#AREA Asgard~ #VERSION 11 #AUTHOR Rolindar~ #DERIVATIVES Vladaar~ #COLOR 11 #HTOWN ~ #DESC ~ #RANGES 90 100 90 100 $ #SPELLLIMIT 0 #WEATHERCELL 0 0 #RESETMSG A horn, winded far away, echoes a long single note across Gladsheim.~ #FLAGS 67012 #CURRENCY 0 #HIGHECONOMY 0 0 0 0 0 -1 #LOWECONOMY 999999924 209270723 999999924 999999592 999999612 -1 #CLANNAME none~ #INFLUENCE 0 #MOBILES #12000 heimdall~ Heimdall~ A towering guardian clad in brilliant white armor stands guarding Bifrost. ~ Sworn guardian of Bifrost, the rainbow bridge, Heimdall is stalwart, loyal and brave to a fault. Nothing save his utter destruction will cause him to forsake his sworn duty. ~ 0 Clanname none~ 0 0 3&4 20979884 1000 C 97 0 0 100d1000+10000 6d7+42 0 0 0 0 0 0 115 115 1 22 13 13 22 22 13 13 0 0 0 0 0 90 3 0 0 36865 1 9 90 90 2047 1048596 2100482 0 240 530439 > all_greet_prog 100~ if name($n) == loki scream mpechoat $n &CHeimdall says, 'Loki! My mortal enemy! You will perish for daring to come here!'&D mpforce loki snarl mpforce loki cackle mpechoat $n &CHeimdall says, 'Die!'&D murder loki else if isimmort($n) bow $n mpechoat $n &CHeimdall says, 'Welcome, immortal, to Asgard.'&D else if ispc($n) frown mpechoat $n &CHeimdall says, 'Mortal, know you stand before the home of the Aesir. mpechoat $n &CMind that you act in a manner befitting a creature of Law, and mpechoat $n &Cnot in a manner that would befit a giant or other foul beasts.'&D flex else cough endif endif endif ~ > fight_prog 40~ wield hofud disarm if rand(10) mpechoat $n &cHeimdall brings Gjaller to his lips and winds it, alerting all of Valhalla!&D yell $n is attempting to invade us! To arms, Aesir! mpe _whi A thunderous cry can be heard from the far side of Bifrost. mpasound A thunderous cry can be heard from the far side of Bifrost. mpe _red A burly berserker warrior charges to aid Heimdall! mpmload 12012 mpforce berserker scream mpforce beserker murder $n endif ~ | #12001 thor~ Thor~ A heavily muscled man clad in black and gold armor roars with laughter. ~ God of thunder and slayer of the mortal enemies of Asgard, the frost and fire giants, his name alone is enough to inspire the friends and cast dread into the hearts of the enemies of Asgard. ~ 0 Clanname none~ 0 125 1073741827&4 71836328 800 C 100 0 0 100d1000+10000 10d10+100 0 0 0 0 0 0 115 115 1 25 13 13 13 25 13 13 -22 -22 -22 -22 -22 0 3 0 0 32769 1 10 100 0 1791 1048666 2104580 32 16 524291 > all_greet_prog 100~ if ispc($n) mpechoat $n &CThor says, 'Ho! Hark, mortal! You are a long way from home, in truth!'&D mpechoat $n &cThor's booming laughter echoes about his home.&D mpechoat $n &CThor says, 'What is it you require from me, resident of Midgaard?'&D else mpforce $n e endif ~ > fight_prog 75~ wield mjolnir if rand(10) mpechoat $n &cThor twirls his hammer thrice about his head, and slams it into the ground!&D c earthquake else if rand(20) mea $r &YA surge of lightning shoots forth from Mjolnir, striking you!&D mpechoar $r &Y$r screams as a blast of lightning strikes them!&D c 'lightning breath' $r cackle else if rand(25) mpechoat $n &CThor says, 'You dare invoke the wrath of a GOD!?!'&D mea $n &cThor hurls Mjolnir at you, bouncing the Uru hammer off your chest!&D stun else if rand(30) mpechoat $n &cThor launches into a berserk assault!&D kick punch gouge disarm cackle else if rand(35) mpe _blu A multitude of small lightning bolts surge forth from Mjolnir. c 'lightning bolt' $n c 'lightning bolt' $r endif endif endif endif endif ~ > act_prog p lightning bolt misses you.~ mea $n Your lightning bolt is reflected back at you! mpdamage $n 125 ~ > fight_prog 15~ yell Tanngrisner! Tanngjost! Aid me against my foes! mptrans tanngrisner mpforce tanngrisner murder $n mptrans tanngjost mpforce tanngjost murder $n ~ | #12002 odin~ Odin~ A bearded, one eyed man clad in heavy armor sits upon the throne. ~ Supreme ruler of the Gods, Odin is by far the most powerful and wise of their lot, and is respected accordingly. He is a brave, honest and inspiring god who genuinely cares about those who worship him, even if his gruff exterior may oft indicate impassiveness or downright disdain. ~ 0 Clanname none~ 0 0 3&4 390078652 500 C 101 0 0 100d1000+20000 12d8+60 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 1 0 0 32773 1 11 100 100 2047 8272 3153807 0 201409024 524423 > all_greet_prog 100~ if inroom($i) == 12099 mea $n &cAs you enter, Odin regards you with a deep, knowing gaze.&D hmm mpechoat $n &COdin says, 'Mortal, you have trespassed 'pon Valkaskialf, my private domain. mpechoat $n &CState your business, and quickly; else, be gone from my sanctum.'&D else if inroom($i) == 12098 mea $n &cOdin turns to regard you as you come before him.&D mpechoat $n &COdin says, 'Welcome, mortal, to Gladshelf; you are free to remain, providing mpechoat $n &Cthat you remain silent and leave me to my contemplation.'&D else if inroom($i) == 12097 mutter mpechoat $n &COdin says, 'Mortal, you have trespassed 'pon my Council Hall. State what it is mpechoat $n &Cthat brings you here, and be brief and quick.'&D glare $r else mpechoat $n &COdin says, 'Greetings, $n. Heed me not, I am merely observing what is going on mpechoat $n &Cin the world.'&D endif endif endif ~ > rand_prog 2~ if inroom($i) == 12099 mpecho &COdin says, 'I must depart for my Council Chambers.'&D mpecho &cOdin waves an arm and disappears!&D mpgoto 12097 mpecho &cOdin appears in the room and mutters to himself.&D else if inroom($i) == 12097 mpecho &COdin says, 'Methinks I shall retire to Gladshelf for a spell.'&D mpecho &cOdin utters an incantation, and steps through a portal, which closes behind him.&D mpgoto 12098 smile else if inroom($i) == 12098 nod mpecho &COdin says, 'I desire to return to my private hall. Sleipner, heed my call!'&D mpecho &cAn eight legged steed suddenly appears!&D mpecho &cOdin mounts Sleipner, and rides off.&D mpgoto 12099 mpecho &cOdin rides into the room upon Sleipner, dismounts and dismisses his steed.&D else mpecho &COdin says, 'I must needs depart for home!'&D mpgoto 12099 endif endif endif ~ > fight_prog 100~ wield gungnir if rand(10) mpechoat $n &cOdin raises his spear, and points it at you. Terror grips your heart!&D mpforce $n flee endif if rand(10) mpgoto $i c 'frost breath' $r endif ~ > fight_prog 50~ if rand(50) yell Sleipner, my faithful steed, aid me against $r! mptrans sleipner mpforce sleipner murder $r else if rand(50) yell Freke, Gere, aid me in vanquishing $r! mptrans freke mptrans gere mpforce freke murder $r mpforce gere murder $r else endif endif if rand(50) yell Sleipner, my faithful steed, aid me against $r! mptrans sleipner mpforce sleipner murder $r else if rand(50) yell Freke, Gere, aid me in vanquishing $r! mptrans freke mptrans gere mpforce freke murder $r mpforce gere murder $r endif endif ~ > give_prog dark heart fenris~ gasp mpechoat $n &COdin says, 'You are truly a most remarkable mortal, $n.'&D bow $n mpechoat $n &COdin says, 'For your bravery, I award thee the Shield of the Aesir!'