#AREA New Darkhaven~ #VERSION 2 #AUTHOR Rennard / UCMM~ #RANGES 0 60 0 115 $ #RESETMSG The bells of the cathedral toll the passing of time.~ #FLAGS 0 #ECONOMY 1 912825289 #CLIMATE 2 2 2 #MOBILES #21000 healer cleric priestess~ the cathedral priestess~ A priestess of the cathedral bestows blessings from the altar. ~ ~ 4194307&1 4194472 1000 C 50 0 0 25d500+300 0d0+0 0 0 0 0 112 112 2 18 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 262143 1 0 0 0 2047 0 3156992 0 0 263 > act_prog p gives you~ if number($o) == 2492 if hasabit($n) == 102 whisper $n Thank you so much, $n. I've been looking forward to this for a long whisper $n time, and I hope Joshua awarded you well for bringing him the final whisper $n ingredient. mpjunk potion hm whisper $n I tell you what. Go to Diana, in New Ofcol. whisper $n Tell her that the Cathedral Priestess sent you. She may have whisper $n something for you to do. wave $n mpaset $n 102 mpaset $n 103 else say why thank you $n, i had expected this from Master Tullfuhrzky, but say anyway I get it is fine with me. pat $n endif else sayto $n What is this? bah mpjunk potion endif ~ | #21001 wizard shopkeeper~ the wizard shopkeeper~ The wizard shopkeeper stands here. ~ ~ 67108867 4194344 0 C 50 0 -300 1d1+30000 20d100+100 0 70 0 0 112 112 1 18 18 18 18 13 13 18 0 0 0 0 0 1 0 0 0 3 3 6 34 4 2047 0 3156992 0 48 3 > act_prog p buys a Magic Eight Ball.~ mpecho &W say A wise decision $n. This ball tells all... say If asked properly. mpecho &W mea $n _yel The shopkeeper waves $s hands in the air and points them at you. mer $n _yel The shopkeeper waves $s hands in the air and points them at $n. mpecho &W mpforce 0.$n hold eight ~ | #21002 blacksmith~ the blacksmith~ The blacksmith stands here. ~ ~ 67108867 4194344 0 C 50 0 -300 1d1+30000 1d1+1000 0 10000 0 0 112 112 1 18 18 18 18 13 13 18 0 0 0 0 0 2 22 0 0 5 5 5 0 0 2047 0 3156992 0 32 3 #21003 alchemist~ the alchemist~ The alchemist stands behind the counter. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 4d5+100 0 100 0 0 112 112 2 18 18 18 18 13 13 18 0 0 0 0 0 1 0 0 0 3 3 6 0 0 2047 0 3156992 0 48 3 #21004 scribe~ the scribe~ The scribe sits here. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 4d5+100 0 100 0 0 112 112 1 18 18 18 18 13 13 18 0 0 0 0 0 1 0 0 0 3 3 6 0 0 2047 0 3156992 0 48 3 #21005 Undertaker~ The Undertaker.~ The Undertaker stand before you with corpse all around him. ~ ~ 1140850699&1 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 #21006 vampire trainer~ the vampire trainer~ The vampire trainer awaits a student. ~ ~ 1073742915 4718632 -1000 C 50 0 0 1d1+30000 1d1+20 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 4 0 0 1 1 3 0 0 2047 1048594 3072 33 1054784 2 > bribe_prog 10000~ whisper $n Here is what I know... if level($n) < 50 if rand(50) mea $n A marshal of a distant town commands an authoritative presence, mea $n and can teach about how to dominate and win people's hearts. else mea $n A wispy creature born of mist dwells beyond the forest near mea $n a village of ogres, who knows the secrets of mistwalking. endif else if rand(50) mea $n A dark and evil vampire bearing knowledge of grasp suspiria has mea $n hidden his coffin deep within a catacomb. else mea $n A great and powerful sorceress lives at the top of a tower, who may mea $n teach those she deems worthy the most powerful spell: Power Word Kill endif endif ~ > greet_prog 100~ if class($n) == Vampire if level($n) < 50 grin $n else bow whisper $n Give me 10000 gold... mea $n and I will direct you to those who can teach you better. endif endif ~ | #21007 virgin doll blood~ the virgin~ A pretty virgin is here for your pleasure. ~ ~ 3 0 1000 C 1 0 0 1d1+100 0d0+0 0 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 1 1 0 0 0 2047 0 4194303 0 0 0 #21009 man sailor~ the sailor~ A sailor offers you his selection of boats. ~ ~ 67 4194344 0 C 50 0 0 1d1+30000 0d0+0 0 10 0 0 112 112 1 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 1 1 5 0 0 2047 0 3156992 0 32 0 > act_prog p gives you 2 gold coins.~ tell 0.$n Thank you and have a safe trip! mea 0.$n You are sent up a plank onto the deck of the S.S. Darkhaven. mer 0.$n $n is sent up a plank onto the deck of the S.S. Darkhaven. mptrans $n 28176 ~ > speech_prog map~ mpoload 28103 give map $n say $n, thank you for visiting Darkhaven Travels. ~ | #21010 waitress~ the waitress~ The waitress awaits your order. ~ ~ 7 4194344 0 C 50 0 0 1d1+30000 0d0+0 0 0 0 0 112 112 2 18 18 18 18 18 18 18 0 0 0 0 0 0 3 0 0 1 1 0 0 0 2047 0 3156992 0 0 0 #21011 printer~ the printer~ A thin man sits behind a stack of papers. ~ ~ 67 4194344 0 C 50 0 0 1d1+30000 0d0+0 0 1 0 0 112 112 1 18 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 1 1 3 0 0 2047 0 3156992 0 0 0 #21012 trainer father~ the Guild Father~ The Guild's trainer meditates here. ~ ~ 1073742915&1 4194472 1000 C 50 0 0 1d1+30000 100d5+800 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 1 1 5 0 0 2047 0 2100224 0 0 0 > bribe_prog 10000~ whisper $n Here is what I know... if rand(50) mea $n Seek ye out a priest within a city of the past, who has mea $n learned the ancient secrets of life force. else mea $n Rumor has it that the priestess of some distant town has been mea $n gifted the ability to call upon the gods through divine intervention. endif ~ > greet_prog 100~ if class($n) == Cleric if level($n) < 50 mpforce $n bow else bow whisper $n For a donation of 10000 gold... mea $n I will direct you to those who can teach you better. endif endif ~ | #21013 bartender~ the bartender~ The bartender stands behind his counter. ~ ~ 3 4194344 0 C 50 0 0 1d1+30000 5d100+800 0 1 0 0 112 112 1 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 1 1 5 0 0 2047 0 3156992 0 48 3 #21014 jeweler~ the jeweler~ The jeweler smiles warmly. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 0d0+0 0 500 0 0 112 112 2 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 1 1 0 0 0 2047 0 3156992 0 32 0 #21015 armourer~ the armourer~ The armourer is here fitting a mail helm. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 1d1+1000 0 10000 0 0 112 112 2 13 18 18 18 13 13 18 0 0 0 0 0 0 22 0 0 1 1 5 0 0 2047 0 3156992 0 32 3 #21016 smith weaponsmith~ the weaponsmith~ The weaponsmith labors over a lengthy blade. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 0d0+0 0 10000 0 0 112 112 1 13 18 18 18 13 13 18 0 0 0 0 0 0 22 0 0 1 1 5 0 0 2047 0 3156992 0 32 0 #21017 postmaster~ the postmaster~ The postmaster sorts the day's mail. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 0d0+0 0 100 0 0 112 112 1 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 1 1 3 0 0 2047 0 3156992 0 0 0 #21018 butcher~ the butcher~ A butcher greets you. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 1d1+800 0 0 0 0 112 112 1 13 18 18 18 13 13 18 0 0 0 0 0 0 21 0 0 1 1 3 0 0 2047 0 3156992 0 32 0 #21019 baker~ the baker~ The baker is here, covered in flour. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 1d1+500 0 0 0 0 112 112 1 13 18 18 18 13 13 18 0 0 0 0 0 0 20 0 0 1 1 3 0 0 2047 0 3156992 0 32 0 > speech_prog import~ say I import flour from the farms outside the city ~ > give_prog sack flour~ say Thank you, $n, here is your payment. mpwithdraw 15000 give 15000 coins $n mpjunk flour ~ | #21020 farmer girl~ the farmer girl~ A young farmer girl smiles as you enter. ~ ~ 67108867 4194344 0 C 50 0 0 1d1+30000 1d1+250 0 0 0 0 112 112 2 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 1 1 3 0 0 2047 0 3156992 0 32 0 > speech_prog export~ say We make and export cheese here and send it to the nearby towns. ~ > speech_prog import~ say We import milk here from the outlying farms. ~ > give_prog barrel fresh milk~ say Thank you, $n, here is your payment. mpwithdraw 15000 give 15000 coins $n mpjunk barrel ~ | #21021 tailor~ the tailor~ The tailor is here, showing off his wares. ~ ~ 3 4194344 0 C 50 0 0 1d1+30000 4d5+100 0 100 0 0 112 112 1 18 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 1 1 6 0 0 2047 0 3156992 0 48 3 #21022 stable keeper~ the stable keeper~ The stable keeper tends to his animals. ~ ~ 3 4194344 0 C 50 0 0 1d1+30000 4d5+100 0 100 0 0 112 112 1 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 1 1 6 0 0 2047 0 3156992 0 48 3 #21023 thief master~ the Master Thief~ A master thief is here to demonstrate the ways of thievery. ~ ~ 1073742851 4194344 0 C 50 0 0 1d1+30000 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 2 0 0 1 1 0 0 0 2047 0 3156992 0 576 524290 > bribe_prog 10000~ whisper $n Here is what I know... mea $n Torturers tend to be cruel and aggressive but will recognize mea $n a fellow seedy character on sight and not attack, but rather teach mea $n you a vicious skill called garrote. ~ > greet_prog 100~ if class($n) == Thief if level($n) < 50 grin $n else whisper $n For the small price of 10000 gold... mea $n I can direct you to those who can teach you better than I. endif endif ~ | #21024 janitor darkhaven~ the janitor~ A janitor is here asking you to please put your trash in the trash receptacles. ~ ~ 1073741827 0 0 C 30 0 0 0d0+0 10d10+10 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 560 3 #21025 innkeeper~ the innkeeper~ The Innkeeper stands here, looking rather gruff. ~ ~ 3 4194344 0 C 50 0 0 1d1+30000 100d15+1000 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 4 0 0 2047 0 3156992 0 48 3 > speech_prog leave exit~ if inroom($i) == 21146 if inroom($n) == 21146 mptransfer $n 21069 mpat $n mea $n The innkeeper leads you out. endif endif ~ > bribe_prog 200~ if inroom($i) == 21069 say Go on back and pick a room. , points over his shoulder. mptransfer $n 21146 mpat $n mea $n The innkeeper points you down the hall. mpat $n say When you wan'na leave, just tell me. mppurge coins endif ~ | #21028 sage man~ the sage~ A pensive sage mulls over new sorcery. ~ ~ 1073742851 4194344 0 C 50 0 0 1d1+30000 100d5+800 0 0 1 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 1 1 5 0 0 2047 0 3156992 0 0 0 > bribe_prog 10000~ whisper $n Here is what I know... if rand(50) if rand(50) mea $n A great and powerful sorceress lives at the top of a tower, who may mea $n teach those she deems worthy the most powerful spell, Power Word Kill. else mea $n A mighty red dragon has been imprisoned within a furnace who knows mea $n greater control of fire than most and has learned to create fireshields. endif else if rand(33) mea $n I heard from a gnome friend of mine that the wealth of their blood mea $n enemies has been mysteriously growing, I suspect they have rediscovered mea $n the power of midas touch, which turns items into gold. else if rand(50) mea $n It is said that the mysteries of the astral plane as best understood mea $n by those that dwell there, that one guards the power of astral walk. else mea $n The knowledge of scribing spells into scrolls has long been lost mea $n but for the scribes of the High Tower of Sorcery. endif endif endif ~ > greet_prog 100~ if class($n) == Mage if level($n) < 50 mpforce $n bow sage else bow $n whisper $n For 10000 in gold, $n... mea $n I can tell you where to find those who can teach you better endif endif ~ | #21029 storekeeper~ the storekeeper~ A large man stands here, selling equipment for adventurers. ~ ~ 3 4194344 0 C 50 0 0 1d1+30000 100d10+1000 0 0 0 0 112 112 1 25 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 4 0 0 2047 0 3156992 0 0 3 #21031 man ranger~ the ranger trainer~ The ranger trainer demonstrates combat maneuvers. ~ ~ 1027 4194344 0 C 50 0 0 1d1+30000 100d5+800 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 6 0 0 1 1 5 0 0 2047 0 3156992 0 0 0 #21034 woman trainer~ the Druid trainer~ A robed woman is here, training initiate druids. ~ ~ 1027 4194344 0 C 50 0 0 1d1+30000 100d10+1000 0 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 5 0 0 1 1 4 0 0 2047 0 3156992 0 0 0 #21035 man trainer~ the Warrior trainer~ A giant man stands here, waiting to train young warriors. ~ ~ 1027 4194344 0 C 50 0 0 1d1+30000 5d100+800 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 5 0 0 2047 0 3156992 0 0 0 > bribe_prog 10000~ whisper $n Here is what I know... mea $n A marshall of a distant town commands an authoritative presense, and mea $n can teach about how to dominate and win people's hearts. ~ > greet_prog 100~ if class($n) == Warrior if level($n) < 50 mpforce $n salute man else salute $n whisper $n for 10000 coins... mea $n I can tell you where to find those more able to teach you. endif endif ~ | #21037 guard man~ the guard~ A guard patrols the streets of the city. ~ ~ 65 32 1000 C 15 0 0 15d15+300 1d1+20 0 0 5 0 112 112 1 16 13 13 16 13 13 13 0 0 0 0 0 0 3 0 0 1 1 3 2 2 2047 0 3072 0 0 3 #21041 guard~ the guard~ A tired guard is here. ~ ~ 3 0 1000 C 5 0 90 1d10+20 2d3+3 0 0 1 0 104 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 2047 0 0 0 0 0 #21043 bowman~ the bowman~ A bowman stares out over the ramparts. ~ ~ 65 32 0 C 15 0 0 15d15+300 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 2047 0 0 0 0 2 #21044 archbishop~ the Archbishop~ The Archbishop is here guarding the gates of the temple. ~ ~ 17827331&1 4202668 0 C 105 0 0 1d1+30000 1d1+0 0 0 0 0 112 112 1 18 18 18 18 18 15 18 0 0 0 0 0 0 3 0 0 1 1 4 0 0 2047 0 2100224 0 0 3 > all_greet_prog 100~ say Good morrow to thee, $n if ispc($n) if race($n) == Gargoyle or race($n) == Wraith or class($n) == Vampire mpmset $n thirst -1 mpmset $n full -1 endif endif ~ > act_prog p appears in the room.~ say I trust your travels were safe, $n? if race($n) == Gargoyle or race($n) == Wraith or class($n) == Vampire mpmset $n thirst -1 mpmset $n full -1 endif if multi($n) > 1 say Have a care with your multiplaying, $n. endif ~ > fight_prog 100~ mea $n Lightning from the heavens strikes you down! mpe $n Lightning from the heavens strikes $n down! mpslay $n ~ | #21045 dog stray~ a stray~ A stray dog noses along the street. ~ ~ 65 0 0 C 5 0 100 1d1+35 2d5+2 0 0 0 10 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 30 3 0 0 1634468353 513 0 0 0 1725 0 0 0 0 2 #21046 storm cloud black thunder~ A Dark Storm Cloud~ A dark storm cloud hovers here, on the verge of bursting with rain and lightning. ~ ~ 86247427&1 0 0 C 105 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 3072 0 0 0 #21052 thief figure~ the thief~ A strange figure lurks furtively. ~ ~ 1073741889 98336 0 C 8 0 0 3d40+50 3d2+5 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 2 0 0 1 1 2 0 0 2047 2048 0 0 0 0 > death_prog 100~ if hasabit($n) == 104 mpaset $n 104 mpaset $n 105 mpjunk all mpoload 21055 else weep endif ~ | #21055 beggar man beggarprog~ the beggar~ A decrepit old beggar sits on the cobbles of the road, pleading. ~ The old man is clad in the rags of what was once a nobleman's clothes. He eyes you warily and holds out a tin cup in supplication... ~ 7 0 300 C 3 0 100 1d1+20 2d3+3 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 2047 0 0 0 0 0 > bribe_prog 10~ say Thank you for such a worthy donation. thank $n ~ > bribe_prog 100~ say I cannot express my gratitude in words $n! kis $n say If only others were so generous. ~ > bribe_prog 1000~ say OHHH MY!!! mpecho The beggar suddenly clutches his chest and doubles over. mpecho In the blink of an eye, he is dead. mpecho The surprise and shock must have been too much for him. mpat 21194 mpforce cleric mpat beggarprog mppurge beggarprog ~ > all_greet_prog 100~ if name($n) == dog stray emote pets the dog. mpforce stray lick beggar say That's a good boy, here's a small treat. mpecho The beggar tosses a scrap of meat across the road. mpecho The stray quickly chases after it, eager to fill his belly. else say Could you spare a few coins please? beg $n endif ~ | #21056 hawk~ the regal hawk~ A proud hawk perches regally here, defiant to all. ~ The hawk returns your stare with unfeeling eyes. Its beak and talons appear as though they could rend even the toughest of flesh. ~ 3 4718632 0 C 15 0 -20 3d75+100 3d10+10 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 78 3 0 0 513 512 2 0 0 296125 0 0 0 1 2 #21057 mare horse~ the beautiful mare~ A beautiful white mare slowly trots in a circle. ~ This white mare sports a brilliant white coat and whinnies at your approach. She appears ready to serve anyone. ~ 262147 0 0 C 20 0 80 2d100+100 3d10+10 0 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 86 3 0 0 262656 374272 2 0 0 67261 2 0 2048 32 2 #21058 horse warhorse~ the warhorse~ A mighty black warhorse beats angrily at the ground here. ~ The black steed snorts as you examine him. His fine black coat shines brightly regardless of light and the warhorse seems as though it could run tirelessly for days. ~ 262147 0 0 C 25 0 80 3d100+250 3d10+30 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 86 3 0 0 395675 373248 2 0 0 67261 2 0 2048 32 2 #21059 cat~ the cat~ A black cat scampers away from your booted feet. ~ The black cat appears frightened out of its mind... ~ 3 0 0 C 5 0 20 2d75+50 3d10+20 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 74 3 0 0 513 512 2 0 0 67261 0 0 2048 0 0 #21060 hound dog~ the hound~ A hunting dog paces in circles here, sniffing the ground. ~ The hunting dog constantly sniffs the ground, searching for its prey. ~ 3 0 0 C 10 0 30 3d75+85 5d5+10 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 73 3 0 0 395987 2688 2 0 0 67261 0 0 2048 0 2 #21061 guard man~ the guard~ A heavy guard walks the wall of the city. ~ ~ 65 32 1000 C 15 0 5 15d15+300 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 3 2 2 2047 0 3072 0 0 1 #21062 guard~ the gate guard~ A gate guard tends the western gate. ~ ~ 3 32 1000 C 15 0 0 15d15+150 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 2 2 2047 0 3072 0 0 0 > time_prog 20~ close w lock w ~ > time_prog 6~ un w op w ~ | #21063 man guard~ the guard~ A gate guard tends the outer gate. ~ ~ 3 32 1000 C 15 0 0 15d15+300 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 2 2 2047 0 3072 0 0 3 > time_prog 20~ close e lock e ~ > time_prog 6~ un e op e ~ | #21064 guard man~ the guard~ A gate guard tends the north gate. ~ ~ 3 32 1000 C 15 0 0 15d15+300 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 2 2 2047 0 3072 0 0 3 > time_prog 20~ close n lock n ~ > time_prog 6~ un n op n ~ | #21065 guard~ the guard~ A gate guard tends the outer gate. ~ ~ 3 32 1000 C 15 0 0 15d15+300 3d4+15 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 2 2 2047 0 3072 0 0 1 > time_prog 6~ unlock s op s ~ > time_prog 20~ close s lock s ~ | #21066 guard~ the guard~ A guard of watches you as you move by. ~ ~ 3 32 1000 C 15 0 0 15d15+300 1d4+10 0 0 5 0 112 112 1 16 13 13 16 13 13 13 0 0 0 0 0 0 3 0 0 1 1 3 2 2 2047 0 3072 0 0 3 > time_prog 20~ close e lock e ~ > time_prog 6~ un e op e ~ | #21067 man guard~ the guard~ A guard of the city stands here. ~ ~ 3 8224 1000 C 15 0 0 15d15+300 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 2 2 2047 1059840 3072 0 0 3 > time_prog 20~ close w lock w ~ > time_prog 6~ un w op w ~ | #21068 guard~ the guard~ A guard of the city stands at the ready. ~ ~ 3 32 1000 C 15 0 0 15d15+150 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 2 2 2047 0 3072 0 0 0 > time_prog 20~ close s lock s ~ > time_prog 6~ un s op s ~ | #21069 guard~ the guard~ An guard keeps vigilant watch here. ~ ~ 3 32 1000 C 15 0 0 15d15+300 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 2 2 2047 0 3072 0 0 3 > time_prog 20~ close n lock n close manhole ~ > time_prog 6~ un n op n ~ | #21070 mule~ the pack mule~ A pack mule lumbers about, carrying its master's belongings. ~ This fat, lumbering creature is dirty and unkept. You find yourself wondering what it carries. ~ 262147 0 0 C 6 0 150 1d1+40 3d3+8 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 86 3 0 0 390727 374272 2 0 0 67261 0 0 0 0 0 #21071 archer~ the bowman~ A bowman peers over the ramparts. ~ ~ 65 32 1000 C 15 0 0 15d15+300 1d4+10 0 0 5 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 3 2 2 2047 0 3072 0 0 0 #21073 key~ a newly created key~ Some god abandoned a newly created key here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21074 key~ a newly created key~ Some god abandoned a newly created key here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21075 key~ a newly created key~ Some god abandoned a newly created key here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21076 key~ a newly created key~ Some god abandoned a newly created key here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21077 key~ a newly created key~ Some god abandoned a newly created key here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21078 key~ a newly created key~ Some god abandoned a newly created key here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21079 key~ a newly created key~ Some god abandoned a newly created key here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21080 key~ a newly created key~ Some god abandoned a newly created key here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21100 harper master robinton~ Masterharper Robinton~ Masterharper Robinton is here ready to teach new harpers. ~ ~ 1049603 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 19 0 0 1 1 0 0 0 0 0 0 0 0 0 #21101 healer order~ the healer~ A healer is here offering healing to those of this order. ~ This healer is here clad in the red robes of neutrality, willing to help anyone who needs his help regardless of their alignment or affiliation. ~ 67108867&1 4194304 0 C 100 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 > act_prog p is dying~ mpforce $n drink ~ | #21102 ancient dragon~ the ancient dragon~ An ancient dragon is here ready to teach you. ~ ~ 1140851715&1 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 9 0 0 1 1 0 0 0 0 0 0 0 0 0 > bribe_prog 10000~ whisper $n Here is what I know... if rand(33) mea $n Secrets of visions are guarded by mystics and astrologers, who mea $n are often employed by royalty for their prediction abilites. else if rand(50) mea $n A young black dragon wyrmling has made its lair in a cult of those who mea $n worship dragons, who has learned the ability to use between. else mea $n A fierce red dragon has made his lair deep beneath the city, who mea $n may teach you the long-lost secrets of the dragon's shriek. endif endif ~ > greet_prog 100~ if class($n) == Dragon if level($n) < 50 mpforce $n worship dragon else whisper $n Add a mere 10000 gold to my hoard... mea $n and I will tell you where to find those who can teach you better. endif endif ~ | #21103 lord pit demon~ Lord of the Pit~ The Lord of the Pit is here teaching demonic skills. ~ ~ 1074791427 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 > bribe_prog 10000~ whisper $n Here is what I know... if rand(50) if rand(50) mea $n A dark and evil vampire bearing knowledge of grasp suspiria has mea $n hidden his coffin deep within a catacomb. else mea $n Secrets of visions are guarded by mystics and astrologers, who will, mea $n however, teach you their secrets should you seek them out. endif else if rand(50) mea $n A spirit there lies who is dead and yet lies, deep beyond a mea $n labyrinth, who may teach you the secrets of possession. else mea $n A great and powerful sorceress lives at the top of a tower, who may mea $n teach those she deems worthy the most powerful spell, Power Word Kill endif endif ~ > greet_prog 100~ if class($n) == Demon if level($n) < 50 mpforce $n worship lord else bow $n whisper $n If you give me 10000 in gold... mea $n I can direct you to those who can teach you better. endif endif ~ | #21104 assassin teacher~ the High Assassin~ A thin man is here offering to instruct members of this order. ~ ~ 1049603&1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 > greet_prog 100~ if class($n) == Assassin if level($n) < 50 grin $n else whisper $n For the small price of 10000 gold... mea $n I can direct you to those who can teach you better than I. endif endif ~ | #21105 wolf lord~ the Wolflord~ An old and powerful werewolf stands here teaching young whelps. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21106 scholar~ the old scholar~ A wizened old scholar looks up from his books as you enter. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21107 warlock teacher~ the old warlock~ The teacher of the warlocks order sits here. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21108 anti-paladin master~ the training master~ The training master of the Anti-Paladins is here sharpening a sword. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21109 warlord teacher~ the warlord teacher~ A large-girthed man is here to teach young warlords. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21110 paladin trainer~ the paladin trainer~ A muscular paladin is here sharpening a sword. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21111 knights trainer~ the knights trainer~ The trainer of the Knights Order sits here at a table. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21112 bard sage~ the bardic sage~ An old bardic sage is here telling stories. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21113 nephandi woman~ the Nephandi~ A Nephandi woman is here teaching young students. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 2 #21114 shade spirit~ the shade~ A great necromancer's resurrected shade teaches students. ~ ~ 1074791427 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 > bribe_prog 10000~ whisper $n Here is what I know... mea $n Somewhere within a distant tower there resides a necromancer who mea $n has rediscovered the ancient necromantic touch. ~ > greet_prog 100~ if class($n) == Necromancer if level($n) < 50 mpforce $n bow shade else bow $n whisper $n For the price of 10000 gold coins... mea $n I can direct you to those who can teach you better. endif endif ~ | #21115 archangel gabriel~ the Archangel Gabriel~ The Archangel Gabriel is here teaching angels who have just gotten their wings. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21116 psionicist elder~ the psionicist elder~ An elder of the psionicists is here teaching the powers of the mind. ~ ~ 1049603 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21117 order storekeeper~ an order storekeeper~ An order storekeeper is here stocking the shelves. ~ ~ 3 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 25 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 > greet_prog 100~ say Welcome to my store, $n! ~ | #21118 trainer shadowy~ the shadowy trainer~ A trainer is here in the shadows waiting to teach you. ~ ~ 17826819 8320 0 C 1 0 -200 1d1+30000 2d2+20 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 > greet_prog 100~ if isimmort($n) bow $n say Hail to thee, Almighty $n! else grin $n say Come spar with me, $n endif ~ | #21119 boy little~ a little boy~ A little boy is playing in the street. ~ ~ 1 0 1000 S 1 0 0 1d1+10 0d0+0 0 0 0 10 112 112 1 #21120 girl little~ a little girl~ A little girl is here skipping rope. ~ ~ 1 0 1000 S 1 0 0 1d1+10 0d0+0 0 0 0 10 112 112 2 #21121 espresso woman centaur~ the espresso seller~ A female Centaur is here selling Espresso. ~ ~ 16777219 40 0 C 100 0 0 1d1+30000 100d100+1000 0 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 20 3 0 0 1 1 0 0 0 0 0 0 0 0 3 > speech_prog p I seek a new spell~ if race($n) == vampire or class($n) == demon or class($n) == necromancer mptransfer $n 21537 mpat 21537 mpforce $n look else say I'm sorry $n, there are no new skills available for you. endif ~ | #21122 killashandra portal operator woman~ Killashandra~ Killashandra is here operating the portal for newbies. ~ ~ 16777219&1 4194432 0 C 100 0 0 0d0+0 0d0+0 0 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 > speech_prog p smurf village~ say Excellent choice, $n. Step right this way please. mea $n Killashandra shows you to a portal to the Smurf Village. mer $n Killshandra shows $n to a portal. mptrans $n 400 mpat 3 mpinvis mpat $n mpfor $n l mpat 3 mpinvis ~ > speech_prog p shattered refuge~ say Good choice, $n. Step right this way please. mea $n Killashandra shows you to a portal to the gnome village. mer $n Killashandra shows $n to a portal. mptrans $n 1501 mpat 3 mpinvis mpat $n mpforce $n look mpat 3 mpinvis ~ > speech_prog p dwarven village~ if level($n) > 5 if level($n) > 10 say Excellent choice, $n. Step right this way please. else say That area may be a bit hard for you, $n, but you are welcome to try. endif mea $n Killashandra shows you to a portal to the Dwarven Village. mer $n Killashandra shows $n to a portal. mptrans $n 6500 mpat 3 mpinvis mpat $n mpforce $n look mpat 3 mpinvis else say That area would be too hard for you, $n. say Try an easier area for now. endif ~ > speech_prog p tullfuhrzky manor~ if level($n) < 15 say Excellent choice, $n. Step right this way please. mea $n Killashandra shows you to a portal to Tullfuhrzky Manor. mer $n Killashandra shows $n to a portal. mptrans $n 2400 mpat 3 mpinvis mpat $n mpforce $n look mpat 3 mpinvis else say That area is for players less experienced than you. say Be brave and try something harder. endif ~ > speech_prog p unholy grounds~ if level($n) < 15 if level($n) > 5 say Excellent choice, $n. Step right this way please. else say This area may be difficult for you, but you are welcome to try. endif mea $n Killashandra shows you through a portal to the Unholy Grounds. mer $n Killashandra shows $n through a portal. mptrans $n 2172 mpat 3 mpinvis mpat $n mpforce $n look mpat 3 mpinvis else say Unholy Grounds may be too easy for you, $n. say Be brave and try a more difficult area. endif ~ > speech_prog p dwarven daycare~ if level($n) < 10 say Excellent choice, $n. Step right this way please. mea $n Killashandra shows you through a portal to the Dwarven Daycare. mer $n Killashandra shows $n through a portal. mptrans $n 6601 mpat 3 mpinvis mpat $n mpforce $n look mpat 3 mpinvis else say That area is intended for those just starting out, $n say Be brave and try a more difficult area. endif ~ > greet_prog 100~ if isimmort($n) say Hail to thee, Mighty $n. else if level($n) > 20 say Your no newbie, $n. Go away and level, this portal is for newbies. mptrans $n 21000 else smile $n say Hello there, $n. Please look at the sign on the wall say and choose your destination. endif endif ~ | #21123 dh darkhaven town crier~ the Town Crier~ The Town Crier of Darkhaven stands here yelling the news of the day. ~ ~ 67108867&1 4194344 0 C 105 0 -300 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 85 65 0 0 0 0 0 0 > speech_prog p academy~ say if that is where you wish to go so be it. mpechoat $n The Town Crier says, 'Down and through the southern door lies mpechoat $n The Town Crier says, 'the academy arena where you will get mpechoat $n The Town Crier says, 'experience until level 10, good luck' mptransfer $n 21280 ~ > all_greet_prog 100~ if ispc($n) if isimmort($n) yell The Great $n has descended into Darkhaven! Rejoice! tell $n You honour your faithful followers with your presence $n! tell $n I am humbled! grovel $n else yell Welcome back $n from $s travels outside Darkhaven! tell $n Welcome to Darkhaven, hope you have a pleasant visit. tell $n Up is the Darkhaven Cathedral Commerce area. tell $n South is the center of our town, Darkhaven Square. endif endif mea $n &CThe Town Crier says 'If it is glory you seek, there is a' mea $n &CThe Town Crier says 'man that can help you find it.' mea $n &CThe Town Crier says 'he is called the Questmaster, and he' mea $n &CThe Town Crier says 'has an office west and north from the Square.' if level($n) == >5 say Welcome Stranger you seem to be new to the realm. The academy will say teach you the beginning fighting skills you need to have me transfer say there just say the word "academy" endif ~ | #21124 quest council mob dude~ a quest person~ A cash for quest points exchange person stands here. ~ ~ 3&1 128 0 C 100 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 #21125 bounty officer~ the Bounty Officer~ The Bounty Officer is here, enjoying his work. ~ ~ 3&3 40 0 C 100 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 #21415 newbie mob~ a newly created newbie mob~ Some god abandoned a newly created newbie mob here. ~ ~ 1073741825 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21416 newbie mob~ a newly created newbie mob~ Some god abandoned a newly created newbie mob here. ~ ~ 1073741825 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #21420 dark figure assassin~ the assassin~ A dark figure lurks here, hiding in the shadows. ~ A dark man stands before you, seemingly wearing the shadows around him like a cloak. His gaze bores into your soul, and he appears to beckon you over to speak with him. The glint of steel by his side alerts you that this man is probably an assassin. ~ 3 4227112 0 C 10 0 0 1d1+200 0d0+0 0 0 0 0 112 112 0 18 13 13 16 13 13 13 0 0 0 0 -10 0 3 0 0 1 1 1 0 0 0 0 3072 0 0 2 > speech_prog p what price?~ if isnpc($n) else mpechoat $n The dark figure stares unflinchingly into your eyes. mpechoaround $n $I draws close to $n and says something. mpechoat $n $I matter-of-factly says, '45,000 gold pieces.' endif ~ > speech_prog p how much?