail.
~
~
0 0 10007
D5
The trail into the forest.
~
~
0 0 10009
S
#10009
The Trail in the Forest.~
You have entered the forest near the town of Hartland. The
path is outlined with bright yellow flowers and little purple
plants. There is a little shack to the east that doesn't look to
welcoming. The forest isn't very thick and you can see all around
you. There are wild ferns and other plants that you have never
seen before. You see one plant you recconize, but it is from a
book. This forest seems to be quite a sanctuary. The trail goes
north to the outskirts of Hartland or up back to the mountain. 
~
0 0 3 
D0
The out-skirts of Hartland.
~
~
0 0 10010
D4
The trail up the mountain.
~
~
0 0 10008
S
#10010
The Out-Skirts of Hartland.~
You are on the out skirts of a little town called Hartland.
The road you walk on is dry and dust covered. Its seems like it
hasn't rained for quite sometime. Up ahead you can see the town
begining to form. The town has many people in the streets
gathering for some kind of bizzard but there is nothing for sale
here. All the villagers are gathering around a speaker who is
giving a speech about fire. The city looks like its full of happy
people, all with wonderous jobs and families. The exits are north
and south.
~
0 0 3 
D0
The town of Hartland.
~
~
0 0 10011
D2
Back to the woods.
~
~
0 0 10009
S
#10011
The Town of Hartland.~
You have walked into the town of Hartand. Everyone here
seems to be happy and joyful. They all seem to be listening to a
speech about fire which doesn't interest you. You see how the
speaker talks and catches his audiance and it shows that he has
some great deal of authority. You wonder why such a small man
could have so much power over all these people. There are little
homes all around but seem un-welcoming. You can go north to the
paths in the fields or south back to the woods.
~
0 0 1 
D0
The fields out-side of town.
~
~
0 0 10012
D2
Back to the out-skirts of Hartland.
~
~
0 0 10010
S
#10012
The Fields of Hartland.~
You have entered the fields outside of the town and are on
your way to South Haven. Near South Haven is where the Narrows
are. In order to get to South Haven you must cross the swamps on
the way. The air here is suprizingly still and peaceful. There
are few trees around and even fewer animals. The trail leads
south to a swamp that steals your breath away with stench, and
north back to the town you came from.
~
0 0 2 
D0
The path to the swamp.
~
~
0 0 10013
D2
Back to the town.
~
~
0 0 10011
S
#10013
The Path to the Swamps.~
As you walk along the trail the forest begins to get thicker
and thicker. The trail becomes more and more hidden and a mist
begins to grow. The trees begin to bunch together and the sun has
been blocked from view. The air is still and musty and it is
starting to get colder. In the distance towards the boundary, you
hear the cries of the heart hounds as they are comming out to
hunt. Just when you thought things could get no worse, you spot a
quad of assassins out in the trail before you. Better be careful.
The trail leads north and back to the city, south.
~
0 0 3 
D0
Closer to the Swamp.
~
~
0 0 10014
D2
Back to the fields.
~
~
0 0 10012
S
#10014
Closer to the Swamps.~
You are getting closer to the swamp and the mist is
thickening. The quad assassins didn't want to attack you so I
guess you're safe. The trees are beginning to look old and dry
and the ground begins to get muddy. The cries of the heart hounds
are much closer now and you begin to panic. The trail continues
to the east and south.
~
0 0 3 
D1
Path at the swamp.
~
~
0 0 10015
D2
Back to the trail.
~
~
0 0 10013
S
#10015
The Path at the swamp.~
You have arrived at the swamp at the same time as the heart
hounds. The heart hound will not enter the swamp so it must be
your only choice..or fight. The swamp looks univiting and you
don't know what sort of creatures live under the murky waters.
There is a small island in the center of the swamp that seems
deserted. The waters in the swamp are shallow enough to pass by
foot. You better make diside fast, fight or get to the island.
The exits are back east or west.
~
0 0 3
D1
Over the waters.