&D smile mpjunk heart mpoload 12039 50 give shield $n ~ | #12003 sif~ Sif~ A woman clad in robes of silver practices with her swords. ~ A skilful and respected warrior, Sif is also known as the wife of Thor, and can often be seen dancing about her slower husband in mock battles they engage in to maintain their skills. She is an expert with all forms of weapons, thlough she favors twin sword style. ~ 0 Clanname none~ 0 0 3 8872 400 C 48 0 0 1d1+8000 8d8+40 0 0 0 0 0 0 115 115 2 25 25 25 25 25 25 25 0 0 0 0 0 90 3 0 0 32769 1 3 0 0 1791 3145728 7424 0 544 524291 > fight_prog 50~ wield steel wield steel disarm gouge ~ > fight_prog 20~ yell Thor! My husband! I am being attacked! if mobinarea(12001) > 0 mpat thor mpforce thor up mpforce thor mpecho &cThor roars in anger!&D mpforce thor scream mpforce thor yell $n, you die for touching my wife! mpforce thor murder $n endif ~ | #12004 frey~ Frey~ A handsome, long haired elf stands here smiling happily. ~ Frey is a Vanir, and ruler of Alfheim, the domain of the elves. His parents were Njord and Skadi; thus he differs from most of the Gods, who are Aesir. A handsome, noble god, Frey is the epitome of the people who live under his rule and worship him. ~ 0 Clanname none~ 0 0 3&4 4727464 600 C 100 0 0 1d1+-25536 9d4+72 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 2 0 0 32771 1 3 0 0 1791 1048684 3153153 0 1342177792 515 > all_greet_prog 100~ if name($n) == skirnir smile say Ahh, my companion Skirner; how may I help thee old friend? else if name($n) == fire giant scream yell Enemy of the Vanir and Fey! Feel my wrath! mpslay $n mutter else if race($n) == elf smile bow mpechoat $n &CFrey says, 'Greetings, elf. Welcome to Alfheim, and my domain.'&D c bless $n else if ispc($n) mpechoat $n &CFrey says, 'Greetings, $n. Mind you remain peaceful within my realm!'&D wink ruffle $n endif endif endif endif ~ > fight_prog 75~ if name($n) == skirnir say My friend! What have they done to you? cry say Leave me, I shall dispel the enchantment surrounding you! mpforce $n nod mppurge skirnir snarl say Now, as for YOU who did this to him... c gas endif if rand(10) mpe _yel $I swings his sword thrice about his head, causing a brilliant glow mpe _yel to fill Alfheim. You suddenly feel a great deal of discomfort... mpdamage $n 400 mpdamage $r 400 else if rand(20) mpechoat $n &CFrey says, 'Frost and Fire, integral to our world, aid me against my foe!'&D c 'frost breath' $r c 'fire breath' $r else if rand(25) disarm gouge mpdamage $r 125 else if rand(30) c weaken $r c 'faerie fire' $r c blindness $r c blazebane $r else c chill $r c chill $r c chill $r endif endif endif endif ~ > rand_prog 100~ wield frey mprestore self 50 ~ > fight_prog 100~ wield frey ~ > fight_prog 25~ yell Blodug-Hofi! Come, I am in need of you! mpat blodug-hofi mpforce blodug-hofi east mpforce blodug-hofi emote comes charging to his master's aid! mpforce blodug-hofi murder $n ~ > rand_prog 5~ if ispc($r) if sex($r) == 2 wink $ c 'restore mana' $r endif endif ~ | #12005 freya~ Freya~ A beautiful elven woman clad in well crafted armor smiles coyly. ~ The beautiful twin of the handsome Vanir Frey, Freya is the god of all things associated with love, lust and fertility (especially the good bits :P). A mighty spellcaster as well as a mighty lover, Freya is equally famous for her victories on the battlefield as in the bedchamber. Freya is leader of the Valkyries, and often accompanies them. ~ 0 Clanname none~ 0 0 3&4 38281384 600 C 101 0 0 10d1000+30000 7d7+50 0 0 0 0 0 0 115 115 2 25 25 25 25 25 25 25 0 0 0 0 0 90 0 0 0 32771 1 10 100 100 1791 1048576 2108673 0 1543503872 642 > fight_prog 60~ if isnpc($n) mpechoat $n &CFreya says, 'You don't really want to fight me, do you?'&D mpforce $n shake smile wave $n mptrans $n 12024 else if rand(10) yell Valkyries! Aid me in my battle! mpforce valkyrie murder $n else if rand(15) mpechoat $n &CFreya says, 'Witness my command of fire, $n!'&D c blazebane $n c fireball $n c flame $n c 'fire breath' $n mpdamage $n 200 else if rand(20) mpechoat $n &cFreya throws spells randomly about the area!&D c 'faerie fire' $r c weaken $r c blindness $r c unravel $r c blazebane $r c curse $r else if rand(25) mpechoat $n &cFreya unleashes a volley of minor but potent magicks!&D c 'magic missile' $r c 'galvanic whip' $r c 'black fist' $r c 'acetum primus' $r c 'sulfurous spray' $r else disarm gouge endif endif endif endif endif ~ > all_greet_prog 100~ if name($n) == valkyrie smile say Welcome home, my servant... now there is another service I require... wink $n mpforce $n blush mpforce $n giggle else if name($n) == fire giant scream say GIANTS! IN ALFHEIM! mpslay $n mutter else if race($n) == elf wink $n mpechoat $n &CFreya says, 'Welcome, Faeriekin, to the home of all Faerie. mpechoat $n &CStay, and "entertain" me a while...'&D mppause 5 else smile $n mpechoat $n &CFreya says, 'Welcome, stranger, to Alfheim. Pray be on your best behaviour!'&D endif endif endif ~ | #12006 loki~ Loki~ A wiry, black haired man slinks past you. ~ Blood brother of Odin, Loki is a cruel, manipulative trickster and schemer, constantly at odds with the other gods, and usually banished or outcast because of it. ~ 0 Clanname none~ 0 0 1073742017&4 21602474 -1000 C 100 0 0 13d1000+30000 11d4+80 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 -10 -10 90 2 0 0 32769 1 9 90 90 1791 0 3153152 0 1107301440 524291 > act_prog p DISARMS you!~ snicker mpe Loki flips the weapon into the air as it is removed, and catches it again! wield ebony wink $n ~ > rand_prog 2~ sneak hide mpat 3 c invis mpat 3 wield ebony ~ > fight_prog 10~ mpgoto $i murder $r circle $r ~ > fight_prog 33~ gouge disarm disarm ~ | #12007 hel~ Hel~ A woman whose face is a visage of youth and decrepitude glares at you. ~ One side of Hel's face is that of a comely, attractive maiden who eyes you with obvious lust (regardless of your gender or race); the other half is of a withered old crone who glares balefully at all. ~ 0 Clanname none~ 0 0 1073741827&4 371196584 -200 C 102 0 -300 20d1000+30000 20d5+66 0 0 0 0 0 0 115 115 2 20 20 20 20 20 20 20 0 0 0 0 0 90 1 0 0 1 1 9 100 100 1791 8224 3153807 0 1109397504 524359 > all_greet_prog 100~ if isimmort($n) say One day your soul too shall be mine, $n... cackle else if ispc($n) cackle say Welcome, mortal, welcome ...to HELL! muhaha say May Niflheim devour your soul and damn you here for all eternity! , utters an unearthly incantation, and strikes at you! c earthquake else endif endif ~ > fight_prog 10~ c 'frost breath' $r c 'lightning breath' $r cackle ~ > fight_prog 20~ c 'winter mist' $r c 'charged beacon' $r ~ > death_prog 20~ mpe _dch As $I dies, a small burst of black light escapes from her grasp. mpoload 12017 drop taint ~ > act_prog flees~ yell You cannot escape your fate, $n! mpe _red Hel utters an incantation, and $n is dragged back by two demons! mpat 0.$n mea 0.$n Two small demons grab ahold of you and drag you back to Hel! mpat 0.$n mpechoar 0.$n $n is dragged away screaming by two demons. mptrans 0.