rm6/
rm6/clans/
rm6/councils/
rm6/deity/
rm6/doc/mudprogs/
rm6/exchange/
rm6/gods/
rm6/homes/
rm6/nations/
rm6/player/
rm6/player/a/
rm6/src/RCS/
rm6/src/dmalloc/
rm6/src/dmalloc/bin/
rm6/src/dmalloc/include/
rm6/src/dmalloc/lib/
rm6/src/scripts/
rm6/src/utils/
#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


#$