~
~
0 0 10016
D3
Back through the woods.
~
~
0 0 10014
S
#10016
Over the Swamp Waters.~
As you are crossing the waters you notice that the hounds don't follow
you.  The water is refreashing and cool.  The island is just up ahead and
you can't wait to get there.  You notice the water starts to move and then
you see them.  Snakes.  Little yellow deadly snakes.  All over the place. 
You start to run as fast as you can towards the island.  You could go east
to the island or back west.  
~
0 0 6 
D1
On the island.
~
~
0 0 10017
D3
Back to the path.
~
~
0 0 10015
S
#10017
On the Island.~
As you climb up on on the island you realize that the snakes don't follow
you on to dry land.  The hounds are still back on the other shore and will
not enter the waters.  The hounds let out yelps of frustration.  The island
doesn't have any trees or plants.  Looking to the east you see the new path
to SouthHaven.  You wonder when you should attempt to cross the waters
again.  The exits are to the east, and to the west.  
~
0 0 4 
D1
Over the waters heading south.
~
~
0 0 10018
D3
Back on the waters.
~
~
0 0 10016
S
#10018
Over The Waters.~
As you set out again through the swamp, you notice that the sun is coming
out and the mist is clearing.  The snakes haven't bothered you yet and the
hounds have returned back to their home, in the boundary.  The swamp gets
shallower as you approach the land again and the sky goes clear.  The exits
are east the shore or back west to the island.  
~
0 0 6 
D1
On The Shore.
~
~
0 0 10019
D3
Back to the Island.
~
~
0 0 10017
S
#10019
On The Shore Again.~
Now that you have reached the shore you breath a sigh of
reliefe that the hounds have gone away. You look down to the
south towards SouthHaven and you can hear the faint sounds of the
city life. You continue your hike to SouthHaven. You may go back
to the swamps (north) or continue south.
~
0 0 3  
D1
Trail through the woods.
~
~
0 0 10020
D3
Back on the waters.
~
~
0 0 10018
S
#10020
The Trail Through the Woods.~
The woods seem to have come alive since you last saw them.
The trees here are big and full of colorful leaves, the road is
dry again and there are plants growing in the woods. The trip to
South Haven isn't as bad as you thought. You can see the village
up ahead. The exits are north to the shore or south to the
village.
~
0 0 3  
D1
The entrance to the village.
~
~
0 0 10021
D3
Back to the waters.
~
~
0 0 10019
S
#10021
The Village Gates.~
As you approach this village the giant gates open up to
welcome you. The city is alive with action in the streets. There
are children everywhere and people at the stores. The village
road continues on south and offers you a place to rest for a cup
of ale. You may go north to the forest or south into the village.
~
0 0 1 
D1
The Road in the Village.
~
~
0 0 10022
D3
Back to the Forest.
~
~
0 0 10020
S
#10022
The Road Along the Village.~
As you walk down the street you notice a nice bar to the
east. It looks quite welcoming and you sure are thirsty. There is
faint singing comming from the bar..drunken men you suppose. You
hear some people talking about their weekends and what they want
to do. There is a fresh cool breeze floating through the city.
The exits are north to the gates, east to the bar, or south to
the path to the Narrows.
~
0 0 1 
D0
Entrance to the bar.
~
~
0 0 10023
D1
Path to the narrows.
~
~
0 0 10024
D3
Back to the gates.
~
~
0 0 10021
S
#10023
The Bar.~
You enter a small smoke filled room just filled with people
all drinking and enjoying themselves. There is a bartender
selling drinks and a lady on stage singing her favorite little
number. The drunken men are big and strong but, are covered with
ale stains on their shirts. The exit is back out to the west onto
the road again.
~
0 0 0 
D2
Back to the road.
~
~
0 0 10022
S
#10024
The Trail to The Narrows.~
This is a long trail that leads up to the narrows where you
will need to cross into D'Hara. The path is wide and quite
visable. There are little animals running around in the woods all
about. You notice that the trees are thicker and a lot greener.