$n cackle say NOW I shall give you something to be TRULY afraid of! c gas ~ | #12008 jormungand serpent~ Jormungand~ The massive head of a serpent of infinite size arises from the waters. ~ ~ 0 Clanname none~ 0 0 97 6292136 -1000 C 55 0 -300 50d80+26000 12d6+80 0 0 0 0 0 0 115 115 1 25 13 13 13 25 13 13 0 0 0 0 0 62 3 0 0 1024 1024 2 0 0 8585257 590 3149249 0 303361 2 > fight_prog 10~ mpe $I's amazing regenerative powers heal many of his wounds, as you watch! mprestore self 500 ~ > hitprcnt_prog 10~ , redoubles his efforts, aware of how close to death he is. c gas ~ > death_prog 100~ mpe As the mighty world serpent writhes and dies, a scale is torn loose. mpoload 12023 drop scale ~ > all_greet_prog 100~ if isimmort($n) else c 'acid breath' $n endif ~ | #12010 frigga~ Frigga~ A beautiful woman clad in flowing robes stands staring out the window. ~ The wife of Odin and goddess of the atmosphere, Frigga is a beloved and caring deity, often invoked by women seeking a marriage. Her temper is quick, however, and her power great. ~ 0 Clanname none~ 0 0 35 336077480 700 C 50 0 0 1d1+14999 2d20+40 0 0 0 0 0 0 115 115 2 20 20 20 20 20 25 25 0 0 0 0 0 90 5 0 0 32769 1 2 0 0 1791 233 3149574 0 1218531328 134 > fight_prog 10~ if isnpc($n) say Raise not your hand against Frigga, creature! mpforce $n flee endif yell Come Fulla, come Vara, come Lofon, come Vor! Valkyries aid me! mpe A valkyrie appears in the room, ready to protect her mistress. mpmload 12018 mpforce valkyrie murder $r ~ > all_greet_prog 100~ if isnpc($n) mpforce $n grovel mpforce $n drool else glare $n say You dare intrude upon my private bedchambers? mpe $I's eyes flash in anger, and within them you see the power of the air. endif ~ | #12011 tyr~ Tyr~ A one handed god rests here in silent meditation. ~ Honred as God of trust and law for his selfless actions with Fenris, Tyr is probably the most respected of the Aesir, if not one of the more powerful. ~ 0 Clanname none~ 0 0 1073741827&4 2106024 1000 C 101 0 -200 100d1000+10000 8d8+66 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 3 0 0 32769 1 10 100 100 1727 3146240 15616 0 304 2621447 > act_prog p DISARMS you!~ wield tyr disarm stun ~ | #12012 berserker~ a berserker~ An enraged berserker foams at the mouth. ~ ~ 0 Clanname none~ 0 0 97 512 0 C 38 0 0 40d10+800 4d4+20 0 0 0 0 0 0 115 115 1 20 6 6 20 20 6 6 0 0 0 0 0 0 3 0 0 1 1 2 0 0 47 2105090 1048576 0 656 2 > fight_prog 20~ drool stun bash mpdamage $n 33 ~ | #12013 hugin raven~ Hugin~ A black feathered raven perches here, eyeing you cautiously. ~ These ravens are used by Odin as scouts and messengers. Loyal and highly intelligent, they are invaluable allies to the God. ~ 0 Clanname none~ 0 0 3 21537320 200 C 30 0 -200 60d10+600 1d10+10 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 84 2 0 0 1 1 0 0 0 553944105 0 3072 0 3 2 > rand_prog 2~ , caws loudly. ~ > fight_prog 10~ mea $I pecks you viciously, right near your eye! gouge ~ | #12014 munin raven~ Munin~ A black feathered raven perches here, eyeing you cautiously. ~ These ravens are used by Odin as scouts and messengers. Loyal and highly intelligent, they are invaluable allies to the God. ~ 0 Clanname none~ 0 0 3 21537320 200 C 30 0 -200 60d10+600 1d10+10 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 84 2 0 0 1 1 0 0 0 553944105 0 3072 0 3 2 > fight_prog 10~ , screeches loudly and flaps madly in your face! gouge ~ | #12015 freke wolf~ Freke~ A huge black wolf with a grey muzzle sniffs at you suspiciously. ~ Faithful pets of Odin, these giant black wolves are used by him to punish sinful mortals, or to scout out the movements of his enemies. ~ 0 Clanname none~ 0 0 3 41640 200 C 42 0 0 20d20+1000 10d2+20 0 0 0 0 0 0 115 115 2 22 13 13 13 13 13 13 0 0 0 0 0 69 3 0 0 513 512 3 0 0 167839292 0 3072 0 3 2 > fight_prog 20~ bite bite bite gouge ~ | #12016 gere~ Gere~ A huge black wolf with a grey muzzle sniffs at you suspiciously. ~ Faithful pets of Odin, these giant black wolves are used by him to punish sinful mortals, or to scout out the movements of his enemies. ~ 0 Clanname none~ 0 0 3 41640 200 C 42 0 0 20d20+1000 10d2+20 0 0 0 0 0 0 115 115 2 22 13 13 13 13 13 13 0 0 0 0 0 69 3 0 0 513 512 3 0 0 167839292 0 3072 0 3 2 > fight_prog 20~ bite bite bite gouge ~ | #12017 sleipner~ Sleipner~ A muscular, eight legged horse waves its legs about nervously. ~ This noble beast carries Odin, and people whom he bestows the honour upon, across any plane or place, to his or her destination in mere seconds. ~ 0 Clanname none~ 0 0 262147 268960424 600 C 46 0 -120 2d100+4000 7d3+30 0 0 0 0 0 0 115 115 1 25 13 13 13 13 13 13 0 0 0 0 0 86 3 0 0 513 512 4 0 0 100664893 0 3153155 0 417 70 > fight_prog 20~ c heal c 'dispel magic' $n stun bash kick kick kick kick kick ~ > act_prog p mounts you.~ if name($n) == odin else , whinnies in anger! mea $n Sleipner hurls you from his back, and kicks you savagely! mpforce $n dismount mpechoar $n Sleipner kicks $n savagely with six legs! mpdamage $n 275 mpforce $n wince endif ~ | #12018 valkyrie~ a valkyrie~ A muscular woman clad in glowing armor glares at you. ~ These are the chosen servants of Odin and Frigga, who escort the souls of those slain in battle to Valhalla, where they become members of the Einheriar. ~ 0 Clanname none~ 0 0 3 631466 1000 C 44 0 0 10d20+2000 5d5+25 0 0 0 0 0 0 115 115 2 20 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 47 0 2104576 0 560 524290 #12019 norn urd~ Urd~ The Norns tend to Yggdrasil, the Tree of Life. ~ The norns tend to Yggdrasil, and also dispense wisdom, on occasion; usually in the form of cryptic responses. They know the fate of all mortal men, being able to see past, present and future all at once. ~ 0 Clanname none~ 0 0 3 369631912 0 C 46 0 -100 10d10+3990 10d2+20 0 0 0 0 0 0 115 115 2 13 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 1 1 0 30 0 47 0 11264 0 1109397504 2 > fight_prog 50~ if isnpc($n) mpe $I unleashes a withering array of spells, destroying $n! mpslay $n else if rand(30) c fireball c sul c 'acid blast' c 'faerie fire' else if rand(15) c 'dispel magic' $r else if rand(40) c 'magic missile' c galvanic c 'lightning bolt' c blindness else endif endif endif endif ~ | #12020 verdandi norn~ Verdandi~ The Norns tend to Yggdrasil, the Tree of Life. ~ The norns tend to Yggdrasil, and also dispense wisdom, on occasion; usually in the form of cryptic responses. They know the fate of all mortal men, being able to see past, present and future all at once. ~ 0 Clanname none~ 0 0 3 369631912 0 C 46 0 -100 10d10+3990 10d2+20 0 0 0 0 0 0 115 115 2 13 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 1 1 0 0 0 47 0 11264 0 1109397504 2 > fight_prog 50~ if isnpc($n) mpe $I unleashes a withering array of spells, destroying $n! mpslay $n else if rand(30) c fireball c sul c 'acid blast' c 'faerie fire' else if rand(15) c 'dispel magic' $r c 'dispel magic' $r c 'dispel magic' $r else if rand(40) c 'magic missile' c galvanic c 'lightning bolt' c blindness else endif endif endif endif ~ | #12021 skuld norn~ Skuld~ The Norns tend to Yggdrasil, the Tree of Life. ~ The norns tend to Yggdrasil, and also dispense wisdom, on occasion; usually in the form of cryptic responses. They know the fate of all mortal men, being able to see past, present and future all at once. ~ 0 Clanname none~ 0 0 3 369631912 0 C 46 0 -100 10d10+3990 10d2+20 0 0 0 0 0 0 115 115 2 13 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 