#27100 The Sunken Temple Courtyard~ The pale light from the open sky pours always into this unsheltered courtyard, together with the amber glow of standing torches. Many citizens of the town of Sundhaven find it their pleasure to lounge here. The dark marble temple rises like a shadow to the north, the vivid colors of roses eastwards, and the library lies to the west. There is a stone arch to the south. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27101 D1 ~ ~ 0 -1 27106 D2 ~ ~ 0 -1 27107 D3 ~ ~ 0 -1 27105 E credits info~ Newbie starting town, possible Midgaard replacement From Mercy of ExileMUD. Builder : Mercy Zone : 271 Sundhaven Player Level : 1-10 Rooms : 64 Mobiles : 67 Objects : 100 Shops : 9 Zone 271 is linked to the following zones: 272 Sundhaven II at 27118 (south) ---> 27255 272 Sundhaven II at 27121 (down ) ---> 27245 272 Sundhaven II at 27125 (down ) ---> 27236 272 Sundhaven II at 27127 (south) ---> 27233 272 Sundhaven II at 27134 (east ) ---> 27282 272 Sundhaven II at 27135 (north) ---> 27281 272 Sundhaven II at 27136 (west ) ---> 27259 272 Sundhaven II at 27138 (west ) ---> 27258 272 Sundhaven II at 27144 (east ) ---> 27260 272 Sundhaven II at 27145 (west ) ---> 27221 272 Sundhaven II at 27148 (down ) ---> 27257 272 Sundhaven II at 27149 (east ) ---> 27249 272 Sundhaven II at 27152 (east ) ---> 27257 272 Sundhaven II at 27152 (west ) ---> 27250 272 Sundhaven II at 27161 (down ) ---> 27270 272 Sundhaven II at 27162 (south) ---> 27253 SPECS: cityguard: 01,59,60 postmaster: 64 guildguard: 56, 55, 58, 57 smoke rat: 06 guild: 16, 19, 17, 18 thief: 07 bank: 12 ~ S #27101 The Temple of Mercy~ A myriad of candles, burning brightly in amber hues, illuminate the black-domed temple. This is where all adventurers of human ilk must begin their trials of danger and discovery. You stand in a cast of rosy-gold light, stretching along the floor from a stained glass window that serves as your first sight of the known world. The unknown world awaits you with open.. Jaws. There is an inscription in the north wall. ~ 271 24 0 0 0 0 D0 ~ ~ 0 -1 27104 D1 ~ ~ 0 -1 27102 D2 ~ ~ 0 -1 27100 D3 ~ ~ 0 -1 27103 E inscription~ The inscription reads: I met a traveller from an antique land, Who said - "Two vast and trunkless legs of stone Stand in the desert... Near them, on the sand, Half sunk a shattered visage lies, whose frown, And wrinkled lip, and sneer of cold command, Tell that its sculptor well those passions read Which yet survive, stamped on these lifeless things, The hand that mocked them, and the heart that fed. And on the pedestal, these words appear: I am the Fallen King, Kings of Kings, Look on my Works, ye Mighty, and despair! Nothing beside remains. Round the decay Of that colossal wreck, boundless and bare, The lone and level sands stretch far away. " ~ S #27102 The alms room~ Murals of black and gold adorn the walls in swirling patterns, within which are outlined several dark silhouettes. Under some scrutiny you can trace a basilisk, a chimera, and a dragon circling a deity, a dusty red cloak about her neck. Homage and sacrifice to this human deity are paid here by the other citizens of the realm. ~ 271 28 0 0 0 0 D3 ~ ~ 0 -1 27101 S #27103 At the altar~ You stand in a quiet room garbed on all sides by black drapery, save for the south wall, on which is painted a stellar calendar with symbols difficult to interpret. Reverance to the elusive human deity is paid here. ~ 271 24 0 0 0 0 D1 ~ ~ 0 -1 27101 D5 ~ ~ 0 -1 27161 E calendar~ The circular diagram shows symbols for what appear to be the days of the week and the month, and how they correspond to the slow treks of the stars, and perhaps, some inner meanings known only to the local priesthood. ~ S #27104 A narrow terrace north of the temple~ You stand on a thin stone terrace before the temple. Southwards the dome of the temple rises among the town smoke, and a set of steps to the