The humidity begins to rise and it starts to feel hotter. Your
legs start to get tired when you see the Bone Woman's shack up
ahead. It would be good to visit her. Her shack is about oh..
twenty or so yards ahead and will take no time to reach it. You
spot the Narrows up ahead. The exits are north to the village or
south to the Bone Woman.
~
0 0 3 
D1
The path to the Bone Womens.
~
~
0 0 10025
D3
The path to the village.
~
~
0 0 10022
S
#10025
The Path to the Bone Woman's Shack.~
You walk out into a clearing in the woods and notice that
the sky is starting to become over cast again. The woods look
ready for rain and the trees have their leaves turned upwards.
There is a shack to the west of you which must belong to the Bone
Woman. The shack looks nice and cosy. It would be nice to stay and have
a visit with the old Bone Woman. The exits are north to the
forest, west to the bone Woman, and south to the Narrows.
~
0 0 3  
D0
The Bone Womans house.
~
~
0 0 10026
D1
The path to the Narrows.
~
~
0 0 10027
D3
Back to the forest.
~
~
0 0 10024
S
#10026
The Bone Woman's Shack.~
You enter a room that has bones all over the walls. There is
a nice warm fireplace sitting in the corner giving off heat and
light. A oil lamp is hanging from a beam in the roof and gives
the room an eerie glow. There are bones in little piles on the
floors and an old lady stands in the center of the room. She has
a big smile on her face and offerse you to stay in her home for
as long as you wish. The exit is back to the east, out on the
trail.
~
0 0 0 
D2
Back to the road.
~
~
0 0 10025
S
#10027
The Narrows.~
You have reached the Narrows. This is a very dangerous place
to be in. There are many underworld beasts that live in the
narrows. You should stay on guard and not fall asleep. The exits
are west to continue into the narrows, or north to return to the
bone woman for a cup of tea.
~
0 0 10  
D1
The path through the narrows.
~
~
0 0 10028
D3
Back to the bone woman's for a cup of tea.
~
~
0 0 10025
S
#10028
The Path Through The Narrows.~
The trail you are following is an easy on to follow. There
is no sound which frightens you a little but then the fear
passes. As you continue west you can see the center of the
narrows approaching. Apparently they are the most dangerous part
of the whole narrows. The exits are west to the center or east to
the entrance of the narrows.
~
0 0 10 
D1
The center of the Narrows.
~
~
0 0 10029
D3
Back to the enterance of the Narrows.
~
~
0 0 10027
S
#10029
The Center of the Narrows.~
You approach the center of the Narrows when you spot it. A
shadow person. They have a poisonous touch and are the
undertakers of the dead. You try to get past it without making
him attack. The sky is getting dark and you still have a little
ways to go. The exits are in an east-west direction, west being
the way you want to go.
~
0 0 10  
D1
The path to the end of the Narrows.
~
~
0 0 10030
D3
The way you came.
~
~
0 0 10028
S
#10030
Near The End of the Narrows.~
You are approaching the end of the narrows. You give a sigh
of relief that you are almost out of this dreaded place. The sun
is setting out ahead of you making it hard to see your way. The
air starts to cool down as the sun sets in the west. You try to
hurry your way out of the narrows before dark. The exits are of
course; east and west.
~
0 0 10  
D1
The end of the narrows.
~
~
0 0 10031
D3
The way you came..of course.
~
~
0 0 10029
S
#10031
The End of The Narrows.~
You have reached the end!!! Yay!..... Uh Oh!!! The sun has
set and right before your eyes materializes The Spirit King. He
is not going to let you pass. You must fend off this naughty
beast and get to Darken Rahl. The exits are to the west and to
the east.
~
0 0 10 
D1
The Azrith Plains.
~
~
0 0 10032
D3
The Narrows.