1 1 0 0 0 47 0 11264 0 1109397504 2 > fight_prog 50~ if isnpc($n) mpe $I unleashes a withering array of spells, destroying $n! mpslay $n else if rand(30) c fireball c sul c 'acid blast' c 'faerie fire' else if rand(15) c 'dispel magic' $r c 'dispel magic' $r c 'dispel magic' $r else if rand(40) c 'magic missile' c galvanic c 'lightning bolt' c blindness else endif endif endif endif ~ | #12022 goat tanngrisner~ Tanngrisner~ A massive white goat nibbles at some fresh grass. ~ ~ 0 Clanname none~ 0 0 3 533120 400 C 42 0 0 40d40+200 8d2+20 0 0 0 0 0 0 115 115 1 13 13 13 13 13 13 13 0 0 0 0 0 76 3 0 0 1 1 2 0 0 101779004 0 3072 0 800 2 #12023 goat tanngjost~ Tanngjost~ A massive black goat nibbles at some fresh grass. ~ ~ 0 Clanname none~ 0 0 3 533120 -400 C 42 0 0 40d40+200 8d2+20 0 0 0 0 0 0 115 115 1 13 13 13 13 13 13 13 0 0 0 0 0 76 3 0 0 512 512 2 0 0 101779004 0 3072 0 672 2 #12024 magni~ Magni~ A child of about eleven sits here lifting stone monoliths for practice. ~ Magni, the son of Thor, is the strongest being ever, stronger even than his father. There is nothing he cannot lift, including Mjolnir. ~ 0 Clanname none~ 0 0 3 8832 1000 C 49 0 0 1d1+7999 6d6+80 0 0 0 0 0 0 115 115 1 25 13 13 25 25 13 13 0 0 0 0 0 90 3 0 0 1 1 0 0 0 1791 0 2104592 0 400 2 > fight_prog 33~ wield hammer disarm mea $n Magni slams a fist the size of a small dog into your stomach! mpdamage $n 400 cackle c earthquake ~ | #12025 garm~ Garm~ A huge, hideous wolflike being stands before the gates of Hel. ~ ~ 0 Clanname none~ 0 0 1073741859 33563176 -500 C 48 0 0 100d2+4750 6d8+40 0 0 0 0 0 0 115 115 1 25 13 13 22 13 13 13 0 0 0 0 0 69 3 0 0 1 1 6 50 0 168101433 0 2099457 0 266499 2 > fight_prog 20~ , bares his huge fangs and bites! mpdamage $n 125 ~ > death_prog 100~ mpe As Garm perishes, the gates swing open. mpopenpassage 12180 12181 2 ~ > rand_prog 50~ mpclosepassage 12180 2 ~ | #12026 durin smith~ the Smith~ The greatest of the Durin smiths stands here. ~ This burly dwarf has muscles of iron, and fists that can bend tempered steel. He is inured to the blistering heat of his forge, and can work unbothered for several weeks without rest. ~ 0 Clanname none~ 0 0 3 8872 400 C 48 0 0 11d50+2200 3d8+40 0 0 0 0 0 0 115 115 1 25 13 13 13 25 13 13 0 0 0 0 0 2 3 0 0 4 4 3 0 0 47 0 3153153 0 144 524291 > give_prog scale jormungand~ gasp say Incredible! You slew the world serpent? Truly, you are a great hero. say Well, I can forge this into a suit of powerful armor, for a price of say course! wink $n say Say....0ne thousand coins of your gold.... if goldamt($n) > 1000 say Which you have on you right now! Excellent! mpforce $n give 1000 coins $i mpecho The smith gets to work, and returns sometime later with a suit of armor. mpoload 12024 46 give armor $n mpat 2 drop 1000 coins mpjunk scale smile else say Which you don't seem to have. give scale $n shrug endif ~ > fight_prog 20~ stun ~ > rand_prog 2~ whistle mpe $I holds a newly finished blade up to the light, inspecting it closely. mpasound The clink of hammer on steel echoes from nearby. ~ > all_greet_prog 100~ if isnpc($n) bow $n else eye $n say You are a stranger to this realm, Midgaardian. say What do you want? Do you have materials you want forged? endif ~ | #12027 fjalar durin~ Fjalar~ A mighty dwarf stands here, weapons ready. ~ Hero of the Durin race, Fjaler stands ready to defend them from the scourge of Jotunheim. Using his magical gauntlets, Fjalar can deliver blows of incredible strength and speed. ~ 0 Clanname none~ 0 0 65 8872 300 C 46 0 -100 50d50+8000 9d5+72 0 0 0 0 0 0 115 115 1 25 13 13 25 25 13 13 0 0 0 0 0 2 3 0 0 4 4 3 0 0 1791 1048592 2104576 0 592 524291 > greet_prog 100~ if name($n) == frost giant yell Lackey of Thrym! You err in daring to invade this place! murder frost else if name($n) == fire giant yell Murderous slave of Surtur! You will die for your trespass! murder fire else if race($n) == dwarf smile bow $n say Welcome fellow dwarf, fair tidings and peaceful journeys to ye. else snarl mutter say MORE strangers! endif endif endif ~ > fight_prog 33~ mea $n $I slams his gauntleted fist into you, hurting you badly! mpdamage $n 200 mpforce $n puke chuckle say Can't hold ye ale in a fair fight, eh? wink ~ > fight_prog 15~ stun ~ > hitprcnt_prog 20~ mprestore self 100 ~ > rand_prog 2~ mprestore self 100 ~ | #12028 blodug-hofi~ Blodug-Hofi~ A magnificent brown horse rears up as you come near. ~ The steed of Frey, it is a magnificent beast which serves its master loyally; even though it is no match for some of the greater enemies of the Vanir, it will still stand over its master until slain. ~ 0 Clanname none~ 0 0 3 33596032 0 C 40 0 0 20d30+1000 7d7+40 0 0 0 0 0 0 115 115 0 22 13 13 22 22 13 13 0 0 0 0 0 86 3 0 0 2 2 3 0 0 100730413 2097920 3073 2 161 2 #12029 gullin-bursti boar~ Gullin-bursti~ A massive boar grunts at your intrusion. ~ A gift from the dwarves, Gullin-Bursti the golden boar pulls Frey's chariot into battle, and aids him against his foes, usually giants or similar. ~ 0 Clanname none~ 0 0 1 8832 0 C 40 0 -122 20d30+1000 7d7+40 0 0 0 0 0 0 115 115 1 22 13 13 13 13 13 13 0 0 0 0 0 27 3 0 0 2 2 2 0 0 69207612 0 2112512 0 833 2 > fight_prog 100~ if rand(10) mpat 3 c heal else if rand(15) stun bash gouge else if rand(20) bite kick gouge else endif endif endif ~ | #12030 valkyrie~ a valkyrie~ A muscular woman clad in glowing armor glares at you. ~ These are the chosen servants of Odin and Frigga, who escort the souls of those slain in battle to Valhalla, where they become members of the Einheriar. ~ 0 Clanname none~ 0 0 1073741827&4 631466 1000 C 93 0 0 10d1000+20000 1d15+35 0 0 0 0 0 0 115 115 2 20 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 2 9 90 90 47 0 2104576 0 560 2 #12031 balder~ Balder~ An incredibly handsome man smiles as you enter. ~ The God of beauty, Baldur's appearance is virtually irresistable to mortal females, who have often fallen under his spell, never to return to their previous lives. Be careful before agreeing to any of his pacts, however... ~ 0 Clanname none~ 0 0 1073741827&4 533160 800 C 100 0 0 8d1000+30000 6d6+60 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 7 0 0 32769 1 9 100 100 1791 2105855 1055744 0 142622720 7 > fight_prog 66~ if sex($n) == 2 say No female may do battle with me! mea $n Balder stares at you, and you lose the will to battle him. mpechoar $n $n drops her guard and leaves the room. mea $n You leave the room. mptrans $n 12062 endif if rand(10) say Villianous foes, feel the wrath of an Aesir! c 'frost breath' $r else if rand(15) mpe Balder strikes the ground with his foot! c earthquake c earthquake else if rand(20) mpe Balder's beauty conceals his incredible ability in battle. gouge disarm stun else c 'chill touch' $r endif endif endif ~ > all_greet_prog 100~ if isnpc($n) mpforce $n e else if sex($n) == 2 say Ho, what do we have here? What a beauty! t $n You are an incredibly beauty, I am honored to stand before you. bow $n c heal $n c sanc $n c elv $n t $n Tell me, do you wish to serve me in my holdings? else smile say Greetings mortal, and welcome to the council hall! endif endif ~ > speech_prog p yes~ if sex($n) == 2 t $n Excellent! Remove your worldly vestments and sit with me! mpforce $n remove all mpforce $n drop all t $n You won't be needing these! wink $n mpforce $n sit mpforce $n smile mpoload 12034 else endif ~ > rand_prog 100~ wield sword mprestore self 100 ~ > act_prog p flees head over heels!