north leads up to the northern square before the cliffs edge. Black willows grow in small clusters to the east and west. ~ 271 0 0 0 0 0 D2 ~ ~ 0 -1 27101 D4 ~ ~ 0 -1 27108 S #27105 The town library~ Silence reigns here. On two walls are painted the black and gold arcs of mural designs; bands twisted into knotlike patterns and borders. Travellers and citizens may post information on the board hung here. ~ 271 44 0 0 0 0 D1 ~ ~ 0 -1 27100 S #27106 The temple garden~ An impressionistic splash of red, black and gold meets the eye, accompanied by the intoxicating fragrance of roses growing nearly wild in this garden. ~ 271 0 0 0 0 0 D3 ~ ~ 0 -1 27100 S #27107 A stone arch~ An imposing arch of the grey-white stone of the cliffs arcs over your head, half grown over with dark green ivy. Before you to the south are the stone steps leading up to the town gallows, and northwards lies the courtyard of the temple. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27100 D4 ~ ~ 0 -1 27119 S #27108 Sundhaven square~ The traffic of foreigners and local citizens is heavy here, the ground is trodden down and the scents of animals, smoke and exotic perfumes hangs in the air. The cliffs and the northern gate of the town lie north of here, the lane paralleling the cliffs runs east and west, and the entrance to the temple is southwards. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27109 D1 ~ ~ 0 -1 27135 D3 ~ ~ 0 -1 27110 D5 ~ ~ 0 -1 27104 S #27109 The gate at the cliffs~ The wind picks up and blows sharply at your hair and garb as the town falls behind and the world opens out before you. You are standing atop a highland cliff, lined with mosses, lichen and purple heather, and looking out over a foggy wetland. The graveyard for the dead of Sundhaven lies near the foot of the cliffs, and in the far distance you can make out the blue line of the sea closing the horizon. ~ 271 0 0 0 0 0 D0 ~ gate ~ 1 27179 27158 D2 ~ ~ 0 -1 27108 S #27110 A lane bordering the cliffs~ The wind from the northern sea finds its way over the rooftops of shops and fills the heavily trafficked lane with a salty scent. The path is lined with a few oaks, and shops lie to the north and south. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27111 D1 ~ ~ 0 -1 27108 D2 ~ ~ 0 -1 27112 D3 ~ ~ 0 -1 27113 S #27111 The alchemy shop~ Vials and bottles of all shapes and sizes line the cluttered shelves of this small shop. On a window in the north wall sits a bizarre golden squid-like creature in a jar, glinting in the sun. You wonder what oddities could be found in storage. ~ 271 156 0 0 0 0 D2 ~ ~ 0 -1 27110 S #27112 The House of Sorcery~ You stand in a small, well-lit shop of cobblestone and mortar, entirely cluttered with scrolls, glowing wands, odd regents and components. The place has an unmistakable scent of sulfur that makes you wonder, but the sorceress seems knowledgeable. ~ 271 156 0 0 0 0 D0 ~ ~ 0 -1 27110 S #27113 A lane bordering the cliffs~ You have come to a crossroads of sorts. A park lies to the north, from which a pleasant scent is drifting, and the road continues, narrowing, to the west towards the homes of the residents. Eastwards lies shops and the northern gate; a shaded lane travels to the south. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27114 D1 ~ ~ 0 -1 27110 D2 ~ ~ 0 -1 27136 D3 ~ ~ 0 -1 27164 S #27114 Wisteria park~ The town wall to the north and stone building to the east are climbing with purple-flowering wisteria vine, forming in leafy clumps at the bottoms. The park is a quiet, relaxing place, with the exception of the occasional explosion coming from a pale tower rising to the northwest, accompanied by a brilliant flash of light. ~ 271 1 0 0 0 0 D2 ~ ~ 0 -1 27113 D3 ~ ~ 0 -1 27115 S #27115 Wisteria park~ The dark greenery of the park extends eastwards, grown over with purple- flowering wisteria vine which slowly ambles up the town walls. To