~
~
0 0 10030
S
#10032
The Azrith Plains.~
Welcome to D'Hara! You have successfully passed through the
narrows and are standing infront of the Azrith Plains. The plains
are quite massive and reach as far as your eyes can see. In the
distance, you see the home of Darken Rahl, the Peoples Palace.
You have to cross the Azrith Plains in order to get to Darken
Rahl in his massive palace.
The exits are north and east.
~
0 0 2  
D0
The Azrith Plains.
~
~
0 0 10033
D3
The Narrows end.
~
~
0 0 10031
S
#10033
The Path Through the Plains.~
You have found a path that is quite long but leads to Darken
Rahl's Palace. The path is covered with stones and there is an
occassional tree here and there. The sky is bright and clear and
it is a hot day. You start to be thirsty and you feel sort of
tired. Your only choice is to go ahead onto the Peoples Palace
and stop Darken Ralh then steel a drink and a bite to eat. The
way back through the Narrows doesn't seem appealing. The exits
are north and south.
~
0 0 2 
D0
The Azrith Plains.
~
~
0 0 10034
D2
The path back where you came from.
~
~
0 0 10032
S
#10034
The Azrith Plains.~
You notice that you have traveled quite far and are almost
at the Palace. You feel a sudden urge to stop and go back but
then it passes. You see ahead of you a giant Dragon blocking your
trail. Maybe she will listen to you and move out of the way.
Maybe she will eat you up for breakfast... Hmmmmmm...Breakfast
sure would be nice. The exits are north and south.
~
0 0 2 
D0
To the BIG scary DRaGoN.
~
~
0 0 10035
D2
Back through the boring old plains.
~
~
0 0 10033
S
#10035
At the BIG scary DRaGoN!~
You approach the dragon and notice that she is the biggest
most frightening beast you have ever seen. The dragon hardly
notices you as you try to get by. Maybe you should TRY to kill it
so you wont have to fight it on the way back...Maye you should
just turn around and go back to mommy for some cookies...mmmm
cookies. STOP THINKING ABOUT FOOD! You must go on and kill Darken
Rahl. The exits are North and South ass usual.
~
0 0 2  
D0
The entrance to the Peoples Palace.
~
~
0 0 10036
D2
Back the way you came.
~
~
0 0 10034
S
#10036
The Peoples Palace.~
Finally you're at the Peoples Palace. This palace sure is
big. Bigger then anything you have ever seen. The doors are ten
times as big as you, yet they stand open..as if you're being
expected. The stairs are made from white marble and are spotless.
The exits are north into the palace or south to the BIG scary
DRaGoN.
~
0 0 2 
D0
The Palace.
~
~
0 0 10038
D2
The big scary DRaGoN.
~
~
0 0 10035
S
#10038
The Long Hallway.~
You enter the Palace and head down a long hallway. There are
many people wandering about this castle and others are praying or
chanting about Darken Ralh. You pass one Devotion Room afilled
with these people. You decide not to stop and keep on going. The
exits are to the north, south and to the east there is a room
filled with devoters.
~
0 0 0 
D0
The longer hallway.
~
~
0 0 10041
D1
The devotion room.
~
~
0 0 10039
D2
Back to the gates.
~
~
0 0 10036
S
#10039
The Devotion Room.~
This room is filled with people, heads bowed to the floor
chanting a harmonic tune. There is a giant pool in the center of
the room filled with water. The place looks like an indoor
garden. You get shivers up your spine just at the sight of all
these people devoted to Darken Rahl. The exits are north and back
west.
~
0 0 0  
D0
To the Mord-Sith room.
~
~
0 0 10040
D3
Back to the hallway.
~
~
0 0 10038
S
#10040
The Room of the Mord-Siths.~
This room is filled with the horid smell of blood and sweat
combined. There are people chained to beams and women dressed in
red leather torturing them. The floors are covered in blood. The
moment you enter this room you regret it. The Mord-Siths have
spotted you and are heading in your direction. Better run FAST!
~
0 0 0  
D2
Back to the Devotion room.