~ cackle mpat $n tell $n Coward! HA! wield sword mprestore self 500 ~ > death_prog 100~ if rand(40) mpe As Balder perishes, a piece of his essence slips free. mpoload 12035 else endif ~ | #12032 bragi skald~ Bragi~ A skald sits here strumming a golden harp. ~ Bragi is a peaceful god of music and poetry, and such is his influence that no mortal may commit an act of violence in his presence. His harp is a valued item, and he will not part with it, except for an exceptional reason. ~ 0 Clanname none~ 0 0 1073741827&4 533160 1000 C 98 0 0 20d1000+20000 0d0+0 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 7 0 0 32769 1 9 90 90 1791 0 1051648 0 48 33554435 > rand_prog 2~ mpasound You hear the clear tenor of an Aesir skald from nearby. ~ > all_greet_prog 100~ if ispc($n) smile say Greetings, $n. Stay awhile, and listen to the stories of the Aesir. c refresh $n mea $n You suddenly feel peaceful and quite at ease. mpforce $n rest pat $n else endif ~ > rand_prog 2~ say Harken, ye listeners, to the tale of Tyr, and the Fenris Wolf. , clears his throat and begins to chant. say When the wolf was captured, and the Durin made his chains, say he would not submit to wear them, else an Aesir offered a hand say to place in his mouth, which Tyr bravely did. When the chains say were affixed, Fenris tore off Tyr's right arm, but the chains say held, and Tyr's sacrifice allowed for the vile beast to be bound. ~ > rand_prog 2~ say Listen now to the tale of Jormungand, vile serpent of the seas. say As you know, it is prohibited to destroy divine progency, and say so when the beast known as Jormungand was born, of Loki like say the Fenris Wolf, it could not be slain; more's the pity for say Loki's evil children cause us no end of trouble. So Odin say cast it into the sea, where it grew to such an immense size say that it now encircles Midgaard, and there it will remain until... say Ragnarok... ~ > rand_prog 5~ if ispc($r) c 'restore mana' $r c heal $r endif ~ | #12033 fenris wolf~ the Fenris Wolf~ A wolf of mammoth proportions towers over you. ~ This "wolf" is actually the demonic offspring of Loki. Standing at over fifty feet high, it is a wonder that even the Aesir managed to capture it. They are not allowed to slay the offspring of a god, so they had to bind it here instead. Odin would not be displeased, however, were he to find out it was dead. ~ 0 Clanname none~ 0 0 35 680 -1000 C 55 0 -100 1d1+18999 22d5+80 0 0 0 0 0 0 115 115 1 25 13 13 25 25 13 13 -30 -30 -30 -30 -30 69 3 0 0 512 512 3 0 0 167839277 1114112 2112786 1 262211 2 > fight_prog 5~ mea $n $I opens its titanic maw wide, and snaps you up, swallowing you! mpechoar $n $I leaps upon $n and devours them in a single bite! mpdamage $n 800 ~ > fight_prog 15~ mea $n $I snaps at you with its titanic jaws! mpechoar $n $n screams as $I bites deep into $m! mpdamage $n 600 ~ > fight_prog 20~ c 'frost breath' $r ~ > fight_prog 25~ mpgoto $i c 'frost breath' $r ~ > death_prog 100~ mpe As the beast perishes, its dark heart explodes from its chest. mpe A voice screams in rage from somewhere far away. mpat loki mpforce loki mpat $n yell You shall pay for this, mortals! mpoload 12038 drop heart if rand(10) mpe _lbl A voice says 'Ask to be taken to Odin to receive your reward'. endif ~ | #12034 idun~ Idun~ A muscular Aesir woman clad in silvery armor stands here. ~ This stout ranger is loyal to her duty and to Odin, whom entrusted her the task many centuries ago. She will protect the apples until the day of Ragnarak, at which point it will no longer be necessary. Idun is also the beloved wife of Bragi, who can be found in the Chambers of the Aesir at most times. ~ 0 Clanname none~ 0 0 1073741889&4 101196456 400 C 98 0 -100 6d1000+20000 17d4+50 0 0 0 0 0 0 115 115 2 25 25 25 25 25 25 25 0 0 0 0 0 90 6 0 0 32769 1 9 90 90 1791 3146247 3328 0 201327360 524295 > rand_prog 100~ wield spear mpat 3 c 'cure blindness' ~ > fight_prog 33~ wield spear disarm bash ~ > all_greet_prog 100~ smile if ispc($n) curtsey $n say Be at peace in the orchid of Asgard, $n. say But woe betide you should you seek to do it harm! endif ~ | #12035 aegir sea god~ Aegir~ A massive man with a long grey beard cackles in glee. ~ Aegir is an enormous giant, over sixty feet tall, and almost as broad. He is a violent, unpredictable deity, whose cruelty is oft unmatched by any of those who stand with (or against even) the Aesir. ~ 0 Clanname none~ 0 0 3&4 -1811414360 -400 C 101 0 0 1d1+-25536 8d10+60 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 3 0 0 32769 1 3 0 0 1791 1048576 2104582 0 81920 524291 > all_greet_prog 100~ if isimmort($n) chuckle say Welcome, Immortal, to my palace. else growl say NO ONE enters my realm without permission, NO ONE! c 'lightning breath' $n endif ~ > fight_prog 66~ wield club c earthquake c earthquake c earthquake ~ | #12036 forseti~ Forseti~ Forseti, son of Balder, sits in judgement here. ~ ~ 0 Clanname none~ 0 0 3&4 4727464 1000 C 99 0 0 20d1000+30000 8d5+60 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 1 0 0 335565995 335544321 9 90 90 1791 0 2104320 0 201334800 524295 > rand_prog 10~ mprestore self 100 wield justice if ispc($r) c know $r if isevil($r) say I deduce you to be of dark heart, $r... perish! if isimmort($r) else mpkill $r endif else smile $r endif endif ~ > all_greet_prog 100~ if isimmort($n) nod else if isevil($n) say Evil in the Halls of Justice! Your dogma will not be tolerated here! snarl , leaps up and draws his holy sword, striding forth intending to do battle. mpkill $n else nod say Welcome to Glitner, stranger. Be at peace under the guidance of Law. endif endif ~ | #12037 skirnir shieldbearer~ Skirner~ A sturdy norse warrior stands ready to serve his master. ~ Frey's shieldbearer, Skirnir is a norse warrior whose dedication to his elven master is legendary. ~ 0 Clanname none~ 0 0 65 8832 745 C 38 0 -80 1d1+6999 4d4+30 0 0 0 0 0 0 115 115 1 20 13 13 20 20 13 13 0 0 0 0 0 0 6 0 0 1 1 2 0 0 47 2100480 0 0 816 3 > fight_prog 25~ disarm wield two stun ~ > hitprcnt_prog 10~ if inroom($i) == 12020 , grits his teeth and redoubles his efforts! disarm bash gouge stun mpdamage $n 45 else mpe Seconds before he is dealt a mortal wound, Skirnir disappears! mpgoto 12020 say Frey! Master! Save me from the accursed adventurers! bleed endif ~ | #12038 modi~ Modi~ A berserker warrior of incredible strength strides boldly past. ~ A son of Thor, Modi is the god of courage, as well as a patron of berserkers. It is said that if he is ever in dire straits, he can launch himself into a berserk rage of incredible magnitude. ~ 0 Clanname none~ 0 0 1073741889&4 8872 400 C 100 0 0 10d1000+10000 11d4+60 0 0 0 0 0 0 115 115 1 25 13 13 25 25 13 13 0 0 0 0 0 90 3 0 0 32769 1 9 90 90 1791 1581056 2105090 0 432 2621443 > fight_prog 75~ if rand(50) mpat 3 c 'cure blindness' endif if rand(10) mea $n $I marshalls his strength and lands a devastating blow upon you! mpechoar $n $I marshalls his strength and smashes into $n! scream mpdamage $n 300 stun else if rand(25) stun bash punch disarm gouge wield blade else mpat 3 c heal wield blade endif endif ~ > hitprcnt_prog 45~ snarl yell You have not bested me yet, young one! mppause 3 , launches into a terrific berserker fury! mppause 3 mpe The effect is truly terrifying you feel the urge to flee! if rand(50) mpforce $r flee cackle else endif stun $n ~ > act_prog flees~ mpat 0.