the south, the cliff lane runs east-west. An occasional explosion from a pale stone tower to the north startles you, and piques your curiousity about that strange place. ~ 271 1 0 0 0 0 D0 ~ ~ 0 -1 27116 D1 ~ ~ 0 -1 27114 D2 ~ ~ 0 -1 27164 S #27116 The Tower of Sorcery~ Gently curving sigils have been worked into the ancient, weathered stone of the tower of the local wizards, winding towards the ceiling in a sloping spiral. A stairwell has its foot at the north wall, rickety but presumably stable enough to support you. A dim violet faerie glow illuminates the room. ~ 271 12 0 0 0 0 D2 ~ ~ 0 -1 27115 D4 ~ ~ 0 -1 27117 S #27117 A dark spiral staircase~ The immobile stone faces of gargoyles regard you with cold stares from the walls of the darkened stairwell. At each turn in the spiral steps a more mangled face than the last confronts you, drawing closer to the laboratory above. What is the sculptor implying about the study of magic? ~ 271 13 0 0 0 0 D4 ~ ~ 0 -1 27118 D5 ~ ~ 0 -1 27116 S #27118 The mages' laboratory~ **BOOM! ** When your vision returns to normal, you find yourself surrounded by narrow black lab tables cluttered with a chaotic mess of bubbling vials, shattered beakers, and miscellaneous spell components. The latest experiment in familiars, a leathery-skinned fork-tailed creature, hops knavishly from shoulder to shoulder among the mages at work here. If you need practice in the magic arts, this would be a good place to start. ~ 271 28 0 0 0 0 D0 ~ ~ 0 -1 27160 D2 ~ ~ 0 -1 27255 D5 ~ ~ 0 -1 27117 S #27119 At the gallows~ In the shade of old gnarl-limbed elder trees stands the bane of all thieves and murderers, the platform of the gallows. The dark sand of the road shows none of the blood that has been shed here, but the legends of the dead live on in tales and nightmares. The executions still take place at irregular intervals, to the joy of hidden enemies and law-abiding citizens. You note there is plenty of room for spectators. Besides the east-west road, a stone arch stands to the north, and a well-travelled path leads southwards. ~ 271 0 0 0 0 0 D1 ~ ~ 0 -1 27128 D2 ~ ~ 0 -1 27122 D3 ~ ~ 0 -1 27141 D5 ~ ~ 0 -1 27107 S #27120 On a weathered stone terrace~ This seems to be a plaza of sorts, but is so worn and cracked with age the stone is barely holding together. Moss and weeds have all but overgrown the rock-strewn surface. Balmy, roguish scents are drifting out of a dark, ivy-clothed building to the east. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27122 D1 ~ ~ 0 -1 27121 D2 ~ ~ 0 -1 27123 S #27121 Nightbreak Cafe~ You have entered the infamous Nightbreak Cafe, home by night to those who secret themselves away in hideouts by day. The place is well-known to be run by the local assassins guild, and it is common to witness conversations here spoken in whispers as deals are cut and bounties arranged. The rules of conduct are etched on the back wall. ~ 271 8 0 0 0 0 D3 ~ ~ 0 -1 27120 D5 ~ trapdoor ~ 1 27181 27245 E rules conduct~ These rules are scrawled by daggerpoint on the wall.. 1) Don't offer too little. 2) Don't point. 3) No stealing the tips. 4) No honor among thieves. The list is, of course, left anonymous. ~ S #27122 The southern path~ A well-trodden dirt path heads southwards, bordered by dense clumps of black-tipped grass. By night the moths gather by a fatal instinct round the glow of torches lining the way, beating their wings heavily. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27119 D2 ~ ~ 0 -1 27120 S #27123 The southern path~ The green grass and firm soil of the path begin to give way to mud strewn with traces of human filth as you pass into the poorer section of Sundhaven. The shanties and town dump add a mild stench to the air, and attest to the virtual burglaries of the poor by the rich.. And often by the poor. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27120 D1 ~ ~ 0 -1 27124 D2 ~ ~ 0 -1 27127 D3 ~ ~ 0 -1 27125 S #27124 A withered shanty~ The splintered plankings that make the walls of this room are sodden with rain and leaking water, light and a chilling wind in to its inhabitants, who look sick from poverty. A rat scurries nonchalantly by your toes, then pauses to debate their merits as food. The mud floor is littered with debris. ~ 271 12 0 0 0 0 D3 ~ ~ 0 -1 27123 S #27125 The town dump~ The foul stench of rotting food and other miscellaneous goods creates an almost visible brown haze among the heaps of trash, clouding your senses. Those who call it home certainly smell as decayed as it does. ~ 271 0 0 0 0 0 D1 ~ ~ 0 -1 27123 D2 ~ ~ 0 -1 27126 D5 ~ rubble ~ 2 23 27236 S T 27109 #27126 The town dump~ You wander amid heaps of trash that smell of disease, famine, and other pleasantries... Suffice it to say that very little that should be alive here is, and vice-versa. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27125 D1 ~ ~ 0 -1 27127 S T 27109 #27127 The southern path~ The soft mud of the path loosens and parts as it meets your heels, pulling you in slightly with each step. A rotten stench is filtering in from the west, repelling you in another direction automatically such that it takes a great conscious effort for you to turn that way. The path heads north into the town's mainstream, and south closer to the wildlands beyond it. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27123 D2 ~ ~ 0 -1 27233 D3 ~ ~ 0 -1 27126 S #27128 A black sand road~ The black sand of the road absorbs heat and feels pleasant to those without coverings on their feet, attracting all sorts of loafers and siteseers who come on days off to relax and watch the festivities at the gallows. A bloody trail leads into a building to the south. ~ 271 0 0 0 0 0 D1 ~ ~ 0 -1 27130 D2 ~ ~ 0 -1 27142 D3 ~ ~ 0 -1 27119 E trail bloody~ Sand has been shuffled over most of it, but it is obviously from a recent kill. The sign on the building reads 'The House of the Butcher and Friends'. It appears the fellow has a quirky sense of humor. ~ S #27130 A sandy bend before the east gate~ The wide road comes to a crossroads close to the eastern gate, which appears to be forged from some heavy metal and painted white. The ground is a mix of shuffled black and gold sand where the two roads meet. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27131 D1 ~ ~ 0 -1 27144 D3 ~ ~ 0 -1 27128 S #27131 A gold sand road~ A thick stone and mortar building with small windows stands to the east, but no entrance can be seen from here, and the black stone of the weapons shop is westwards. The road is treeless and wide, the air laiden with smoke and the shouts of bartering. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27132 D2 ~ ~ 0 -1 27130 D3 ~ ~ 0 -1 27146 S #27132 A gold sand road~ The sand road continues north and south, crowded with citizens going about their business. The armoury stands to the west, emitting heat from the fires of the forge. Occasional drunken shouts and laughter can be heard from a smoking lodge to the east. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27133 D1 ~ ~ 0 -1 27148 D2 ~ ~ 0 -1 27131 D3 ~ ~ 0 -1 27147 S #27133 A gold sand road~ Sand of pale gold has been carted in from the desert lands to cover this road, reducing the sinking effect of mud during the rains. The air here is heavy with the smell of delicious food, fresh bread baking, and something spicier, to the east. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27134 D1 ~ ~ 0 -1 27150 D2 ~ ~ 0 -1 27132 D3 ~ ~ 0 -1 27153 S #27134 A bend in the road~ You have come to a narrow bend, and can feel the faint heat of a fire from a small, blackened stone structure to the north. Patches of gold sand are scattered about. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27154 D1 ~ ~ 0 -1 27282 D2 ~ ~ 0 -1 27133 D3 ~ ~ 0 -1 27135 S #27135 A lane bordering the cliffs~ This narrow lane, sometimes dimmed with fog from the sea and forests, travels east and west paralleling the cliffs just around the shops to the north. Faint bird cries are issuing from the building to the south. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27281 D1 ~ ~ 0 -1 27134 D2 ~ ~ 0 -1 27155 D3 ~ ~ 0 -1 27108 S #27136 A shaded lane~ Loose leaves blow in tiny spirals along the surface of the wooded road as summer fades to autumn. Between the trees to the west, something sparkles tauntingly from the dark doorway of a small shop. Eastwards the dome of the temple can be seen rising. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27113 D2 ~ ~ 0 -1 27138 D3 ~ ~ 0 -1 27259 S #27138 A shaded lane~ You are outside the town treasury, just to the west of here, making this a place bustling with activity, including the occasional attentions of a pickpocket or two, for the lane is broad and the shadows of the trees leave plenty of hiding places. However, the frequent presence of guards gives a feeling of security. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27136 D2 ~ ~ 0 -1 27139 D3 ~ ~ 0 -1 27258 S #27139 A shaded lane~ The bent limbs of ash and oak trees lining the lane casts a pattern of dappled light on the ground, which shifts languidly back and forth in the breeze. To the west stands the old post office, and the lane continues north and south. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27138 D2 ~ ~ 0 -1 27140 D3 ~ ~ 0 -1 27157 S #27140 A cluster of trees before the west gate~ You stand at a busy crossroads, darkened by the shade of an uneven ring of oaks trellised with ivy. The wind brushes the leaves, but this sound is dulled by the din of the town going about its daily business. The ornate west gate lies just to the west, a road paved with black sand runs east and north is a lane shaded by oak and ash trees. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27139 D1 ~ ~ 0 -1 27141 D3 ~ ~ 0 -1 27145 S #27141 A black sand road~ Black sand has been hauled up the steep cliffs from the beaches to reduce the unpleasant affects of copious mud during the frequent rains and heavy fogs of the region. The road is so heavily travelled it has almost been packed down into a hard surface. ~ 271 0 0 0 0 0 D1 ~ ~ 0 -1 27119 D2 ~ ~ 0 -1 27143 D3 ~ ~ 0 -1 27140 S #27142 The butcher shop~ You are enclosed in a poorly lit, stuffy room that smells of blood, salted meat and strange preservatives you didn't think existed in this time period. Pewter cases filled with ice give off wisps of steam near a roasting fire at the east wall. You might wonder why this place is situated so proximate to the gallows, but the butcher nonchalantly claims all his goods died peaceably, then turns away to stifle a chuckle. ~ 271 136 0 0 0 0 D0 ~ ~ 0 -1 27128 S #27143 The stables~ No whinnies issue from the darkened stalls of this place; the horses are as yet untamed and the stables lie empty. It is not unusual for a vagrant to make his home here, however, before being moved on by the guards or attacked by the barn owls. ~ 271 9 0 0 0 0 D0 ~ ~ 0 -1 27141 S #27144 The east gate of Sundhaven~ You stand on the eastern border of Sundhaven, before a heavy gate forged from iron and painted bone-white. A hot desert wind blows through the grating sporadically, giving hint to the vast regions beyond. ~ 271 0 0 0 0 0 D1 ~ gate ~ 1 27179 27260 D3 ~ ~ 0 -1 27130 S #27145 The west gate of Sundhaven~ An ornate gate, heavy and wrought from black iron, hangs on ancient hinges to the west, bordered by slender elms. The ivy so plentiful in the town is twined and braided about its intricate coils and carvings, which consist largely of prowling cats and eclipsed circle designs. ~ 271 0 0 0 0 0 D1 ~ ~ 0 -1 27140 D3 ~ gate~ 1 27179 27221 S #27146 The Dirk & Dagger~ A circular stone is whirring in a fast spin at the far wall, as the weaponsmaster of Sundhaven continually sharpens