~ if isnpc($n) else mpechoat $n The dark figure stares unflinchingly into your eyes. mpechoaround $n $I draws close to $n and says something. mpechoat $n $I matter-of-factly says, '45,000 gold pieces.' endif ~ > bribe_prog 45000~ mer $n $I quickly tucks the coins inside his shroud, stepping toward $n. mea $n $I quickly tucks the coins inside his shroud, and says: mea $n 'I took this from a man... a weak, sniveling man I was to kill.' mea $n He continues, 'He traded me the artifact in exchange for his life.' , sneers mea $n The figure says, 'Lucky was he the price on his head was low...' mea $n He produces a strange, tied parchment from his shroud. mpoload 21420 5 give parchment $n mpjunk all.parchment mpjunk all.coins say Good ... doing business ... with you, $n. , backs into the shadows. ~ > speech_prog p what price~ if isnpc($n) else mpechoat $n The dark figure stares unflinchingly into your eyes. mpechoaround $n $I draws close to $n and says something. mpechoat $n $I matter-of-factly says, '45,000 gold pieces.' endif ~ > speech_prog p how much~ if isnpc($n) else mpechoat $n The dark figure stares unflinchingly into your eyes. mpechoaround $n $I draws close to $n and says something. mpechoat $n $I matter-of-factly says, '45,000 gold pieces.' endif ~ > all_greet_prog 25~ if isnpc($n) else mpechoat $n A man hidden in the shadows beckons you over to him. tell $n I have some information which may be of some value... tell $n And for a price I will perhaps share it with you. endif ~ | #21421 quest master questmaster~ the Questmaster~ The Questmaster sits behind the desk giving quests. ~ He says, if you want a quest, type 'aquest request' ~ 1073741827&1 4194432 0 C 100 0 -200 1d1+30000 100d100+1000 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 12 0 0 1 1 0 0 0 0 0 0 0 0 3 > all_greet_prog 100~ 'Greetings $n I am here to give you Quests for info on how I 'work read help aquest. ~ | #21431 kinalsta man~ Kinalsta~ A proud man stands here, deliberating over his theories. ~ ~ 1073742851 4194344 0 C 51 0 0 1d1+30000 100d10+1000 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 7 0 0 1 1 0 0 0 47 0 3156992 0 0 0 > bribe_prog 10000~ whisper $n Here is what I know... mea $n Secrets of visions are guarded by mystics and astrologers, who mea $n are frequently employed by royalty for their predictive skills. ~ > greet_prog 100~ if class($n) == Augurer smile $n whisper $n For a grant of 10000 gold mea $n I will tell you where to find those with more lore than I. endif ~ | #21434 woman demon female~ The woman~ A pitiful demon cowers behind a failed aura of evil. ~ ~ 3 128 -750 C 1 0 0 1d0+100 0d0+0 0 0 0 1 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 1 1 0 0 0 9 0 4194303 0 0 0 > rand_prog 6~ sac corpse sac head sac heart ~ > death_prog 100~ mpechoat $n You hear a ghastly howl. say You think you may have killed me, but I will be avenged! mpechoat $n Another demon is quickly pushed from the shadows. mpmload 21434 ~ | #21435 task mob trainer~ the trainer~ The trainer is here to teach a new skill. ~ ~ 1025 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 > speech_prog p return~ mptransfer $n 21000 mpat 21000 mpforce $n look ~ | #0 #OBJECTS #21000 potion violet glowing~ a glowing violet potion~ A glowing violet potion has been carelessly left here.~ ~ 10 321 1 25 -1 -1 -1 2 1 50 0 6100 'heal' 'NONE' 'NONE' E violet~ Textures of both deep red and pale purple swirl together inside the vial. ~ #21001 potion purple glowing~ a glowing purple potion~ A glowing purple potion has been carelessly left here.~ ~ 10 65 1 25 -1 -1 -1 2 0 65 0 650 'cure critical' 'NONE' 'NONE' #21002 puce potion glowing~ a glowing puce potion~ A glowing puce potion has been carelessly left here.~ ~ 10 65 1 10 -1 -1 -1 2 0 24 0 240 'cure serious' 'NONE' 'NONE' #21003 potion maroon glowing~ a glowing maroon potion~ A glowing maroon potion has been carelessly left here.~ ~ 10 65 1 1 -1 -1 -1 2 0 7 50 75 'cure light' 'NONE' 'NONE' #21004 potion blue glowing~ glowing blue potion~ A glowing blue potion has been carelessly left here.~ ~ 10 65 1 22 -1 201 -1 2 1 0 0 1500 'restore mana' 'restore mana' 'NONE' #21005 scroll recall~ recall scroll~ A scroll of recall has been carelessly left here.~ ~ 2 64 1 1 -1 -1 -1 1 0 10 0 20 'word of recall' 'NONE' 'NONE' #21006 scroll identify tablet~ a scroll of identify~ A magical tablet has been carelessly left here.~ ~ 2 64 1 1 -1 -1 -1 1 0 4 0 40 'identify' 'NONE' 'NONE' #21007 scroll detect invis~ a scroll of detect invisibility~ A scroll of detect invisibility has been left here.~ ~ 2 64 1 5 -1 -1 -1 1 0 20 0 200 'detect invis' 'NONE' 'NONE' #21008 beer bottle~ a bottle of beer~ A small bottle, tipped on its side, drips on the ground.~ ~ 17 0 16385 5 5 1 0 1 0 1 0 10 #21009 whiskey bottle~ a bottle of whiskey~ A bottle of whiskey spills drops on the ground.~ ~ 17 0 16385 10 10 5 0 1 0 0 50 5 #21010 mug ale~ a mug of ale~ A large mug of ale sits here.~ ~ 17 0 16385 12 12 4 0 1 0 0 75 7 #21011 trash can~ the trash can~ A trash can sits here for you to deposit your trash.~ ~ 15 0 0 500 0 0 0 1 0 0 0 0 #21012 garbage bag~ a garbage bag~ An enormous plastic garbage bag billows in the wind.~ ~ 15 64 16385 10000 0 0 0 1 0 0 0 0 #21013 paper wad~ a wad of paper~ A wad of paper has been carelessly discarded on the ground.~ ~ 13 0 1 0 0 0 0 1 0 0 0 0 #21014 salami~ a slice of salami~ A slice of salami sits in the dirt.~ ~ 19 0 1 1 0 0 0 1 0 0 50 5 #21015 beef~ a big chunk of beef~ A large chunk of raw beef lies here.~ ~ 19 0 1 5 0 0 0 5 0 1 0 10 #21016 turkey~ a cooked turkey~ A cooked bird, which looks quite edible, lies in the dirt.~ ~ 19 8192 1 10 0 0 0 2 0 2 0 20 #21017 bottle milk~ a bottle of milk~ A bottle of milk sits upright on the ground.~ ~ 17 0 16385 10 10 10 0 3 0 1 0 10 #21018 wheel cheese~ a wheel of cheese~ A round wheel of cheese looks very good.~ ~ 19 0 16385 5 0 0 0 3 0 2 50 25 #21019 lemonade cup~ a cup of lemonade~ A cup of lemonade makes your thirst quench easily.~ ~ 17 0 16385 2 2 6 0 1 0 0 50 5 #21020 cake~ a chocolate cake~ A large chocolate cake awaits someone to eat it.~ ~ 19 0 16385 10 0 0 0 1 0 1 50 15 #21021 loaf bread~ a loaf of bread~ A scrumptious loaf of bread lies here, making your taste buds swirl.~ ~ 19 0 1 4 0 0 0 2 0 1 50 15 #21022 cherry pie~ a cherry pie~ A cherry pie makes your mouth water.~ ~ 19 0 16385 4 0 0 0 1 0 1 0 10 #21023 quill~ a writing quill~ A writing quill lies on the ground, unowned.~ ~ 21 0 1 0 0 0 0 1 0 0 30 3 #21024 raft~ a sturdy raft~ A large raft blocks a little of the road.~ ~ 22 0 1 0 0 0 0 5 0 1 0 10 #21025 canoe~ a canoe~ A large canoe has been left here, looking as though it just went over rapids.~ ~ 22 0 1 0 0 0 0 10 0 5 0 50 #21026 box cards~ a box of cards~ A box of cards has been dropped here.~ ~ 15 0 16385 75 0 0 0 1 0 10 0 100 #21027 mageblade blade~ a gleaming golden mageblade~ A shimmering mageblade is here gleaming golden.~ ~ 5 25395265 8193 0 0 0 9 1 0 0 0 0 A 12 50 A 19 5 A 18 5 #21034 warrior guild board~ the board of the warrior guild~ The board of the Warrior Guild hangs here.~ ~ 12 6 0 0 0 0 0 1 0 0 0 0 #21035 ranger guild board~ the ranger guild board~ The board of the Ranger Guild hangs here.~ ~ 12 0 0 0 0 0 0 1001 0 0 0 0 #21037 mage guild board~ the board of the mage guild~ The board of the Mage Guild hangs here.~ ~ 12 1 0 0 0 0 0 1001 0 0 0 0 #21038 quest board~ the board of quests~ The quest board hangs on the wall here.~ ~ 12 262144 0 0 0 0 0 1001 0 0 0 0 #21039 cleric guild board~ the board of the cleric guild~ The board of the Cleric Guild hangs here.~ ~ 12 257 0 0 0 0 0 1001 0 0 0 0 #21040 thief guild board~ the board of the thief guild~ The board of the Thief Guild hangs here.~ ~ 12 4 0 0 0 0 0 1001 0 0 0 0 #21041 vampire guild board~ the board of the vampire guild~ The board of the Vampire Guild hangs here.~ ~ 12 20 0 0 0 0 0 1001 0 0 0 0 #21042 board general~ a general board~ A General Board hangs here.~ ~ 12 0 0 0 0 0 0 25000 0 0 0 0 E book~ ~ #21045 crystal wand~ a sparkling crystal wand~ A sparkling crystal wand has been left lying here.~ ~ 3 65 16385 12 3 3 -1 1 0 10 0 100 'refresh' #21046 bag rune-covered~ a rune-covered bag~ A strange bag, covered in runes, has been left here.~ ~ 15 65 1 75 1 0 1 1 0 10 0 100 #21047 harper guild board~ the harper board~ A note board hangs upon the wall for harpers to use.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21048 mail board stack~ a stack of mail~ A stack of mail is piled high here.~ ~ 12 0 0 0 0 0 0 9999 0 0 0 0 #21049 ball light~ a bright ball of light~ A bright ball of light shimmers in the air.~ ~ 1 65 1 0 0 -1 0 1 0 1 0 10 #21050 fireplace fire order~ the fireplace~ A flickering fire burns on the hearth of the order.~ ~ 34 0 0 0 0 0 0 1 0 0 0 0 #21051 cot small order~ a small cot~ A small cot sits here for members of the order to rest on.~ ~ 12 0 0 1 0 1168 0 1 0 0 0 0 #21055 thief ring~ a thief's ring~ A ring which will bring good luck lies here.~ ~ 9 737280 3 3 3 0 0 1 0 5 0 50 A 31 2 #21056 ring~ a ring of the city guard~ An iron ring has fallen here.~ ~ 9 65 3 3 3 0 0 1 0 5 0 50 E ring~ Rumors say that these rings protect from magical enchantments... ~ A 17 -3 A 27 3072 #21057 neck guard iron~ an iron guard~ An iron neck guard has fallen here.~ ~ 9 0 5 5 5 0 0 3 0 6 0 60 #21058 crested plate~ a crested breastplate~ A breastplate has fallen here.~ ~ 9 0 9 4 6 6 0 0 8 0 10 0 100 #21059 iron helm~ an iron helm~ An iron helm has fallen here.~ ~ 9 0 17 5 5 0 0 8 0 8 0 80 #21060 mail leggings~ mail leggings~ A set of mail leggings has fallen here.~ ~ 9 0 33 2 4 4 0 0 4 0 3 0 30 #21061 boots black~ black boots~ A set of boots has fallen here.~ ~ 9 0 65 2 4 4 0 0 2 0 2 0 20 #21062 chain sleeves~ chain sleeves~ A set of chain sleeves has fallen here.~ ~ 9 0 257 5 5 0 0 3 0 4 0 40 #21063 iron gauntlets~ iron gauntlets~ Some iron gauntlets have fallen here.~ ~ 9 0 129 5 5 0 0 4 0 4 0 40 #21064 iron bracer~ an iron bracer~ An iron bracer has fallen here.~ ~ 9 0 4097 4 4 0 0 2 0 1 0 10 #21065 iron shield~ an iron shield~ An iron shield has fallen here.~ ~ 9 0 513 7 7 0 0 6 0 6 0 60 #21066 iron visor~ an iron visor~ An iron visor has fallen here.~ ~ 9 0 131073 3 4 0 0 1 0 1 0 10 #21067 torch~ a torch~ A plain wooden torch has been left lying here.~ ~ 1 0 1 0 0 24 0 1 0 0 10 1 #21068 wooden bow~ a wooden bow~ A wooden bow has fallen here.~ ~ 56 0 24577 10 0 0 14 3 0 10 0 30 A 18 1 A 19 3 #21069 sword longsword~ a longsword~ A longsword has fallen here.~ ~ 5 524288 8193 10 7 8 3 6 0 3 0 30 #21070 key~ the key to the western gate of Darkhaven~ The key to the western gate of Darkhaven lies here.~ ~ 9 0 16385 0 0 0 0 1 0 10 0 100 #21071 key~ the key to the northern gate of Darkhaven~ The key to Darkhaven's northern gate lies here.~ ~ 9 0 16385 0 0 0 0 1 0 10 0 100 #21072 key~ the key to the eastern gate of Darkhaven~ The key to Darkhaven's eastern gate lies here.~ ~ 9 0 16385 0 0 0 0 1 0 10 0 100 #21073 key~ the key to the southern gate of Darkhaven~ The key to Darkhaven's southern gate lies here.~ ~ 9 0 16385 0 0 0 0 1 0 10 0 100 #21076 leather shirt~ a leather shirt~ Someone has left a leather shirt lying here.~ ~ 9 0 9 3 3 0 0 4 0 2 0 20 #21077 pants leather~ some leather pants~ Some leather pants are lying here.~ ~ 9 0 33 2 3 0 0 2 0 1 50 15 #21078 leather sleeves~ some leather sleeves~ Some leather sleeves have been abandoned here.~ ~ 9 0 257 1 3 0 0 1 0 0 75 7 #21079 leather boots~ some leather boots~ A pair of leather boots are lying here.~ ~ 9 0 65 2 2 0 0 2 0 1 25 12 #21080 leather gloves pair~ a pair of leather gloves~ Two leather gloves are lying on the ground.~ ~ 9 0 129 1 3 0 0 1 0 1 0 10 #21081 steel dagger~ a steel dagger~ A gleaming dagger shines brightly here.~ ~ 5 532480 8193 0 0 0 11 1 0 1 0 10 #21082 iron mace~ an iron mace~ An iron mace has been carelessly left here.~ ~ 5 524288 8193 7 4 0 0 4 0 2 0 20 #21083 key~ inn key~ This item doesn't need a long :P~ ~ 18 0 1 0 0 0 0 1 0 0 0 0 #21085 arrow~ an arrow~ An arrow has been carelessly left here.~ ~ 57 0 16385 0 0 0 0 1 0 10 0 100 #21086 flint~ a piece of flint~ A crude piece of flint has been left here.~ ~ 13 0 1 0 0 0 0 1 0 1 0 10 #21087 arrow~ a newly created arrow~ Some god dropped a newly created arrow here.~ ~ 13 1073741824 0 0 0 0 0 1 0 0 0 0 #21093 table conference~ a conference table~ A long wooden conference table spans the center of the room.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21094 ring golden band~ a strange golden band~ A strange golden band has been left lying here.~ ~ 9 65 3 2 2 0 0 1 1 0 0 1000 A 27 3072 #21095 paladin guild board~ the paladins board~ A board glowing with a holy light hangs on the wall.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21096 portal newbie~ the newbie portal~ A glowing portal here beckons to newbies! Type ENTER PORTAL!~ ~ 13 1 0 0 0 0 0 1 0 0 0 0 #21097 coffin vampire~ the coffin~ A large wooden coffin is here for vampires to sleep in.~ ~ 12 0 0 5 0 2304 0 1 0 0 0 0 #21098 waterskin~ a waterskin~ A waterskin lies here waiting to quench someone's thirst.~ ~ 17 0 1 15 15 0 0 2 0 0 25 2 #21099 Order of mages questing board~ Order of Mages questing board~ The Order of Mages questing board magically floats here.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 #21111 poster turtle~ a cartoon poster~ A poster of the Ninja Turtles is pasted on the wall, catching your eye.~ ~ 12 256 0 0 0 0 0 1 0 0 0 0 E painting manor house~ You move closer to take a look at the image in the painting. The home is beautiful, inviting and imposing all at the same time. You find yourself wondering what it would be like to live in such a place... ~ > exa_prog 100~ mea $n A magical force suddenly takes hold of you, pulling you in! mea $n When you right yourself, you look around to collect your bearings, mea $n and find yourself somewhere else... mptrans $n 500 mpe $n fades before your eyes while examining the poster of the Ninja Turtles. ~ | #21112 book comic~ a comic book~ A comic book sits here on the table, catching your attention.~ ~ 12 4 0 0 0 0 0 50 0 0 0 0 E solemn painting unholy~ Gazing at the painting, you find yourself entranced by the image of a woman kneeling at the foot of a grave, mourning the loss of her child. As tears stream down her face, she finds the arms of an angel wrapped around her, seeming to comfort her in her hour of despair. Suddenly, everything about you shifts and you find yourself becoming part of the painting, screaming as the angel of darkness drags you, too, unto the unholy grounds of the dead. ~ > exa_prog 100~ mea $n You feel your body dissolve into elements of color, mea $n spinning slowly into the blocks of color in the comic book... mer $n $n's body begins to liquesce, dissolving into a kaleidoscope of mer $n colors, spinning funnel-like into the comic book. mptrans $n 25100 ~ | #21133 smoked rabbit~ smoked rabbit~ A freshly smoked rabbit lies here giving off a hickory scent.~ %s savour$q a piece of $p.~ 19 0 1 25 0 0 0 2 0 2 0 20 #21134 roast quail~ Roast Quail~ A plump roast quail has been carelessly left on the ground here.~ %s delicately nibble$q on a piece of $p.~ 19 0 1 10 0 0 0 2 0 2 0 20 #21135 chanterelle mushrooms~ some freshly picked chanterelle mushrooms~ Some freshly picked chanterelle mushrooms have been left behind here.~ %s savor$q $p.~ 19 0 1 10 0 0 0 2 0 2 0 20 #21136 bag black walnuts~ a bag of fresh black walnuts~ Walnut shells lie discarded around a small burlap bag left here.~ %s quickly down$q $p.~ 19 0 1 10 0 0 0 2 0 2 0 20 #21137 leg lamb~ a leg of lamb~ A freshly cooked leg of lamb has been dropped here.~ %s savagely gnaw$q on $p.~ 19 8192 1 10 0 0 0 2 0 2 0 20 #21138 wild mustard greens~ some wild mustard greens~ Some freshly gathered wild mustard greens have been forgotten here.~ %s quickly eat$q $p.~ 19 0 1 10 0 0 0 2 0 2 0 20 #21139 sunflower seeds~ a handful of sunflower seeds~ A handfull of salty sunflower seeds has been left hhere.~ %s quickly consume$q $p.~ 19 0 1 10 0 0 0 2 0 2 0 20 #21140 angel guild board~ the angels board~ A divine board hovers in midair here.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21141 psionicist guild board~ the psionicists board~ A board hangs upon the wall of the Order of Psionicists.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21142 well blood~ a well of blood~ A well of blood has been installed here.~ ~ 17 0 0 10000 10000 13 0 9999 0 0 1 1 > use_prog 100~ if race($n) == vampire c 'restore blood' $n mea $n &rYou replenish your energy by drinking from this well. mer $n &r$n drinks deeply from the well of blood. endif ~ | #21143 well~ a well~ A small stone water well descends into the ground here.~ ~ 25 0 0 0 0 0 0 1 0 0 0 0 #21144 espresso cup~ a cup of espresso~ A hot, steaming cup of espresso sits here.~ ~ 10 0 1 10 -1 193 6 1 0 10 0 100 'hyperactivity' 'refresh' 'alertness' #21145 blood barrel~ a barrel of blood~ A barrel of blood has been left here.~ ~ 17 1 0 99999 99999 13 0 99999 99999 1 9 99 99 9999 > use_prog 100~ if race($n) == vampire c 'restore blood' $n mea $n &rYou replenish your energy by drinking from this barrel. mer $n &r$n drink deeply from a barrel of blood. else mea $n &wIt is not in your nature to do such things. endif ~ | #21419 quest council key~ a Quest Council key~ A Quest Council key has been carelessly left here by a member of the council.~ ~ 18 3 3 0 0 0 0 1 1000 0 0 1000000 #21420 parchment opaque~ an opaque parchment~ A piece of opaque parchment lies here absorbing the light.~ ~ 35 2 1 0 0 0 0 1 4 50 0 4500 E parchment~ You find you are suddenly able to read the ancient words transcribed upon the piece of parchment. The more you read, the more visible the words become... Strategy & Tactic of the Ancient Deadly This parchment is intended for those engaged in pkilling, the deadly path, but many of the tactics outlined here may be useful in other circumstances, also. The following details the contents of this parchment: 1. Legend 4. Spells/Skills and Immunties/Death Traps 2. Important Suggestions 5. Disarm and Backstab 3. Preperation and Area Knowledge 6. Config +FLEE and Miscellaneous Tidbits To view a topics, simply type the number of the item you wish to read. ~ E 1~ The Legend of the Parchment During the excavation for New DarkHaven, a chest of weapons and artifacts was uncovered, was concluded to have originated with an ancient clan of pkillers... All the weapons of this clan with shiny metal surfaces had been covered by black tar. The conclusion was that the clan had attempted to avoid detection in sunlight by preventing the blades of their weapons from reflecting the sun's rays. Because of this, it is believed the clan was known as the Black Knives, of which the only references to them now is in the lore of the Bards. Hidden among the weapons and artifacts was a set of tattered parchments, which upon translation, appeared to be training material written by an ancient pkiller. Although some of the information is now obsolete, the relevant portions were transcribed and made available in the parchment you now hold... ~ E 2~ Three Important Suggestions 1.) If possible, turn on your "capture session" capability. This will help you improve your performance by reviewing your failures and your opponents tactics. 2.) Some kind of macro facility is recommended. Depending on your typing speed, this may be more important to some players than others. In general, if one player uses macros and another does not, the player using macros has a distinct (speed) advantage. 3.) This game is a social place. Players who share info with other players tend to do much better than solitary players. The information here is intended to be sparse. To fully understand the items discussed here, it is wise to talk the things mentioned here over with other players. ~ E 3~ Preparation is the foundation to success. A weaker player who is prepared will often defeat a stronger player who is not. Preparation includes being shielded and having your weapons wielded at all times when you are not in a safe place. It also means having the spells you need and being able to quickly regenerate a shield or spell if it wears out. You must carry scrolls, potions and other objects that will give you spells and heals and you must be prepared to get them and use them instantly. This means you have to carry some in your inventory and some in containers. You need to have macros set up to get them and use them. If you do not use macros, you need to know which items are stored in which containers so you can get them instantly. When attacked by surprise, you cannot afford to start fumbling around hunting for supplies -- you will likely die. How do you get all these scrolls, potions and other items? Well, mages and clerics can brew potions and scribe scrolls of any spell for any player. If you do not have a mage or cleric, you'll need to co-operate with other players to learn where to buy them or how to find other equivalent objects. (Type look 3A for Area Knowledge) ~ E 3a~ Area Knowledge Area Knowledge is important to survival whether engaging in pkilling or mob killing. You should try to learn as much about an area before attempting to operate in it. Know nearby safe zones and where you can or cannot recall from. This knowledge may save you in the future. ~ E 4~ Spells and Skills The following is a list of spells and skills that you should understand and be able to use: Shields - sanctuary, iceshield, fireshield, shockshield. Detection - detect invis, detect hidden, true sight, scry, faerie fog. Defensive - armor, bless, shield, stone skin, protection, heal, invis. Offensive - faerie fire, poison, blindness, curse, weaken. Movement - float, fly, aqua breath, pass door. Miscellaneous - astral walk, mist walk, plant pass, solar flight, summon, farsight, kindred strength, create spring. Skills - backstab, scan, pick lock, stun, disarm. (Look 4A for Dealing with Immunities and Death Traps) ~ E 4a~ Dealing with Immunities Some players and mobs are immune to different types of weapons and spells. It's a good idea to carry a few different kinds of weapons and be prepared to use a few different kinds of offensive spells. It is important during a fight to try and see if your weapons and spells are doing any damage. If your weapon is constantly "missing" (not dodged or parried, but missing), be ready to switch to another weapon. If your fireball constantly misses, try a different kind of spell. There are many, including lightning bolt, burning hands, color spray, energy drain and many others to choose from. Avoiding Death Traps and Other Nasty Surprises When you are in an unfamiliar place, it is a good idea to look ahead before entering a new room. Use scry or scan to do this. If you see a room that has no exits, you need to be cautions because it might be a death trap. If you cannot scry or scan, type "look direction" and read the description of what lies in that direction. Most of these rooms are not death traps, they just have exits that are not obvious or require you to recall to exit. One good technique is to bring a friend or a character with little equipment and send them in to test for a death trap. Having friends in the mud pays dividends in many ways. ~ E 5~ Disarm If you can disarm an opponent and take their weapon, you can get a great advantage. This tactic is a little over-rated because your opponent may have a good grip on their weapon or may have extra weapons. The effort you put into disarming them takes away from other tactics you should be using instead. Disarming mobs can sometimes be a bad move because some mobs hit much harder when disarmed. If you must try this skill, perhaps you should try it only once or twice in a fight and then move on. Backstab If you can backstab an opponent to start a fight, you should certainly try it. In order to be backstabbed, however, an opponent must be at full hit points. If they never eat or drink (a good tactic against backstabbing), they will always be a few hp below maximum. You can always start a fight by healing your opponent in the hopes of bringing them to full hit points, then backstab them. Naughty but Nice! ~ E 6~ Config +FLEE Many players like this until they flee into a death trap. In general, it's a bad idea. You are usually better off to recall than to flee. If you have problems recalling, as a last resort, you can try teleport. Miscellaneous Tidbits The susceptibility spells, (Razorbait, Swordbait, Winter Mist, Blazebane, Ethereal Funnel) and the resistance spells, (Dragonskin, Demonskin, Inner Warmth, Blazeward, Ethereal Shield) are of lesser value and you should probably not trouble yourself with them until you have mastered all other aspects of combat and strategy. Suscpetibility spells may be useful when fighting a known mob that takes a long time to defeat, as they tend to reduce the time somewhat. Spells like Eldritch Sphere, Antimagic Shell, Shadowform and Valiance are also best left for specialized uses. There are also some miscellaneous skills which are best left for specialized use - (kick, punch, bash, circle). Circle appears to be a wonderful skill, but there are problems with it. It only works in certain circumstances and it locks you out (lags the circler) for a round or two. ~ #21421 mystic dagger of the gate keeper~ mystic dagger of the gate keeper~ A dagger lies here moving and changing shape.~ ~ 5 1076363272 8193 12 6 15 11 1 0 1 0 1 > rand_prog 30~ mpechoat 0.cyrodian This is a test of the emergency sober system. mpechoat 0.cyrodian This is only a test... mpechoat 0.cyrodian BEEEEEEEEEEEEEEEEEEEEEP ahhh BEEEEEEEEEEEEEEEEEEP. mpechoat 0.cyrodian *cough* cn't brth ned air *cough* mpechoat 0.josh This is a test of the emergency sober system. mpechoat 0.josh This is only a test... mpechoat 0.josh BEEEEEEEEEEEEEEEEEEEEEP ahhh BEEEEEEEEEEEEEEEEEEP. mpechoat 0.josh *cough* cn't brth ned air *cough* mpechoat 0.garinan This is a test of the emergency sober system. mpechoat 0.garinan This is only a test. mpechoat 0.garinan BEEEEEEEEEEEEEEEEEEEEEP ahhh BEEEEEEEEEEEEEEEEEEP. mpechoat 0.garinan *cough* cn't brth ned air *cough* ~ > rand_prog 20~ mpat 0.cyrodian mea 0.cyrodian The pixies are laughing at you, MUHAHAHAHA! mpat 0.josh mea 0.josh Got him!!! mpat 0.ntanel mea 0.ntanel Got him!!! mpat 0.angel mea 0.angel Got Him!!! ~ > rand_prog 10~ mea 0.cyrodian mea 0.cyrodian You snicker at your own evil thoughts. mpat 0.josh mea 0.josh Got him!!! mpat 0.angel mea 0.angel Got Him!!! mpat 0.ntanel mea 0.ntanel Got him!!! ~ > rand_prog 10~ mpat 0.cyrodian mea 0,cyrodian Somebody grins evily at you. mpat 0.josh mea 0.josh Got him!!! mpat 0.ntanel mea 0.ntanel This mean cyrodian got the joke message!!! mpat 0.angel mea 0.angel Got Him!!! ~ | #21422 a magic mint~ a magic mint~ A mint lies here just waiting to be eaten.~ ~ 26 0 1 115 -1 134 134 1 0 0 0 0 'heal' 'heal' 'heal' #21423 necromancer guild board~ the necromancers board~ Hanging upon the wall is the board of the necromancers.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21424 nephandi guild board~ the nephandi board~ The board of the Order of Nephandi hangs upon the wall.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21425 bard guild board~ the bards board~ Notes have been tacked onto the bards board here.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21426 knights guild board~ the knights board~ The board of the Order of Knights hangs on one wall.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21427 warlord guild board~ the warlords board~ A board hangs upon the wall for the warlords order.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21428 anti-paladin guild board~ the anti-paladins board~ The board of the anti-paladins hangs upon the wall.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21429 warlock guild board~ the warlocks board~ The board of the warlocks order hangs upon the wall.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21430 scholar guild board~ the scholars board~ Messages have been left here upon the scholars board.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21431 werewolf guild board~ the werewolves board~ A board hangs in this corner of the den for messages.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21432 assassin board~ the assassin's board~ A board hangs here on the wall discussing assassinations.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21433 demon guild board~ the demons board~ Demonic writings upon a board convey messages here.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21434 dragon guild board~ the dragons board~ A board for the dragons has been placed here.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21435 newbie council board~ the newbie council board~ The board of the Newbie Council hangs on the wall.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 #21436 mortal council board~ the mortal council board~ The board of the Mortal Council hangs on the wall.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21437 augurer board~ the augurer board~ A mysterious board hangs here from the ceiling.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21438 druid board~ the augurer board~ A mysterious board hangs here from the ceiling.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #21440 toilet~ the toilet~ A pristine white toilet is here waiting to be sat upon.~ ~ 12 0 0 1 0 16 0 1 0 0 0 0 > act_prog p sits on the toilet.~ if class($n) == Vampire or race($n) == Wraith or race($n) == Gargoyle mea $n You don't have a functional digestive system to purge. mpmset $n full -1 mpmset $n thirst -1 else mea $n You relieve yourself. mer $n $n steps into a stall and relieves $mself. mpmset $n full 0 mpmset $n thirst 0 endif ~ | #22700 halo angel order~ &z&Ya shining halo&w~ Some angel has lost their halo here.~ ~ 9 27377923 4194305 0 0 0 0 1 0 10 0 100 A 4 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Angels else mea $n You may not wear this item. mpforce $n remove 'halo angel order' endif ~ | #22703 robes mage order~ &z&pRobes of Wizardry&w~ Some mage has forgotten their robes here.~ ~ 9 27492419 1025 0 0 0 0 1 0 10 0 100 A 3 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Mages else mea $n You may not wear this item. mpforce $n remove 'robes mage order' endif ~ | #22706 boots thief order~ &w&zNimble Boots&w~ Some thief has lost thief boots here.~ ~ 9 27475971 65 0 0 0 0 1 0 10 0 100 A 2 2 A 13 50 A 31 2 > wear_prog 100~ if isimmort($n) or clan($n) == Thieves else mea $n You may not wear this item mpforce $n remove 'boots thief order' endif ~ | #22709 vision augurer order~ &z&BV&Ci&Gs&Yi&Ro&Pn&w~ You see some strange visions here, lost by some augurer.~ ~ 9 25395203 131073 0 0 0 0 1 0 10 0 100 A 4 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Augurers else mea $n You may not wear this item. mpforce $n remove 'vision augurer order' endif ~ | #22712 claws dragon order~ &z&Rrazor-sharp dragon claws&w~ The claws of a dragon lie here.~ ~ 9 25346051 129 0 0 0 0 1 0 10 0 100 A 1 2 A 13 50 A 12 20 > wear_prog 100~ if isimmort($n) or clan($n) == Dragons else mea $n You may not wear this item. mpforce $n remove 'claws dragon order' endif ~ | #22715 sash bard order~ &z&Oa Bardic Sash&w~ Some bard has lost their sash here.~ ~ 9 25346051 2049 0 0 0 0 1 0 10 0 100 A 2 2 A 13 50 A 25 2 > wear_prog 100~ if isimmort($n) or clan($n) == Bards else mea $n You may not wear this item. mpforce $n remove 'sash bard order' endif ~ | #22718 pants ranger order~ &z&ghunting pants&w~ Some ranger has lost their hunting pants here.~ ~ 9 25313283 33 0 0 0 0 1 0 10 0 100 A 1 2 A 13 50 A 12 20 > wear_prog 100~ if isimmort($n) or clan($n) == Rangers else mea $n You may not wear this item. mpforce $n remove 'pants ranger order' endif ~ | #22721 music harper order~ &z&CM&Bu&Cs&Bi&Cc&w~ You hear some harper's sweet music.~ ~ 9 16990211 65537 0 0 0 0 1 0 10 0 100 > wear_prog 100~ if isimmort($n) or clan($n) == Harpers else mea $n You may not wear this item. mpforce $n remove 'music harper order' endif ~ | #22724 shield cleric order~ &z&wthe Shield of Faith&w~ Some cleric has lost the shield of their faith here.~ ~ 9 25280771 513 0 0 0 0 1 0 10 0 100 A 4 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Clerics else mea $n You may not wear this item. mpforce $n remove 'shield cleric order' endif ~ | #22727 plate warrior order~ &z&Wa warrior's breastplate&w~ Some warrior has lost their breastplate here.~ ~ 9 25346051 9 0 0 0 0 1 0 10 0 100 A 1 2 A 5 2 A 13 50 > wear_prog 100~ if isimmort($n) or clan($n) == warriors else mea $n You may not wear this item. mpforce $n remove 'plate warrior order' endif ~ | #22730 belt druid order~ &z&Ga vine belt&w~ Some druid has lost their vine belt here.~ ~ 9 8634371 2049 0 0 0 0 1 0 0 0 0 A 4 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Druids else mea $n You may not wear this item. mpforce $n remove 'belt druid order' endif ~ | #22733 gloves assassin order~ &w&za pair of shadowy gloves&w~ Some assassin has lost their gloves here.~ ~ 9 25378819 129 0 0 0 0 1 0 10 0 100 A 2 2 A 31 2 A 13 50 > wear_prog 100~ if isimmort($n) or clan($n) == Assassins else mea $n You may not use this item mpforce $n remove 'gloves assassin order' endif ~ | #22736 glasses scholar order~ &z&Wa pair of scholarly glasses&w~ Some scholar has lost their glasses here.~ ~ 9 8503299 131073 0 0 0 0 1 0 10 0 100 A 4 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Scholars else mea $n You may not wear this item. mpforce $n remove 'glasses scholar order' endif ~ | #22739 cape vampire order~ &w&za black cape of the night&w~ Some vampire has lost a black cape here.~ ~ 9 17022979 1025 0 0 0 0 1 0 10 0 100 A 2 2 A 1 2 A 13 50 > wear_prog 100~ if isimmort($n) or clan($n) == Vampires else mea $n You may not wear this item. mpforce $n remove 'cape vampire order' endif ~ | #22742 sceptre necromancer order~ &w&zSceptre of the Dead&w~ Some necromancer has lost their sceptre here.~ ~ 9 25264135 16385 0 0 0 0 1 0 10 0 100 A 3 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Necromancers else mea $n You may not use this item. mpforce $n remove 'sceptre necromancer order' endif ~ | #22745 vambraces warlord order~ &z&Rred steel vambraces of power&w~ Some warlord has lost their red vambraces here.~ ~ 9 27492419 257 0 0 0 0 1 0 10 0 100 A 1 2 A 13 50 A 12 20 > wear_prog 100~ if isimmort($n) or clan($n) == Warlords else mea $n You may not use this item. mpforce $n remove 'vambraces warlord order' endif ~ | #22748 helm antipaladin order~ &w&zthe Helm of Darkness&w~ Some anti-paladin has lost their helm here.