$n t 0.$n Cowardly mortal! Flee while ye may, else I destroy thee! mpe $I hurls a hand axe at the back of fleeing $n. mpat 0.$n mea 0.$n A hand axe strikes you in the back! mpat 0.$n mpdamage 0.$n 125 cackle ~ | #12039 surtur~ Surtur~ A massive fire giant bellows in anger. ~ Lord of the fire giants of Jotunheim, and sworn enemy of the Aesir, Surtur is not a god as much as a giant of incredible stature and strength. Nevertheless he is a significant foe, such that few amongst the Aesir apart from Thor would challenge his wrath without ample precaution. ~ 0 Clanname none~ 0 0 3 34087592 -1000 C 46 0 0 1d1+12999 11d4+50 0 0 0 0 0 0 115 115 1 25 13 13 25 25 13 13 0 0 0 -23 0 90 3 0 0 32768 32768 2 0 0 1791 76 2100481 2 343933072 524291 > all_greet_prog 100~ if name($n) == fire giant say Kneel before your master, peon! mpforce $n kneel else if ispc($n) cackle Say Foolish mortal, know this- you have secured your doom! , roars in anger, and the very earth trembles! else endif endif ~ > fight_prog 66~ if rand(10) , roars in anger, and large chunks of masonry fall from the ceiling! mpdamage $n 250 mpdamage $r 250 endif if rand(20) wield sword disarm stun else if rand(30) c blazebane $r else wield flaming endif endif ~ | #12040 fire giant~ a fire giant~ A fire giant strides the halls of his master. ~ The beards and hair of these creatures are as fire, crackling and burning perpetually atop their reddish skin all over their muscular torsos. Their eyes glint with a low, but cunning and malicious, intelligence, and their arms bulge with the strength of ten humans. ~ 0 Clanname none~ 0 0 65 512 -1000 C 44 0 0 1d1+3999 5d5+30 0 0 0 0 0 0 115 115 1 22 13 13 13 22 13 13 0 0 0 0 0 6 3 0 0 16 16 0 0 0 47 0 2097153 0 272 3 #12041 thrym~ Thrym~ A bearded, muscular frost giant hefts a massive axe. ~ Lord of the frost giants of Jotunheim, Thrym is a vile and evil being, and a sworn enemy of the Aesir and Vanir, and awaits Ragnarak, the day that the icy wastes will cover all of Gladsheim. ~ 0 Clanname none~ 0 0 1073741827&4 268968616 -1000 C 101 0 0 20d50+-25536 7d4+30 0 0 0 0 0 0 115 115 1 25 13 13 25 25 13 13 0 0 0 0 0 90 3 0 0 32768 32768 3 0 0 1791 1049088 2100482 1 16528 524291 > greet_prog 100~ if name($n) == frost giant say Welcome, brother, to my home. cackle pat $n else if ispc($n) , roars in anger! say Mortals! In Jotunheim no less! say The nerve! Brothers to arms! We have intruders! , swings his axe in a wide circle, and strides forth to do battle. else endif endif ~ > fight_prog 33~ if isnpc($n) say Strike me not, lesser creature! , punches $n in the face with tremendous strength! mpdamage $n 5750 else if rand(40) c winter $r c 'frost breath' $r c chill $r stun disarm mpdamage $r 125 else wield axe endif endif ~ | #12042 frost giant~ a frost giant~ A frost giant stomps past you. ~ The beards and hair of these creatures are as ice, glistening coldly atop their pale blue skin all over their muscular, chilly torsos. Their eyes glint with a low, but cunning and malicious, intelligence, and their arms bulge with the strength of ten humans. ~ 0 Clanname none~ 0 0 97 512 -1000 C 44 0 0 1d1+3999 5d5+30 0 0 0 0 0 0 115 115 1 22 13 13 13 22 13 13 0 0 0 0 0 6 3 0 0 16 16 0 0 0 47 0 2097154 1 272 3 #12043 vidar~ Vidar~ A strong, silent man strides the halls of Valaskialf. ~ The son of Odin and Frigga, Vidar is the god of silence and strength, and is a loyal ally of the Aesir, who know they can depend upon him. He is fearless, and dedicated to the destruction of evil wherever he may encounter it. ~ 0 Clanname none~ 0 0 1073741889&4 335553192 1000 C 100 0 0 10d1000+30000 6d6+40 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 3 0 0 32769 1 9 90 90 1791 1179648 2104320 0 288 134 > hitprcnt_prog 20~ , stamps his iron shod feet down hard, sending tremors through the earth! c earthquake mpe _yel Noxious gases emerge from the cracks in the ground! c gas ~ > all_greet_prog 100~ if isimmort($n) else if isevil($n) snarl say Scion of evil! Thou hast perpetuated thy last foul act! murder $n else mea $n $I ignores you, intent on other matters. endif endif ~ > fight_prog 10~ if isnpc($n) mpe $I slams his iron shod feet into $n! mpdamage $n 1000 endif ~ > fight_prog 10~ mea $n $I slams his iron shod feet into you! mer $n $I slams his iron shod feet into $n! mpdamage $n 200 kick kick kick ~ | #12044 uller~ Uller~ A man clad in green buckskins jogs past. ~ ~ 0 Clanname none~ 0 0 65&4 107176 400 C 100 0 0 1d1+-25536 7d7+30 0 0 0 0 0 0 115 115 1 25 25 25 25 25 25 25 0 0 0 0 0 90 6 0 0 32769 1 2 0 0 1791 3 2100480 0 134218304 524290 > all_greet_prog 100~ if level($n) < 30 smile $n vis say You are a little young to be wandering these places. say Let's have you back home, eh? mptrans $n talus else endif ~ > rand_prog 30~ wield bow sneak hide mpat 3 c invis mpat 3 c 'cure blindness' mprestore self 100 ~ > fight_prog 50~ if isnpc($n) mpe $I sends an arrow flying into the chest of $n! mpdamage $n 800 endif if rand(20) mea $n $I sends an arrow flying straight into your chest! mpdamage $n 100 else if rand(45) disarm c blindness else stun wield bow endif endif ~ | #12045 damned soul~ a damned soul~ A damned soul screams in eternal torment. ~ ~ 0 Clanname none~ 0 0 97 34079392 -400 C 42 0 0 40d20+800 6d3+20 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 67 3 0 0 4096 4096 0 0 0 0 8224 2100480 1048578 1140859392 2 > greet_prog 100~ if ispc($n) , screams in anger, jealous of all that lives! else moan endif ~ | #12046 einheriar~ an Einheriar~ A strong norse warrior roars in bloodlust! ~ The souls of those slain in battle and gathered by valkyries, the Einheriar do battle daily upon the bloodsoaked battlefield of Valhalla, being reborn daily to do battle again, all in preperation for Ragnarok, when they will march under the command of the Aesir against the giants of Jotunheim. ~ 0 Clanname none~ 0 0 97 512 0 C 93 0 0 20d50+30000 2d8+20 0 0 0 0 0 0 115 115 1 20 6 6 20 20 6 6 0 0 0 0 0 0 3 0 0 1 1 2 0 0 47 2105090 1048576 0 112 524291 > greet_prog 100~ mpkill $n ~ | #12047 sylvan elf~ a sylvan elf~ A slender elf flits silenty through the trees. ~ These slender but hardly elfin folk reside under the protection of Frey, in the forests of Alfheim. ~ 0 Clanname none~ 0 0 65 107008 500 C 38 0 0 40d20+600 3d3+11 0 0 0 0 0 0 115 115 1 13 13 13 22 13 13 13 0 0 0 0 0 0 2 0 0 2 2 0 0 0 1791 0 2100224 0 576 2 > fight_prog 20~ c 'faerie fire' $r c blindness $r c weaken $r ~ | #12048 valkyrie~ a valkyrie~ An armored woman supervises the proceedings. ~ These are the chosen servants of Odin and Frigga, who escort the souls of those slain in battle to Valhalla, where