his wares, and re-hangs them to display on the stone and mortar walls. A single window admits virtually no light, so filled with the webs and dust of neglect is it.. Obviously the shopowner prefers to seclude himself to the obsessive labors of his work. You wonder if he ever makes anything new, so fanatical he is about sharpening and re-sharpening the old. ~ 271 156 0 0 0 0 D1 ~ ~ 0 -1 27131 S #27147 The Silver Scale~ You pass into a shop whose walls are gleaming dully, hung with various armor reflecting the firelight spawning from the forge. Goods of defensive metal may be bought and sold here, at nearly reasonable prices. Use 'list' to peruse the options. ~ 271 156 0 0 0 0 D1 ~ ~ 0 -1 27132 S #27148 Dragon's Wrath Alehouse~ You have entered a rowdy tavern, noticeably different from the intellectual bounty hunting atmosphere of the Nightbreak Cafe. Your feet are hard put to find a purchase on the slippery floor of spilled ale and cracked, sodden wood. This is the meeting place of those of a fighting bent, accordingly the blood from last night's brawls has barely dried on the walls before tonight's is shed, be wary. ~ 271 8 0 0 0 0 D2 ~ ~ 0 -1 27149 D3 ~ ~ 0 -1 27132 D5 ~ ~ 0 -1 27257 S #27149 Along the bar counter~ You have entered a loud and boisterous corner in the alehouse, where adventurers tell their tales of fact and fable.. Perhaps there are things to be learned here of the lands beyond the thin walls of the city. ~ 271 8 0 0 0 0 D0 ~ ~ 0 -1 27148 D1 ~ ~ 0 -1 27249 S #27150 Mekala's Thai Kitchen~ A large room crowded with ornamental porcelain elephants, incense dishes and silkscreen dividers encloses you, the blur of spicy scents from the kitchen bringing a flush of red to your face. A steep, narrow stairwell rises up the east wall. ~ 271 156 0 0 0 0 D3 ~ ~ 0 -1 27133 D4 ~ ~ 0 -1 27151 S #27151 The rooftop at Mekala's~ The open, moist air gives some relief from the heat below. Wild birds circle about above your head, curious about the food but too shy to descend. A few tables stand adorned with simple white tablecloths and red candles. ~ 271 0 0 0 0 0 D5 ~ ~ 0 -1 27150 S #27152 The sparring hall~ Shields and other items of heraldry line the sunken stone walls of the sparring room, gleaming with human pride. While not being overly promiscuous, the heads of foes are noticeably stacked one atop the other on a pole of polished wood in the corner. If you are looking to improve your skills in the art of battle, this might be a good place to start. ~ 271 24 0 0 0 0 D1 ~ ~ 0 -1 27257 D3 ~ ~ 0 -1 27250 S #27153 The Bread Basket~ You pass into an unusually humble dwelling and shop for the town, built from baked clay and hot from the cumbersome bread ovens projecting partially out of the far wall. The smell of fresh bread is mouth-watering. ~ 271 156 0 0 0 0 D1 ~ ~ 0 -1 27133 S #27154 The blacksmiths~ The orange glow of the forge brightens an otherwise black, windowless room. This is the blacksmith's home and workplace; a humble cot rests very close to the fire. ~ 271 8 0 0 0 0 D2 ~ ~ 0 -1 27134 S #27155 The aviary~ Shrill and murmuring bird calls alike assail your ears. The aviary is crowded with bird cages holding the trained variety of species for sale, and something like aspirin is available on a small, high-standing round table by the door. ~ 271 156 0 0 0 0 D0 ~ ~ 0 -1 27135 S #27156 PETSHOP STOREROOM~ Make two rooms and some pets. The rooms MUST be sequential. If the first room is 315 then the second must be 316. The second room is known as the storeroom. All that is required in the storeroom is to load one of each mob you wish to be a pet. This room can not have any exits and will never be used by mortals. Although a pet shopkeeper is not required it is recommended. After all of this is done ask your coder to implement the petshop. It will not work until the code is changed and the MUD is rebooted. The cost of pets is 300 times their