~
~
0 0 10039
S
#10041
The End of The Hallway.~
You have reached the end of the hallway..on this floor.
Before you are giant doors with gold doorknobs. There is the
sound of birds tweeting from within. You feel the the magic
surrounding this room...

You have found Darken Rahl! The door opens automatically before
you. You may enter or go back to the Mord-Siths.
~
0 0 0 
D0
The Garden of Life.
~
~
0 0 10042
D2
The long hallway.
~
~
0 0 10038
S
#10042
The Garden of Life.~
This is a cavernous room filled with wonders sorts of
magical plants. Leaded windows high overhead let in the light for
the lush plants. Around the outside of the room are flowers set
in beds, with walkways winding through. Beyond the flowers are
small trees, short stone walls with vines covering them, and
well-tended plants completing the landscaping. Except for the
windows overhead, this room mimics an outdoor garden. In the
centre of this expansive room is an area of lawn that sweeps
around almost into a circle, the grass ring broken by a wedge of
white stone, upon which sits a slab of granite, smooth but for
grooves carved near the edge of the top, leading to a small well
in one corner. It is held up by two short fluted pedestals.
Beyond the slab stands a polished stone block set next to a fire
pit.  In the centre of the lawn lies a round area of white
sorcerer's sand, ringed with torches that burn with fluid flames.

The only exit is south.
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0 0 0  
D2
~
~
0 0 10041
S
#0



#SPECIALS
M 10017 spec_cast_cleric Load to: The Bone Woman
M 10020 spec_cast_mage Load to: The Spirit King
M 10021 spec_breath_fire Load to: The Great Red Dragon
M 10024 spec_breath_any Load to: A drunken villager
M 10025 spec_thief Load to: A little thief
M 10031 spec_cast_undead Load to: The Evil Darken Rahl
S



#RESETS
O 0 10025 0 10001 A sign loaded to Path By a Lake.
O 0 10026 0 10001 A little sign loaded to Path By a Lake.
M 0 10007 1 10003 1*Load a young lady
M 0 10008 1 10003 1*Load a fisherman
M 0 10009 1 10003 1*Load a little boy
M 0 10005 4 10005 1*Load a quad assassin
M 0 10005 4 10005 1*Load a quad assassin
M 0 10005 4 10005 1*Load a quad assassin
M 0 10005 4 10005 1*Load a quad assassin
M 0 10014 2 10006 1*Load a boundary warden
E 0 10012 0 1 A boundary warden ring is loaded on the left finger of a boundary warden
E 0 10012 0 2 A boundary warden ring is loaded on the right finger of a boundary warden
E 0 10013 0 7 Boundary warden leggings is loaded on the legs of a boundary warden
M 0 10010 4 10008 1*Load a heart hound
M 0 10010 4 10008 1*Load a heart hound
M 0 10001 2 10009 1*Load A long-tailed gar
M 0 10002 2 10009 1*Load a long-tailed gar
M 0 10004 4 10009 1*Load a blood fly
M 0 10004 4 10009 1*Load a blood fly
M 0 10015 1 10010 1*Load a thief
M 0 10011 1 10011 1*Load a speaker
M 0 10012 2 10011 1*Load a happy villager
M 0 10012 2 10011 1*Load a happy villager
M 0 10013 1 10011 1*Load a healer
M 0 10003 1 10012 1*Load a long-tailed gar
M 0 10004 4 10012 1*Load a blood fly
M 0 10016 2 10012 1*Load a beggar
M 0 10016 2 10012 1*Load a beggar
M 0 10001 2 10015 1*Load A long-tailed gar
M 0 10002 2 10015 1*Load a long-tailed gar
M 0 10004 4 10015 1*Load a blood fly