they become members of the Einheriar. ~ 0 Clanname none~ 0 0 3 631466 1000 C 44 0 0 20d50+2000 5d5+30 0 0 0 0 0 0 115 115 2 20 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 47 0 2104576 0 624 2 > greet_prog 100~ if ispc($n) snicker say $n, I cannot guarantee your safety while you wander these fields. , snorts in derision. say Only a fool would wander a field full of berserk einheriar! cackle , slaps a nearby Einheriar upside the head. say Get your back into it! else if rand(25) say You call THAT a blow, moron? Bah! My MOTHER could do better! slap $n mutter else if rand(40) say Come on! FIGHT! How will you fare against the giants otherwise? roll else snarl say If you cannot fight properly, I shall show you how! mpforce $n cringe snicker endif endif endif ~ > rand_prog 25~ c heal $r ~ | #12049 electric eel~ an electric eel~ A writhing black creature alive with energy swims past. ~ This underwater menace is a hazard to ships as well as swimmers foolish enough to brave the icy depths; the powerful current it unleashes could fell a troll. ~ 0 Clanname none~ 0 0 97 -2078277120 0 C 42 0 0 1d200+2200 20d2+20 0 0 0 0 0 0 115 115 0 13 13 13 22 13 13 13 0 0 0 0 0 81 3 0 0 1024 1024 0 0 0 65568 0 6 0 1 2 #12050 giant crab~ a giant crab~ A crab the size of a horse scuttles past. ~ The thick shell of this sturdy crustacean makes it very difficult to damage, especially with stabbing weapons. The crab could crush a large human with little effort in those pincers. ~ 0 Clanname none~ 0 0 101 -2147483136 0 C 42 0 -200 200d10+2000 22d22+28 0 0 0 0 0 0 115 115 0 13 13 13 13 13 13 13 0 0 0 0 0 80 3 0 0 1024 1024 0 0 0 263204 0 34 16 642 2 #12051 shark great~ the great shark~ A monstrous white shark glides through the water. ~ One of the most feared and hated marine predators, sharks are at the best of times worthy opponents. This monster, however, is the size of three normal sharks, nearly thirty feet in length, and with several rows of teeth that could bite an armored knight in half like a twig. That is, if it didn't just swallow them whole... ~ 0 Clanname none~ 0 0 97 -2145385944 -400 C 44 0 0 40d20+3200 10d8+78 0 0 0 0 0 0 115 115 0 22 13 13 22 13 13 13 0 0 0 0 0 81 3 0 0 1024 1024 0 0 0 82976 64 2050 0 5 2 > all_greet_prog 100~ if ispc($n) mea $n The great shark is able to sense your presence! mea $n A dim malevolent intelligence gleams in its dead black eyes. endif ~ | #12052 durin guard~ a Durin guard~ A stocky, muscular dwarf stands near the tunnel entrance. ~ The Durin are the most ancient and powerful of the dwarven races, possessed of strength and skill far surpassing dwarves of later and earlier ages. Rigid and inflexible in their ways, they are unlikely to extend a great deal of hospitality to strangers. ~ 0 Clanname none~ 0 0 3 512 200 C 44 0 0 1d1+2999 5d5+20 0 0 0 0 0 0 115 115 1 18 13 13 13 18 13 13 0 0 0 0 0 2 3 0 0 4 4 2 0 0 2047 3149056 0 0 144 3 > all_greet_prog 100~ if name($n) == fire giant yell Thralls of Surtur come to make war! To arms, Durin! snarl murder $n else if name($n) == frost giant yell Lackeys of Thrym have invaded our homes! To arms, Durin! snarl murder $n else mpe The dwarf's hands tighten on his weapons as you approach. endif endif ~ > rand_prog 2~ peer if ispc($r) poke $r say Move along, Midgaardian. endif ~ > fight_prog 20~ wield hammer ~ | #12053 durin miner ~ a Durin miner~ A Durin miner toils endlessly at the mineral rich rock. ~ The Durin are the most ancient and powerful of the dwarven races, possessed of strength and skill far surpassing dwarves of later and earlier ages. Rigid and inflexible in their ways, they are unlikely to extend a great deal of hospitality to strangers. ~ 0 Clanname none~ 0 0 3 512 200 C 40 0 0 1d1+2999 5d5+20 0 0 0 0 0 0 115 115 1 18 13 13 13 18 13 13 0 0 0 0 0 2 3 0 0 4 4 2 0 0 2047 3149056 0 0 144 3 > rand_prog 2~ grunt ~ | #12054 durin dwarf ~ a Durin~ A doughty dwarf strides boldly through the tunnels. ~ The Durin are the most ancient and powerful of the dwarven races, possessed of strength and skill far surpassing dwarves of later and earlier ages. Rigid and inflexible in their ways, they are unlikely to extend a great deal of hospitality to strangers. ~ 0 Clanname none~ 0 0 65 512 200 C 40 0 0 1d1+2999 5d5+20 0 0 0 0 0 0 115 115 1 18 13 13 13 18 13 13 0 0 0 0 0 2 3 0 0 4 4 2 0 0 2047 3149056 0 0 144 3 #12200 final mobile~ a newly created final mobile~ Some god abandoned a newly created final mobile here. ~ ~ 0 Clanname none~ 0 0 1 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 4 0 0 1 1 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #12000 Hofud broad sword~ the broad sword Hofud~ A massive broadsword gleams in the crisp, clear light of dawn.~ ~ 5 525376 8193 0 45 100 1 1 0 0 30 75000 7500 1 0 0 0 0 0 S 0 0 A 1 3 #12001 gjaller horn~ the horn Gjaller~ A massive horn carved with scenes of the hunt lies here.~ ~ 9 1088 16385 60 60 0 0 0 0 0 43 322332 32233 1 5 0 0 0 0 S 0 0 A 5 2 A 18 3 #12002 white armor brightness~ Armor of Brightness~ This suit of armor glows with a blinding white light.~ ~ 9 525633 9 60 60 0 0 0 0 0 75 125000 12500 1 5 0 0 0 0 S 0 0 A 17 -50 A 18 7 A 19 7 A 23 -8 > damage_prog 100~ mpe _whi A sphere of light explodes from the armor as it is damaged. c 'continual light' c 'cure light' $n c refresh $n ~ > wear_prog 100~ if isgood($n) mea $n You are encased in an aura of dazzling white light. mpe _whi A blinding aura of light suffuses $n. endif ~ | #12003 mjolnir uru hammer~ the hammer Mjolnir~ A magnificent hammer of dwarven make is imbedded in the ground.~ ~ 5 1089 8193 0 45 100 4 5 0 0 30 0 0 1 1 0 0 0 0 S 0 0 A 27 4 > fight_prog 5~ mpecho &YA Thunderclap follows the hammer Mjolnir! mpdamage $n 50 ~ | #12004 black and gold chainmail~ black and gold chainmail~ A suit of finely crafted chainmail lies on the floor.~ ~ 9 1088 9 60 60 0 0 0 0 0 44 0 0 1 13 0 0 0 0 S 0 0 A 17 -30 A 20 -3 A 22 -3 A 21 -3 A 23 -3 A 24 -3 #12005 girdle meginjarder~ the girdle Meginjarder~ A rough leather girdle lies on the floor.~ ~ 9 1088 2049 60 60 0 0 0 0 0 22 444522 44452 1 1 0 0 0 0 S 77 0 A 1 4 A 21 -5 > wear_prog 100~ c kin $n c troll $n c val $n ~ | #12006 jarn grieper glove~ the glove Jarn Grieper~ A magical glove of leather and steel has been left here.~ ~ 9 1344 129 60 60 0 0 0 0 0 12 50000 5000 1 1 0 0 0 0 S 77 0 A 2 3 A 13 25 > wear_prog 100~ c slink $n ~ | #12007 gungnir spear~ the spear Gungnir~ A long shaft of polished wood is stuck in the ground.~ ~ 5 1352 8193 0 50 100 7 10 0 0 18 50000 5000 1 1 0 0 0 0 S 0 0 A 1 2 #12008 rune wand~ Odin's Rune Wand~ 'Tis said that any mortal who dares grasp this wand will be slain.~ ~ 9 64 16385 60 60 0 0 0 0 0 45 120000 12000 1 2 0 0 0 0 S 0 0 A 12 200 A 24 -10 > wear_prog 100~ if isimmort($n) mpforce $n chuckle else if ispc($n) mpslay $n else endif endif ~ | #12009 corselet mail~ a corselet of mail~ A suit of sturdy mail armor lies on the floor.~ ~ 9 656704 9 60 60 0 0 0 0 0 100 100000 10000 1 8 0 0 0 0 S 0 0 A 17 -60 A 23 -5 #12010 helm odin~ the Helm of Odin~ A metal helm with but one eye hole rests here.