~ ~ 9 27312663 17 0 0 0 0 1 0 10 0 100 A 1 2 A 13 50 A 12 20 > wear_prog 100~ if isimmort($n) or clan($n) == Anti-Paladins else mea $n You may not wear this item. mpforce $n remove 'helm antipaladin order' endif ~ | #22750 Basic Order Container~ Basic Order Container~ A Basic Order Container lies here.~ ~ 15 -2147483648 1 1000 0 0 12 4 0 0 0 0 #22751 armor paladin order~ &z&wthe Armor of Righteousness&w~ Some paladin has lost their holy armor here.~ ~ 9 25216259 9 0 0 0 0 1 0 10 0 100 A 1 2 A 13 50 A 12 20 > wear_prog 100~ if isimmort($n) or clan($n) == Paladins else mea $n You may not wear this item. mpforce $n remove 'armor paladin order' endif ~ | #22754 horns demon order~ &z&rdemon horns&w~ Some demonic horns have been lost here.~ ~ 9 17023507 17 0 0 0 0 1 0 10 0 100 A 2 2 A 13 50 A 12 20 > wear_prog 100~ if isimmort($n) or clan($n) == Demons else mea $n You may not wear this item. mpforce $n remove 'horns demon order' endif ~ | #22758 fur werewolf order~ &w&zgrey werewolf fur&w~ The hide of a werewolf has been lost here.~ ~ 9 16990211 9 0 0 0 0 1 0 10 0 100 A 2 2 A 13 50 A 1 2 > wear_prog 100~ if isimmort($n) or clan($n) == Werewolves else mea $n You may not wear this item. mpforce $n remove 'fur werewolf order' endif ~ | #22761 staff warlock order~ &w&zStaff of Witchcraft&w~ Some warlock has lost their staff here.~ ~ 9 25264131 16385 0 0 0 0 1 0 10 0 100 A 12 50 A 13 20 A 5 2 > wear_prog 100~ if isimmort($n) or clan($n) == Warlocks else mea $n You may not wear this item. mpforce $n remove 'staff warlock order' endif ~ | #22764 gauntlets templar order~ &z&Wa knight's gauntlets&w~ Some templar has lost their gauntlets here.~ ~ 9 27279619 129 0 0 0 0 1 0 10 0 100 A 4 2 A 13 50 A 12 20 > wear_prog 100~ if isimmort($n) or clan($n) == Templars else mea $n You may not wear this item. mpforce $n remove 'gauntlets templar order' endif ~ | #22767 robes nephandi order~ &w&zBlack Robes&w~ Some nephandi has lost their black robes here.~ ~ 9 27459607 1025 0 0 0 0 1 0 10 0 100 A 2 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Nephandi else mea $n You may not wear this item. mpforce $n remove 'robes nephandi order' endif ~ | #22770 thought psionicist order~ &z&pT&ch&Po&Cu&Pg&ch&pt&w~ You think you see something, but it isn't really there.~ ~ 9 25395203 17 0 0 0 0 1 0 10 0 100 A 3 2 A 12 50 A 13 20 > wear_prog 100~ if isimmort($n) or clan($n) == Psionicists else mea $n You may not wear this item. mpforce $n remove 'thought psionicist order' endif ~ | #23000 joker card playing~ the &w&RJ&zo&Rk&ze&Rr&w~ A playing card is laying face-down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23001 ace hearts card playing~ the &z&RAce of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23002 two hearts card playing~ the &z&RTwo of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23003 three hearts card playing~ the &z&RThree of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23004 four hearts card playing~ the &z&RFour of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23005 five hearts card playing~ the &z&RFive of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23006 six hearts card playing~ the &z&RSix of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23007 seven hearts card playing~ the &z&RSeven of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23008 eight hearts card playing~ the &z&REight of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23009 nine hearts card playing~ the &z&RNine of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23010 ten hearts card playing~ the &z&RTen of Hearts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23011 jack hearts card playing~ the &z&RJ&ra&Rck &rof &RH&rea&Rrts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23012 queen hearts card playing~ the &z&RQu&ree&Rn &rof &RH&rea&Rrts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23013 king hearts card playing~ the &z&RK&ri&Rng &rof &RH&rea&Rrts&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23014 ace clubs card playing~ the &w&zAce of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23015 two clubs card playing~ the &w&zTwo of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23016 three clubs card playing~ the &w&zThree of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23017 four clubs card playing~ the &w&zFour of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23018 five clubs card playing~ the &w&zFive of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23019 six clubs card playing~ the &w&zSix of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23020 seven clubs card playing~ the &w&zSeven of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23021 eight clubs card playing~ the &w&zEight of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23022 nine clubs card playing~ the &w&zNine of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23023 ten clubs card playing~ the &w&zTen of Clubs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23024 jack clubs card playing~ the &w&zJ&wa&zck &wof &zCl&wu&zbs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23025 queen clubs card playing~ the &w&zQu&wee&zn&w of &zCl&wu&zbs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23026 king clubs card playing~ the &w&zK&wi&zng &wof&z Cl&wu&zbs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23027 ace diamonds card playing~ the &z&RAce of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23028 two diamonds card playing~ the &z&RTwo of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23029 three diamonds card playing~ the &z&RThree of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23030 four diamonds card playing~ the &z&RFour of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23031 five diamonds card playing~ the &z&RFive of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23032 six diamonds card playing~ the &z&RSix of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23033 seven diamonds card playing~ the &z&RSeven of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23034 eight diamonds card playing~ the &z&REight of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23035 nine diamonds card playing~ the &z&RNine of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23036 ten diamonds card playing~ the &z&RTen of Diamonds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23037 jack diamonds card playing~ the &z&RJ&ra&Rck &rof &RD&ria&Rm&ro&Rnds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23038 queen diamonds card playing~ the &z&RQu&ree&Rn &rof &RD&ria&Rm&ro&Rnds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23039 king diamonds card playing~ the &z&RK&ri&Rng &rof &RD&ria&Rm&ro&Rnds&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23040 ace spades card playing~ the &w&zAce of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23041 two spades card playing~ the &w&zTwo of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23042 three spades card playing~ the &w&zThree of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23043 four spades card playing~ the &w&zFour of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23044 five spades card playing~ the &w&zFive of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23045 six spades card playing~ the &w&zSix of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23046 seven spades card playing~ the &w&zSeven of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23047 eight spades card playing~ the &w&zEight of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23048 nine spades card playing~ the &w&zNine of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23049 ten spades card playing~ the &w&zTen of Spades&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23050 jack spades card playing~ the &w&zJ&wa&zck &wof &zSp&wa&zd&we&zs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23051 queen spades card playing~ the &w&zQu&wee&zn &wof &zSp&wa&zd&we&zs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23052 king spades card playing~ the &w&zK&wi&zng &wof &zSp&wa&zd&we&zs&w~ A playing card is laying face down on the table.~ ~ 47 0 16385 0 0 0 0 1 0 0 0 0 #23100 fool tarot card~ the Fool~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Fool &R)=&r=-&w ~ #23101 world tarot card~ the World~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe World &R)=&r=-&w ~ #23102 judgement last tarot card~ the Last Judgement~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Last Judgement &R)=&r=-&w ~ #23103 sun the tarot card~ the Sun~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Sun &R)=&r=-&w ~ #23104 moon the tarot card~ the Moon~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Moon &R)=&r=-&w ~ #23105 star the tarot card~ the Star~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Star &R)=&r=-&w ~ #23106 tower the tarot card~ the Tower~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Tower &R)=&r=-&w ~ #23107 devil the tarot card~ the Devil~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Devil &R)=&r=-&w ~ #23108 temperance tarot card~ Temperance~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WTemperance &R)=&r=-&w ~ #23109 death tarot card~ Death~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WDeath &R)=&r=-&w ~ #23110 hanged man tarot card~ the Hanged Man~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Hanged Man &R)=&r=-&w ~ #23111 justice tarot card~ Justice~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WJustice &R)=&r=-&w ~ #23112 wheel fortune tarot card~ the Wheel of Fortune~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Wheel of Fortune &R)=&r=-&w ~ #23113 hermit the tarot card~ the Hermit~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Hermit &R)=&r=-&w ~ #23114 strength tarot card~ Strength~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WStrength &R)=&r=-&w ~ #23115 chariot the tarot card~ the Chariot~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Chariot &R)=&r=-&w ~ #23116 lovers the tarot card~ the Lovers~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Lovers &R)=&r=-&w ~ #23117 hierophant the tarot card~ the Hierophant~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Hierophant &R)=&r=-&w ~ #23118 emperor the tarot card~ the Emperor~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Emperor &R)=&r=-&w ~ #23119 empress the tarot card~ the Empress~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Empress &R)=&r=-&w ~ #23120 priestess high tarot card~ the High Priestess~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe High Priestess &R)=&r=-&w ~ #23121 magician the tarot card~ the Magician~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &r-=&R=( &WThe Magician &R)=&r=-&w ~ #23122 Ace Wands tarot card~ the Ace of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Ace of Wands &R)=&r=-&w ~ #23123 Two Wands tarot card~ the Two of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Two of Wands &R)=&r=-&w ~ #23124 Three Wands tarot card~ the Three of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Three of Wands &R)=&r=-&w ~ #23125 Four Wands tarot card~ the Four of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Four of Wands &R)=&r=-&w ~ #23126 Five Wands tarot card~ the Five of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Five of Wands &R)=&r=-&w ~ #23127 Six Wands tarot card~ the Six of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Six of Wands &R)=&r=-&w ~ #23128 Seven Wands tarot card~ the Seven of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Seven of Wands &R)=&r=-&w ~ #23129 Eight Wands tarot card~ the Eight of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Eight of Wands &R)=&r=-&w ~ #23130 Nine Wands tarot card~ the Nine of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Nine of Wands &R)=&r=-&w ~ #23131 Ten Wands tarot card~ the Ten of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Ten of Wands &R)=&r=-&w ~ #23132 Page Wands tarot card~ the Page of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Page of Wands &R)=&r=-&w ~ #23133 Knight Wands tarot card~ the Knight of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Knight of Wands &R)=&r=-&w ~ #23134 Queen Wands tarot card~ the Queen of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Queen of Wands &R)=&r=-&w ~ #23135 King Wands tarot card~ the King of Wands~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe King of Wands &R)=&r=-&w ~ #23136 Ace Cups tarot card~ the Ace of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Ace of Cups &R)=&r=-&w ~ #23137 Two Cups tarot card~ the Two of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Two of Cups &R)=&r=-&w ~ #23138 Three Cups tarot card~ the Three of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Three of Cups &R)=&r=-&w ~ #23139 Four Cups tarot card~ the Four of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Four of Cups &R)=&r=-&w ~ #23140 Five Cups tarot card~ the Five of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Five of Cups &R)=&r=-&w ~ #23141 Six Cups tarot card~ the Six of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Six of Cups &R)=&r=-&w ~ #23142 Seven Cups tarot card~ the Seven of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Seven of Cups &R)=&r=-&w ~ #23143 Eight Cups tarot card~ the Eight of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Eight of Cups &R)=&r=-&w ~ #23144 Nine Cups tarot card~ the Nine of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Nine of Cups &R)=&r=-&w ~ #23145 Ten Cups tarot card~ the Ten of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Ten of Cups &R)=&r=-&w ~ #23146 Page Cups tarot card~ the Page of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Page of Cups &R)=&r=-&w ~ #23147 Knight Cups tarot card~ the Knight of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Knight of Cups &R)=&r=-&w ~ #23148 Queen Cups tarot card~ the Queen of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Queen of Cups &R)=&r=-&w ~ #23149 King Cups tarot card~ the King of Cups~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe King of Cups &R)=&r=-&w ~ #23150 Ace Swords tarot card~ the Ace of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Ace of Swords &R)=&r=-&w ~ #23151 Two Swords tarot card~ the Two of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Two of Swords &R)=&r=-&w ~ #23152 Three Swords tarot card~ the Three of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Three of Swords &R)=&r=-&w ~ #23153 Four Swords tarot card~ the Four of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Four of Swords &R)=&r=-&w ~ #23154 Five Swords tarot card~ the Five of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Five of Swords &R)=&r=-&w ~ #23155 Six Swords tarot card~ the Six of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Six of Swords &R)=&r=-&w ~ #23156 Seven Swords tarot card~ the Seven of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Seven of Swords &R)=&r=-&w ~ #23157 Eight Swords tarot card~ the Eight of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Eight of Swords &R)=&r=-&w ~ #23158 Nine Swords tarot card~ the Nine of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Nine of Swords &R)=&r=-&w ~ #23159 Ten Swords tarot card~ the Ten of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Ten of Swords &R)=&r=-&w ~ #23160 Page Swords tarot card~ the Page of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Page of Swords &R)=&r=-&w ~ #23161 Knight Swords tarot card~ the Knight of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Knight of Swords &R)=&r=-&w ~ #23162 Queen Swords tarot card~ the Queen of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Queen of Swords &R)=&r=-&w ~ #23163 King Swords tarot card~ the King of Swords~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe King of Swords &R)=&r=-&w ~ #23164 Ace Pentacles tarot card~ the Ace of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Ace of Pentacles &R)=&r=-&w ~ #23165 Two Pentacles tarot card~ the Two of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Two of Pentacles &R)=&r=-&w ~ #23166 Three Pentacles tarot card~ the Three of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Three of Pentacles &R)=&r=-&w ~ #23167 Four Pentacles tarot card~ the Four of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Four of Pentacles &R)=&r=-&w ~ #23168 Five Pentacles tarot card~ the Five of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Five of Pentacles &R)=&r=-&w ~ #23169 Six Pentacles tarot card~ the Six of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Six of Pentacles &R)=&r=-&w ~ #23170 Seven Pentacles tarot card~ the Seven of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Seven of Pentacles &R)=&r=-&w ~ #23171 Eight Pentacles tarot card~ the Eight of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Eight of Pentacles &R)=&r=-&w ~ #23172 Nine Pentacles tarot card~ the Nine of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Nine of Pentacles &R)=&r=-&w ~ #23173 Ten Pentacles tarot card~ the Ten of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Ten of Pentacles &R)=&r=-&w ~ #23174 Page Pentacles tarot card~ the Page of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Page of Pentacles &R)=&r=-&w ~ #23175 Queen Pentacles tarot card~ the Queen of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe Queen of Pentacles &R)=&r=-&w ~ #23176 King Pentacles tarot card~ the King of Pentacles~ A Tarot card is laying face down on the table.~ ~ 35 1073741824 16385 0 0 0 0 1 0 0 0 0 E c_name~ &z&r-=&R=( &WThe King of Pentacles &R)=&r=-&w ~ #23178 gateway~ the Gateway~ A gateway looms over you ominously.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 E gateway~ This gateway is covered in some form of archaic runes. ~ > exa_prog 100~ mea $n &WYour surroundings blur, and you fall into unconsciousness.&w mpforce 0.$n sleep mptransfer 0.$n 28199 mpat 28199 wake 0.$n mpat 28199 mea 0.$n &CYou awaken to find yourself in another place. mpat 28199 mpforce 0.$n look ~ | #23179 joke board~ the Joke Board~ The Joke Board may contain unsuitable material, reader discretion is advised.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 #23180 Key~ Key to Questmaster~ A Key to the Questmaster hangs on the wall.~ ~ 18 1073741824 1 0 0 0 0 1 0 0 0 0 #23199 nothing~ nothing~ Nothing is here.~ ~ 9 0 212479 128 0 0 0 0 1 0 0 0 0 #0 #ROOMS #21000 Darkhaven Square~ You stand within Darkhaven Square, believed by Darkhavenites to be the center of the world. To the north stands a massive building known as the New Temple of Darkhaven, built after the old cathedral was destroyed by an army of invading minotaurs. Horizon Road leads east and west, and Vertic Avenue extends to the south. Paths lead off to the northeast and southwest toward the halls of some of Darkhaven's guilds. Another path leads off to the northwest toward a gathering hall. ~ 0 1049600 1 D0 ~ ~ 0 -1 21001 D1 ~ ~ 0 -1 21036 D2 ~ ~ 0 -1 21042 D3 To the west lies Horizon Road. ~ ~ 0 -1 21039 D4 You gaze up into the air. ~ ~ 0 -1 21337 D6 ~ ~ 0 -1 21200 D9 ~ ~ 0 -1 21163 D10 ~ portal~ 133120 -1 21350 R O 0 99 1 21000 R O 0 21042 1 21000 R O 0 21143 1 21000 R O 0 74 1 21000 > act_prog p posts a note.~ if level($n) >= 112 mpat hvak3 mpfor hvak3 chat A note has been posted on the Darkhaven Board. endif ~ | S #21001 Vertic Avenue and Temple Entry~ This is where the temple and Vertic Avenue meet. Above you is the entrance to the temple. To the north and south is Vertic Avenue. Enjoy your visit to Darkhaven Square and stop at the resort to the south and northwest for a relaxing vacation. ~ 0 1048584 1 D0 ~ ~ 0 -1 21002 D2 ~ ~ 0 -1 21000 D4 ~ ~ 0 -1 21168 R M 0 21123 1 21001 S #21002 Vertic Avenue~ Nothing in particular strikes your attention as you walk down this portion of Vertic Avenue. It seems almost as if the citizens of the city forgot to place a statue here, or perhaps a plaque. The lengthy road ranges to the north and south. ~ 0 1048576 1 D0 The cobbled roads of Vertic Avenue lie in this direction. ~ ~ 0 -1 21003 D2 ~ ~ 0 -1 21001 S #21003 Vertic Avenue~ You continue down Vertic Avenue. To the east you can see the stone structure of the warrior's, the cathedral rises in the west, and to the north you can seen an intersection. ~ 0 1048576 1 D0 ~ ~ 0 -1 21004 D2 A rather bland portion of Vertic Avenue lies to the south. ~ ~ 0 -1 21002 R M 0 21045 2 21003 S #21004 Justice Road Behind the Temple~ You stand at the intersection of Vertic Avenue and Justice Road. To the north you can see the north gate of Darkhaven. Justice Road lies to the east and west, while Vertic Avenue can be seen to the north and south. ~ 0 1048576 1 D0 The northern gate can be seen in this direction. ~ ~ 0 -1 21100 D1 Justice Road extends to the east. ~ ~ 0 -1 21005 D2 ~ ~ 0 -1 21003 D3 Justice Road extends to the west. ~ ~ 0 -1 21035 R O 0 21011 1 21004 E sign post signpost~ North - The North Gate of Darkhaven East - Justice Road - To Hawk Street South - Vertic Avenue - To Horizon Road - To Market Street - To Law Avenue - To Darkhaven Square West - Justice Road - To Falcon Road ~ S #21005 Justice Road~ This portion of Justice Road seems unkempt. A whistling northern wind can be heard passing through the trees to the south, and you smile to yourself as you continue on your way. Justice Road stretches to the east and west. ~ 0 1048576 1 D1 Justice Road lies to the east. ~ ~ 0 -1 21006 D3 The intersection of Vertic Avenue and Justice Road is to the west. ~ ~ 0 -1 21004 R M 0 21037 8 21005 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21067 28 0 R E 1 21069 23 16 S #21006 Justice Road~ You are on a solemn section of Justice Road. A statue depicting a party of adventurers fighting off an undead dragon sits in the center of the road. Blinking back a tear, you remember hearing this tale in a local inn, and realize that the statue is a memorial. Justice Road extends to the east and west. ~ 0 1048576 1 D1 Justice Road is to the east. ~ ~ 0 -1 21007 D3 Justice Road extends westward. ~ ~ 0 -1 21005 R M 0 21120 2 21006 S #21007 Justice Road~ You are walking down Justice Road. The long road, which lines the northern wall of Darkhaven, meets up with Hawk Street to the east to form one of the four corners of Darkhaven. The street continues westward. The sound of wolves howling can be heard from the north. ~ 0 1048576 1 D0 ~ ~ 0 -1 21143 D1 Justice Road meets Hawk Street to the east. ~ ~ 0 -1 21008 D3 Justice Road continues to the west. ~ ~ 0 -1 21006 S #21008 Meeting of Hawk Street and Justice Road~ Hawk Street and Justice Road come together here to form one of the four corners of Darkhaven. A stone staircase leads upward onto the fantastic city's battlements, from where even the strongest foe can be repelled. Hawk Street lies to the south, while Justice Road stretches westward. ~ 0 1048576 1 D2 Hawk Street lies to the south. ~ ~ 0 -1 21009 D3 Justice Road lies to the west. ~ ~ 0 -1 21007 R O 0 21011 1 21008 E sign post signpost~ West - Justice Road - To Vertic Avenue - To Falcon Road South - Hawk Street - To Horizon Road - To Market Street - To Law Avenue ~ S #21009 Hawk Street~ This section of Hawk Street is reserved for storing the eastern wall's defense supplies. Quivers of arrows are stacked high into the air, almost within reach of the guards on the battlements. Hawk Street stretches to the north and south. ~ 0 1048576 1 D0 Hawk Street meets up with Justice Road to the north. ~ ~ 0 -1 21008 D1 ~ ~ 0 -1 21459 D2 Hawk Street continues to the south. ~ ~ 0 -1 21010 R M 0 21119 2 21009 S #21010 Hawk Street~ This portion of Hawk Street is rather poor and unkempt. Rags litter the street, and several of the city's unfortunate have set up residence here. A tent has been set up on the eastern side of the road, a beggar's home no doubt. Hawk Street continues to the north and south. ~ 0 1048576 1 D0 Hawk Street continues to the north. ~ ~ 0 -1 21009 D2 The road ranges to the south. ~ ~ 0 -1 21011 R M 0 21055 1 21010 S #21011 Hawk Street~ You are walking down the northern half of Hawk Street at a brisk pace. To the east is the towering eastern wall of Darkhaven, while a forest surrounded by a short wall is to the west. Hawk Street ranges to the north and south. ~ 0 1048576 1 D0 Hawk Street extends northward. ~ ~ 0 -1 21010 D2 Horizon Road and Hawk Street cross to the south. ~ ~ 0 -1 21012 S #21012 Intersection of Horizon Road and Hawk Street~ You stand at the intersection of Horizon Road and Hawk Street. To the east you can see the massive east gate of Darkhaven, while Hawk Street lies to the north and south, and Horizon Road runs west. ~ 0 1048576 1 D0 Hawk Street is to the north. ~ ~ 0 -1 21011 D1 To the east is the eastern gate. ~ ~ 0 -1 21113 D2 You can see Hawk Street stretch far to the south. ~ ~ 0 -1 21013 D3 Horizon Road lies to the east. ~ ~ 0 -1 21038 R O 0 21011 1 21012 E sign post signpost~ North - Hawk Street - To Justice Road East - The East Gate of Darkhaven South - Hawk Street - To Market Street - To Law Avenue West - Horizon Road - To Darkhaven Square ~ S #21013 Hawk Street~ You take a brief pause on your way down Hawk Street, and you can hear the chirping of birds coming from the other side of the city wall. Upon catching your breath, you gather your belongings and continue on your way. ~ 0 1048576 1 D0 Horizon Road and Hawk Street cross just north of here. ~ ~ 0 -1 21012 D2 The Market and Hawk Street intersection is south of here. ~ ~ 0 -1 21014 S #21014 Intersection of Market Street and Hawk Street~ You stand at the intersection of Market Street and Hawk Street. A wall towers over you to the east, keeping intruders out of Darkhaven. To the west are the glorious pavilions and shops of Darkhaven, while Hawk Street continues to the north and south. ~ 0 1048576 1 D0 Hawk Street lies in this direction. ~ ~ 0 -1 21013 D2 Hawk Street stretches southward as far as the eye can see. ~ ~ 0 -1 21015 D3 The markets of Darkhaven await your arrival and gold. ~ ~ 0 -1 21050 E sign post signpost~ North - Hawk Street - To Horizon Road - To Justice Road South - Hawk Street - To Law Avenue West - Market Street ~ S #21015 Hawk Street~ This portion of Hawk Street is lined with pine trees and small colorful gardens. Two marble benches sit on opposite sides of the cobbled road, enticing you to rest. You can see Law Avenue meeting up with Hawk Street to the south, while to the north is the Market Street and Hawk Street intersection. ~ 0 1048576 1 D0 Market Street and Hawk Street meet to the north. ~ ~ 0 -1 21014 D1 ~ ~ 0 -1 21422 D2 Gazing southward, you see the southeastern corner of Darkhaven. ~ ~ 0 -1 21016 S #21016 Meeting of Hawk Street and Law Avenue~ Hawk Street and Law Avenue come together here to form one of the four corners of Darkhaven. A stone staircase leads up onto the fantastic city's battlements, from where even the strongest foe can be repelled. Hawk Street lies to the north, while Law Avenue stretches westward. ~ 0 1048576 1 D0 Hawk Street lies to the north. ~ ~ 0 -1 21015 D3 Law Avenue lies to the west. ~ ~ 0 -1 21017 R O 0 21011 1 21016 E sign post signpost~ North - Hawk Street - To Market Street - To Horizon Road - To Justice Road West - Law Avenue - To Vertic Avenue - To Falcon Road ~ S #21017 Law Avenue~ You are walking down Law Avenue, the road which lines the southern wall of Darkhaven. The cobblestones here seem worn and used. To the north is the reason for this: a mount and pet store. Even from here you can smell the faint scent of hay. To the east is one of the four corners of Darkhaven, while Law Avenue continues westward. ~ 0 1048576 1 D0 The Companions and Mounts shop lies to the north. ~ ~ 0 -1 21339 D1 Law Avenue joins Hawk Street to the east. ~ ~ 0 -1 21016 D3 Law Avenue stretches westward. ~ ~ 0 -1 21018 E sign post signpost~ North - Companions and Mounts East - Law Avenue - To Hawk Street West - Law Avenue - To Vertic Avenue - To Falcon Road ~ S #21018 Law Avenue~ A tall statue attracts your attention on this portion of Law Avenue. The marble sculpture is of a man in his late forties wielding a blade of ebony against an unseen attacker, although from the man's posture it is obvious that his opponent was enormous. A small golden plaque sits near the statue, explaining its importance. The road stretches both east and west. ~ 0 1048576 1 D1 The road extends eastward. ~ ~ 0 -1 21017 D2 ~ ~ 0 -1 21446 D3 Law Avenue stretches westward as far as the eye can see. ~ ~ 0 -1 21019 R M 0 21037 8 21018 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21067 28 0 R E 1 21069 23 16 E plaque~ The plaque reads: 'May you rest in peace, Uthar Darkbane.' ~ S #21019 Law Avenue~ Although you pass by the building to the north frequently, you still have trouble believing it stands there. The Dragon Exports, known for bizarre dragon collectibles and occultic behavior, has set up a Darkhaven branch inside the large stone structure to the north. The road ranges to the east and west from here. ~ 0 1048576 1 D1 Law Avenue continues to the east. ~ ~ 0 -1 21018 D3 Vertic Avenue and Law Avenue cross to the west. ~ ~ 0 -1 21020 E sign post signpost~ North - Dragon Cult East - Law Avenue - To Hawk Street West - Law Avenue - To Vertic Avenue - To Falcon Road ~ S #21020 Intersection of Vertic Avenue and Law Avenue~ You stand at the intersection of Vertic Avenue and Law Avenue. Gazing to the south, you see the massive south gate of Darkhaven. The cobbled roads of Vertic Avenue and Law Avenue lie in the four cardinal directions. ~ 0 1048576 1 D0 To the north is Vertic Avenue. ~ ~ 0 -1 21044 D1 You see the legendary Law Avenue. ~ ~ 0 -1 21019 D2 To the south is Darkhaven's southern gate. ~ ~ 0 -1 21074 D3 Law Avenue extends to the west. ~ ~ 0 -1 21021 R M 0 21037 8 21020 R E 1 21056 1 1 R E 1 21058 1 5 R E 1 21059 1 6 R E 1 21060 1 7 R E 1 21061 1 8 R E 1 21062 1 10 R E 1 21063 1 9 R E 1 21067 1 0 R E 1 21069 1 16 R G 1 21020 1 R G 1 21020 1 R E 1 21008 1 17 R O 0 21011 1 21020 E sign post signpost~ North - Vertic Avenue - To Market Street - To Horizon Road - To Justice Road - To Darkhaven Square East - Law Avenue - To Hawk Street South - The Southern Gate of Darkhaven West - Law Avenue - To Falcon Road ~ S #21021 Law Avenue~ You are traversing the cobblestone roads of Law Avenue at a brisk pace. To the north is the Darkhaven Art Gallery, a building known throughout the the world for its rare beauty and exquisite art. You feel almost like paying the ancient building a visit. Law Avenue extends to the east and west. ~ 0 1048576 1 D1 Law Avenue and Vertic Road cross to the east. ~ ~ 0 -1 21020 D3 Law Avenue ranges to the west. ~ ~ 0 -1 21022 E sign post signpost~ North - Darkhaven Art Gallery East - Law Avenue - To Vertic Avenue - To Hawk Street West - Law Avenue - To Falcon Road ~ S #21022 Law Avenue~ You are walking down a rather commercial part of Law Avenue. Merchants hassle you to spend your gold as you attempt to continue on your way. Glancing to the north, you see the only shop worth visiting, owned by the respectable Annir. Law Avenue stretches to the east and west. ~ 0 1048576 1 D0 A clothing shop is situated to the north. ~ ~ 0 -1 21066 D1 Law Avenue extends to the east. ~ ~ 0 -1 21021 D3 Law Avenue stretches westward. ~ ~ 0 -1 21023 R M 0 21037 8 21022 R E 1 21067 28 0 R E 1 21069 23 16 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 E sign post signpost~ North - Annir's Clothing West - Law Avenue - To Falcon Road East - Law Avenue - To Hawk Street - To Vertic Avenue ~ S #21023 Law Avenue~ This stretch of Law Avenue is cobbled and well kept, like most of the streets of Darkhaven. Looking northward, you see a small mansion which seems abandoned. Two stone gargoyles guard the gates to the strange building, their ruby eyes glowing softly. The lengthy cobblestone road extends to the east and west. ~ 0 1048576 1 D0 An abandoned mansion is to the north. ~ ~ 0 -1 21353 D1 Law Avenue continues in this direction. ~ ~ 0 -1 21022 D3 Law Avenue clashes with Falcon Road to the west. ~ ~ 0 -1 21024 E sign post signpost~ North - An Abandoned Mansion - To the Guild of Vampires West - Law Avenue - To Falcon Road East - Law Avenue - To Vertic Avenue - To Hawk Street ~ S #21024 Meeting of Falcon Road and Law Avenue~ Falcon Road and Law Avenue come together here to form one of the four corners of Darkhaven. A stone staircase leads up onto the fantastic city's battlements, from where even the strongest foe can be repelled. Falcon Road lies to the north, while Law Avenue stretches eastward. ~ 0 1048576 1 D0 Falcon Road lies to the north. ~ ~ 0 -1 21025 D1 Law Avenue lies to the east. ~ ~ 0 -1 21023 D3 ~ ~ 0 -1 21477 R O 0 21011 1 21024 E sign post signpost~ North - Falcon Road - To Market Street - To Horizon Road - To Justice Road East - Law Avenue - To Vertic Avenue - To Hawk Street ~ S #21025 Falcon Road~ You pick up your pace as you travel down this portion of Falcon Road. Gazing eastward, you see what is easily the darkest alley in the city, though a glimmer of light can be seen flickering in the shadows of the slim street. To the north is an intersection, while Falcon Road continues to the south. ~ 0 1048576 1 D0 Thieves Alley is east of here. ~ ~ 0 -1 21026 D1 The Thieves Alley is east of here. ~ ~ 0 -1 21063 D2 One of the four corners of Darkhaven is located to the south. ~ ~ 0 -1 21024 E sign post signpost~ North - Falcon Road - To Justice Road - To Horizon Road - To Market Street East - Thieves Alley - To the Guild of Thieves South - Falcon Road - To Law Avenue ~ S #21026 Intersection of Market Street and Falcon Road~ You stand at the intersection of Market Street and Falcon Road. A wall towers over you to the west, keeping intruders out of Darkhaven. To the east are the glorious pavilions and shops