M 0 10010 4 10015 1*Load a heart hound
M 0 10010 4 10015 1*Load a heart hound
E 0 10015 0 1 A heart hound collar is loaded on the left finger of a heart hound
M 0 10026 4 10016 1*Load A yellow snake
M 0 10026 4 10016 1*Load A yellow snake
M 0 10026 4 10016 1*Load A yellow snake
M 0 10026 4 10016 1*Load A yellow snake
M 0 10014 2 10020 1*Load a boundary warden
E 0 10001 0 16 A boundary warden's mace is loaded wielded of a boundary warden
E 0 10006 0 9 Boundary warden gloves is loaded on the hands of a boundary warden
E 0 10007 0 8 Boundary warden boots is loaded on the feet of a boundary warden
E 0 10008 0 10 Boundary warden sleeves is loaded on the arms of a boundary warden
E 0 10009 0 11 Boundary warden's shield is loaded as a shield of a boundary warden
E 0 10010 0 5 Boundary warden's tunic is loaded on the body of a boundary warden
E 0 10011 0 6 A boundary warden helmet is loaded over the head of a boundary warden
G 0 10020 0 A boundary warden flail is given to a boundary warden
G 0 10021 0 A boundary warden mace is given to a boundary warden
G 0 10022 0 A boundary warden dagger is given to a boundary warden
G 0 10019 0 A boundary warden sword is given to a boundary warden
M 0 10025 1 10022 1*Load A little thief
G 0 10014 0 A dark robe is given to A little thief
E 0 10005 0 8 A pair of black boots is loaded on the feet of A little thief
M 0 10028 1 10022 1*Load A dopey little cat
G 0 10017 0 A big cookie! is given to A dopey little cat
M 0 10023 1 10023 1*Load The bar tender
G 0 10004 0 A jug 'o beer. is given to The bar tender
G 0 10016 0 A magical leather pouch is given to The bar tender
M 0 10024 4 10023 1*Load A drunken villager
G 0 10004 0 A jug 'o beer. is given to A drunken villager
M 0 10024 4 10023 1*Load A drunken villager
M 0 10024 4 10023 1*Load A drunken villager
M 0 10024 4 10023 1*Load A drunken villager
M 0 10006 4 10025 1*Load a quad assassin
M 0 10006 4 10025 1*Load a quad assassin
M 0 10006 4 10025 1*Load a quad assassin
M 0 10006 4 10025 1*Load a quad assassin
M 0 10017 1 10026 1*Load The Bone Woman
E 0 10002 0 4 The bone woman's necklace. is loaded around the neck (2) of The Bone Woman
M 0 10018 3 10028 1*Load A nasty gripper
G 0 10003 0 Some grippers teeth is given to A nasty gripper
M 0 10018 3 10028 1*Load A nasty gripper
M 0 10018 3 10029 1*Load A nasty gripper
M 0 10019 2 10029 1*Load The SCaRy Shadow THinG
M 0 10030 2 10029 1*Load A Devoter of Darken Rahl
M 0 10019 2 10030 1*Load The SCaRy Shadow THinG
M 0 10020 1 10031 1*Load The Spirit King
M 0 10022 4 10032 1*Load An evil shadow person
M 0 10027 2 10032 1*Load An underworld beast
G 0 10018 0 A big piece of cake! is given to An underworld beast
M 0 10027 2 10032 1*Load An underworld beast
M 0 10022 4 10034 1*Load An evil shadow person
M 0 10022 4 10034 1*Load An evil shadow person
M 0 10021 1 10035 1*Load The Great Red Dragon
M 0 10029 2 10038 1*Load A Evil Mord-Sith
E 0 10023 0 16 A mord-sith's agiel is loaded wielded of A Evil Mord-Sith
M 0 10029 2 10040 1*Load A Evil Mord-Sith
M 0 10030 2 10041 1*Load A Devoter of Darken Rahl
M 0 10031 1 10042 1*Load The Evil Darken Rahl
E 0 10024 0 14 The bracer of power is loaded on the left wrist of The Evil Darken Rahl
S



#SHOPS
10023 0 0 0 0 0 100 0 0 23
0



#$