level. ~ 271 1536 0 0 0 0 S #27157 The post office~ You narrowly avoid the guillotine-style slash of a rusted axe as you pass through the doorway of the town post office. It seems some sort of riot is underway in here - what would be a strike if this wasn't before unions - among the numerous disgruntled postal workers conglomerated. Shining silver letter- openers flash in the light as they heedlessly try to backstab anyone in sight. It's a droll scene. You decide it prudent to mail your wares and be on your way. There is a sign posted on the north wall. ~ 271 12 0 0 0 0 D1 ~ ~ 0 -1 27139 E sign~ A few instructions have been meticulously printed in small letters. Send (item) (playername) will function to mail something to someone. Receive will allow you to collect your mail. Thank you and have a nice day. ~ S #27158 Standing at the brink~ A sea of light, floating fog opens up before you, swallowing most of the cliff and the lands beyond in its pale jaws. Far beyond the whiteness opens out to reveal a welcome azure that is the mantle of the sea. A trail disappears downwards into the mist. ~ 271 0 0 0 0 0 D2 ~ gate ~ 1 27179 27109 S #27160 A balcony of the tower~ This high point on the northern edge of Sundhaven boasts quite a view. When fog is not seen rolling about the balcony's railing, one can see the graveyard near the foot of the cliff to the north, and beyond it, the pearl blue sea, clothing the far horizon. The mages have made this a favored place for recreational studies. ~ 271 0 0 0 0 0 D2 ~ ~ 0 -1 27118 S #27161 A silvery-lit landing~ Your steps echo in a hollow stairwell of naked stone. The air hangs light and silent about you as a curtain of falling snow, though there is a chanting taking place, seemingly miles away, in the chamber to the west. Lamps mounted on the walls give off a silver glow reminiscent of saints and martyrs, whether they died for the cause of good, or for evil. ~ 271 8 0 0 0 0 D3 ~ ~ 0 -1 27162 D4 ~ ~ 0 -1 27103 D5 ~ ~ 0 -1 27270 S #27162 The room of doctrine~ Artifacts and relics from a time before the known world are encased and illumined in airless, black glass cabinets, their twinkling golden and silver chasings catching your eye with mocking immortality. Urns of demon ash line polished amberwood shelves, and a small, simple altar edged in ivory stands against the north wall. This is the sanctum of the ministry. Those of a pious bent would do well to begin studies here. ~ 271 28 0 0 0 0 D1 ~ ~ 0 -1 27161 D2 ~ ~ 0 -1 27253 D5 ~ ~ 0 -1 27163 S #27163 The chamber of sacrifice~ You have entered a somber chamber, somehow filled with darkness and still retaining shadows that seem to flicker in the recesses of the room. It appears a sacrifice to the matron deity of Sundhaven is scheduled to take place. You may watch, but be warned there are times set aside for the sacrifice of those who interfere. ~ 271 9 0 0 0 0 D4 ~ ~ 0 -1 27162 S #27164 At a swinging wooden gate~ You pass through a creaking gate of weathered wood, swinging idly in the wind. To the west rise the bluffs and gardens of the homes of Sundhaven's varied people; citizens can also be seen passing eastwards into the town itself. ~ 271 0 0 0 0 0 D0 ~ ~ 0 -1 27115 D1 ~ ~ 0 -1 27113 D3 ~ gate ~ 2 23 27165 S #27165 A windy cliffside lane~ A damp and chilly wind wafts over the homes of the clifftop moors. About you bluffs rise, pale grey and dark sandstone, smooth from the sculpturing of winds, and dotted with purple heather and green mosses. A path strays through the clifftop hills. ~ 271 0 0 0 0 0 D1 ~ gate ~ 2 23 27164 D3 ~ ~ 0 -1 27166 S #27166 A windy cliffside lane~ A damp and chilly wind wafts over the homes of the clifftop moors. About you bluffs rise, pale grey and dark sandstone, smooth from the sculpturing of winds, and dotted with purple heather and green mosses. A path strays through the clifftop hills. ~ 271 0 0 0 0 0 D1 ~ ~ 0 -1 27165 S $~