of Darkhaven, while Falcon Road continues to the north and south. ~ 0 1048576 1 D0 Falcon Road lies in this direction. ~ ~ 0 -1 21027 D1 You gaze at the pavillions and shops of Market Street. ~ ~ 0 -1 21045 D2 To the south is Falcon Road. ~ ~ 0 -1 21025 E sign post signpost~ North - Falcon Road - To Justice Road - To Horizon Road East - Market Street South - Falcon Road - To Law Avenue ~ S #21027 Falcon Road~ You are walking down a poorer section of Falcon Road. The cobbled roads seem unkept and dirty, definitely unusual in this city which represents hope and order. The street ranges to the north and south. ~ 0 1048576 1 D0 Horizon Road and Falcon Road cross to the north. ~ ~ 0 -1 21028 D2 Market Street and Falcon Road cross just south of here. ~ ~ 0 -1 21026 S #21028 Intersection of Horizon Road and Falcon Road~ You stand at the intersection of Horizon Road and Falcon Road. Gazing to the west, you see the huge west gate of Darkhaven. The cobbled roads of Horizon Road and Falcon Road lie in the four cardinal directions. ~ 0 1048576 1 D0 The cobbled streets of Falcon Road lie to the north. ~ ~ 0 -1 21029 D1 Walking in this direction will lead you into the very heart of the city. ~ ~ 0 -1 21041 D2 Falcon Road lies to the south. ~ ~ 0 -1 21027 D3 ~ ~ 0 -1 21088 R O 0 21011 1 21028 E sign post signpost~ West - The Western Gate of Darkhaven South - Falcon Road - To Market Street - To Law Avenue East - Horizon Road - To Darkhaven Square North - Falcon Road - To Justice Avenue ~ S #21029 Falcon Road~ You are walking down a rarely used portion of Falcon Road. To the east is Darkhaven's church, while Falcon Road ranges to the north and south. ~ 0 1048576 1 D0 Falcon Road stretches northward. ~ ~ 0 -1 21030 D2 The intersection of Horizon Road and Falcon Road is south of here. ~ ~ 0 -1 21028 S #21030 Falcon Road~ You walk through a poor, almost abandoned section of Darkhaven. Indeed, this portion of Falcon Road is neither dirty nor clean, just untouched. The cobbled road continues to the north and south. A dark cavern opens incongruously toward the west. ~ 0 1048576 1 D0 Falcon Road extends northward. ~ ~ 0 -1 21031 D2 Falcon Road stretches southward. ~ ~ 0 -1 21029 D3 ~ ~ 0 -1 21416 R M 0 21037 8 21030 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21067 28 0 R E 1 21069 23 16 S #21031 Falcon Road~ Here you spy the spires and stained glass windows of the cathedral peeking out peek out from the lush green forest cultivated in the center of this thriving city. Falcon Road ranges to both the north and south. ~ 0 1048576 1 D0 Falcon Road meets with Justice Road to the north. ~ ~ 0 -1 21032 D2 Falcon Road lies to the south. ~ ~ 0 -1 21030 R M 0 21120 3 21031 S #21032 Meeting of Falcon Road and Justice Road~ Falcon Road and Justice Road come together here to form one of the four corners of Darkhaven. A stone staircase lead upward onto the fantastic city's battlements, from where even the strongest foe can be repelled. Falcon Road lies to the south, while Justice Road stretches eastward. ~ 0 1048576 1 D1 Justice Road lies to the east. ~ ~ 0 -1 21033 D2 Falcon Road lies to the south. ~ ~ 0 -1 21031 R O 0 21011 1 21032 E sign post signpost~ East - Justice Road - to Vertic Avenue - to Hawk Street South - Falcon Road - to Horizon Road - to Market Street - to Law Avenue ~ S #21033 Justice Road~ This is a rather unremarkable portion of Justice Road, as nothing out of the ordinary pokes at your attention. The northern wall lines the cobbled street, which ranges to the east and west. ~ 0 1048576 1 D1 Justice Road stretches eastward. ~ ~ 0 -1 21034 D3 Justice Road and Falcon Road meet to the west. ~ ~ 0 -1 21032 R M 0 21052 3 21033 R E 1 21055 1 1 S #21034 Justice Road~ You travel down an eerie portion of Justice Road. In the forest to the south you can hear strange chants to Thoric. The mysterious melody sends shivers down your spine, making you wonder who would sing such a song in a city of peace and goodness. Justice Road stretches east and west. ~ 0 1048576 1 D0 ~ ~ 0 -1 21472 D1 Justice Road lies to the east. ~ ~ 0 -1 21035 D3 Justice Road continues to the west. ~ ~ 0 -1 21033 S #21035 Justice Road~ You are walking cautiously through this part of Justice Road. Lately you have heard rumors of thieves prowling these parts, mocking the very name of the road. The cobbled street ranges to the east and west. ~ 0 1048576 1 D1 The intersection of Vertic Avenue and Justice Road is east of here. ~ ~ 0 -1 21004 D3 Justice Road stretches westward. ~ ~ 0 -1 21034 S #21036 Horizon Road~ Travelling the cobbled streets of Horizon Road, you notice the great Library of Darkhaven to the south, home to the Order of Scholars. Horizon Road continues to the east and west. ~ 0 1048576 1 D0 ~ ~ 0 -1 21310 D1 Horizon Road stretches onward in this direction. ~ ~ 0 -1 21037 D2 ~ ~ 0 -1 21440 D3 The road to the west leads to Darkhaven Square. ~ ~ 0 -1 21000 E sign post signpost~ East - Horizon Road - To Hawk Street South - The Archives - To the Lore of the Archives - To the Oracle of the Archives West - Horizon Road - To Vertic Avenue - To Falcon Road - To Darkhaven Square ~ S #21037 Horizon Road~ While traversing Horizon Road, you gaze up at the Darkhaven Tower of Sorcery, whose entrance lies to the south. The lengthy cobblestone road stretches to the east and west. ~ 0 1048576 1 D0 ~ ~ 16777216 -1 21539 D1 Horizon Road continues in this direction. ~ ~ 0 -1 21038 D2 The gates to Darkhaven's Tower of Sorcery are to the south. ~ ~ 0 -1 21126 D3 Horizon Road continues in this direction. ~ ~ 0 -1 21036 E sign post signpost~ East - Horizon Road - To Hawk Street South - Darkhaven Tower of Sorcery - To the Guild of Mages West - Horizon Road - To Vertic Avenue - To Falcon Road - To Darkhaven Square ~ S #21038 Horizon Road~ Young and giddy adventurers pass you as you travel this portion of Horizon Road. Gazing southward, you see the illustrious Darkhaven Academy, which has the responsibility of training new adventurers. The cobbled streets of Horizon Road continue to the east and west. ~ 0 1048576 1 D0 ~ ~ 0 -1 21540 D1 The intersection of Horizon Road and Hawk Street lies to the east. ~ ~ 0 -1 21012 D2 The entrance to Darkhaven Academy lies to the south. ~ ~ 0 -1 21280 D3 Horizon Road stretches to the west as far as the eye can see. ~ ~ 0 -1 21037 R M 0 21119 1 21038 E sign post signpost~ East - Horizon Road - To Hawk Street South - Darkhaven Academy West - Horizon Road - To Vertic Avenue - To Falcon Road - To Darkhaven Square ~ S #21039 Horizon Road~ You quicken your pace as you walk down the cobblestones of Horizon Road. Gazing to the north, you see the cathedral in all its beauty. To the east is Darkhaven Square, while Horizon Road leads on to the west. The Western Hall, a popular point of congregation, is situated in a building just to the south. ~ 0 1048576 1 D0 ~ ~ 0 -1 21413 D1 The road to the east leads to Darkhaven Square. ~ ~ 0 -1 21000 D2 The Western Hall lies in this direction. ~ ~ 0 -1 21335 D3 Horizon Road stretches onward as far as the eye can see. ~ ~ 0 -1 21040 R M 0 21119 3 21039 E sign post signpost~ East - Horizon Road - To Hawk Street - To Vertic Avenue - To Darkhaven Square South - Western Hall West - Horizon Road - To Falcon Road ~ S #21040 Horizon Road~ Here the city's inn stands to the south, and you make note to remember this location for later. Gazing to the east and west, you can see nothing but Horizon Road. ~ 0 1048576 1 D1 Horizon Road stretches further eastward. ~ ~ 0 -1 21039 D2 The town inn awaits. ~ ~ 0 -1 21069 D3 Horizon Road stretches further westward. ~ ~ 0 -1 21041 E sign post signpost~ East - Horizon Road - To Hawk Street - To Vertic Avenue - To Darkhaven Square South - The Inn West - Horizon Road - To Falcon Road ~ S #21041 Horizon Road~ Cheery laughter can be heard in this section of Horizon Road. Listening closely, you are not surprised to find the laughter coming from the tavern to the south. Peasants passing by also seem interested in those who can find joy in these dark times. Horizon Road ranges to the east and west. ~ 0 1048576 1 D1 Horizon Road continues in this direction. ~ ~ 0 -1 21040 D2 The tavern lies to the south. ~ ~ 0 -1 21068 D3 Horizon Road and Falcon Road cross to the west. ~ ~ 0 -1 21028 R M 0 21037 8 21041 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21067 28 0 R E 1 21069 23 16 E sign post signpost~ East - Horizon Road - To Hawk Street - To Vertic Avenue - To Darkhaven Square South - The Grim Smile West - Horizon Road - To Falcon Road ~ S #21042 Vertic Avenue~ You are travelling upon the southern portion of Vertic Avenue. The tents of the Darkhaven markets rise high into the air to the east and west. The cobblestone road stretches to the north and south, where you can see a bustling intersection. ~ 0 1048576 1 D0 The road to the north leads to Darkhaven Square. ~ ~ 0 -1 21000 D2 A bustling intersection lies to the south. ~ ~ 0 -1 21043 S #21043 Intersection of Vertic Avenue and Market Street~ You stand at the intersection of Vertic Avenue and Market Street. The intersection bustles with activity as citizens go about their business. To the east and west runs Market Street, lined with the exotic shops of Darkhaven, while Vertic Avenue lies to the north and south. ~ 0 1048576 1 D0 Vertic Avenue lies to the north. ~ ~ 0 -1 21042 D1 You can see the exotic markets of Darkhaven. ~ ~ 0 -1 21048 D2 Vertic Avenue stretches to the south as far as the eye can see. ~ ~ 0 -1 21044 D3 You can see the exotic markets of Darkhaven. ~ ~ 0 -1 21047 E sign post signpost~ North - Vertic Avenue - To Justice Road - To Horizon Road - To Darkhaven Square East - Market Street - To Hawk Street South - Vertic Avenue - To Law Avenue West - Market Street - To Falcon Road ~ S #21044 Vertic Avenue~ While traversing the busy, cobbled streets of Darkhaven, you notice a particularly dark alley to the west which citizens commonly avoid. Grinning, you imagine the cloaked thief lurking in the shadows. Vertic Avenue extends to the north and south. ~ 0 1048576 1 D0 Intersection of Vertic Avenue and Market Street ~ ~ 0 -1 21043 D1 ~ gate~ 3 -1 21471 D2 The intersection of Vertic Avenue and Law Avenue lies to the south. ~ ~ 0 -1 21020 D3 You can't make out any details about the dark alley. ~ ~ 0 -1 21065 R D 0 21044 1 1 E sign post signpost~ North - Vertic Avenue - To Market Street - To Horizon Road - To Justice Road - To Darkhaven Square West - Thieves Alley - To the Guild of Thieves South - Vertic Avenue - To Law Avenue ~ S #21045 Market Street~ You smile at the sight of the familiar Market Street and its glorious pavilions. A fiery ruby catches your eye in the shop to the south, while the shop to the north is eerily silent. Market Street extends to the east and west. ~ 0 1048576 1 D0 A scribe's shop is situated just north of here. ~ ~ 0 -1 21051 D1 More shops attract your attention to the east. ~ ~ 0 -1 21046 D2 A jewelry shop has been set up in the tent to the south. ~ ~ 0 -1 21052 D3 Market Street meets up with Falcon Road to the west. ~ ~ 0 -1 21026 E sign post signpost~ North - The Scribe's Tent East - Market Street - To Hawk Street - To Vertic Avenue South - The Shining Emerald West - Market Street - To Falcon Road ~ S #21046 Market Street~ Citizens of Darkhaven scamper around you, anxious to finish their shopping. Gazing northward, you can see a female elf brewing a multitude of potions, while to the south you see Darkhaven's courier service. Market Street ranges to the east and west. ~ 0 1048576 1 D0 The Alchemist's is to the north. ~ ~ 0 -1 21054 D1 More shops attract your attention to the east. ~ ~ 0 -1 21047 D2 The Darkhaven mail service is situated in a building to the south. ~ ~ 0 -1 21053 D3 More shops attract your attention to the west. ~ ~ 0 -1 21045 E sign post signpost~ North - The Alchemist's East - Market Street - To Hawk Street - To Vertic Avenue South - The Darkhaven Courier West - Market Street - To Falcon Road ~ S #21047 Market Street~ The cobbled road is buzzing with activity. Eager shouts from numerous tents and pavilions encourage potential customers to come inspect a shopkeeper's wares. To the north is the Magician's Tent, while a dealer in parchment is to the south. Market Street stretches to the east and west. ~ 0 1048576 1 D0 The wizard's tent is to the north. ~ ~ 0 -1 21055 D1 You see the intersection of Vertic Avenue and Market Street. ~ ~ 0 -1 21043 D2 A parchment store lies to the south. ~ ~ 0 -1 21056 D3 More shops attract your attention to the west. ~ ~ 0 -1 21046 R M 0 21037 8 21047 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21069 23 16 R E 1 21067 28 0 E sign post signpost~ North - Wizard's Tent East - Market Street - To Hawk Street - To Vertic Avenue South - Quills and Parchments West - Market Street - To Falcon Road ~ S #21048 Market Street~ The cobbled road is buzzing with activity. Eager shouts from numerous tents and pavilions encourage potential customers to come inspect a shopkeeper's wares. To the north is the Food Market, while the tent to the south is dedicated to repairing items. Market Street stretches to the east and west. ~ 0 1048576 1 D0 The butcher's shop lies in this direction. ~ ~ 0 -1 21057 D1 More shops attract your attention in this direction. ~ ~ 0 -1 21049 D2 You can see a stocky dwarf repairing equipment. ~ ~ 0 -1 21058 D3 The intersection of Vertic Avenue and Market Street lies to the west. ~ ~ 0 -1 21043 R M 0 21045 2 21048 E sign post signpost~ North - The Carnivore's Delight East - Market Street - To Hawk Street South - The Damaged Goods West - Market Street - To Vertic Avenue - Falcon Road ~ S #21049 Market Street~ Citizens of Darkhaven scamper about you, eager to finish their shopping. The aroma of fresh bread assails your nose, coming from a bakery to the north, and the clanging of metal on metal rings out from Darkhaven's armoury to the south. Market Street ranges to the east and west. ~ 0 1048576 1 D0 You can see a bakery to the north. ~ ~ 0 -1 21060 D1 More shops attract your attention in this direction. ~ ~ 0 -1 21050 D2 The Solid Parry is to the south. ~ ~ 0 -1 21059 D3 More shops attract your attention in this direction. ~ ~ 0 -1 21048 E sign post signpost~ North - The Darkhaven Bakery East - Market Street - To Hawk Street South - The Solid Parry West - Market Street - To Vertic Avenue - To Falcon Road ~ S #21050 Market Street~ You smile at the familiar sight of Market Street and its glorious pavilions. The ring of sword on sword can be heard to the south, while the dairy is situated to the north. Market Street extends east and west. ~ 0 1048576 1 D0 The dairy to the north deals in all dairy products. ~ ~ 0 -1 21061 D1 Market Street joins up with Hawk Street to the east. ~ ~ 0 -1 21014 D2 Weapons can be bought or sold in the store to the south. ~ ~ 0 -1 21062 D3 More shops attract you in this direction. ~ ~ 0 -1 21049 R M 0 21037 8 21050 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21067 28 0 R E 1 21069 23 16 E sign post signpost~ North - Dairy Products East - Market Street - To Hawk Street South - The Daring Attack West - Market Street - To Vertic Avenue - To Falcon Road ~ S #21051 The Scribe's Tent~ You find yourself in a quiet section of the tent. All that can be heard is the constant scratching of quill on parchment and scrolls litter the floor, although most have been carefully categorized and placed into different boxes. A desk sits in the center of the room, where the scribe writes an infinite amount of scrolls. You almost pity the man his job, until you see his coin pouch. To the east is the apothecary, while a tent opening to the south leads back out onto Market Street. ~ 0 1048584 0 D1 The alchemist's tent lies to the east. ~ ~ 0 -1 21054 D2 The opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21045 R M 0 21004 1 21051 R G 1 21007 1 R G 1 21006 1 R G 1 21005 1 S #21052 The Shining Emerald~ A locked display box dominates this particular shop. Under the glass of the box are a myriad of gems, each lying gently upon a miniscule cushion. Hanging from the walls are various paintings, while sculptures take up the rest of the floor space. To the east is Darkhaven's courier, while an opening in the tent to the north leads back out onto Market Street. ~ 0 1048584 0 D0 An opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21045 D1 Darkhaven's courier lies to the east. ~ ~ 0 -1 21053 R M 0 21014 1 21052 S #21053 The Darkhaven Courier~ An immense bookshelf set against the southern wall of the tent has been organized into small slots, each containing letters to and from the citizens of Darkhaven. Errand boys are constantly coming in and collecting packets for delivery. To the east is the Quill and Parchment shop, while the shop to the west deals in jewelry and other rare treasures. An opening in the tent leads back out onto Market Street to the north. ~ 0 3407880 0 D0 An opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21046 D1 The Quill and Parchment shop lies to the east. ~ ~ 0 -1 21056 D2 A silent corner of the courier makes a good spot for composing thoughts. ~ ~ 16777216 -1 21409 D3 A dealer in fine jewelry has set up a shop to the west. ~ ~ 0 -1 21052 R M 0 21017 1 21053 R O 0 21048 1 21053 S #21054 The Alchemist's~ This portion of the tent is filled with the scent of chemicals. Wooden shelves are lined with potions, each of varying colors. A counter sits in the center of the room. Walking nearer, you notice a small plaque on the counter which reads 'Success lies in alchemy'. An opening in the tent leads back out onto Market Street lies to the south, while two other magic shops are situated to the east and west. ~ 0 1048584 0 D1 To the east is the wizard's tent. ~ ~ 0 -1 21055 D2 The opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21046 D3 A scribe's shop lies to the west. ~ ~ 0 -1 21051 R M 0 21003 1 21054 R G 1 21000 2 R G 1 21003 1 R G 1 21002 1 R G 1 21001 1 R G 1 21004 1 S #21055 The Wizard's Tent~ A musty odor fills your nostrils as you inhale. Bookcases hug the walls of this part of the tent, each shelf filled with magical items. As you begin to inspect several of the shelves, you notice they are all covered in dust. A square wooden counter sits in the center of the room, and an opening in the tent leads back out onto Market Street, while the Alchemist's tent lies to the west. ~ 0 1048584 0 D2 The opening in the tent leads back out to Market Street. ~ ~ 0 -1 21047 D3 You can see the alchemist's tent. ~ ~ 0 -1 21054 R M 0 21001 1 21055 R G 1 35 1 R G 1 34 1 R G 1 21 1 R G 1 21049 1 R G 1 21046 1 R G 1 75 1 S #21056 Quills and Parchments~ You find yourself in a rather small and empty shop. Parchments tied into neat packs lie about in an unorganized manner. A counter in the center of the room houses numerous plain quills, as well as a couple more unique writing tools. The Darkhaven courier is to the west, and the newsletter's public office is to the south, while an opening in the tent to the north leads back out onto Market Street. ~ 0 1048584 0 D0 An opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21047 D3 The Darkhaven Courier is situated in the shop to the west. ~ ~ 0 -1 21053 R M 0 21011 1 21056 R G 1 36 8 R G 1 37 7 S #21057 The Butcher's Shop~ The smell of fresh meat is present in the air of this shop. Kept cool in magically frosted vaults, the city butcher sells his meats here, imported from lands far distant. To the south is the famous Market Street, while the Darkhaven Bakery lies to the east. ~ 0 1048584 0 D1 The city bakery is to the east. ~ ~ 0 -1 21060 D2 An opening in the tent allows you to return to Market Street. ~ ~ 0 -1 21048 R M 0 21018 1 21057 R G 1 21015 1 R G 1 21016 1 R G 1 21014 1 S #21058 The Blacksmith's Tent~ You stand within the sweltering tent of the city's blacksmith. Darkhaven's armourer lies to the east, while an opening in the tent leads back out onto Market Street. ~ 0 1048584 0 D0 The opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21048 D1 The armourer's shop lies to the east. ~ ~ 0 -1 21059 R M 0 21002 3 21058 S #21059 Armory~ This shop's owner is a dedicated creator of armor and shields. Having lost her son to shabby equipment, she took up the job of putting protective suits of mail together. To the west is the blacksmith's, while the armourer's is to the east. An opening in the tent leads back out north onto Market Street. ~ 0 1048584 0 D0 The opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21049 D1 The weaponry shop is to the east. ~ ~ 0 -1 21062 D3 The blacksmith's is to the west. ~ ~ 0 -1 21058 R M 0 21015 1 21059 R G 1 21057 17 R G 1 21058 30 R G 1 21059 30 R G 1 21060 30 R G 1 21061 30 R G 1 21062 30 R G 1 21063 30 R G 1 21064 26 R G 1 21065 9 R G 1 21066 16 S #21060 The Darkhaven Bakery~ Upon entering the Darkhaven Bakery, you find yourself surrounded by citizens of the marvelous city, each waiting in line for their daily bread. Gazing eastward, you see a farmer's shop which sells all forms of dairy products. A butcher's shop also lies to the west, while an opening in the tent to the south leads back out onto Market Street. ~ 0 1048584 0 D1 Dairy products can be bought in the shop to the east. ~ ~ 0 -1 21061 D2 An opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21049 D3 The butchery lies to the west. ~ ~ 0 -1 21057 R M 0 21019 1 21060 R G 1 21020 1 R G 1 21021 1 E sign~ LIST - show what items you can buy BUY - buy an item SELL - sell an item VALUE - get the price on an item. Ask about 'import' to know what the baker will import. If you have imported items, give them to the baker for your gold. ~ S #21061 The Dairy Tent~ This small shop smells strongly of cheese, as dozens of types of cheeses have been laid out and labeled properly on several long shelves. You notice many bottles of milk, considered to be more important than even water, carefully stacked in the northeast corner. To the west is the Darkhaven Bakery, while Market Street lies to the south. ~ 0 1048584 0 D2 An opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21050 D3 The Darkhaven Bakery is situated in the shop to the west. ~ ~ 0 -1 21060 R M 0 21020 1 21061 R G 1 21017 1 R G 1 21018 1 R G 1 21019 2 E sign~ LIST - show what items you can buy BUY - buy an item SELL - sell an item VALUE - get the price on an item. Ask about 'import' for items that the shopkeeper wants. If you have items to import, simply give them to the shopkeeper. Ask about 'export' for items that the shopkeeper sells for you to trade elsewhere. ~ S #21062 Weaponry Shop~ Racks line the walls of this tent, each filled to the brim with weapons. You grin evilly at the items of destruction, and try out a couple on the practice dummies hung from the ceiling. A counter in the center of the room is where the keeper of this shop does business. To the west is the armourer's shop, while an opening in the tent to the north leads back out onto Market Street. ~ 0 1048584 0 D0 The opening in the tent leads back out onto Market Street. ~ ~ 0 -1 21050 D3 The Solid Parry is situated to the west. ~ ~ 0 -1 21059 R M 0 21016 1 21062 R G 1 21085 1 R G 1 21081 1 R G 1 21069 1 R G 1 21082 1 R G 1 21086 1 R G 1 21068 1 S #21063 Thieves Alley~ You are walking through a particularly dark and unkempt alley of Darkhaven. Rats scurry across the cobbled ground, squeaking at you. Empty crates and tattered rags are lying about. The alley opens up to Falcon Road to the west, while to the east the darkness deepens. ~ 0 1048576 1 D0 ~ ~ 0 -1 21428 D1 The Thieves Alley continues in this direction. ~ ~ 0 -1 21064 D3 Falcon Road lies to the west. ~ ~ 0 -1 21025 R M 0 21052 3 21063 R E 1 21055 3 1 S #21064 Thieves Alley~ You are walking through a particularly dark and unkempt alley of Darkhaven. Rats scurry across the cobbled ground, squeaking at you. Empty crates and tattered rags are lying about. The alley stretches to the east and west, while the mysterious Guild of Thieves lies to the north. ~ 0 1048576 1 D0 The thieves of Darkhaven have set up their guild in the building to the north. ~ ~ 0 -1 21141 D1 The Thieves Alley continues in this direction. ~ ~ 0 -1 21065 D3 The Thieves Alley continues in this direction. ~ ~ 0 -1 21063 R M 0 21052 3 21064 R E 1 21055 3 1 S #21065 Thieves Alley~ You are walking through a particularly dark and unkempt alley of Darkhaven. Rats scurry across the cobbled ground, squeaking at you. Empty crates and tattered rags are lying about. The alley opens up to Vertic Avenue to the east, while to the west the darkness deepens. ~ 0 1048576 1 D1 Vertic Avenue lies to the east. ~ ~ 0 -1 21044 D3 The Thieves Alley continues in this direction. ~ ~ 0 -1 21064 R M 0 21052 3 21065 R E 1 21055 3 1 S #21066 Annir's Clothing~ The shop you have entered smells heavily of leather. Gazing about, you see all manner of clothing, from leather to silk. A wooden counter lines the northern wall of the shop, and several stalls line the eastern wall, where you can try on your clothes. A door to the south leads back out onto Law Avenue. ~ 0 1048584 0 D2 The door leads back out onto Law Avenue ~ ~ 0 -1 21022 R M 0 21021 1 21066 R G 1 21076 1 R G 1 21077 1 R G 1 21078 1 R G 1 21079 1 R G 1 21080 1 S #21067 Companions and Mounts~ You walk into a large shop which smells of horses and hay. Behind the long wooden counter are dozens of cages containing varying types of animals. You can hear the sounds of horses coming from a store room in the back of the shop. A door to the south leads back out onto the busy Law Avenue. ~ 0 12 0 S #21068 The Tavern~ You enter the city's grungy tavern, in fact the only bar inside the city itself, appropriately connected to the city's inn to the east. Smoke and the smell of alcohol mix with laughter, quickly giving you a dull headache. To the east is town inn, while the fresh air of the outdoors stands at bay to the north. ~ 0 1048584 0 D0 A door leads out onto Horizon Road. ~ ~ 0 -1 21041 D1 The inn lies to the east. ~ ~ 0 -1 21069 R M 0 21013 1 21068 R G 1 21009 1 R G 1 21008 1 R G 1 21010 1 S #21069 The Darkhaven Inn~ Here a weary traveller can seek a good rest in comfort without fear of theft or, worse yet, murder. A long counter stretches across much of the room, and for a few coins the innkeeper will gladly rent you one of his rooms. Drunken laughter emerges from a hall to the west. To the south is a door with a sign reading 'Men' over it, and to the east a door with a sign reading 'Women'. ~ 0 1048588 0 D0 Horizon Road lies to the north. ~ ~ 0 -1 21040 D1 ~ ~ 0 -1 21399 D2 ~ ~ 0 -1 21304 D3 The tavern lies to the west. ~ ~ 0 -1 21068 R M 0 21025 2 21069 S #21070 Chamber of the High Assassin~ Within this chamber sits a thin man behind a desk staring at you with an almost wolfish smile. Although normally he says he would charge for his services, he offers to train those of this order for free. To the north a board room can be seen. ~ 0 1076896776 1 D0 ~ ~ 0 -1 21130 D5 ~ ~ 0 -1 21429 R M 0 21104 1 21070 S #21071 A Chamber Covered with Runes~ Runes of protection and preservation have been carefully engraved in the walls of this chamber. It is here that the archmages of the guild leave behind various scrolls, staves and wands which hold little value for them but may be of great use to an initiate. The powerful magic being worked in this room gives you the feeling that the items left here could survive the greatest of calamities. A corridor leads back to the guild's main hall to the northeast. ~ 0 3686408 0 D6 The corridor leads back to the guild's main hall. ~ ~ 0 -1 21127 S #21072 The Court of the Red Robes~ This hall is slightly smaller than the Court of the Conclave, for it is reserved for the members of the Red Robes only. The seats in this room are all crafted of plain grey stone, and circle the slate podium sitting in the center of the hall. A lone aisle leads back to the Court of the Conclave. ~ 0 3145740 0 D2 The Court of the Conclave lies to the south. ~ ~ 0 -1 21133 S #21073 The Court of the Black Robes~ This hall is slightly smaller than the Court of the Conclave, for it is reserved for the members of the Black Robes only. The seats in this room are all crafted of dark obsidian and circle the onyx podium lying in the hall's center. A sole aisle leads back to the Court of the Conclave. ~ 0 3145740 0 D7 The Court of the Conclave is to the northwest. ~ ~ 0 -1 21133 S #21074 Inside the Southern Entrance~ You stand inside the southern gate of Darkhaven. To the north is the intersection of Vertic Avenue and Law Avenue. ~ 0 1048576 1 D0 Two roads cross to the north. ~ ~ 0 -1 21020 D2 ~ ~ 0 -1 21075 R M 0 21068 1 21074 R E 1 21073 2 17 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21069 23 16 S #21075 Outside the Southern Gate~ You are standing just outside the southern gate of Darkhaven. To the south you see the southern bridge, which crosses the Darkhaven River. As you are about to leave, something compels you to investigate the foliage near here. ~ 0 1048576 1 D0 ~ ~ 16777216 -1 21074 D1 A path begins to the east. ~ ~ 0 -1 21124 D3 A path begins to the west. ~ ~ 0 -1 21076 R M 0 21069 1 21075 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21069 23 16 R E 1 21073 2 17 R E 1 21064 26 15 R E 1 21065 9 11 E foliage~ Searching thoroughly, you discover a manhole hidden beneath one of the many bushes. ~ S #21076 On a Trail West of the Southern Gate~ You are on a dirt road just west of the southern gate. The path extends to the east and west. ~ 0 1048576 1 D1 To the east the southern gate of Darkhaven. ~ ~ 0 -1 21075 D3 The road continues to the west. ~ ~ 0 -1 21077 S #21077 On a Trail Rounding Darkhaven~ You are on a dirt road set against the southern wall of Darkhaven. The blue waters of Darkhaven River can be seen to the south. The trail you so faithfully travel continues to the east and west. ~ 0 1048576 1 D1 The road continues to the east. ~ ~ 0 -1 21076 D3 The road continues to the west. ~ ~ 0 -1 21078 S #21078 On a Trail Rounding Darkhaven~ You are on a dirt path rounding the southern wall of Darkhaven. The familiar sound of running water emanates from the Darkhaven River to the south. The trail stretches to the east and west. ~ 0 1048576 1 D1 The path continues to the east. ~ ~ 0 -1 21077 D3 The trail continues to the west. ~ ~ 0 -1 21079 S #21079 On a Trail Rounding Darkhaven~ You are on a dirt trail which lines the southern wall of Darkhaven. The sound of rushing water can be heard to the south, surely coming from Darkhaven River. The road extends to the east and west. Toward the north, against the city wall, the door to a crypt can be seen. ~ 0 1048576 1 D0 ~ ~ 0 -1 21489 D1 The path continues to the east. ~ ~ 0 -1 21078 D3 The road continues to the west. ~ ~ 0 -1 21080 S #21080 On a Trail Rounding Darkhaven~ You are on a dirt road hugging the southern wall of Darkhaven. A steep hill, one too steep to descend, lies to the south, cradling Darkhaven River. The trail ranges to the east and west. ~ 0 1048576 1 D1 The road continues to the east. ~ ~ 0 -1 21079 D3 The path continues to the west. ~ ~ 0 -1 21081 S #21081 Before the Precarious Bridge~ You have come to what remains of Darkhaven's ancient stone bridge, which allowed passage to what was once the concourse. Its supports are cracked, and the entire structure seems liable to fall into the Darkhaven River at any moment. To the north and east are two plain dirt roads, while you can see the ruins of the concourse to the south. ~ 0 1048576 1 D0 A path begins to the north. ~ ~ 0 -1 21082 D1 A road begins to the east. ~ ~ 0 -1 21080 D2 The precarious bridge lies to the south. ~ ~ 0 -1 21296 R M 0 21061 4 21081 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 15 R E 1 21065 9 11 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21064 26 14 R E 1 21069 23 16 S #21082 On a Trail Rounding Darkhaven~ You travel a dirt road hugging the western wall of Darkhaven. The stunted trees of Haon Dor can be seen to the west, while the trail ranges to the north and south. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21083 D2 The trail continues to the south. ~ ~ 0 -1 21081 S #21083 On a Trail Rounding Darkhaven~ You are on a dirt path situated but a few feet west of Darkhaven. The dark forest of Haon Dor lies to the west, while the unkempt road stretches to the north and south. ~ 0 1048576 1 D0 The trail continues to the north. ~ ~ 0 -1 21084 D2 The path continues to the south. ~ ~ 0 -1 21082 S #21084 On a Trail Rounding Darkhaven~ You are on a dirt trail set against the western wall of Darkhaven. The gloomy forest of Haon Dor is situated to your west, while the path extends to the north and south. ~ 0 1048576 1 D0 The road continues to the north. ~ ~ 0 -1 21085 D2 The path continues to the south. ~ ~ 0 -1 21083 S #21085 On a Trail Rounding Darkhaven~ You are on a dirt road hugging the western wall of Darkhaven. The forest of Haon Dor lies to the west, while the path ranges to the north and south. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21086 D2 The road continues to the south. ~ ~ 0 -1 21084 D3 ~ ~ 0 -1 21483 S #21086 On a Trail South of the Western Gate~ You are on a dirt road hugging the western wall of Darkhaven. Gazing northward, you see a patrol of guards returning to their city after a hard day's work. The path continues to the south. ~ 0 1048576 1 D0 The western entrance to Darkhaven lies to the north. ~ ~ 0 -1 21087 D2 The train continues rounding the city wall of Darkhaven. ~ ~ 0 -1 21085 S #21087 Outside the Western Gate~ You are standing just outside the western gate of Darkhaven. Gazing up at the battlements, you notice a particularly well dressed lord organizing this gate's defense. A dirt road lies to the north and south, circling around Darkhaven. To the west you see a wide path which passes through the dark forest of Haon Dor. ~ 0 1048576 1 D0 A path begins to the north. ~ ~ 0 -1 21089 D1 ~ ~ 16777216 -1 21088 D2 A road begins to the south. ~ ~ 0 -1 21086 R M 0 21063 1 21087 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21064 26 15 R E 1 21065 9 11 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21069 23 16 R E 1 21070 2 17 S #21088 Inside the Western Entrance~ You stand the western gate of Darkhaven. To the east is the intersection of Horizon Road and Falcon Road. ~ 0 1048576 1 D1 ~ ~ 0 -1 21028 D3 ~ ~ 0 -1 21087 R M 0 21062 1 21088 R E 1 21070 2 17 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21066 16 20 R E 1 21069 23 16 R E 1 21067 28 0 S #21089 On a Trail North of the Western Gate~ You are walking down an endless dirt road which circles the city of Darkhaven. To the west is the forest of Haon Dor, and from somewhere within a crow resting in a tree cries out at you. The western gate of Darkhaven is just south of here, and the path stretches northward. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21090 D2 The western gate is to the south. ~ ~ 0 -1 21087 S #21090 On a Trail Rounding Darkhaven~ You are on a dirt road which circles the city of Darkhaven. A trail extends westward into a strange forest. A wooden sign at the path's entrance attracts your attention, while the road stretches off to the north and south. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21091 D2 The road continues to the south. ~ ~ 0 -1 21089 D3 Thick brambles and overhanging twigs part to reveal a narrow trail. ~ ~ 0 -1 21401 E sign~ The sign reads: Hail Traveler! You stand before the Pixie Forest, a group of woods populated by one of the smaller races of the world. The area is intended for those of low level, and welcomes you. ~ S #21091 On a Trail Rounding Darkhaven~ You are circling the city of Darkhaven by way of a long dirt road. To the south is an entrance to the Pixie Forest, while the path continues northward. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21092 D2 The road continues to the south. ~ ~ 0 -1 21090 S #21092 On a Trail Rounding Darkhaven~ Your legs begin to feel weak and you realize that you have been in the wilderness far too long. A nice rest in Darkhaven will do you much good. The unending dirt road stretches to the north and south. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21093 D2 The trail continues to the south. ~ ~ 0 -1 21091 S #21093 On a Trail Rounding Darkhaven~ The long dirt road curves around the northwestern corner of Darkhaven just north of here. A gentle sea breeze cools your skin, coming from the northwest. The lengthy trail also continues to the south. ~ 0 1048576 1 D0 A gentle sea breeze is coming in from the north. ~ ~ 0 -1 21094 D2 The path continues to the south. ~ ~ 0 -1 21092 S #21094 On a Trail Rounding Darkhaven~ The long dirt road circles around the northwest corner of Darkhaven's city walls. A small trail branches off here, heading roughly westward, and the smell of a gentle sea breeze blows in from this direction. ~ 0 1048576 1 D1 The path continues to the east. ~ ~ 0 -1 21095 D2 The road continues to the south. ~ ~ 0 -1 21093 R M 0 21061 4 21094 R E 1 21067 28 0 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21064 26 15 R E 1 21065 9 11 R E 1 21066 16 20 R E 1 21069 23 16 S #21095 On a Trail Rounding Darkhaven~ The long dirt road curves around the northwest corner of Darkhaven west of here. The unending road continues to the east and west. ~ 0 1048576 1 D1 The path continues to the east. ~ ~ 0 -1 21096 D3 The road continues to the west. ~ ~ 0 -1 21094 S #21096 On a Trail Rounding Darkhaven~ Lying at your feet is the freshly severed head of a cityguard. A scroll has been tied to the horrid gift, obviously a message to Darkhaven. The dirt road extends to the east and west. ~ 0 1048576 1 D1 The trail continues to the east. ~ ~ 0 -1 21097 D3 The path continues to the west. ~ ~ 0 -1 21095 E scroll~ Runes of preservation and permanence cover the scroll, as well as the words: Darkhaven's Time Will Come, Just As Thalos. ~ S #21097 On a Trail Rounding Darkhaven~ The ground here is packed in, not like the loose dirt you have become accustomed to. Two tracks stretch across the terrain, those of a horse and the cart it was pulling. The road stretches to the east and west. ~ 0 1048576 1 D1 The road continues to the east. ~ ~ 0 -1 21098 D3 The path continues to the west. ~ ~ 0 -1 21096 S #21098 On a Trail West of the Northern Gate~ You are walking down a dirt road just west of Darkhaven's northern gate. Footprints in the dirt tells you that a patrol of guards passed not long ago. The trail ranges to the east and west. ~ 0 1048576 1 D1 Darkhaven's northern gate is to the east. ~ ~ 0 -1 21099 D3 The road continues to the west. ~ ~ 0 -1 21097 S #21099 Outside the Northern Entrance~ You are walking down a dirt road just west of the northern gate. Footprints in the dirt tells you that a patrol of guards passed not long ago. The trail ranges to the east and west. ~ 0 1048576 1 D1 The path begins to the east. ~ ~ 0 -1 21101 D2 ~ ~ 16777216 -1 21100 D3 The road begins to the west. ~ ~ 0 -1 21098 R M 0 21065 1 21099 R E 1 21071 2 17 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21069 23 16 R E 1 21065 9 11 R E 1 21064 26 15 S #21100 Inside the Northern Entrance~ You stand inside the northern gate of Darkhaven. To the south lies the intersection of Vertic Avenue and Justice Road. ~ 0 1048576 1 D0 ~ ~ 0 -1 21099 D2 Two roads meet to the south. ~ ~ 0 -1 21004 R M 0 21064 1 21100 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21069 23 16 R E 1 21071 2 17 S #21101 On a Trail East of the Northern Gate~ You are walking down a dirt road not far east of the northern gate. Tracks in the ground show that a band of men passed not long ago, probably a roving patrol of guards. The road extends to the east and west. ~ 0 1048576 1 D1 The trail continues to the east. ~ ~ 0 -1 21102 D3 Darkhaven's northern gate is to the west. ~ ~ 0 -1 21099 S #21102 On a Trail Rounding Darkhaven~ You are a plain road which lines to the northern wall of Darkhaven. A broken sign lies in the dirt, its message still visible in black letters. The road ranges to the east and west. ~ 0 1048576 1 D1 The road continues to the east. ~ ~ 0 -1 21103 D3 The path continues to the west. ~ ~ 0 -1 21101 E sign~ The sign reads: Welcome to Darkhaven - City of Hope. ~ S #21103 On a Trail Rounding Darkhaven~ You feel a craving for adventure and excitement as you walk down this bland road which circles the city of Darkhaven. A forest to the north blocks your view of the plains. The path streches to the east and west. North is the La Porte Prison. ~ 0 1048576 1 D1 The road continues to the east. ~ ~ 0 -1 21105 D3 The trail continues to the west. ~ ~ 0 -1 21102 S #21105 On a Trail Rounding Darkhaven~ You are on a long dirt road which circles the city of Darkhaven. The path curves around here, eventually bringing you to the northern gate. ~ 0 1048576 1 D1 The path continues to the east. ~ ~ 0 -1 21106 D3 The road continues to the west. ~ ~ 0 -1 21103 S #21106 On a Trail Rounding Darkhaven~ The path curves around the northeastern corner of Darkhaven here. Thick, impassable woods are to the north and east, while the long dirt road continues to the west and south. ~ 0 1048576 1 D2 The path continues to the south. ~ ~ 0 -1 21107 D3 The path stretches westward. ~ ~ 0 -1 21105 S #21107 On a Trail Rounding Darkhaven~ The long path begins to curve here, preparing for a turn around the northeastern corner of Darkhaven. A line of archers stand atop the city's battlements. The path stretches to the north and south. ~ 0 1048576 1 D0 The path curves around the northeastern corner. ~ ~ 0 -1 21106 D2 The road continues to the south. ~ ~ 0 -1 21108 S #21108 On a Trail Rounding Darkhaven~ You are on a long dirt road which lines the eastern wall of Darkhaven. A thick, impassable forest lies to the east, while to the north the trail begins to curve. ~ 0 1048576 1 D0 The trail stretches northward. ~ ~ 0 -1 21107 D2 The path continues to the south. ~ ~ 0 -1 21109 S #21109 On a Trail Rounding Darkhaven~ A mystical portal floats in the sky above here, the glowing myriad of colors which emanates from within mesmerizes you, urging you to explore what lies beyond. Suddenly a moment of clarity comes to you as you realize the dangers of entering the Machine Dream. You think twice about taking the step, and cast your eyes down the dirt road which leads north and south from here. ~ 0 1048576 1 D0 The road heads northward. ~ ~ 0 -1 21108 D2 The road extends to the south. ~ ~ 0 -1 21110 S #21110 On a Trail Rounding Darkhaven~ You begin to kick a rock down the long dirt trail, growing bored at the endless trees to the east and the limitless wall to the west. Yet the trail continues to the north and south, leading onward around the city of Darkhaven. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21109 D2 The road continues to the south. ~ ~ 0 -1 21111 S #21111 On a Trail North of the Eastern Gate~ You are walking down a trail just north of the eastern gate. A forest thick with undergrowth is to the east, and as you approach it you realize it is too dense to allow you to proceed further. The long road extends to the north and south. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21110 D2 Darkhaven's eastern gate is to the south. ~ ~ 0 -1 21112 S #21112 Outside the Eastern Gate~ You are standing just ouside the eastern gate of Darkhaven. Soldiers walk the city's walls, keeping guard against whatever may come. A road runs to the north and south around the city walls. ~ 0 1048576 1 D0 A path begins to the north. ~ ~ 0 -1 21111 D2 A road begins to the south. ~ ~ 0 -1 21114 D3 ~ ~ 16777216 -1 21113 R M 0 21067 1 21112 R E 1 21072 2 17 R E 1 21065 9 11 R E 1 21064 26 14 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 15 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21069 23 16 S #21113 Inside the Eastern Entrance~ You stand inside the eastern gate of Darkhaven. To the west is the intersection of Horizon Road and Hawk Street. ~ 0 1048576 1 D1 ~ ~ 0 -1 21112 D3 Two roads cross to the west. ~ ~ 0 -1 21012 R M 0 21066 1 21113 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21069 23 16 R E 1 21072 2 17 S #21114 On a Trail South of the East Gate~ You are walking on a dirt trail just south of the eastern gate on a road which circles the city walls. ~ 0 1048576 1 D0 The eastern gate is to the north. ~ ~ 0 -1 21112 D2 The road continues to the south. ~ ~ 0 -1 21115 S #21115 On a Trail Rounding Darkhaven~ The dirt road curves slightly here as it maneuvers around an old abandoned cart. The cart is missing its two rear wheels, probably stolen during the night by a band of thieves. The lengthy path ranges north and south. ~ 0 1048576 1 D0 The trail continues to the north. ~ ~ 0 -1 21114 D2 The path continues to the south. ~ ~ 0 -1 21116 S #21116 On a Trail Rounding Darkhaven~ You are on a dirt road which lines the eastern wall of Darkhaven, famed City of Hope. From here, you can see the Tower of Sorcery peeking into view above the towering wall. The path continues north and south. ~ 0 1048576 1 D0 The road continues to the north. ~ ~ 0 -1 21115 D2 The path continues to the south. ~ ~ 0 -1 21117 S #21117 On a Trail Rounding Darkhaven~ You are walking down a long dirt road which hugs the outer wall of Darkhaven tightly. An impassable forest is to the east, while the trail extends to the north and south. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21116 D2 The road continues to the south. ~ ~ 0 -1 21118 S #21118 On a Trail Rounding Darkhaven~ You are on a lengthy dirt road which circles all around the city of Darkhaven. The path here ranges to the north and south. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21117 D2 The road continues to the south. ~ ~ 0 -1 21119 S #21119 On a Trail Rounding Darkhaven~ You begin to grow tired of seeing the lengthy dirt road which lines the outer walls of Darkhaven. Gazing to the south, you can make out the Darkhaven River flowing from a tunnel in a huge mountain. The path stretches to the north and west. ~ 0 1048576 1 D0 The path continues to the north. ~ ~ 0 -1 21118 D3 The road continues to the west. ~ ~ 0 -1 21120 R M 0 21061 4 21119 R E 1 21067 28 0 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21064 26 15 R E 1 21065 9 11 R E 1 21066 16 20 R E 1 21069 23 16 S #21120 On a Trail Rounding Darkhaven~ You begin to run down the endless dirt road which circles the beautiful city of Darkhaven. The sound of rushing water can be heard to the south, while the path extends to the east and west. ~ 0 1048576 1 D1 The path continues to the east. ~ ~ 0 -1 21119 D3 The road continues to the west. ~ ~ 0 -1 21121 S #21121 On a Trail Rounding Darkhaven~ You are rounding the city of Darkhaven by way of a dirt road. The tall southern wall looms over you, while to the south you can see the Darkhaven river. The path ranges to the east and west. ~ 0 1048576 1 D1 The road continues to the east. ~ ~ 0 -1 21120 D3 The path continues to the west. ~ ~ 0 -1 21122 S #21122 On a Trail Rounding Darkhaven~ You walk briskly down a path which lines the southern wall of Darkhaven. The sound of rushing water can be heard to the south, and the road itself stretches to the east and west. ~ 0 1048576 1 D1 The road continues to the east. ~ ~ 0 -1 21121 D3 The path continues to the west. ~ ~ 0 -1 21123 S #21123 On a Trail Rounding Darkhaven~ You are travelling down a dirt road lined with stunted pine trees. The tall southern wall of Darkhaven looms over you. A steep hill cradles the Darkhaven River to the south, andt the road extends to the east and west. ~ 0 1048576 1 D1 The path continues to the east. ~ ~ 0 -1 21122 D3 The road continues to the west. ~ ~ 0 -1 21124 S #21124 On a Trail East of the Southern Gate~ You are on a dirt road just east of the southern gate. You can hear the sound of a hammer striking wood to the south and smile as you picture the citiy's Marina which must lie just ahead. The trail continues east and west. ~ 0 1048576 1 D1 The road continues to the east. ~ ~ 0 -1 21123 D2 The Darkhaven Marina lies to the south. ~ ~ 0 -1 21275 D3 To the west is the southern gate of Darkhaven. ~ ~ 0 -1 21075 S #21125 The Chamber of Health~ This small room is for members of the Order of Mages to rest and meditate after a long days adventuring. A corridor to the south east leads back to the main hall. ~ 0 1076887564 0 D8 ~ ~ 0 -1 21127 R M 0 21101 27 21125 R O 0 21051 1 21125 S #21126 Outside the Tower of Sorcery~ Green foliage borders a cobblestone path which leads up a flight of stairs into Darkhaven's Tower of Sorcery. The tall monument to magic looms ominously over you. Rumor has it that only members of the Guild of Mages may enter the tower, all others being forced back northward. ~ 0 3145732 1 D0 Horizon Road is to the north. ~ ~ 0 -1 21037 D2 The Tower of High Sorcery lies to the south. ~ ~ 0 -1 21127 R O 0 21099 1 21126 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Mages else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21127 Within the Tower of Sorcery~ You walk beneath the impossibly high arches which support the great hall of Darkhaven's Tower of Sorcery. Walls crafted of smooth obsidian are covered with hoards of sorcerous runes, splitting even the smallest reflection into a dazzling array of shimmering images. A circular rune of power flares brightly in the center of the room as a mage recalls in from the wilderness. Hallways extend to the southeast, southwest and west. A huge library opens to the west, a chamber covered with runes is to the southwest and a chamber of meditation is to the southeast. Almost hidden from view above, an alcove leads to the Court of the Conclave. ~ 0 3145740 0 D0 The archway leads back to the streets of Darkhaven. ~ ~ 0 -1 21126 D3 An immense library is at the end of the corridor to the west. ~ ~ 0 -1 21128 D4 A long stairway leads upward. ~ ~ 0 -1 21131 D6 ~ ~ 0 -1 21512 D7 ~ ~ 0 -1 21125 D8 The Chamber of Meditation lies to the southeast. ~ ~ 0 -1 21129 D9 A chamber covered with runes lies to the southwest. ~ ~ 0 -1 21071 R O 0 21050 1 21127 S #21128 The Library~ Row upon row of bookcases fill this room. It is here that the mages of the guild keep their irreplaceable tomes of magic. The domed chamber is illuminated by a cluster of floating globes of light. In the dead center of the library is a podium made of gold, stone and obsidian, upon which sits a magical tome, allowing you to communicate with your fellow mages by will alone. To the east, a corridor leads back to the main hall of the Tower of Sorcery. ~ 0 3145740 0 D1 The corridor leads back to the main hall. ~ ~ 0 -1 21127 R O 0 21037 1 21128 S #21129 The Chamber of Meditation~ A powerful magical heat strikes you upon entering this room. It is here that the mages practice their diverse number of spells. A powerful altar in the center of the chamber channels the power of the Mistress of Magic to all who stand here. A sage is resting upon a marble bench, teaching a group of initiates a new spell. Lining the eastern wall is a row of statues, each one made of different materials and elements. A corridor leads back to the main hall to the northwest. ~ 0 3145740 0 D7 The corridor leads back to the main hall. ~ ~ 0 -1 21127 R M 0 21028 1 21129 R G 1 34 3 S #21130 Assassin Board Room~ In this chamber many pkillers come and brag about their exploits, and discuss strategies and the extablishment of laws governing their combat. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21070 R O 0 21432 1 21130 S #21131 On a Stone Stairway~ You find yourself on a long flight of stairs which spirals up to the top of Darkhaven's Tower of Sorcery. The grey stone steps are steep and difficult to climb, definitely the reason why most mages fly to the summit. The main hall of the Guild of Mages is at the bottom of the steps, while the Court of the Conclave lies at their peak. ~ 0 3145740 0 D4 The stairs spiral upward. ~ ~ 0 -1 21132 D5 The main hall of the mage's guild is down from here. ~ ~ 0 -1 21127 S #21132 On a Stone Stairway~ You find yourself on a long flight of stairs which spirals up to the top of Darkhaven's Tower of Sorcery. The grey stone steps are steep and difficult to climb, definitely the reason why most mages fly to the tower's summit. The main hall of the Guild of Mages is far below, while the Court of the Conclave lies just at the top of these steps. ~ 0 3145740 0 D4 The Court of the Conclave lies at the top of these steps. ~ ~ 0 -1 21133 D5 The stairs lead back down to the main hall. ~ ~ 0 -1 21131 S #21133 The Court of the Conclave~ You are standing in the Court of the Conclave, an enormous hall where the members of the Guild of Mages, regardless of the color of robe they have chosen, gather to discuss topics from the mundane to the supernatural. Seats made of either white ivory, grey stone, or black obsidian have been situated around a single podium in the center of the room, behind which the speaker stands. Three aisles lead off to the north, southeast and southwest, while an alcove cloaked in shadows leads back down to the main hall of the Tower of Sorcery. ~ 0 3145740 0 D0 The Court of the Grey Robes lies to the north. ~ ~ 0 -1 21072 D5 The stairs lead back down to the main hall. ~ ~ 0 -1 21132 D8 The Court of the Black Robes lies to the southeast. ~ ~ 0 -1 21073 D9 The Court of the White Robes lies to the southwest. ~ ~ 0 -1 21380 S #21134 Foyer of an Abandoned Mansion~ You find yourself in a large and seemingly abandoned mansion. It is quite aged, and its furniture and tapestries have been ruined utterly. A single decoration remains undamaged: the statue of a fearsome vampire, which you notice seems to drip fresh blood from its stone fangs, surely a warning to any who would disturb the rest of the undead. A flight of stone stairs leads into a foreboding darkness beneath the mansion, while a door to the south exits onto Law Avenue. ~ 0 3145740 0 D2 The door leads to the corridor of the Abandoned Mansion. ~ ~ 0 -1 21353 D5 The stairs lead into the cellar of the mansion. ~ ~ 0 -1 21135 R O 0 21050 1 21134 S #21135 Lair of the Vampires~ You have entered a set of catacombs beneath one of the abandoned mansions of Darkhaven. What should have been a musty, unused group of tunnels has been renovated into the Guild of Vampires. New chambers have been carved into the ground, and numerous coffins have been carried down into this very room. Five corridors lie to the east, south, west, northeast and northwest, while a staircase leads back up into the mansion and a private staircase leads into the Leadership Chamber below. ~ 0 3145736 0 D1 A sparring room lies to the east. ~ ~ 0 -1 21137 D2 A silent reading room is to the south. ~ ~ 0 -1 21136 D3 ~ ~ 0 -1 21249 D4 The stairs lead back up into the mansion. ~ ~ 0 -1 21134 D6 A room covered with blood lies to the northeast. ~ ~ 0 -1 21138 D7 The Hoard of the Undead is to the northwest. ~ ~ 0 -1 21139 D8 ~ ~ 0 -1 21162 D9 ~ ~ 0 -1 21519 S #21136 A Stone Grotto~ This low stone chamber is completely silent, its walls covered in runes of privacy and secrecy. A single altar of obsidian resides in the center of the floor, droplets of fresh blood rolling endlessly down its smooth surface. Atop the beautiful stone lies an ancient tome recording the times of the kindred. A corridor north leads back to the main hall. ~ 0 3145736 0 D0 The corridor leads back out to the main hall. ~ ~ 0 -1 21135 R O 0 21041 1 21136 S #21137 The Chamber of Discipline~ The Chamber of Discipline is where those of the Kindred come to learn and apply new skills and spells. A horrid rune of death has been drawn in blood on the cold stone floor, and a rack sporting numerous bloodied weapons sits against the eastern wall, inspiring within you an eagerness for battles to come. A corridor to the west leads back to the main hall. ~ 0 3145736 0 D3 A corridor leads back to the main hall. ~ ~ 0 -1 21135 R M 0 21006 1 21137 S #21138 A Room Covered with Blood~ You have entered a dimly lit room, covered in shadow and thick stains of dark blood. A single blood doll hangs from the ceiling, barely aware of your presence... ~ 0 3145736 0 D3 An expansive room covered in runes. ~ ~ 0 -1 21139 D9 The corridor leads back to the main hall. ~ ~ 0 -1 21135 R M 0 21007 1 21138 > act_prog licks~ mppurge mpmload 21007 mpe The doll backs down. ~ | S #21139 Hoard of the Undead~ This incredibly large chamber is where the Kindred keep their gathered valuables, and some kindred have even been known to leave items behind here for the use of their brethren. The room is enchanted with runes of preservation, protecting items left here from even the greatest of disasters. A corridor to the southeast leads back to the main hall, and a passage through the eastern wall leads to a smaller chamber. ~ 0 3686408 0 D1 A small, dark chamber. ~ ~ 0 -1 21138 D8 A corridor leads back to the main hall. ~ ~ 0 -1 21135 S #21140 Assassins Storeroom~ In this chamber those members of the Order of Assassins have stored their valuables, many of them having been taken as payment for assassinations and such. The door opens to the south. ~ 0 1077429256 1 D2 ~ ~ 0 -1 21429 S #21141 The Order of Thieves~ You stand inside the main hall of the Guild of Thieves. Velvet couches line the walls, no doubt stolen from some wealthy merchant. Paintings and tapestries hang from the stone walls, displaying scenes of deception, stealth and vengeance. The training room is to the east while a small the donation room is to the north and a dark alley beckons to the south. ~ 0 3145740 0 D0 The donation room of the Guild of Thieves is to the north. ~ ~ 0 -1 21144 D1 To the east is a training room. ~ ~ 0 -1 21142 D2 The Thieves Alley lies to the south. ~ ~ 0 -1 21064 D3 ~ ~ 0 -1 21244 R O 0 21050 1 21141 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Thieves else mpech 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21142 The Art of Profit~ This is where thieves come to learn new skills which will aid their quest for fortune. A sparring circle is situated in one corner, while a dummy covered with bells is in another. Several young thieves are attempting to steal jewels off this dummy without ringing the many bells. To the west is the main hall of the thieves' guild. ~ 0 3145736 0 D3 The main hall of the guild is to the west. ~ ~ 0 -1 21141 R M 0 21023 1 21142 S #21143 Werewolves Den~ Within this cozy den the werewolves of this realm have made their home, fur shed all over the ground and a musty animal smell that identifies this place as being the den of wolves. A passage has been dug down to the other rooms in the den. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21007 D5 ~ ~ 0 -1 21164 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Werewolves else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21144 Chamber of the Loot~ This silent room is where the thieves leave items of little or no value to them, usually acquired during their 'spare time'. Other thieves often find the items left here useful and in this way the thieves of the guild help each other. To the east is a small, silent room, while the main hall is to the south. ~ 0 3145736 0 D1 The room to the east is where thieves leave notes for their comrades. ~ ~ 0 -1 21145 D2 The main hall of the guild is to the south. ~ ~ 0 -1 21141 D3 ~ ~ 0 -1 21516 S #21145 Counting The Loot~ This shadowed, silent room is bare of any furnishings save for a large podium. Resting atop the podium is a ledger containing notes relevant to the thieves of the guild. To the west is the Chamber of the Loot. ~ 0 3688968 0 D3 The Chamber of the Loot is to the west. ~ ~ 0 -1 21144 R O 0 21040 1 21145 S #21146 A Plain Hallway~ You are in a plain hallway inside the inn. Corridors extend to the east and west, leading to the various rooms of the inn. Behind a large door to the north is the inn's entrance hall, while beyond a door to the south lies one of more luxurious rooms. ~ 0 3145740 0 D1 A plain hallway is to the east. ~ ~ 0 -1 21148 D2 A luxurious room lies beyond the door. ~ ~ 3 -1 21147 D3 A plain hallway is to the west. ~ ~ 0 -1 21155 R M 0 21025 2 21146 R D 0 21146 2 1 S #21147 A Luxurious Room~ You are in a fairly luxurious room. A mirror hangs on the eastern wall, reflecting your staring visage. Paintings and tapestries hang from the stone walls, making you feel as though you were in a castle. A large bed which could easily fit three has been set against the southern wall, and a great fire burns quietly in the fireplace in the west wall. ~ 0 3146248 0 D0 A hallway in the inn is behind the door. ~ ~ 3 -1 21146 R D 0 21147 0 1 S #21148 A Plain Hallway~ You walk through a bland hallway in the inn. A dozen paintings have been hung on the walls, although they are not well done and were probably extras given away by Darkhaven Art Gallery. Doors to the north and south lead to the inn's more simple rooms, while the corridor stretches to the east and west. ~ 0 3145740 0 D0 Beyond this door is a plain room of the inn. ~ ~ 3 -1 21150 D1 The hallway continues to the east. ~ ~ 0 -1 21151 D2 Beyond this door is a plain room of the inn. ~ ~ 3 -1 21149 D3 The hallway stretches westward. ~ ~ 0 -1 21146 R D 0 21148 0 1 R D 0 21148 2 1 S #21149 A Plain Room~ You are in a simple room of the inn, so simple that you are slightly surprised at its low quality, even for the price you paid. An uncomfortable wooden bed sits in a corner, a small vanity mirror is lying on a desk, and more cheap paintings decorate the room's walls. The door to the north leads back out into the hallway. ~ 0 3146248 0 D0 A hallway of the inn is to the north. ~ ~ 3 -1 21148 R D 0 21149 0 1 S #21150 A Plain Room~ You are in a simple room of the inn, so simple that you are slightly surprised at its low quality, even for the price you paid. An uncomfortable wooden bed sits in a corner, a small vanity mirror is lying on a desk, and more cheap paintings decorate the room's walls. The door to the south leads back out into the hallway. ~ 0 3146248 0 D2 The hallway lies behind the door. ~ ~ 3 -1 21148 R D 0 21150 2 1 S #21151 A Plain Hallway~ The plain hallway you are walking through is quite drab and is decorated by only a few cheap paintings. The doors to the north and south lead to the inn's simpler rooms, while beyond the eastern door lies a luxurious room intended for wealthier adventurers. The corridor ranges westward, leading back to the entrance hall. ~ 0 3145740 0 D0 A regular room is behind this door. ~ ~ 3 -1 21152 D1 A luxurious room lies behind the door. ~ ~ 3 -1 21154 D2 A regular chamber is behind this door. ~ ~ 3 -1 21153 D3 A hallway leads back to the entrance hall. ~ ~ 0 -1 21148 R D 0 21151 0 1 R D 0 21151 1 1 R D 0 21151 2 1 S #21152 A Plain Room~ You are in a simple room of the inn, so simple that you are slightly surprised at its low quality, even for the price you paid. An uncomfortable wooden bed sits in a corner, a small vanity mirror is lying on a desk, and more cheap paintings decorate the room's walls. The door to the south leads back out into the hallway. ~ 0 3146248 0 D2 Beyond the door is a long hallway. ~ ~ 3 -1 21151 R D 0 21152 2 1 S #21153 A Plain Room~ You are in a simple room of the inn, so simple that you are slightly surprised at its low quality, even for the price you paid. An uncomfortable wooden bed sits in a corner, a small vanity mirror is lying on a desk, and more cheap paintings decorate the room's walls. The door to the north leads back out into the hallway. ~ 0 3146248 0 D0 A hallway lies behind the door. ~ ~ 3 -1 21151 R D 0 21153 0 1 S #21154 A Luxurious Room~ You are in a luxurious room. You whistle tunelessly as you enjoy the various splendors of the expensive room. A mirror hangs on the eastern wall, reflecting your staring visage. Paintings and tapestries hang from the stone walls, making you feel as though you were in a castle. A large bed which could easily fit three has been set against the southern wall, and a great fire burns quietly in the fireplace in the west wall. ~ 0 3146248 0 D3 The door leads back out into the hallway. ~ ~ 3 -1 21151 R D 0 21154 3 1 S #21155 A Plain Hallway~ You walk through a bland hallway in the inn. A dozen paintings have been hung on the walls, although they are not well done and were probably extras given away by Darkhaven Art Gallery. Doors to the north and south lead to the inn's more simple rooms, while the corridor stretches to the east and west. ~ 0 3145740 0 D0 Beyond the door is a rather plain room. ~ ~ 3 -1 21156 D1 The hallway stretches eastward. ~ ~ 0 -1 21146 D2 Past this door is a regular room of the inn. ~ ~ 3 -1 21157 D3 The corridor continues to the west. ~ ~ 0 -1 21159 R D 0 21155 0 1 R D 0 21155 2 1 S #21156 A Plain Room~ You are in a simple room of the inn, and are slightly surprised to see that the chamber is of such a low quality, even for the price you paid. An uncomfortable wooden bed sits in a corner, while a vanity mirror is propped up on a desk and more of the same cheap paintings decorate the room's walls. A door to the south leads back out into the hallway. ~ 0 3146248 0 D2 A hallway lies to the south. ~ ~ 3 -1 21155 R D 0 21156 2 1 S #21157 A Plain Room~ You are in a simple room of the inn, and are slightly surprised to see that the chamber is of such a low quality, even for the price you paid. An uncomfortable wooden bed sits in a corner, while a vanity mirror is propped up on a desk and more of the same cheap paintings decorate the room's walls. A door to the north leads back out into the hallway. ~ 0 3146248 0 D0 The inn's hallway is behind this door. ~ ~ 3 -1 21155 R D 0 21157 0 1 S #21158 A Plain Room~ You are in a simple room of the inn, and are slightly surprised to see that the chamber is of such a low quality, even for the price you paid. An uncomfortable wooden bed sits in a corner, while a vanity mirror is propped up on a desk and more of the same cheap paintings decorate the room's walls. A door to the north leads back out into the hallway. ~ 0 3146248 0 D0 Behind the door is a lengthy corridor. ~ ~ 3 -1 21159 R D 0 21158 0 1 S #21159 A Plain Hallway~ The plain hallway you are walking through is quite drab, decorated by only a few cheap paintings. The doors to the north and south lead to the inn's simpler rooms, while beyond the western one is a luxurious room intended for wealthy adventurers. The corridor ranges eastward, leading back to the entrance hall. ~ 0 3145740 0 D0 A plain room lies beyond this door. ~ ~ 3 -1 21160 D1 The hallway continues to the east. ~ ~ 0 -1 21155 D2 Beyond this door lies a plain room. ~ ~ 3 -1 21158 D3 Behind this door is a luxurious room. ~ ~ 3 -1 21161 R D 0 21159 0 1 R D 0 21159 2 1 R D 0 21159 3 1 S #21160 A Plain Room~ You are in a simple room of the inn, and are slightly surprised to see that the chamber is of such a low quality, even for the price you paid. An uncomfortable wooden bed sits in a corner, while a vanity mirror is propped up on a desk and more of the same cheap paintings decorate the room's walls. A door to the south leads back out into the hallway. ~ 0 3146248 0 D2 The door leads back out into the hallway. ~ ~ 3 -1 21159 R D 0 21160 2 1 S #21161 A Luxurious Room~ You are in a luxurious room. You whistle tunelessly as you enjoy the various splendors of the expensive room. A mirror hangs on the eastern wall, reflecting your staring visage. Paintings and tapestries hang from the stone walls, making you feel as though you were in a castle. A large bed which could easily fit three has been set against the southern wall, and a small fire burns brightly in a fireplace in the west wall. ~ 0 3146248 0 D1 The door leads back out into the hallway. ~ ~ 3 -1 21159 R D 0 21161 1 1 S #21162 A Shadowy Room Covered With Blood~ You have entered a shadowy room literally smeared with scarlet stains. The stone walls of the square chamber are covered with the blood of innocents, and you smile as you remember your last feast. As you look around you notice a pretty virgin has been left here for you. ~ 0 3145736 0 D7 ~ ~ 0 -1 21135 R O 0 21097 1 21162 > sleep_prog 100~ if class($n) == vampire c 'life force' $n endif ~ | S #21163 A Forested Path~ This small forested path is very wide, large enough to allow the passage of carts and horses. You realize from the constant flow of traffic here that it is wide out of necessity, as the citizens of Darkhaven constantly pass through here on their way to cathedral to the northwest. The Darkhaven Square is to the northeast. ~ 0 1048580 1 D3 The path leads you toward the cathedral. ~ ~ 0 -1 21165 D6 ~ ~ 0 -1 21000 S #21164 Deep in the Werewolves Den~ This den has been burrowed out of the earth as a safe haven for the werewolves of this realm, who may come here when they are hurt or tired to curl up and rest for a while so that they may heal of their wounds. Tunnels lead off in various directions to the other chambers within this den. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21349 D1 ~ ~ 0 -1 21173 D3 ~ ~ 0 -1 21169 D4 ~ ~ 0 -1 21143 R M 0 21101 14 21164 R O 0 21051 1 21164 S #21165 A Forested Path~ You are walking down a wide forested path, passing by citizens here and there. Gazing at the ground, you see that a pair of horses and a cart have passed here recently, most likely bringing supplies to Darkhaven's church. The cathedral lies in the distance to the northwest, although the path continues westward. The path also leads eastward back to the Darkhaven Square. ~ 0 1048580 1 D1 The forested path leads back to Darkhaven Square. ~ ~ 0 -1 21163 D2 ~ ~ 0 -1 21449 D3 The path leads to the cathedral. ~ ~ 0 -1 21166 S #21166 A Fork in the Path~ The wide, forested road splits here, presenting you with a decision to make. Standing in the center of the intersection, paths extend to the north, east and west. ~ 0 1048580 1 D1 The path leads back to Darkhaven Square. ~ ~ 0 -1 21165 D3 The path leads westward. ~ ~ 0 -1 21185 S #21167 Outside the Cathedral~ The cathedral which houses the priests and priestesses of Darkhaven stands before you, open to all comers. Traveling north will take you up a flight of stairs and into the structure, or you can head back to the south. ~ 0 1048580 3 S #21168 Second Floor of the Temple~ You stand in the entrance hall of the cathedral of Darkhaven. An aisle leads north into the main chamber, at the far end of which stands the cathedral's altar, where all come to pray. To the east and west are hallways which lead to the Guild of Clerics. The priests and priestesses of the cathedral have allowed the clerics to establish their guild within the confines of the temple for a small fee. A large archway to the south leads outside. ~ 0 1048588 0 D0 The carpeted walkway leads up to the altar. ~ ~ 0 -1 21181 D1 The Guild of Clerics is at the end of this corridor. ~ ~ 0 -1 21170 D3 The Guild of Clerics is at the end of this corridor. ~ ~ 0 -1 21177 D4 ~ ~ 0 -1 21400 D5 ~ ~ 0 -1 21001 R M 0 21044 1 21168 S #21169 Messages of the Werewolves~ In this corner of the den is the center of the communion of the wolves, where they may leave notes to one another upon the board or come to discuss their adventures. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21164 R O 0 21431 1 21169 S #21170 The Cleric's Order~ You are standing in the eastern hall of the cleric's guild, an organization dedicated to bringing clerics together in worship. Paintings and tapestries decorate the walls, while a large oval carpet covers the marble floor. To the east is the Altar to Evil, while two corridors extend to the north and south. The entrance hall of the cathedral is to the west. ~ 0 3145740 0 D0 A long corridor leads to the Chamber of Prayer. ~ ~ 0 -1 21171 D1 The Altar of Evil is to the east. ~ ~ 0 -1 21176 D2 A long corridor leads to a silent room. ~ ~ 0 -1 21172 D3 The entrance hall of the church is to the west. ~ ~ 0 -1 21168 D4 ~ ~ 0 -1 21528 D6 ~ ~ 0 -1 21243 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Clerics else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21171 The Chamber of Prayer~ This circular chamber is where the clerics of the guild come to pray and meditate, as well as to train their various skills and spells. A circle of white and black candles sit in the center of the chamber, flickering quietly, and the walls are covered with tapestries of the known Gods whom the clerics worship. A long corridor to the south leads back to the eastern hall of the Cleric's Guild. ~ 0 3145740 0 D2 The corridor leads back to the eastern hall. ~ ~ 0 -1 21170 R M 0 21012 1 21171 R O 0 21050 1 21171 S #21172 The Chamber of the Scriptures~ You enter a strangely silent room. A single podium sits in the center of the chamber, atop which rests an ancient tome, whispering the words of the Gods. It is here that the members of the Cleric's Guild come to communicate with each other, and with their Gods. A long corridor leads northward back to the eastern hall. ~ 0 3145740 0 D0 The corridor leads back to the eastern hall. ~ ~ 0 -1 21170 R O 0 21039 1 21172 S #21173 Den of the Wolflord~ A very old werewolf lies within this den, so old that he must have defeated many in his pack to have lived so long, and age has not made him weak, but rather stronger. Ancient and very powerful he is here teaching the whelps of the pack, instructing them in the ways of the wolf people. ~ 0 1076888584 1 D3 ~ ~ 0 -1 21164 R M 0 21105 1 21173 R O 0 21050 1 21173 S #21174 Public Notices~ Here the citizens of the city come to read and trade information about the events of their time. A large board hangs on the far wall, serving to carry the word of the common people one to another, and people mill slowly by, reading and perusing notes in the silent atmosphere. ~ 0 1049612 0 R O 0 21042 1 21174 S #21176 Before the Altar to Evil~ The Altar to Evil glows ominously here, a foul wound in this pristine temple. Barely accepted by those of the cathedral, the cleric's guild was allowed to keep the shrine due to a necessity to maintain the True Neutral. The altar is made of cold obsidian which seems to radiate a darkness, and runes of permanence, preservation and death have been engraved in it. The clerics of evil often come here to receive blessing and healing. ~ 0 3145740 0 D3 The eastern hall of the cleric's guild lies to the west. ~ ~ 0 -1 21170 > rand_prog 50~ if isimmort($r) or isgood($r) else mpforce $r grovel c bless $r endif ~ > rand_prog 50~ if isimmort($r) or isgood($r) else mpforce $r pray c heal $r endif ~ | S #21177 The Cleric's Guild~ You are standing in the western hall of the cleric's guild, an organization dedicated to bringing clerics together in worship. Paintings and tapestries decorate the walls while a large oval carpet covers the marble floor. To the west is the Altar to Good, while a corridor extends to the north. The entrance hall of the cathedral is to the east. ~ 0 3145740 0 D0 The Chamber of Donation is to the north. ~ ~ 0 -1 21178 D1 The entrance hall to the church is to the east. ~ ~ 0 -1 21168 D3 The Altar to Good is situated to the west. ~ ~ 0 -1 21180 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Clerics else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21178 The Chamber of Charity~ This large chamber is where the clerics of the guild leave donations for their comrades. The room is filled with a multitude of religious artifacts and symbols, as well as thousands of vials of holy water. A long corridor leads back to the western hall of the Cleric's Guild to the south. ~ 0 3686412 0 D2 The corridor leads to the western hall of the guild. ~ ~ 0 -1 21177 S #21180 Before the Altar to Good~ You are standing before the Altar to Good, a monument to the powers of light. The altar's smooth platinum surface radiates a brilliant white light, and being near it gives you a sense of peace and security. The priests and priestesses of the cathedral themselves encouraged the placement of this altar, unlike its antithesis, to the east. The western hall of the cleric's guild is to the east. ~ 0 3145740 0 D1 The western hall of the guild lies to the east. ~ ~ 0 -1 21177 > rand_prog 50~ if isimmort($r) or isevil($r) else mpforce $r grovel c bless $r endif ~ > rand_prog 50~ if isimmort($r) or isevil($r) else mpforce $r pray c heal $r endif ~ | S #21181 Second Floor~ Walking down the aisle leads to the cathedral altar, you smile at the beauty this church. Rows of pews are to your left and right, filled with citizens paying their dues to their gods in prayer. Two archways to the north lead into chambers of donation, while the cathedral entrance is to the south. ~ 0 1048588 0 D0 The carpeted walkway leads up to the altar. ~ ~ 0 -1 21182 D2 The carpeted walkway leads back to the entrance. ~ ~ 0 -1 21168 S #21182 Inside the Temple~ You are in the aisle which leads to the cathedral's altar. A serene melody floats through the air. Two grand archways lie to the east and west, opening into different chambers. The pews of the church are to the south, while the altar itself lies to the north. ~ 0 3407884 0 D0 ~ ~ 0 -1 21194 D1 A chamber of donation is to the east. ~ ~ 0 -1 21192 D2 The aisle leads back to the pews of the cathedral. ~ ~ 0 -1 21181 D3 A chamber of donation is to the west. ~ ~ 0 -1 21193 E sign post signpost~ North - The Altar East - Donations South - Towards Darkhaven Square West - Donations ~ S #21184 Floating in a void~ ~ 0 1073741828 1 S #21185 A Forested Path~ This part of the forested path is much more narrow, definitely due to the lack of horses and carts that pass through here. The merry chirping of birds amuses you as you continue on your way. To the southwest is a forest clearing, while a fork in the road lies to the east. ~ 0 1048580 1 D0 This path leads to the Guild of Augurers. ~ ~ 0 -1 21435 D1 A fork in the road is to the east. ~ ~ 0 -1 21166 D9 A large clearing lies to the southwest. ~ ~ 0 -1 21186 S #21186 A Clearing in the Forest~ You find yourself in a large clearing in the forest which surrounds the cathedral. The remains of the ancient Temple of Darkhaven are scattered about. The head of Odin's statue, sliced from its body by some unholy blade, stares almost sadly at you. A staircase leads down into what remains of the Temple's catacombs, which the druids of Darkhaven have reconstructed. The forested path lies to the northeast. ~ 0 3145732 1 D5 The steps lead down into the Guild of Druids. ~ ~ 0 -1 21187 D6 The forested trail extends to the northeast. ~ ~ 0 -1 21185 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Druids else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21187 The Order of Druids~ The ancient cellar of the Temple of Darkhaven has been reconstructed into a magnificent guild hall. Potted plants line the walls of the main hall, while creeping vines cover the walls. In the center of the room, seven black lacquer chairs circle an oaken table. Four corridors lie in the four cardinal directions, while the thud of staff striking staff emerges from a room to the south. ~ 0 3145740 0 D0 A spacious room lies at the end of this corridor. ~ ~ 0 -1 21188 D1 ~ ~ 0 -1 21246 D2 A training room lies to the south. ~ ~ 0 -1 21190 D3 A silent room is located west of here. ~ ~ 0 -1 21191 D4 A flight of stairs lead back up to the surface. ~ ~ 0 -1 21186 S #21188 A Spacious Room~ This spacious room is where the druids of the guild leave items for their fellow druids, and mounds of equipment, scrolls and potions are lying here. The tiled floor of the large room is covered with runes of preservation and permanence, giving you the feeling that items in this room could survive even the greatest of disasters. A corridor to the south leads back to the main hall. ~ 0 3686412 0 D2 The main hall of the guild lies to the south. ~ ~ 0 -1 21187 D3 ~ ~ 0 -1 21523 S #21190 The Trial of Lore~ This room is where the druids come to train and meditate. A large circle formed of green shrubs lies in the center of the room, and within it spar two elder druids, each wielding a heavy oaken staff. A corridor to the north leads back to the main hall of the Guild of Druids. ~ 0 3145740 0 D0 A corridor leads back to the guild's main hall. ~ ~ 0 -1 21187 R M 0 21034 1 21190 R O 0 21050 1 21190 S #21191 A Room of Silence~ This strange room is rather empty, save for a single oaken podium which sits in the center of the eerily silent chamber. Upon it rests a tome so fraught with age that its pages are a sickened yellow. This is where the druids of the guild leave messages for one another. A corridor to the east leads back to the main hall of the Guild of Druids. ~ 0 3146252 0 D1 A corridor leads back to the main hall of the guild. ~ ~ 0 -1 21187 R O 0 21438 1 21191 S #21192 Dimensional Gateway~ This small chamber is where those who seek a new adventure can leave behind this dimension for another. The other dimension has dangers such as super powered mutants, large as life chess pieces and much more. If you wish to equip for this adventure, please go to the chamber to the far west. ~ 0 1589260 0 D3 A carpeted walkway leads back to the pews. ~ ~ 0 -1 21182 R O 0 23178 1 21192 S #21193 Donation Room~ This small chamber is where those of charitable hearts may leave behind any type of weapons, armor and such for others. The priests and priestesses of the cathedral do not condone those who leave other types of items here, as that is reserved for the trash cans around the city. ~ 0 1623052 0 D1 A carpeted walkway leads back to the pews. ~ ~ 0 -1 21182 R O 0 21049 1 21193 R O 0 21024 1 21193 R O 0 21046 1 21193 R O 0 21066 1 21193 R O 0 21065 1 21193 R O 0 21061 1 21193 R O 0 21062 1 21193 R O 0 21063 1 21193 R O 0 21076 1 21193 R O 0 21080 1 21193 R O 0 21081 1 21193 R O 0 21098 1 21193 R O 0 21021 1 21193 S #21194 The Temple Altar~ You are before the cathedral's altar. Those of ill luck or poor faith often come here to pray to their God for guidance, or chance. An aisle leads back south through the cathedral, while a large public board lies to the west. If you would liked to be restored of some health, just say 'heal'. ~ 0 1057800 0 D2 ~ ~ 0 -1 21182 D5 ~ ~ 0 -1 21538 R M 0 21000 1 21194 E sign~ ~ S #21200 A Forested Path~ You walk on a forested path within the city of Darkhaven. The trail stretches to the northeast, while the Darkhaven Square lies to the southwest. ~ 0 1048580 1 D6 The path leads deeper into the forest. ~ ~ 0 -1 21201 D9 The Darkhaven Square lies to the southwest. ~ ~ 0 -1 21000 S #21201 A Forested Path~ You travel through a small forest along a path leading toward two unique structures, one atop a hill to the east, one a short distance to the north. The path becomes a hill to the east, while the southwestern path leads back to the Darkhaven Square. You hear the sounds of music from the building to the northwest. ~ 0 1048580 1 D1 This path leads further toward the structures. ~ ~ 0 -1 21202 D7 ~ ~ 0 -1 21410 D9 This path leads back to the Darkhaven Square. ~ ~ 0 -1 21200 S #21202 A Forested Path~ You pick up your pace as you begin nearing your destination. The forested path has become a rather steep hill. The way uphill is considerably harder to climb than the one downhill. ~ 0 1048580 1 D3 This path leads back to Darkhaven Square. ~ ~ 0 -1 21201 D6 This path leads toward the structures. ~ ~ 0 -1 21204 S #21204 A Fork in the Path~ You have come to a fork in the forested path, leaving you with a decision to make. A large wooden sign cries out for attention here, guiding any confused travellers, as paths lie to the north, east and southwest. ~ 0 1048580 1 D0 Into the Guild of Warriors ~ ~ 0 -1 21233 D1 The Ranger's Guild lies at the end of this path. ~ ~ 0 -1 21205 D9 The path leads back to Darkhaven Square. ~ ~ 0 -1 21202 E sign~ The sign reads: North: The Guild of Warriors Southwest: Darkhaven Square East: Ranger's Guild ~ S #21205 A Forested Path~ The forested path is much more narrow here than to the west. Only an experienced ranger could run down this path without tripping a on tree's roots. A fork in the path is to the west, while a steep hill can be seen to the southeast. ~ 0 1048580 1 D3 A fork in the path lies to the west. ~ ~ 0 -1 21204 D8 A steep hill can be seen to the southeast. ~ ~ 0 -1 21207 S #21207 Before a Steep Hill~ You are at the bottom of a long, steep hill. Gazing upward, you wish you could just fly up, but the tree canopy blocks your ascendance. It is no wonder that the Ranger's Guild chose to settle at the top of this hill, for only the skilled climbers of the guild could climb the sheer face of this near cliff. The path leads back northwest to the fork. ~ 0 1048580 1 D4 The Ranger's Guild is at the top of this hill. ~ ~ 0 -1 21208 D7 The path leads back to the fork. ~ ~ 0 -1 21205 S #21208 The Order of Rangers~ You are at the top of the steep hill. Climbable only by rangers, the guild wisely chose this location upon which to establish their hall. The guild's hall itself is much less of an actual building, and much more of a reshaping of natural elements. Situated around an open clearing in the forest, owing to the preference most rangers share for being in the open, only a scant few buildings can be seen, each scattered one from the other. Paths lead off to the northeast, east and south. ~ 0 3145732 1 D1 The path leads off to a large clearing. ~ ~ 0 -1 21210 D2 An ensorcelled building lies to the south. ~ ~ 0 -1 21212 D3 ~ ~ 0 -1 21245 D5 The path down the hill is a long one. ~ ~ 0 -1 21207 D6 A pratice yard is at the end of this path. ~ ~ 0 -1 21213 D9 ~ ~ 0 -1 21515 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Rangers else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21210 The Clearing of Comrades~ This immense clearing is filled with various items left behind for other rangers of the guild. The eerie hum of magic fills the room, giving you the feeling that these items are quite literally under the protection of the Gods. You mutter a silent prayer and slowly begin searching for items of use. To the west is the main clearing of the Ranger's Guild. ~ 0 3686404 1 D3 The path leads back to the main clearing. ~ ~ 0 -1 21208 S #21212 A Silent Building~ This strange building has been enchanted with runes of silence. Not a single sound can be heard. Gazing northward, you see the path leading back to the main clearing. ~ 0 3211276 0 D0 The path leads back to the main clearing. ~ ~ 0 -1 21208 R O 0 21035 1 21212 R O 0 21050 1 21212 S #21213 Tracking the Prey~ The Guild of Rangers has built a large practice yard in their part of these woods. An arena sits in the center of the clearing, where the young adventurers first begin to fight and learn new spells. A number of other stations surround the arena, teaching young ones how to hunt and track. It is obvious that the Ranger's Guild is a tightly knit organization. A path leads back to the main clearing to the southwest. ~ 0 3145732 1 D9 The main clearing is at the end of this path. ~ ~ 0 -1 21208 R M 0 21031 1 21213 S #21214 Harpers Healing Chambers~ ~ 0 1073741824 1 D3 ~ ~ 0 -1 21411 R M 0 21101 30 21214 R O 0 21051 1 21214 S #21233 Stone Tunnel~ You enter a long, narrow stone tunnel which carries you northward into a large structure which houses the guild of warriors. You can return to the forested section of Darkhaven back to the south. ~ 0 1048588 0 D0 The Guild of Warriors lies to the north. ~ ~ 0 -1 21236 D2 A fork in the path. ~ ~ 0 -1 21204 E plaque~ The plaque reads: The Guild of Warriors, may their blades be ever sharp. ~ > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Warriors else mea 0.$n &W You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21235 Mortal Council Meeting Room~ This meeting room is spacious and has been set up on the upper floor of the Western Hall in Darkhaven. Large uncurtained windows span the north and east walls, allowing a view of the streets of Darkhaven below. Pictures of prominent mortals line the west and south walls. A staircase at the western wall leads back downstairs. ~ 0 1073741836 1 D5 ~ ~ 0 -1 21335 R O 0 21093 1 21235 R O 0 21436 1 21235 S #21236 The Order of Warriors~ You stand in a large stone structure which houses the Guild of Warriors. Depictions of battle, heroism and physical prowess adorne the walls. To the east is a large sparring circle, while a large room lies just to the north. An archway to the south leads back into the forest inside Darkhaven. ~ 0 3145740 0 D0 A large room lies to the north. ~ ~ 0 -1 21240 D1 A sparring circle is situated east of here. ~ ~ 0 -1 21237 D2 The archway leads back to the tunnel. ~ ~ 0 -1 21233 D3 ~ ~ 0 -1 21241 D4 ~ ~ 0 -1 21514 S #21237 The Sparring Circle~ A ring of steel outlines a sparring circle here. The initiates of the warriors' guild have long been known to come here for training and insight on the ways of the warrior. To the north is a silent corner reserved for notes of great importance, while the guild's main hall is to the west. ~ 0 3145740 0 D0 A silent corner of the hall is to the north. ~ ~ 0 -1 21239 D3 The main hall of the warriors' guild is west of here. ~ ~ 0 -1 21236 R M 0 21035 1 21237 S #21239 A Silent Corner in the Hall~ This silent corner in the immense hall is where warriors come to post announcements of great import. To the south is a sparring circle, while to the west lies a large donation room. ~ 0 3145740 0 D2 You can see a sparring circle. ~ ~ 0 -1 21237 D3 A large storage room lies to the west. ~ ~ 0 -1 21240 R O 0 21034 1 21239 S #21240 Armor Dump~ Here the warriors of the guild store items intended for donation to other guildmembers in need. The main hall is to the south. ~ 0 3686412 0 D1 A silent corner in the hall is east of here. ~ ~ 0 -1 21239 D2 The main hall of the warriors' guild is to the south. ~ ~ 0 -1 21236 E plaque~ The plaque reads: Take what is needed, nothing more, nothing less. ~ S #21241 Warrior's Need~ When entering this small and cramped room, a figure in the distance shows himself, he seems harmless enough. He utters some words that are very foreign. You notice he can heal wounds and small cuts instantly. The only exit lies the the east, which is the main hall of the Warrior's Order. ~ 0 1076896776 1 D1 ~ ~ 0 -1 21236 R M 0 21101 26 21241 R O 0 21051 1 21241 S #21242 Ender's Personal Office~ This room is very plain in appearance. There is a desk and a chair, and a bulletin board hangs on the wall. Actually, there IS one odd thing though... what the hell is that smell!?!?!? ~ 0 1110441997 1 D5 ~ ~ 0 -1 21413 R M 0 21046 1 21242 R O 0 21042 1 21242 > speech_prog p mud mail~ mea $n You suddenly feel the Immortal Postmaster glaring at you. mer $n $n vanishes suddenly! mptrans $n 1246 mpat 1246 mpforce $n look ~ | S #21243 The Healer's Chamber~ Upon entering, a small being sits on a rather large pillow. He suggests to you to have a seat. He casts apon you and instantly large wounds and cuts heal. The only exit is southwest to the main hall of the Cleric's Order. ~ 0 1076896776 1 D9 ~ ~ 0 -1 21170 R M 0 21101 27 21243 R O 0 21051 1 21243 S #21244 Alley of Heals~ When entering, a form comes out of the shadows and reaches out and utters some words, you are now healed. The only exit lies to the east and leads back to the main hall of the Thieve's Order. ~ 0 1076896776 1 D1 ~ ~ 0 -1 21141 R M 0 21101 28 21244 R O 0 21051 1 21244 S #21245 Hall of Healing~ Upon entering, a being appears, points at you and utters some strange words. Wounds and scars are healed instantly. The only exit lies to the east, which leads back to the main hall of the Ranger's Order. ~ 0 1076896776 1 D1 ~ ~ 0 -1 21208 R M 0 21101 28 21245 R O 0 21051 1 21245 S #21246 Room of Heals~ Upon entering, a figure points at you and says a few words, now you are healed. The only exit lies to the west, it leads back to the Order of the Druids. ~ 0 1076896776 1 D3 ~ ~ 0 -1 21187 R M 0 21101 28 21246 R O 0 21051 1 21246 S #21247 Healer of the Wounded~ When entering this room, you notice a fowl smell. A figure approaches, looks at you and says some words under his breathe, your deep wounds are suddenly gone. The only exit lies to the west back to the Augurer's Order. ~ 0 1076896776 1 D3 ~ ~ 0 -1 21430 R M 0 21101 25 21247 R O 0 21051 1 21247 S #21249 Healer of the Damned~ While entering, the smell of rotting and dried flesh is overwhelming. The only exit lies to the east, which leads back to the main hall of the Vampire Order. ~ 0 1076896776 1 D1 ~ ~ 0 -1 21135 R M 0 21101 29 21249 R O 0 21051 1 21249 R O 0 21142 1 21249 S #21275 The Darkhaven Marina~ The odor of fish assaults your senses as you inhale. The Darkhaven Marina is a rather large structure, housing several small boats and over a dozen rafts. To the south you can see the Darkhaven River, while a dirt road lies to the north. A small path leads off to the west, following the Darkhaven river as it winds is way to the ocean. On a sign it gives a price: 2 gold to board. ~ 0 1049612 0 D0 The trail rounding Darkhaven is to the north. ~ ~ 0 -1 21124 D2 To the south you can see the Darkhaven River. ~ ~ 0 -1 21297 R M 0 21009 1 21275 R G 1 21025 1 R G 1 21024 1 S #21280 Entrance to the Academy~ You stand at the former entrance to the Darkhaven Academy, which has been boarded up. A small shop still stands to the east and the Newbie Council meeting room lies to the south, and one remaining classroom stands to the west. ~ 0 1048580 1 D0 Horizon Road lies to the north. ~ ~ 0 -1 21038 D1 The Young Adventurer's Necessities is east of here. ~ ~ 0 -1 21295 D2 ~ ~ 0 -1 21351 D3 ~ ~ 0 -1 21531 D5 ~ ~ 0 -1 10300 > leave_prog 100~ if isimmort($n) else mpforce $n vis endif ~ | S #21290 The Ruins of the Concourse~ You sigh longingly at the sight of Darkhaven's ruined concourse. What was once a busy road is now a cobbled wasteland. Debris from crushed buildings lies about, all that remains from that night of terror. A single structure remains standing, a small house sitting beside an old elm tree. To the north is the crumbling bridge. ~ 0 1048576 2 D0 The crumbling bridge is to the north. ~ ~ 0 -1 21296 D1 The remains of the concourse continue to the east. ~ ~ 0 -1 21291 S #21291 Among the Ruins of the Concourse~ You stand at what was once an intersection of roads among the remains of the ruined concourse. Far to the east is an ancient elm tree and a small, strange building. Gazing southward, you notice that, curiously enough, the Darkhaven graveyard remains standing. As you turn to move on, you notice a large chain dangling high above you, just within jumping reach. ~ 0 1048576 2 D1 Far to the east you see an old elm tree. ~ ~ 0 -1 21292 D2 The entrance to the graveyard is to the south. ~ ~ 0 -1 21293 D3 This path leads back to the crumbling bridge. ~ ~ 0 -1 21290 S #21292 Near the Elm Tree~ You are walking down what remains of a cobbled road, picking your way through the debris which clogs the unkempt street. To the east is the only remaining building of the concourse, as well as the ancient tree of Elm Street. ~ 0 1048576 2 D1 You can see the old tree and the eerie building. ~ ~ 0 -1 21294 D3 This path leads back to the crumbling bridge. ~ ~ 0 -1 21291 S #21293 Entrance to the Graveyard~ You are standing just outside the gates of the ancient Darkhaven graveyard. A shiver runs down your spine as you remember the howling undead residing in the lower chambers of the place. A path leads southward into the graveyard, while the ruins of the concourse are to the north. ~ 0 1048580 2 D0 This path leads back to the crumbling bridge. ~ ~ 0 -1 21291 S #21294 Beneath the Elm Tree~ You are standing amid the debris beneath the ancient elm tree of what used to be Elm Street. To the south is the only remaining building on the concourse and you now realize why it still stands; its walls are covered with powerful runes of protection. ~ 0 1048576 2 D3 This path leads back to the crumbling bridge. ~ ~ 0 -1 21292 S #21295 The Young Adventurer's Necessities~ Water skins, rations and torches hang from the walls: all necessary to survival when adventuring. A stack of books which have been designed to help the young adventurer lie stacked in the rear of the shop. To the west is the entrance to the Darkhaven Academy. ~ 0 1048588 0 D3 The entrance to the Darkhaven Academy is to the west. ~ ~ 0 -1 21280 R M 0 21029 1 21295 R G 1 10448 1 R G 1 21005 1 R G 1 21067 1 R G 1 21133 1 S #21296 Crossing the Precarious Bridge~ You tread carefully across the crumbling bridge. Gazing fearfully at the cracked supports, you feel a sense of relief to see they are still somewhat sturdy. To the south, the ruins of the old concourse spread haphazardly. ~ 0 1048580 2 D0 A dirt road lies to the north. ~ ~ 0 -1 21081 D2 The ruins of the concourse are to the south. ~ ~ 0 -1 21290 > rand_prog 2~ mpecho A slight movement can be felt rumbling through the crumbling bridge. ~ > rand_prog 2~ mpecho The damaged bridge suddenly groans, and shifts slightly. ~ | S #21297 On the Darkhaven River~ You find yourself in a small artificial bay linking the Darkhaven Marina to the town's beloved river. The marina's beach is to the north, while the river lies to the east and west. ~ 0 1048580 7 D0 The Darkhaven Marina lies to the north. ~ ~ 0 -1 21275 D3 The river flows westward. ~ ~ 0 -1 21300 D8 The river continues in this direction. ~ ~ 0 -1 21298 S #21298 On the Darkhaven River~ You are travelling across the Darkhaven River. Its blue waters are flowing slowly westward, dragging along any debris. Far to the east you can make out a tunnel of some sort. ~ 0 1048580 7 D1 The river lies to the east. ~ ~ 0 -1 21299 D7 The river flows westward. ~ ~ 0 -1 21297 S #21299 On the Darkhaven River~ You are on the famed Darkhaven River. Its strong currents push driftwood and other floating objects westward. The blue waters themselves seem to emerge from a tunnel in the mountains to the east. ~ 0 1048580 7 D3 The river flows westward. ~ ~ 0 -1 21298 S #21300 On the Darkhaven River~ The waters here are flowing slighty faster than to the east. Gazing west, you can see that the river passes under the southern bridge of Darkhaven. The tale of the troll under the bridge passes through your head as you ponder where the river leads. ~ 0 1048580 7 D1 You see a small artificial bay which connects to the marina. ~ ~ 0 -1 21297 D3 The river flows under the southern bridge. ~ ~ 0 -1 21301 S #21301 Under the Southern Bridge~ You are forced to duck your head as you pass under the southern bridge of Darkhaven. On the underside of the bridge is a slate plaque, which looks aged beyond time. ~ 0 1048580 7 D1 The river lies to the east. ~ ~ 0 -1 21300 D3 The river flows westward. ~ ~ 0 -1 21302 E plaque~ The plaque reads: Strong is the one who fights for me, Smart is this one so strong and free, Wise is the one who counsels me, Determined to prove what he can see, Quick is the one who steals for me, Charming, bold, confuses many, Luck with the one who escapes me, Dead be my foe, my enemy. -Lord Rennard, March 1996 I'd like to say thanks to Thoric for creating and maintaining an excellent mud, to Dominus for some amazing administrative work, to the coders for all the unique gadgets, to the builders for creating a lush game world, to the immortals for upholding the law and to the players for making it all worth it. I would also like to extend a special thanks to Haus, who provided an enormous supply of ideas through the original new DH, and to Blodkai, for endless insight and support. ~ S #21302 On the Darkhaven River~ The waters become rushing rapids here, forcing you to carefully monitor your actions. Going upriver will bring you under the southern bridge, while following the river will lead you under the crumbling bridge. ~ 0 1048580 7 D1 The river passes under the southern bridge to the east. ~ ~ 0 -1 21301 D3 The river passes under the crumbling bridge to the west. ~ ~ 0 -1 21303 S #21303 Under the Crumbling Bridge~ You carefully wade through the waters under this low bridge, praying that it does not crash down upon your head. The river flows into the ocean to the west, and you spy a grate in the northern underside of the bridge. ~ 0 1048580 7 D1 The river continues to the east. ~ ~ 0 -1 21302 E grate~ Constructed into the underside of the northern bridge-support, it looks quite old but quite sturdy. Looking closer, you notice it has a set of swing-hinges and a bolted fastener; you may be able to open it. ~ > leave_prog 100~ close grate ~ | S #21304 The men's room~ ~ 0 1073741836 1 D0 ~ ~ 0 -1 21069 R O 0 21440 1 21304 > entry_prog 100~ if sex($n) == 2 mea $n You are forbidden to enter the men's room! mpforce $n n endif ~ | S #21307 Atop the Battlements~ You are standing atop Darkhaven's battlements. The entire southwestern countryside is visible from here, ranging from the Miden'nir to the dark forest of Haon Dor. You spot the Darkhaven River flowing its way swiftly from east to west just south of here. The battlements continue to the north and east, while a stone stairway leads down to the streets. ~ 0 1048580 1 D0 The battlements continue to the north. ~ ~ 0 -1 21308 D1 The battlements continue to the east. ~ ~ 0 -1 21311 D5 The stairway leads back down to the city streets. ~ ~ 0 -1 21024 S #21308 Atop the Battlements~ The beautiful yet deadly forest of Haon Dor stretches west as far as the eye can see. Far to the southwest, you can barely make out the big, blue ocean. The battlements continue to the north and south. ~ 0 1048576 1 D0 The battlements continue to the north. ~ ~ 0 -1 21309 D2 The battlements continue to the south. ~ ~ 0 -1 21307 R M 0 21071 8 21308 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21068 9 16 S #21309 Atop the Battlements~ The massive western gate of Darkhaven is just north of here, creaking and groaning loudly as it opens and closes. A rather wide trail leads through the center of the vast forest known as Haon Dor to the west, and a chimney can be seen poking out of the dark trees just to the southwest. Far down the trail to the west one enormous tree seems to rise above the all others. The battlements stretch southward. ~ 0 1048576 1 D2 The battlements continue to the south. ~ ~ 0 -1 21308 S #21310 New Darkhaven Espresso~ A small espresso stand has been set up off Horizon Road. A centaur woman is behind the counter making a mocha and serving thirsty customers. If you are weary and need a boost, you have come to the right place. A list of the prices hangs over the counter. ~ 0 1074791432 1 D2 ~ ~ 0 -1 21036 R M 0 21121 1 21310 R G 1 21144 1 S #21311 Atop the Battlements~ The rushing waves of the Darkhaven river can be heard from here. Far to the south, you can see the dark forest of the gobline-infested Miden'nir (Goblinic for green blood). Darkhaven's defenses continue to the east and west. ~ 0 1048576 1 D1 The battlements end east of here. ~ ~ 0 -1 21312 D3 The battlements continue to the west. ~ ~ 0 -1 21307 S #21312 Atop the Battlements~ The massive southern gate of Darkhaven is just east of here, groaning and creaking loudly as it opens and closes. The southern bridge and the often dangerous, sometimes deadly, Miden'nir are clearly visible from here. The, battlements stretch westward. ~ 0 1048576 1 D3 The battlements continue to the west. ~ ~ 0 -1 21311 R M 0 21071 8 21312 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21067 28 0 R E 1 21068 9 16 S #21314 Atop the Battlements~ You are standing atop Darkhaven's battlements. The whole southeastern countryside is visible from here, ranging from the Miden'nir to even lands beyond. The great battlements continue to the north and west, while a stone stairway leads back down to the city streets. ~ 0 1048580 1 D0 The battlements lie to the north. ~ ~ 0 -1 21315 D3 The battlements lie to the west. ~ ~ 0 -1 21318 D5 The stairs lead back down to Darkhaven's streets. ~ ~ 0 -1 21016 S #21315 Atop the Battlements~ You are standing atop Darkhaven's eastern wall, where the city's guards have set up a series of defenses to ward off assailants. A broad dirt road lines the wall outside of the city, and Hawk Street is to the west. A group of archers stand here, laughing about the goblins' last pathetic attempt to invade the majestic city. The battlements continue to the north and south. ~ 0 1048576 1 D0 The battlements continue to the north. ~ ~ 0 -1 21316 D2 The battlements continue to the south. ~ ~ 0 -1 21314 S #21316 Atop the Battlements~ The massive eastern gate of Darkhaven is just to the north, groaning and creaking loudly as it opens and closes. South and east from here you can clearly see the dark dwarven forest. ~ 0 1048576 1 D2 The battlements extend down the eastern wall of Darkhaven. ~ ~ 0 -1 21315 R M 0 21071 8 21316 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21067 28 0 R E 1 21068 9 16 S #21318 Atop the Battlements~ The rushing waves of the Darkhaven River can be heard from here. In the distance to the south, you can see a group of goblins skirting the edge of the dark forest known as the Miden'nir, its name signifying green blood in the tongue of the goblins. Darkhaven's defenses continue east and west. ~ 0 1048576 1 D1 The battlements extend down the southern wall. ~ ~ 0 -1 21314 D3 The battlements extend down the southern wall of Darkhaven. ~ ~ 0 -1 21319 R M 0 21071 8 21318 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21067 28 0 R E 1 21068 9 16 S #21319 Atop the Battlements~ The massive southern gate of Darkhaven is just west of here, groaning and creaking loudly as it opens and closes. The crumbling southern bridge and the dangerous Miden'nir are clearly visible from here. Tbe battlements stretch east from here. ~ 0 1048576 1 D1 The battlements continue east of here. ~ ~ 0 -1 21318 S #21321 Atop the Battlements~ You are standing atop Darkhaven's battlements. The whole northeastern countryside is visible from here. A number of archers pace back and forth here along the battlements, knocking an arrow back at the slightest sign of danger. The battlements extend to the west and south, while a stairway leads back down to the streets. ~ 0 1048580 1 D2 The battlements continue down the eastern wall. ~ ~ 0 -1 21323 D3 The battlements extend down the northern wall. ~ ~ 0 -1 21326 D4 ~ ~ 0 -1 21495 D5 The stairway leads back down to the streets. ~ ~ 0 -1 21008 S #21322 Atop the Battlements~ You are standing atop Darkhaven's great eastern wall. The guardians of Darkhaven, in their wisdom, have set up battlements here to fend off any attackers. The battlements extend to the north and south. ~ 0 0 1 D0 The battlements stretch northward. ~ ~ 0 -1 21321 D2 The battlements continue to the south. ~ ~ 0 -1 21323 S #21323 Atop the Battlements~ You are standing atop the eastern wall of Darkhaven. The battlements extend to the north and south. ~ 0 1048576 1 D0 The battlements continue to the north. ~ ~ 0 -1 21321 D2 The battlements extend to the south. ~ ~ 0 -1 21324 S #21324 Atop the Battlements~ The massive eastern gate of Darkhaven is just to the south, groaning and creaking loudly as it opens and closes. South and east from here you can clearly see the dark dwarven forest. The battlements continue to the north. ~ 0 1048576 1 D0 The battlements continue to the north. ~ ~ 0 -1 21323 R M 0 21071 8 21324 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21066 16 20 R E 1 21067 28 0 R E 1 21068 9 16 S #21325 Atop the Battlements~ You sigh at the beauty of the north countryside. Athough he has doubtless seen this view countless times before, a nearby archer whistles as he gazes northward with you. The battlements extend to the east and west. ~ 0 0 1 D1 The battlements lead off to the east. ~ ~ 0 -1 21321 D3 The battlements continue to the west. ~ ~ 0 -1 21326 S #21326 Atop the Battlements~ You are standing atop Darkhaven's northern wall. The battlements continue to the east and west. ~ 0 1048576 1 D1 The battlements continue tothe east. ~ ~ 0 -1 21321 D3 The battlements extend westward. ~ ~ 0 -1 21327 R M 0 21071 8 21326 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21067 28 0 R E 1 21068 9 16 S #21327 Atop the Battlements~ This portion of the battlements stretches to the east, all the way back to northeastern corner of Darkhaven. ~ 0 1048576 1 D1 The battlements stretch eastward. ~ ~ 0 -1 21326 S #21328 Atop the Battlements~ You are standing atop Darkhaven's battlements. The whole northwestern countryside is visible from here, stretching away beyond the forest of Haon Dor. The battlements continue to the east and south, while a stone stairway leads back down to the city streets. ~ 0 1048580 1 D1 The battlements continue to the east. ~ ~ 0 -1 21329 D2 The battlements continue to the south. ~ ~ 0 -1 21332 D5 The stairway leads back down to the city streets. ~ ~ 0 -1 21032 S #21329 Atop the Battlements~ You are standing atop Darkhaven's northern wall. The battlements range to the east and west. ~ 0 1048576 1 D1 The battlements continue east of here. ~ ~ 0 -1 21330 D3 The battlements continue to the west. ~ ~ 0 -1 21328 R M 0 21071 8 21329 R E 1 21056 28 1 R E 1 21057 17 3 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21067 28 0 R E 1 21068 9 16 S #21330 Atop the Battlements~ The battlements here extend westward, leading back to the northwestern corner of Darkhaven. ~ 0 1048576 1 D3 The battlements continue to the west. ~ ~ 0 -1 21329 S #21332 Atop the Battlements~ The beautiful yet deadly forest of Haon Dor stretches westward as far as the eye can see. The great battlements continue to the north and south. ~ 0 1048576 1 D0 The battlements continue to the north. ~ ~ 0 -1 21328 D2 The battlements continue to the south. ~ ~ 0 -1 21333 S #21333 Atop the Battlements~ The massive western gate of Darkhaven is just south of here, creaking and groaning loudly as it opens and closes. A rather wide trail leads through the center of the vast forest known as Haon Dor to the west, and a chimney can be seen poking out of the dark trees just to the southwest. Far down the trail to the west one enormous tree seems to rise above the all others. The battlements stretch northward. ~ 0 1048576 1 D0 The battlements continue to the north. ~ ~ 0 -1 21332 R M 0 21071 8 21333 R E 1 21056 28 1 R E 1 21058 30 5 R E 1 21059 30 6 R E 1 21060 30 7 R E 1 21061 30 8 R E 1 21062 30 10 R E 1 21063 30 9 R E 1 21064 26 14 R E 1 21067 28 0 R E 1 21068 9 16 S #21335 The Western Hall~ You enter a large building filled with people. The building is usually busy with functions, almost always filled to the maximum. The large main hall boasts a maid who comes around serving drinks and meals to the people who sit down. The hall extends to the south where you see a large mirror. ~ 0 1049608 0 D0 The lights of Horizon Street glimmer to the north. ~ ~ 0 -1 21039 D2 ~ ~ 0 -1 21501 D4 ~ ~ 0 -1 21235 R M 0 21010 1 21335 R G 1 21022 1 R G 1 21019 2 R G 1 21020 2 S #21337 In the Air~ You are floating in the air high above Darkhaven. Gazing downward, you see that you are just above the Darkhaven Square. The citizens of Darkhaven look like tiny mice scurrying about from this height. Looking upward, you see a rainbow in the distance. ~ 0 17825796 9 D4 You gaze higher into the air. ~ ~ 0 -1 21338 D5 Darkhaven Square is down from here. ~ ~ 0 -1 21000 S #21338 In the Air~ You are flying in the air high above Darkhaven. You can see the whole countryside from here: It is truly a splendid sight to behold. Gazing upward, you see a bright rainbow. ~ 0 17825796 9 D5 Darkhaven Square is far below. ~ ~ 0 -1 21337 S #21339 Companions and Mounts~ You walk into a large shop which smells of horses and hay. Behind the long wooden counter are dozens of cages containing varying types of animals, and you can hear the sounds of horses coming from a large storage area in the back of the shop. A door to the south leads back out onto the busy Law Avenue. ~ 0 1052672 1 D2 Law Avenue lies to the south. ~ ~ 0 -1 21017 R M 0 21022 1 21339 S #21340 Petshop Stables~ ~ 0 3147780 1 R M 0 21056 1 21340 R M 0 21057 1 21340 R M 0 21058 1 21340 R M 0 21059 1 21340 R M 0 21060 1 21340 R M 0 21070 1 21340 S #21349 Werewolves Hoard~ In this part of the den, the members of the wolf pack have stored their treasures for safe keeping and the use of werewolves less fortunate than they. In giving to the pack, the pack grows stronger. ~ 0 1077429260 1 D2 ~ ~ 0 -1 21164 S #21350 The Newbie Portal~ An enormous portal has been placed here to help newbies get accustomed to the game by showing them a few areas that may be of interest to them. Please use SAY or TELL to speak with Killashandra, do not ask her for help on ANY channel. Look at the sign, choose with area you wish to visit, and either SAY its full name or TELL KILLA its full name. Thank you. ~ 0 1076888588 1 D5 ~ ~ 0 -1 21000 R M 0 21122 1 21350 E sign~ ======[ Killashandra's Newbie Portal ]======== || Area name Recommended levels || || Dwarven Daycare 0-5 || || Tullfuhrzky Manor 0-10 || || Smurf Village 0-10 || || Unholy Grounds 5-15 || || Shattered Refuge 5-20 || || Dwarven Village 10-20 || ======[ Have fun and Enjoy Your Stay ]======== ~ S #21351 Newbie Council Meeting Room~ This room is small and friendly, warm lights giving it a cozy appearance and various pictures, charts, and maps upon the wall to direct newbies to places that would help them. A table and chairs have been placed in the center of the room, for any meetings that may occur. ~ 0 1073741828 1 D0 ~ ~ 0 -1 21280 R O 0 21093 1 21351 R O 0 21435 1 21351 S #21353 A Corridor in the Abandoned Mansion~ You walk carefully down the corridor, noticing its smooth stone floor and walls. The walls and floor have been smoothed by age, and stains of blood seem to randomly mark the stone surfaces. You see a large foyer ahead of you, and this corridor seems quite abandoned. A strong wooden doorframe is etched into the wall to the west, and through the doorway you can see a faintly lit room. ~ 0 8 0 D0 You see a large abandoned foyer. ~ ~ 0 -1 21134 D2 You see Law Avenue. ~ ~ 0 -1 21023 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Vampires else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21380 The Court of the White Robes~ This hall is slightly smaller than the Court of the Conclave, for it is reserved for the members of the White Robes only. The seats in this room are all crafted of a shining white ivory and circle a brilliant silver podium which sits in the center of the hall. A single aisle leads back to the Court of the Conclave. ~ 0 3145740 0 D6 The Court of the Conclave lies to the northeast. ~ ~ 0 -1 21133 S #21390 The Gold Room~ This chamber is where Darkhaven shopkeepers deposit their gold. ~ 0 3155980 0 S #21399 The women's room~ ~ 0 1073741828 1 D3 ~ ~ 0 -1 21069 R O 0 21440 1 21399 > entry_prog 100~ if sex($n) == 1 mea $n You are forbidden to enter the women's room! mpforce $n w endif ~ | S #21400 An ominous, shadowy room~ This room gives you an uneasy feeling, and those within unconsciously look over their shoulders with the feeling that someone is sneaking up behind them. If you have chosen the peaceful path, you need not remain upon it, for the lure of the shadowy path remains strong. If you wish to set out upon a new path of life, you need only say within this room, &C"I choose to walk on the shadowy path of the pkillers"&w Be forewarned, however, for once you are deadly, you may never again return to the path of the peaceful. ~ 0 1074790924 1 D5 ~ ~ 0 -1 21168 > speech_prog p path of the pkillers~ if canpkill($n) mea $n _cha You are already a deadly player. else mpmset $n flags deadly mea $n You are now a deadly player. endif ~ | S #21401 Plunging through the brambles~ You plunge down the narrow wooded trail, mindful of the overreaching brambles and twigs which have crowded together here at the forest's edge. The trail continues to the southwest, and a wide dirt road can be seen through the foliage to the east. ~ 0 0 3 D1 A wide dirt road skirting a high battlement. ~ ~ 0 -1 21090 D9 The trails continues safely to the southwest. ~ ~ 0 -1 21402 S #21402 On a forest trail~ Your way here bends around in two directions. The forest grows thicker to the west, the scents and sounds beckoning to you. Peering to the northeast, you think you can see a break in the trees. Mayhap the trail is nearing its end. ~ 0 0 3 D3 The trail continues peacefully onward. ~ ~ 0 -1 21403 D6 Brambles and twigs crowd the path. ~ ~ 0 -1 21401 S #21403 On a forest trail~ The trail here continues on both east and west. The peak of a cathedral tower can barely be made out in the distance to the east through the overhang of limbs, and a sound much like that of small wings fluttering comes frequently from the forest to the west. ~ 0 0 3 D1 The narrow trail continues. ~ ~ 0 -1 21402 D3 The trail turns. ~ ~ 0 -1 21404 S #21404 A turn in the forest trail~ You stand at a curve on a narrow, peaceful forest trail. The sounds of small fluttering wings comes from the northwest, and a the narrow but well-trodden pathway continues roughly eastward through the forest. ~ 0 0 3 D1 Along the forest trail. ~ ~ 0 -1 21403 S #21409 A Silent Corner of the Courier~ You find yourself at the rear of the Darkhaven Courier. Many small tables sit here, accompanied by similarly tiny wooden chairs, and unfinished missives have been left lying on a couple of ink-stained tables. An unnatural silence also seems to haunt this portion of the tent, allowing you to collect your thoughts. To the north is the main chamber of the Courier. ~ 0 3212300 0 D0 The Darkhaven Courier ~ ~ 0 -1 21053 S #21410 Outside Harper Hall~ From the building to the north you can hear the sounds of music being practiced and the occasional explosions of thunder songs. Back towrd the southeast lies the main path. ~ 0 1073741828 1 D0 ~ ~ 0 -1 21411 D8 ~ ~ 0 -1 21201 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Harpers else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21411 Within Harper Hall~ The sound of music fills the air within the Harper Hall, of powerful songs being practiced upon magical instruments, and tunes being sung. On the north wall hands a banner displaying the harpers symbol, a white harp upon a field of rich blue, known as harper blue. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21214 D2 ~ ~ 0 -1 21410 D3 ~ ~ 0 -1 21412 D4 ~ ~ 0 -1 21414 S #21412 Choral Library~ Bookshelves filled with sheet music line the walls, of all the songs known to the harpers within the Harper Hall it is said. Many more songs exist, according to legend, but have long since been lost to common knowledge. A board hangs upon the wall which has been placed here so that the harpers may more easily communicate with one another. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21415 D1 ~ ~ 0 -1 21411 D2 ~ ~ 0 -1 21513 R O 0 21047 1 21412 S #21413 Lobby of the Quest Council Building~ This is the lobby of the building owned by the Quest Council. Its furnishings are modest, although upon its walls hang a variety of artwork depicting scenes around the realm. Exotic flowers in vases sit upon the small tables along the wall. A staircase from here leads up to Ender's Office, and the doorway to the north to the Questmaster, and the double doors to the west lead to the Trivia Gaming Room. ~ 0 1076888588 1 D0 ~ Door~ 1 -1 21532 D1 ~ storage door~ 8389679 21419 21431 D2 ~ ~ 0 -1 21039 D3 ~ ~ 0 -1 21533 D4 ~ ~ 0 -1 21242 R D 0 21413 0 0 R D 0 21413 1 2 S #21414 The Masterharpers Chambers~ These are the chambers of Masterharper Robinton, the teacher of the harpers. He sits here at his desc contemplating over a class of red wine and sheet music. Many instruments hang upon the walls, magical lutes and pipes, and a banner upon one wall displays the harpers symbol, a white harp on a field of rich blue. ~ 0 1076888576 1 D5 ~ ~ 0 -1 21411 R M 0 21100 1 21414 R O 0 21050 1 21414 S #21415 Instrument Storage~ A wide variety of instruments has been stored here, both of a magical, potent nature and of a mundane nature used upon which to practice ones songs and for performance. ~ 0 1077428224 1 D2 ~ ~ 0 -1 21412 S #21416 Entrance to the Dragons Lair~ The smell of sulphur and blood wafts up from the lair below. A deep rumble as of a dragon snoring or of thunder echoes through the cave, a sure sign of what sort of creatures make their home in this place. The cavern opens onto Falcon Road to the east. ~ 0 1076887556 1 D1 ~ ~ 0 -1 21030 D5 ~ ~ 0 -1 21417 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Dragons else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21417 Lair of the Dragons~ Above you vaults this enormous cavern, capable of giving shelter to dozens of those of dragonkind. The exit to the cavern is above, leading back into Darkhaven. Tunnels wind off into different parts of the lair, down toward the hoard and toward the west into various smaller caves. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21536 D1 ~ ~ 0 -1 21510 D3 ~ ~ 0 -1 21421 D4 ~ ~ 0 -1 21416 D5 ~ ~ 0 -1 21418 D7 ~ ~ 0 -1 21419 S #21418 Hoard of the Dragons~ Piles upon piles of gold coins and treasures have been left here, the combined hoard of the Order of Dragons. Many doubtless valuable items sit upon the heaps of gold and silver, arranged in draconic style so that they can be displayed in the way dragons like best, laying out across the floor for all to see. ~ 0 1077429256 1 D4 ~ ~ 0 -1 21417 S #21419 A Quiet Cavern~ This corner of the Dragons Lair is more quiet than the rest of the caverns, for it is here that the board which dragons use to communicate with their own kind hangs. The main part of the lair lies back toward the southeast. ~ 0 1076888584 1 D8 ~ ~ 0 -1 21417 R O 0 21434 1 21419 R O 0 21050 1 21419 S #21420 The Trivia Question Room~ ~ 0 1076888712 1 D2 ~ ~ 0 -1 21533 > speech_prog p next question~ if isimmort($n) mpat 21535 mptrans all 21534 mpe The lights clear, ready for the next question. endif ~ > act_prog p rings in on~ if isimmort($n) else mea $n Your whole podium lights up. mer $n $n's whole podium lights up. mptrans all 21534 endif ~ | S #21421 Ancient Dragons Lair~ An enormous ancient dragon has taken up residence in this part of the Dragons Lair, here to teach the ways of the dragons to those hatchlings just stretching their wings and to mature dragons who wish to learn more alike. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21417 R M 0 21102 1 21421 S #21422 Before the Demons Grotto~ A feeling of great evil emanates from the grotto below, as if this were a pit a bit closer to hell than usual. This is the home of the Order of Demons. To the west Hawk Road can be seen. ~ 0 1076888588 1 D3 ~ ~ 0 -1 21015 D5 ~ ~ 0 -1 21423 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Demons else mpech 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21423 Demons Grotto~ In the center of the grotto which is home to the Order of Demons, the pit can be seen extending to the north and south as well as a way to climb out above back into Darkhaven. A sense of pure evil fills the grotto, which comforts any demon who enters this place. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21424 D2 ~ ~ 0 -1 21425 D4 ~ ~ 0 -1 21422 D9 ~ ~ 0 -1 21509 S #21424 Demonic Shrine~ A dark shrine has been erected in this part of the grotto, a healer here to cure the wounds of those of demonkind so that they may again go out and hurt people. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21423 D6 ~ ~ 0 -1 21426 R M 0 21101 27 21424 R O 0 21051 1 21424 R O 0 21142 1 21424 S #21425 Lord of the Pit~ An enormous creature radiating evil stands here, and you realize that not only is he a pit fiend but the lord of all of them. He grins an evil grin and offers to teach you in the ways of demons, to learn the skills needed to hurt, destroy, steal, and defile. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21423 D8 ~ ~ 0 -1 21427 R M 0 21103 1 21425 R O 0 21050 1 21425 S #21426 The quiet end of the grotto~ At the north end of the grotto it seems quieter than toward the south, although the sense of pure evil comforting to demons is no less potent here. A board has been placed here to aid in the communication of this order, to help direct demonic activities. ~ 0 1073741824 1 D9 ~ ~ 0 -1 21424 R O 0 21433 1 21426 S #21427 Demonic Hoard~ At the south end of the grotto is where the demons have stored their loot, treasures stolen or otherwise obtained. Evil seems to emanate from the very items that have been stored here, as if they have been tainted by the touch of demons. ~ 0 1077429256 1 D7 ~ ~ 0 -1 21425 S #21428 Abandoned Warehouse~ This building appears to have once been a warehouse, but it has since been converted into a meeting hall for the members of the Order of Assassins, an elite order of killers in this realm. The door to the south opens into an alley way, and a staircase leads up into the rest of the order hall. ~ 0 1076888588 1 D2 ~ ~ 0 -1 21063 D4 ~ ~ 0 -1 21429 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Assassins else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21429 Temple of Daggers~ A temple has been erected within the meeting hall of the Order of Assassins, so that the assassins may rest here and let their wounds heal before going out and killing again. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21140 D1 ~ ~ 0 -1 21517 D4 ~ ~ 0 -1 21070 D5 ~ ~ 0 -1 21428 R M 0 21101 14 21429 R O 0 21051 1 21429 S #21430 The Order of Augurers~ Emerging from the forest around the cathedral, you find yourself in the main hall of the Guild of Augurers. Precious tapestries and drawings adorn the walls gracefully, showing the beauty and strength of the Augurer. The walls are granitelike and smooth, and the floors are painstakingly polished to perfection. The sweet smells of jasmine, parsley and other assorted herbs fill the air around you, giving you a sense of warmth and peace as you walk through the vast hall. ~ 0 3145740 0 D0 ~ ~ 0 -1 21524 D1 ~ ~ 0 -1 21247 D2 The Chamber of Bounty lies to the south. ~ ~ 0 -1 21434 D3 The Plank of Musing lies to the east. ~ ~ 0 -1 21433 D4 The Hall of Repose rises above you. ~ ~ 0 -1 21437 D6 The scent of the forest around the cathedral. ~ ~ 0 -1 21435 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Augurers else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21431 Quest Council Store Room~ Below is the 'Glory Rates' chart. Also see HELP GLORY RATES. &c -=[ Gold ]=--=[ Quest Point Pricing ]=--=[ Glory ]=- 1,000,000 100 = Least that can be purchased 1,900,000 200 2,800,000 300 3,700,000 400 4,600,000 500 5,500,000 600 6,400,000 700 7,300,000 800 8,200,000 900 9,100,000 999 10,000,000 1000 = Most that can be purchased &w ~ 0 1076896776 1 D3 ~ storage door~ 1071 21419 21413 R M 0 21124 1 21431 R G 1 21419 1 R D 0 21431 3 2 S #21432 The Vault of Contemplation~ Above the main hall, you find yourself in a room of peace and contentment. The walls all around you are made of stained glass, rather than the granite in the hall, allowing the sunlight from the realms into this room. A light humming and singing can be heard in this spacious room, and the sweet smell of jasmine is predominant here. The Augurer is a very spiritual person, and relies on meditation and reflection upon the day's activities in order to be a productive citizen in the community. Sculptures and handicrafts of the Augurer lie in this room in a state of order, yet in a state of chaos as well, showing the strengths and weaknesses of the Augurer's mind. ~ 0 3145740 0 D5 The Hall of Repose leads to the main hall of the guild. ~ ~ 0 -1 21437 S #21433 The Plank of Musing~ As you enter this small yet illuminated room, you see an enormous table with scriptures and writing utensils upon it. Several exquisite chairs surround the large oak table, and at times you can find other Augurers here pondering the existence of life, the importance of their daily deeds and anything else that they wish to discuss. The air in this room is still, and sounds from the outside are not readily heard from this tiny room which seems to be shut off from the rest of the Guild of Augurers. ~ 0 3145740 0 D1 This way leads back to the main hall of the Guild of Augurers. ~ ~ 0 -1 21430 R O 0 21437 1 21433 S #21434 The Chamber of Bounty~ As you enter this room, a strong feeling of charity washes over your very life and soul. The Chamber of Bounty is a darkened room, illuminated only by torches fixed to the walls held by antiqued sconce holders. All around you lie items donated by your fellow guild members, and those items that may seem useless to one may be invaluable to others. Precious armours, treasures and pieces of magic lie here, and more are certainly welcome to be donated for use by other Augurers. ~ 0 3686412 0 D0 The main hall of the Guild of Augurers lies north of here. ~ ~ 0 -1 21430 S #21435 Along the forested path~ As you walk further through the forest around the cathedral, you notice an illuminated edifice lying to the north of you. A faint smell of spices and other pungent scents wafts from this granitelike structure, mixing with the various smells of the forest around you. ~ 0 4 1 D2 This path leads back to Darkhaven Square. ~ ~ 0 -1 21185 D9 ~ ~ 0 -1 21430 S #21436 The Tomb of Rectification~ As you enter this cramped room, the smell of burning oil and the stench of day old sweat nearly bowls you over with a strong force. A large metal table stands in the middle of the room, covered in many smithing tools. The constant clank of metal on metal pierces your ears, and you look over to the western wall of the room to see a large man stooping over the great table, repairing a poor soul's gear. Scraps of leather, cloth and fine fabrics lie in disarray about this tiny room. ~ 0 3146764 0 S #21437 The Hall of Repose~ Walking down the hallway, you can see various depictions of Augurers in battle, as well as their participation in theatrical pursuits, teaching, learning and conversing with others of their class. The walls are smooth like marble, and the floors are well polished and shine brightly. Soft light flows in from the east and coloured rays of sunshine seem to beam in from above. ~ 0 3145740 0 D1 A warm light flows in from the east where the Niche of Convergence lies. ~ ~ 0 -1 21438 D4 Colourful rays of sunshine stream in from the Vault of Contemplation above. ~ ~ 0 -1 21432 D5 The main hall of the Guild of Augurers is below. ~ ~ 0 -1 21430 D7 ~ ~ 0 -1 21439 S #21438 The Niche of Convergence~ A soft light and sweet smell of incense welcomes you into this warm room. Many soft, cushioned chairs and chesterfields adorn the walls, and small tables lie nearby for placement of your drink and for game playing. A soft murmur of the other Augurers and the clinking of glasses fills your ears with serenity. This is where the Augurer comes to be refreshed after a long day of fighting, training and ascertaining the local lore. ~ 0 3146760 0 D3 The Hall of Repose lies to the east. ~ ~ 0 -1 21437 R O 0 21050 1 21438 S #21439 The Cubiculum of Lore~ As you walk around this spacious room, you can see depictions of Augurers meditating and learning the lore of their class. The room is brightly lit by sconces upon the granitelike walls, and the air is nearly tasteless. As the Augurer is very keen on its knowledge, a loremaster is here to help you prepare and iterate your skills and spells. ~ 0 3146764 0 D8 ~ ~ 0 -1 21437 R M 0 21431 1 21439 S #21440 The Library Steps~ You stand upon the steps to the great Library of Darkhaven, home to the Order of Scholars, those scribes and historians who, in their research and explorations have discovered many secrets once hidden and lost to the known world. Horizon Road lies to the north. ~ 0 1076887556 1 D0 ~ ~ 0 -1 21036 D2 ~ ~ 0 -1 21441 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Illusionists else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21441 The Order of Illusionists, formally of Scholars~ Bookshelves line the central chamber of the Order of Scholars within the great Library of Darkhaven, books upon books having been written and their knowledge and lore left here for others to benefit from. The entrance to the library lies to the north, and stairs lead up and down to the different levels of the library. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21440 D4 ~ ~ 0 -1 21443 D5 ~ ~ 0 -1 21442 R O 0 21050 1 21441 S #21442 Library Reading Room~ This room is more quiet than the rest of the library, for it is here that scholars will come to hide away and read where no one can disturb them. A note board hangs upon the wall where scholars have left their messages to one another, and many bookshelves line the walls containing the lore of the ages. ~ 0 1076954120 1 D4 ~ ~ 0 -1 21441 R O 0 21430 1 21442 S #21443 Scholars Shrine~ A small shrine has been built in the Library of Darkhaven so that the scholars of this order may rest from their explorations and adventures and heal of their wounds. To the west is the orders teacher, and the storeroom lies toward the east. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21445 D3 ~ ~ 0 -1 21444 D4 ~ ~ 0 -1 21511 D5 ~ ~ 0 -1 21441 R M 0 21101 14 21443 R O 0 21051 1 21443 S #21444 Scholars Chamber of Knowledge~ In this corner of the library sits an old and wizened scholar peering deep into his books. He is here to teach young scholars and train them in the mysterious ways that scholars have discovered still enigmatic to much of the world. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21443 R M 0 21106 1 21444 S #21445 Scholarly Storage Chamber~ In this chamber those members of the Order of Scholars have left many of their books and treasures for safe keeping and so that other members of the order may make use of them. Books, weapons, wands, and many other items have been neatly arranged upon the shelves. ~ 0 1077429256 1 D3 ~ ~ 0 -1 21443 S #21446 Gates to the Order of Warlocks~ An ominous set of gates stands, barring the way to the hall to the south to outsiders who are not welcome within the premises of the Order of Warlocks. Darkness seems to hang over this hall, and the entire place has an eerie, ominous feeling about it, as if in this place dark magicks were worked dangerous and deadly. ~ 0 1076888580 1 D0 ~ ~ 0 -1 21018 D2 ~ ~ 0 -1 21447 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Warlocks else mea 0.$n &WYou may not enter this place. mptrans 0.$n 21000 endif ~ | S #21447 Court of the Warlocks~ Behind the strong iron gates, this court feels safe, a haven for those of the Order of Warlocks to return to after a hard day of slaying. The library of the warlocks lies to the west, offering its books for your reading pleasure, and to the east a small shrine can be seen. ~ 0 1076888576 1 D0 ~ ~ 0 -1 21446 D1 ~ ~ 0 -1 21456 D2 ~ ~ 0 -1 21530 D3 ~ ~ 0 -1 21448 S #21448 Warlocks Library~ This is the library of the Order of Warlocks, many books lining its shelves on every topic from spellcasting to the ways of dark deities and upon witchcraft and a few on necromancy. The door to the east opens into the court of the warlocks hall, and the back room of the library used for storage lies through the door to the south. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21447 D2 ~ ~ 0 -1 21455 R O 0 21429 1 21448 S #21449 Between Twin Strongholds~ Two strongholds stand to the west and east, identical but for that the left one is radiant and pure while the east one is dark and shadowy, a sense of vile corruption and evil emanating from it. The forested path near the cathedral lies to the north. ~ 0 1073741824 1 D0 ~ ~ 0 -1 21165 D1 ~ ~ 0 -1 21450 D3 ~ ~ 0 -1 21465 S #21450 Gates to the Anti-Paladins Stronghold~ The black iron gates to the Stronghold of the Order of the Paladins of Darkness stand to the east, an ominous threshold between darkness and light. In stark contrast to the keep to the west, the stones of this stronghold are cold and black, shadows clinging in the corners and a sense of evil prevalent. ~ 0 1076888580 1 D1 ~ ~ 0 -1 21451 D3 ~ ~ 0 -1 21449 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Anti-Paladins else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21451 Stronghold of the Anti-Paladins~ Within the shadowy keep of the Dark Paladins, a sense of evil radiates, an evil of utter devotion to darkness in body and soul, but in an honor that many of those that cling to goodness and light can never understand. Doors open to the north and east into different parts of the stronghold. ~ 0 1076888576 1 D0 ~ ~ 0 -1 21452 D1 ~ ~ 0 -1 21453 D2 ~ ~ 0 -1 21521 D3 ~ ~ 0 -1 21450 S #21452 Unholy Shrine~ A small shrine to some dark deity has been built here, the blackened, charred altar radiating an aura of evil and the very stones that make up its foundation appear to have been sancified of darkness. A staircase to one side leads up toward the practice hall. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21451 D4 ~ ~ 0 -1 21454 R M 0 21101 14 21452 R O 0 21051 1 21452 S #21453 Unholy Scriptures~ Several bookshelves line the walls of this chamber, a small library on the teachings and faiths of various dark deities. Some tables and chairs have been placed here for reading or talking. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21458 D3 ~ ~ 0 -1 21451 R O 0 21428 1 21453 R O 0 21050 1 21453 S #21454 Chamber of Dark Teachings~ This spacious chamber has been set up above the Anti-Paladins temple for practice and training in the arts of sword and faith alike. The headmaster of the training hall stands here, ready to teach new students and, with a wolfish grin, seems eager to test your mettle. ~ 0 1076888584 1 D5 ~ ~ 0 -1 21452 R M 0 21108 1 21454 S #21455 Back Room of the Warlocks Library~ In the back room of the library of the Order of Warlocks, those members of this order have kept their treasures and stored various spell componants and potions. Racks of scrolls, wands, and staves line the walls, and a variety of weapons and armor have also been placed here for safekeeping. ~ 0 1077470220 1 D0 ~ ~ 0 -1 21448 S #21456 Warlocks Shrine~ A small shrine to some dark deity has been erected here within the hall of the Order of Warlocks, so that those members of this order may rest here after a hard day of slaying and heal of their wounds. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21457 D3 ~ ~ 0 -1 21447 R M 0 21101 14 21456 R O 0 21051 1 21456 S #21457 The Warlock Spellmaster~ An old, retired warlock sits here behind a desk covered with scrolls, spell componants, and vials of mysterious liquids. He looks up from over a bushy grey mostache as you enter and offers to teach you in the ways of the warlocks. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21456 R M 0 21107 1 21457 R O 0 21050 1 21457 S #21458 Dark Chamber in the Unholy Keep~ This dark chamber in the back of the Keep of the Anti-Paladins has been warded with dark and unholy runes, protecting jealously the treasures hoarded within this chamber. ~ 0 1077429256 1 D2 ~ ~ 0 -1 21453 S #21459 Gates to the Battlemages Keep~ A strong gate of iron stands to the east, preventing anyone who does not belong to the Order of Warlords from entering the premises. The keep rises into the skyline to the east, its stark stone striking fear into the hearts of those who dare to oppose them, fear of the power of the warlords. ~ 0 1076888580 1 D1 ~ ~ 0 -1 21460 D3 ~ ~ 0 -1 21009 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Battlemages else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21460 Keep of the Battlemages~ Within this keep the Order of Warlords has made their headquarters, a strong iron gate keeping out any intruders who do not belong within the confines of the premises. A stone staircase leads upward from here toward the rest of the keep. A banner displaying the symbol of the Order of Warlords hangs upon one wall--it shows a flaming red scimitar upon a black field. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21529 D3 ~ ~ 0 -1 21459 D4 ~ ~ 0 -1 21461 R O 0 21050 1 21460 S #21461 Battlemages Shrine~ A small shrine has been built here so that the warlords may have a safe place in which to rest and heal from their wounds after a long day of fighting, so that they may be at full strength when again they go out and fight in the world. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21463 D3 ~ ~ 0 -1 21462 D5 ~ ~ 0 -1 21460 R M 0 21101 14 21461 R O 0 21051 1 21461 S #21462 Battlemages Library~ The Order of Warlords has erected this small library filled with various books they have written on weapon craft, spellcasting, fencing, and various mundane subjects. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21464 D1 ~ ~ 0 -1 21461 R O 0 21427 1 21462 S #21463 Battlemages School~ Practice mats lay across the floor of the school to prevent practicing warlords from falling and hurting themselves too badly. Padded practice weapons hang upon the walls, and a couple of students are sparring in one corner of the room. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21461 D3 ~ ~ 0 -1 21464 R M 0 21109 1 21463 S #21464 Battlemages Armory~ In this corner of the Keep the Warlords have stored their armor, and various swords, daggers, staves, maces, spears, and other assorted weaponry are displayed upon the walls. Scrolls have been carefully wrapped in bundles and wands and potions line the shelves. The door to the south opens into the library, and the school lies through the door to the east. ~ 0 1077429256 1 D1 ~ ~ 0 -1 21463 D2 ~ ~ 0 -1 21462 S #21465 Gates to the Paladins Stronghold~ The gates to the stronghold of the Order of Paladins stand strong steel shining as brightly as silver, the keep to the west shining with radiant and pure holy light, in stark constrast to the dark stronghold to the east. ~ 0 1076888580 1 D1 ~ ~ 0 -1 21449 D3 ~ ~ 0 -1 21466 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Paladins else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21466 Stronghold of the Paladins~ The Stronghold of the Order of Paladins is built of stark stones, but they seem to glow with a divine radiance, and a mysterious warmth radiates from them. Goodness, light, and truth reign supreme within this stronghold, of the paladins who fight for the good of the world. ~ 0 1076888576 1 D0 ~ ~ 0 -1 21467 D1 ~ ~ 0 -1 21465 D2 ~ ~ 0 -1 21522 D3 ~ ~ 0 -1 21468 S #21467 Holy Shrine~ This shrine glows with an aura of divine radiance, its light and purity giving succor to a weary soul. Here is where the paladins come to pray or rest, after a weary day of fighting evil in the world. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21466 D4 ~ ~ 0 -1 21470 R M 0 21101 14 21467 R O 0 21051 1 21467 S #21468 Paladins Scriptures~ This small chamber has the feeling of holy sanctity, and upon the walls stand bookshelves filled with tomes of scriptures and the faith of good deities. Also a board is here for the communion of the paladins order. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21469 D1 ~ ~ 0 -1 21466 R O 0 21050 1 21468 R O 0 21095 1 21468 S #21469 Paladins Armory~ In this chamber the paladins have stored a wide variety of armor from plate mail to chain armor and leather baldrics, bracers and helms, gauntlets and boots. A full complement of swords is here, as well as other various weapons as spears and staves for the choice of the paladins. ~ 0 1077429256 1 D2 ~ ~ 0 -1 21468 S #21470 Paladins Practice Hall~ Mats have been laid out across the floor of this practice hall, and various padded swords, staves, and other assorted practice weaponry is arranged upon the walls. A few students are sparring in different parts of the room, and the training master is here ready to instruct squires. ~ 0 1076888584 1 D5 ~ ~ 0 -1 21467 R M 0 21110 1 21470 S #21471 The Darkhaven Junkyard~ ~ 0 1076888580 1 D3 ~ gate~ 3 -1 21044 R D 0 21471 3 1 > act_prog p purges the garbage.~ mppurge ~ > time_prog 7~ mpecho A janitor arrives to do his route. mpmload 21024 mpoload 21012 10 give garbage janitor mpforce janitor hold garbage ~ | S #21472 Hold of the Knights~ The Hold of the Order of Knights is cut out of cold, grey stone and carven with murals depicting various scenes of great templars in history. Here one fights a dragon, or rides a dragon, so many different scenes many of which have smaller inset scenes. Staircases lead up and down into different floors of the hold. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21034 D4 ~ ~ 0 -1 21473 D5 ~ ~ 0 -1 21474 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Knights else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21473 Knights Shrine~ A small shrine has been erected within the Knights Hold, so that the members of this order have a place to rest and allow their wounds to heal after a long day of adventuring. A stone staircase winds down toward the first floor of the hold. ~ 0 1076888584 1 D5 ~ ~ 0 -1 21472 R M 0 21101 11 21473 S #21474 Knights Library~ A small library has been built here within the Hold of the Order of Knights the books upon its shelves documenting various events as well as a small selection of literature. Various handbooks and manuals also sit upon the shelves, but a larger selection of instruction manuals is toward the east. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21518 D1 ~ ~ 0 -1 21475 D4 ~ ~ 0 -1 21472 D9 ~ ~ 0 -1 21476 R O 0 21426 1 21474 R O 0 21050 1 21474 S #21475 Knights Practice Hall~ A few shelves hang from the walls lined with handbooks and instruction manuals. To one sit of the room are some mats and practice padded weapons for instruction in combat skills. A middle-aged templar is here scribbling notes into a notebook, who looks up as you enter and asks if there's anything he could instruct you in today. ~ 0 1076888584 1 D3 ~ ~ 0 -1 21474 R M 0 21111 1 21475 S #21476 Knights Storage~ A small back room of the library has been set up as a storage room for the members of the Order of Knights. Racks of weapons and scrollcases line the walls, and a variety of armor is arranged in the center of the room. Vials and potions sit upon the shelves, as well as some books and other various items. ~ 0 1077429256 1 D6 ~ ~ 0 -1 21474 S #21477 Before the Rogues Hall~ A large wooden building stands to the west, upon its door the mark of the bards carven. It is a particular bardic rune used as the symbol of teh Order of Bards. The street lies back toward the east. ~ 0 1076888580 1 D1 ~ ~ 0 -1 21024 D3 ~ ~ 0 -1 21478 > entry_prog 100~ rpedit add entry 100 if isimmort($n) or isnpc($n) or clan($n) == Rogues else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21478 The Rogues Hall~ Within the safety of the Bards Hall, many tables have been set up, laid out with food and drink for members of the order. Around the fireplace sit a few bards telling stories and sharing tales of their adventures. A doorway to the north leads toward the infirmiry, and a wooden staircase leads up toward the library. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21479 D1 ~ ~ 0 -1 21477 D2 ~ ~ 0 -1 21520 D3 ~ ~ 0 -1 21482 D4 ~ ~ 0 -1 21480 S #21479 Rogues Infirmary~ Several cots line this room, and a healer is here tending the injuries of those bards who have come here for his assistance. As he tends your wounds you feel better, stronger. The doorway to the south leads back into the common room. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21478 R M 0 21101 14 21479 R O 0 21051 1 21479 S #21480 Rogue Lore~ An old sage is here by the fireplace telling stories to young bards and teaching them the skills they need. Various scrolls written in bardic runes also lay upon the table here, although bards never write down their stories, relying solely on tongue to ear rather than books. ~ 0 1073741824 1 D0 ~ ~ 0 -1 21481 D5 ~ ~ 0 -1 21478 R M 0 21112 1 21480 R O 0 21425 1 21480 S #21481 Back Room of the Bards Hall~ The back room in the Hall of the Bardic Order is used for storage of their treasures and spare armor and weapons. Swords and daggers and axes hang upon the racks on the walls, as well as magical scrolls and vials of potions and salves laid out for the use of the members of this order. ~ 0 1077429256 1 D2 ~ ~ 0 -1 21480 S #21482 The Rogues Tavern~ Behind the common room of the Bards Hall lays a bar, and it appears to be getting good business. As the saying goes, when the going gets tough, the bard goes drinking. A group of bards is sitting here around the fire pit sloshing over mugs of ale and telling stories loudly, most of them boasts of their own heroic deeds. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21478 R M 0 21013 2 21482 R G 1 21010 1 R O 0 21050 1 21482 S #21483 Before the Tower of the Nephandi~ A foreboding tower rises imposingly here. The sky is midnight black, making the ebony bricks seem even darker and more ominous. Eerie music echoes from within the chambers of the looming tower. This is where the nefarious nephandis gather to share knowledge, improve their skills, and plan their strategies for future battles. ~ 0 1076888580 1 D1 ~ ~ 0 -1 21085 D3 ~ ~ 0 -1 21484 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Monks else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21484 Dark Tower of the Nephandi~ In the entrance room of the nephandi tower, things seem even bleaker than they did outside. Torches flicker along the walls and give the room a spooky feel. Even the floor is dark and dreary. 13 steps lead upward, beckoning to those who dare to climb and explore the tower further. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21483 D4 ~ ~ 0 -1 21485 D5 ~ ~ 0 -1 21526 S #21485 Second Floor of the Tower~ The wind whistles as dark spirits soar through the room. An unmistakeable presence fills the room but nothing that can be easily identified. In the center of the room stands a frail-looking old man clad in scarlet robes of sagacity. He lifts a wrinkled finger and all wounds are healed--but at what price? ~ 0 1076888584 1 D4 ~ ~ 0 -1 21486 D5 ~ ~ 0 -1 21484 R M 0 21101 14 21485 R O 0 21051 1 21485 S #21486 Third Floor of the Tower~ A woman clad in black stands here, reading words of wisdom from a faded book. She is here to help young nephandis learn their spells and sharpen their skills for use in battle. Knowledgeable and wise, she is also treacherous and cunning. So beware ye who would attempt to challenge her. ~ 0 1076888584 1 D4 ~ ~ 0 -1 21487 D5 ~ ~ 0 -1 21485 R M 0 21113 1 21486 S #21487 Fourth Floor of the Tower~ The penultimate floor of the nephandi tower is as foreboding as those that came before. The eerie music echoes dimly, sounding faintly like a sinister Gregorian chant. The torches flicker more rapidly than before and time itself seems to appear and disappear like mists in the air. Above ye lies the top floor of the tower. Who knows what awaits an intrepid explorer? ~ 0 1077429256 1 D4 ~ ~ 0 -1 21488 D5 ~ ~ 0 -1 21486 S #21488 Fifth Floor of the Tower~ This is where the dastardly nephandis share details of their past and future glories. One can also see notes detailing directions to various places throughout the land and missives describing how best to make use of a nephandi's innate skills and abilities. A fire warms those who pause to read the messages posted on the board. ~ 0 1076888584 1 D5 ~ ~ 0 -1 21487 R O 0 21424 1 21488 R O 0 21050 1 21488 S #21489 Door to the Crypt~ At the door to an eerie crypt, strange sounds of those that were once alive and yet are alive no more emanate from within. Shuffling noises as those made by zombies can be heard from the other side of the door. Perhaps it would be wise to return to the path outside Darkhaven to the south, lest they decide that you are an intruder. ~ 0 1076888588 1 D2 ~ ~ 0 -1 21079 D5 ~ ~ 0 -1 21490 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Necromancers else mpechoat 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21490 Crypt of the Necromancers~ Within this eerie crypt is where the Order of Necromancers makes it home, it being ideal for their practice of the re-animation of corpses and the raising of evil spirits. The feeling of their dark arts emanates from the very walls, and the smell of death and decay fills your nostrils. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21525 D1 ~ ~ 0 -1 21493 D2 ~ ~ 0 -1 21494 D3 ~ ~ 0 -1 21492 D4 ~ ~ 0 -1 21489 D7 ~ ~ 0 -1 21491 R O 0 21050 1 21490 S #21491 Hall of Coffins~ Coffins line this room, vast rows upon rows of sarcophagi, some of them still containing corpses or burial treasures. Here stands a shade resurrected from some great long-dead necromancer who chose to ask his students to bring him back from the dead so that he may live forever. He says that every moment of his unlife is torment for him, but that he is the only one left that can teach the ways of the necromancers unto future generations so that their knowledge may never be lost. ~ 0 1076888584 1 D8 ~ ~ 0 -1 21490 R M 0 21114 1 21491 S #21492 Necromancers Library~ In this corner of the crypt, the Necromancers have left many books upon their dark and mysterious art for those of future generations of their kind to read and to learn from. Every book here has the feel of the dead about it. On one wall hangs a board to allow necromancers to leave notes to one another. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21490 R O 0 21423 1 21492 S #21493 Hoard of the Crypt~ This room may have once been where the treasures of the crypt were kept, but the necromancers, when they moved in, converted it to their own purpose. Here is where they store their items for other members of this order to use, and to keep for themselves should they need them at a later time. ~ 0 1077429256 1 D3 ~ ~ 0 -1 21490 S #21494 Sanctuary of the Crypt~ A dark shrine to some evil deity stands here in this part of the crypt. It may have once been to a deity of goodness and light, but the necromancers have long since corrupted the shrine to their own purposes, and now those that come here come only to worship the God of the Dead. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21490 R M 0 21101 14 21494 R O 0 21051 1 21494 S #21495 On Cloud Nine~ A stairway of clouds winds up from the battlements of New Darkhaven up into some heavenly region high above. On the ninth cloud is a landing, presumably left here so that those making the ascent to the divine reaches have a place to rest before completing the climb. ~ 0 1076887556 1 D4 ~ ~ 0 -1 21496 D5 ~ ~ 0 -1 21321 > entry_prog 100~ if isimmort($n) or isnpc($n) or clan($n) == Angels else mpech 0.$n _whi You may not enter this place. mptrans 0.$n 21000 endif ~ | S #21496 The Pearly Gates~ To the north stands a radiantly glowing gateway shining like gold yet white as pearl, leading into a pristine and blue hall of clouds and sky. The sky has never appeared bluer, nor the white of the clouds purer, than this place seems. A stairway of clouds leads back down toward Darkhaven below. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21497 D5 ~ ~ 0 -1 21495 S #21497 Heaven~ This is the home of the Order of Angels, and it shines with a divine radiance like nothing seen on earth. The sky that vaults overhead is a clear, pristine blue, and you walk upon fluffy white clouds. Trails of clouds lead off in all directions toward different parts of the Angel's home. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21498 D1 ~ ~ 0 -1 21500 D2 ~ ~ 0 -1 21496 D3 ~ ~ 0 -1 21499 S #21498 Sanctuary of Heaven~ A holy shrine of clouds and white marble pillars has been built upon the stairs of heaven, and here a few wandering angels drift, floating by on their silky white wings and coming in to rest here. The path toward the south leads back to the center of heaven. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21497 R M 0 21101 15 21498 R O 0 21051 1 21498 S #21499 Divine Armory~ On this fluffy white cloud various items glowing with a holy radiance have been left here. Angels tend to be a very generous sort, and give to one another gladly and willingly, so there are many items here for you to choose from to help those weaker members of the order. A wonderful view of the city of Darkhaven can be seen over the edge of the cloud. ~ 0 1077429256 1 D1 ~ ~ 0 -1 21497 S #21500 Archangels Study~ A small building has been erected upon a cloud high above Darkhaven, and a board shining with a divine radiance hovers in midair as if suspended by the faith and good will of the angels. Here studies the Archangel Gabriel, and he is here to teach young angels how to help people and spread their wings. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21508 D3 ~ ~ 0 -1 21497 R M 0 21115 1 21500 R O 0 21140 1 21500 R O 0 21050 1 21500 S #21501 The Looking Glass~ Before you, at the end of the Western Hall in Darkhaven, stands a shimmering plate of polished silver, so large that it takes up the entire wall. It reflects all those within the Western Hall with almost perfect clarity, yet it shimmers occasionally and appears translucent, as if there were something behind it. According to rumor, this is where the Order of Psionicists makes its home, through the looking glass. ~ 0 1076888588 1 D0 ~ ~ 0 -1 21335 D1 ~ ~ 0 -1 21502 D10 ~ mirror~ 917504 -1 21502 S #21502 ssalG gnikooL ehT~ a sdnats ,navehkraD ni llaH nretseW eht fo dne eht ta , uoy erofeB eritne eht pu sekat ti taht egral os ,revlis dehsilop fo etalp gniremmihs tcefrep tsomla htiw llaH nretseW eht nihtiw esoht lla stcelfer tI .llaw ereht fi sa ,tneculsnart sraeppa dna yllanoisacco sremmihs ti tey ,ytiralc fo redrO eht erehw si siht ,romur ot gnidroccA .ti dniheb gnihtemos erew .ssalg gnikool eht hguorht ,emoh sti sekam stsicinoisP ~ 0 1076888584 1 D2 ~ ~ 0 -1 21503 D10 ~ mirror~ 917504 -1 21501 S #21503 The Node of the Psionicists~ This place seems both real and unreal, but perhaps the best word to describe it would be surreal. For it seems like this node represents a heightened definition of reality than most people are used to. A dome of pure light shines above, yet it does not appear to be blinding as sunlight, and a vast tree reaches golden-veined leaves toward it. Pathways lined with grass that is greener than green lead off in several directions. This node seems the focal point of mentality, at the convergeance of all thought and memory. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21502 D1 ~ ~ 0 -1 21505 D2 ~ ~ 0 -1 21527 D3 ~ ~ 0 -1 21504 D4 ~ ~ 0 -1 21507 S #21504 Chamber of the Elders~ A small atrium to the west of the main node of the Psionicists has been built here of mental energy. Light streams in through the windows onto potted plants lining the walls. Mats made of brightly colored fabrics and rich textures line the floor, and small cushions for sitting on. An elder sits here teaching a group of young psionicists how to use the powers of the mind. ~ 0 1076888584 1 D1 ~ ~ 0 -1 21503 R M 0 21116 1 21504 S #21505 Hall of Meditation~ Within this hall built of wood from many different kinds of trees is where the psionicists come to meditate and read, and commune with one another through the link of the mind. Cushions for sitting line the floor, and crystals for the focusing of mental energies sit on shelves upon the walls, which psionicists can focus upon while practicing their mental abilities within this chamber. ~ 0 1076888584 1 D3 ~ ~ 0 -1 21503 D4 ~ ~ 0 -1 21506 R O 0 21050 1 21505 R O 0 21141 1 21505 S #21506 Vault of Memory~ This room hardly seems like a room at all, for the items which the members of the Order of Psionicists have left here for their comrades do not sit or lay upon the floor or on shelves, but rather hover in midair as if suspended by some inexplicable mental energy. Below, the Hall of Meditation of the Psionicists can be seen. ~ 0 1077429256 1 D5 ~ ~ 0 -1 21505 S #21507 Nexus of Life~ Within this nexial link of radiant light you feel an incredible sense of warmth and well-being, and your pain washes away as you rest here and all injury fades from mind and body. Control over mind and body is what psionicists claim, the mind controls the body, the body is but a tool that sometimes needs repair. ~ 0 1076888584 1 D5 ~ ~ 0 -1 21503 R M 0 21101 16 21507 R O 0 21051 1 21507 S #21508 Angelic Necessities~ This fluffy white cloud holds a little shop where a storekeeper supplies angels with everything they need such as halos and potions. A path of clouds leads back toward the Archangel Gabriel's study back toward the west. ~ 0 1076888584 1 D3 ~ ~ 0 -1 21500 R M 0 21117 27 21508 R G 1 22700 1 R G 1 21000 1 R G 1 21004 1 S #21509 Demonic Necessities~ ~ 0 1076888584 1 D6 ~ ~ 0 -1 21423 S #21510 Draconic Necessities~ ~ 0 1076888584 1 D3 ~ ~ 0 -1 21417 S #21511 Scholarly Necessities~ ~ 0 1076888584 1 D5 ~ ~ 0 -1 21443 S #21512 Magical Necessities~ Spell componants abound upon the shelves of this small shop. Scrolls for scribing, flasks for brewing, cases for binding your scrolls. A variety of mundane necessities stocks the shelves as well. A helpful apprentice smiles at you as you enter and shows you a list of the store's inventory. ~ 0 1076888584 1 D9 ~ ~ 0 -1 21127 S #21513 Musical Necessities~ ~ 0 1076888584 1 D0 ~ ~ 0 -1 21412 S #21514 Tools of Combat~ A burly man stands here, waiting to sell his wares to his fellow warriors. On the shelves lie healing potions and containers in which to carry things. He also sells equipment designed to help warriors in their struggles against the monsters they may meet in their travels. ~ 0 1076888584 1 D5 ~ ~ 0 -1 21236 S #21515 Tools of Archery~ A room decorated in hues of forest green, this store exists to service all the rangers. Numerous items can be found to help a ranger reach their goal of self-reliance. One might find healing potions, mana potions, food, water, special guild equipment and other things designed to help rangers on their way. ~ 0 1076888584 1 D6 ~ ~ 0 -1 21208 S #21516 Tools of Thievery~ The storekeeper flashes a sly grin as you examine his wares. No doubt thinking of legal ways to commit illegalities without getting caught. In the meantime, he occupies himself by selling things (at a profit, naturally) to his fellow thieves. Meanwhile, keep an eye on your loot. Remember what they say about honor amongst thieves... ~ 0 1076888584 1 D1 ~ ~ 0 -1 21144 S #21517 Tools of Assassination~ ~ 0 1076888584 1 D3 ~ ~ 0 -1 21429 S #21518 Tools of the Knights~ ~ 0 1073741824 1 D2 ~ ~ 0 -1 21474 R M 0 21117 23 21518 S #21519 Tools of the Damned~ ~ 0 1076888584 1 D6 ~ ~ 0 -1 21135 S #21520 Rogue Necessities~ ~ 0 1076888584 1 D0 ~ ~ 0 -1 21478 S #21521 Unholy Necessities~ ~ 0 1076888584 1 D0 ~ ~ 0 -1 21451 R M 0 21117 26 21521 R G 1 21000 1 R G 1 21049 1 R G 1 21021 1 R G 1 21006 1 R G 1 21046 1 R G 1 21004 1 R G 1 22748 1 S #21522 Holy Necessities~ ~ 0 1076888584 1 D0 ~ ~ 0 -1 21466 R M 0 21117 26 21522 R G 1 22751 1 R G 1 21049 1 R G 1 21000 1 R G 1 21021 1 R G 1 21006 1 R G 1 21046 1 R G 1 21004 1 S #21523 Natural Necessities~ ~ 0 1076888584 1 D1 ~ ~ 0 -1 21188 S #21524 Tools of Wizardry~ ~ 0 1076888584 1 D2 ~ ~ 0 -1 21430 S #21525 Tools of the Dead~ A small shop has been set up within the Crypt of the Necromancers, allowing the members of this order to make purchase of a variety of items necessary for their dark studies. Jars of entrails sit upon the shelves, and the storekeeper is here polishing a black sceptre which radiates of evil and death. Potions of all kinds line the counter. ~ 0 1076888584 1 D2 ~ ~ 0 -1 21490 R M 0 21117 26 21525 R G 1 22742 1 R G 1 21049 1 R G 1 21000 1 R G 1 21021 1 R G 1 21006 1 R G 1 21046 1 R G 1 21004 1 S #21526 Basement of the Tower~ ~ 0 1076888584 1 D4 ~ ~ 0 -1 21484 S #21527 Psionic Necessities~ ~ 0 1076888584 1 D0 ~ ~ 0 -1 21503 S #21528 Clerical Necessities~ A small chamber has been filled with various things clerics need for their prayers and spellcasting. Flasks for brewing potions, scrolls upon which scrolls may be scribed, and holy symbols line the shelves. Upon the counter sits a display of violet and blue potions. ~ 0 1076888588 1 D5 ~ ~ 0 -1 21170 S #21529 Tools of War~ A variety of weapons and magical items lines the shelves of this store. A young man approaches you as you enter and hands you a list of the items available for purchase by members of this order. ~ 0 1076888584 1 D0 ~ ~ 0 -1 21460 R M 0 21117 26 21529 R G 1 21049 1 R G 1 21000 1 R G 1 21021 1 R G 1 21006 1 R G 1 21046 1 R G 1 21004 1 R G 1 22745 1 S #21530 Tools of Witchcraft~ ~ 0 1076888584 1 D0 ~ ~ 0 -1 21447 S #21531 Shadowy Classroom~ This trainer is here in this shadowy classroom to teach those who have noplace else to go. He has been assigned here to teach those who have chosen the shadowy path, but he does not like this job and will be ruthless toward any who challenge him. However, he always loves watching a good fight, and will not interfere should you choose to fight here. ~ 0 1074790408 1 D1 ~ ~ 0 -1 21280 R M 0 21118 1 21531 S #21532 Darkhaven Questmaster Mob's Room~ This quest master has been posted here in order to help you get to know the mud a bit better. He will send you out in various quests to find objects in areas. To ask him for a quest, say 'quest please' and he will give you one suited to your level. ~ 0 3146760 1 D2 ~ Door~ 1 -1 21413 R M 0 21421 1 21532 R D 0 21532 2 0 > act_prog file~ if name($n) == quest master questmaster if rand(50) if rand(20) mpe $I opens a drawer with a blue label. else if rand(50) if rand(50) mpe $I opens a drawer with a yellow label. else mpe $I opens a drawer with a red label. endif else if rand(50) mpe $I opens a drawer with an orange label. else mpe $I opens a drawer with a white label. endif endif endif else if rand(20) mpe $I opens a drawer with a brown label. else if rand(50) if rand(50) mpe $I opens a drawer with a violet label. else mpe $I opens a drawer with a cyan label. endif else if rand(50) mpe $I opens a drawer with a green label. else mpe $I opens a drawer with a black label. endif endif endif endif mpecho $I sifts through the drawer. mpfor quest say Ahhhh, here's one for you. mpecho $I pulls out a card and hands it to you. endif ~ | S #21533 Outside the Trivia Room~ ~ 0 1074790412 1 D0 ~ ~ 0 -1 21420 D1 ~ ~ 0 -1 21413 S #21534 The Trivia Answer Room~ ~ 0 1077158924 1 > act_prog p in response to~ if isimmort($n) mpforce $n say I'm sorry, $t, but that is incorrect. mpe A buzzer sounds loudly! mea $t A trapdoor opens beneath your feet, dumping you in a tank of water! mer $t $t falls through a trapdoor in the floor. mpe _cya *** SPLASH *** mptrans $t 21535 mptrans all 21420 endif ~ > act_prog p claps at~ if isimmort($n) mpforce $n say Correct, $t! mpe A bell rings happily! mpqpadd $t 1 mptrans all 21420 mpat 21535 mptrans all 21420 endif ~ | S #21535 The Dunk Tank~ ~ 0 1089479692 1 50 21420 0 S #21536 Dragon Healing Chambers~ ~ 0 1073741824 1 D2 ~ ~ 0 -1 21417 R M 0 21101 29 21536 R O 0 21051 1 21536 S #21537 A Room of Learning~ Say 'return' to return to Darkhaven Square. ~ 0 1073741828 1 R M 0 21435 2 21537 S #21538 The Morgue~ This is a common place for a young adventurer who is unfamiliar with The Last Resort to visit. Many tables are placed about this room for the bodies of unfortunate young travellers. Perhaps yours is here. &RType: get all (name) to retrieve items from your corpse. &RIf you are under level 10 and know your equipment is in &Ryour corpse, but can't get it, try get all 2.(name) or &Rget all 3.(name) etc. depending on how many corpses of &Ryours are here.&w ~ 0 3146760 1 D4 ~ ~ 0 -1 21194 R M 0 21005 1 21538 S #21539 The Joke Shop~ ~ 0 1073742856 1 D2 ~ ~ 0 -1 21037 R M 0 21119 2 21539 R O 0 23179 1 21539 S #21540 The Bounty Shop~ All about this room are posters featuring crude drawings of some fairly shady looking characters. A player comes here to see to it that their enemy is promptly destroyed, provided they don't have the means to do it themselves. If you are unsure of how bounty works consult &GHELP BOUNTY&w. There is much important information in there that one should know before placing a bounty on the head of their enemy. ~ 0 1075840008 1 D2 ~ ~ 0 -1 21038 R M 0 21125 1 21540 S #21599 A dark, shadowy room~ To return to Darkhaven Square say return. ~ 0 1073742860 1 R M 0 21435 1 21599 S #21600 Garinan's Note Donation Room~ DO NOT TOUCH! Thank You =P ~ 0 3720204 0 S #0 #SHOPS 21001 3 4 45 5 0 110 90 0 23 ; the wizard shopkeeper 21003 26 10 0 0 0 115 90 0 23 ; the alchemist 21004 2 0 0 0 0 120 90 0 23 ; the scribe 21009 22 0 0 0 0 120 90 0 23 ; the sailor 21010 0 0 0 0 0 120 90 0 23 ; the waitress 21011 0 0 0 0 0 120 90 0 23 ; the printer 21013 0 0 0 0 0 120 90 0 23 ; the bartender 21014 8 0 0 0 0 95 90 0 23 ; the jeweler 21015 9 0 0 0 0 120 90 0 23 ; the armourer 21016 5 0 0 0 0 120 90 0 23 ; the weaponsmith 21018 17 19 27 0 0 120 90 0 23 ; the butcher 21019 0 0 0 0 0 120 90 0 23 ; the baker 21020 0 0 0 0 0 120 90 0 23 ; the farmer girl 21021 9 0 0 0 0 120 90 0 23 ; the tailor 21029 0 0 0 0 0 120 90 0 23 ; the storekeeper 21117 0 0 0 0 0 100 90 0 23 ; an order storekeeper 21121 0 0 0 0 0 120 90 0 23 ; the espresso seller 0 #REPAIRS 21002 5 9 15 100 1 0 23 ; the blacksmith 0 #SPECIALS M 21000 spec_cast_adept M 21037 spec_guard M 21045 spec_fido M 21052 spec_thief M 21061 spec_guard M 21062 spec_guard M 21063 spec_guard M 21064 spec_guard M 21065 spec_guard M 21066 spec_guard M 21067 spec_guard M 21068 spec_guard M 21069 spec_guard M 21101 spec_cast_adept M 21118 spec_breath_any M 21421 spec_questmaster S #$