~ ~ 9 1088 17 60 60 0 0 0 0 0 4 74500 7450 1 8 0 0 0 0 S 77 0 A 4 4 A 12 50 A 26 16777216 #12011 draupnir ring~ the ring Draupnir~ A plain band of silver lies in a small pile of snow.~ ~ 9 525378 3 60 60 0 0 0 0 0 3 150000 15000 1 8 0 0 0 0 S 77 0 A 2 1 A 1 1 A 13 30 > trash_prog 100~ mpe As Draupnir is destroyed, a twin appears on the ground. mpoload 12012 drop twin ~ | #12012 draupnir twin~ the ring Draupnir~ A silver band lies on the ground.~ ~ 8 1 3 2 0 2 0 0 0 0 1 30000 3000 1 8 0 0 0 0 S 77 0 #12013 hlidskialf~ Hlidskialf~ Odin's All-Seeing throne, Hlidskialkf, rests in the center of the chamber.~ ~ 12 321 0 0 0 0 0 0 0 0 9999 3333333 333333 1 14 0 0 0 0 S 0 0 > act_prog p sits down.~ mea $n You are overwhelmed by sensation, as the whole world becomes mea $n visible to you, all at once. It is too much for your mortal mind mea $n to comprehend! mpslay $n ~ | #12014 necklace black opal~ necklace of black opals~ A necklace fashioned from huge black opals is here.~ ~ 9 1088 5 40 40 0 0 0 0 0 10 1000000 100000 1 7 0 0 0 0 S 77 0 A 12 40 A 18 4 A 19 4 #12015 norn dagger~ a Norn dagger~ A small dagger can be seen on the ground.~ ~ 5 1088 8193 0 20 40 2 2 0 0 1 1265443 126544 1 13 0 0 0 0 S 0 0 A 19 8 #12016 rapier sword Disease~ the rapier sword Disease~ A thin, razor sharp sword lies on the ground.~ ~ 5 524818 8193 0 50 100 2 1 0 0 5 1200000 120000 1 8 0 0 0 0 S 0 0 A 1 -2 A 5 -2 A 18 10 A 19 10 A 27 256 A 56 33 > wear_prog 100~ if isneutral($n) mea $n You feel vaguely nauseous as you grasp the blade of Hel. mpdamage $n 100 endif ~ | #12017 taint hel~ the taint of Hel~ A glowing aura surrounds a small section of the floor.~ ~ 9 530 17 60 60 0 0 0 0 0 5 0 0 1 14 0 0 0 0 S 77 0 A 12 60 A 27 1048576 #12018 chariot~ Thor's chariot~ A large chariot rests in one corner.~ ~ 12 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #12019 hammer magni~ Magni's hammer~ A massive stone hammer rests here.~ ~ 5 64 8193 0 25 45 4 5 0 0 55 0 500 1 8 0 0 0 0 S 0 0 A 18 7 #12020 steel sword~ a steel sword~ A finely crafted steel sword lies here.~ ~ 5 525312 8193 0 25 45 3 2 0 0 8 21220 2122 1 8 0 0 0 0 S 0 0 A 13 50 #12021 white silver robes~ robes of white and silver~ Robes of white and silver shimmer in the light.~ ~ 9 1088 1025 1 40 40 0 0 0 0 0 1 333333 33333 1 5 0 0 0 0 S 77 0 A 25 4 A 12 75 #12022 boots loki~ black heeled boots~ A pair of black, heeled boots rests here.~ ~ 9 608 65 60 60 0 0 0 0 0 3 5000 500 1 13 0 0 0 0 S 77 0 A 2 3 A 13 25 A 26 32768 #12023 scale jormungand~ a scale of jormungand~ A massive snake's scale lies on the ground.~ ~ 13 80 1 0 0 0 0 0 0 0 12 0 0 1 1 0 0 0 0 S 0 0 #12024 serpent armor jormungand hide~ Armor of the Serpent~ A suit of armor crafted from a scale of Jormungand lies here.~ ~ 9 262144 9 60 60 0 0 0 0 0 55 0 0 1 1 0 0 0 0 S 77 0 A 17 -40 A 27 145 A 23 -10 #12025 fjalar gauntlets iron~ Gauntlets of Fjalar~ A pair of plain iron gauntlets have been left here.~ ~ 9 525376 129 40 40 0 0 0 0 0 33 500000 50000 1 8 0 0 0 0 S 77 0 A 1 2 A 2 -2 A 18 4 A 19 4 > wear_prog 100~ if isevil($n) else if race($n) != dwarf mea $n Only a descendant of the Durin may wear these gauntlets! mpforce $n rem $o else mea $n The gauntlets fit snugly on your hands. mer $n _whi $I is bathed in a dwarven blessing as $e dons the gauntlets. c bless $n endif endif ~ | #12026 frey two handed broadsword sun~ the Sword of the Sun~ A massive two handed broadsword rests against one wall.~ ~ 5 525635 8193 0 127 169 1 0 0 0 33 2000000 1000000 1 14 0 0 0 0 S 0 0 A 31 2 A 25 2 A 23 -10 A 27 513 > wear_prog 100~ if isgood($n) mea $n _red A field of flame flickers briefly about the light blade. mer $n _red A field of flame flickers briefly about the light blade. if rand(10) c fireshield $n endif endif ~ > repair_prog 100~ mpe _yel A brilliant light courses through Frey's sword as it is repaired. ~ > trash_prog 100~ c sanc $r ~ | #12027 brisingamen necklace~ the necklace Brisingamen~ A glowing metal necklace shimmers with magic.~ ~ 9 525409 5 60 60 0 0 0 0 0 1 0 100000 1 13 0 0 0 0 S 77 0 A 12 50 A 18 2 A 19 2 #12028 sword frost brand~ the sword Brand of Frost~ A sword of ice slowly melts away.~ ~ 5 65 8193 0 50 100 1 1 0 0 12 223000 22300 1 0 0 0 0 0 S 0 0 A 12 50 A 31 2 > wear_prog 100~ c iceshield $n c inner $n ~ | #12029 spear valkyrie~ spear of the valkyrie~ A long metal shaft is imbedded in the hard ground.~ ~ 5 524360 8193 0 20 40 7 10 0 0 10 10000 1000 1 13 0 0 0 0 S 0 0 A 1 1 A 13 25 #12030 shield valkyrie~ shield of the valkyrie~ A glowing metal shield lies here.~ ~ 9 525376 513 35 35 0 0 0 0 0 22 10000 1000 1 1 0 0 0 0 S 0 0 A 13 30 A 22 -2 A 21 -2 A 23 -2 #12031 sword tyr~ the Sword of Tyr~ A broad bladed sword lies here.~ ~ 5 525386 8193 0 45 100 1 1 0 0 22 0 4443 1 8 0 0 0 0 S 0 0 A 5 2 A 27 1048576 #12032 nest~ a large nest~ A large nest filled with shiny objects dominates the roof.~ ~ 15 0 0 10000 1 -1 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #12033 silvery bag~ a silvery bag~ A bag woven from pure silver lies here.~ ~ 15 96 1 800 5 -1 0 0 0 0 4 12222 1222 1 8 0 0 0 0 S 0 0 #12034 two handed sword~ a two handed sword~ A two handed sword can be seen here.~ ~ 5 524288 8193 0 127 169 1 0 0 0 25 0 1500 1 8 0 0 0 0 S 0 0 A 18 6 A 19 6 #12035 sigil balder~ the sigil of Balder~ A glowing sphere of light bobs along.~ ~ 1 1089 16385 0 0 -1 0 0 0 0 1 0 50 1 14 0 0 0 0 S 0 0 A 13 50 > damage_prog 10~ mpoload 12035 drop balder mpforce $n get balder mpforce $n wear balder mpforce $n say The light of beauty can never be extinguished! ~ | #12036 harp of bragi~ the Harp of Bragi~ A glowing golden harp rests here.~ ~ 4 1089 16385 55 10 10 -1 0 0 0 1 0 100000 1 1 0 0 0 0 'NONE' S 0 0 #12037 bindings thought concepts~ Bindings of Thought and Concepts~ A colossal metal collar lies on the floor.~ ~ 9 529088 5 40 40 0 0 0 0 0 50 0 5600 1 13 0 0 0 0 S 77 0 A 3 -3 A 4 -3 A 13 50 > wear_prog 100~ if isevil($n) mea $n You feel your will and wit sapped as you slip into the collar. mer $n $n's face goes slack as $e dons the collar. endif ~ > remove_prog 100~ if isevil($n) mea $n You regain control of your faculties as you escape the collar. mer $n $n suddenly looks more alert as $e escapes the collar. endif ~ > damage_prog 100~ mpe _blu Sparks fly from the collar as it is struck! ~ | #12038 dark heart fenris~ the Dark Heart of the Fenris Wolf~ A blackened heart pulses with an evil energy.~ ~ 9 594 16385 60 60 0 0 0 0 0 22 0 0 1 6 0 0 0 0 S 0 0 A 1 1 A 5 -2 #12039 shield aesir~ the Shield of the Aesir~ The holder of this shield is beloved of the Aesir.~ ~ 9 525632 513 60 60 0 0 0 0 0 25 0 40000 1 13 0 0 0 0 S 77 0 A 17 -40 A 27 578 #12040 hearth fire fireplace~ the hearth~ A fire blazes away in the hearth.~ ~ 12 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #12041 spear harvester~ the Spear of the Harvester~ A glowing spear is imbedded in the dirt.~ ~ 5 1089 8193 0 45 100 7 10 0 0 18 0 50000 1 8 0 0 0 0 S 0 0 A 4 3 A 12 75 A 20 -5 A 22 -5 A 21 -5 #12042 apple youth~ an apple of youth~ A glowing red apple floats here.~ ~ 26 321 1 55 -1 -1 -1 0 0 0 5 0 5000 1 3 0 0 0 0 'heal' 'sanctuary' 'refresh' S 0 0 #12043 wicker chest~ a wicker chest~ A wicker chest full of apples rests here.~ ~ 15 262208 1 500 5 -1 0 0 0 0 40 0 40 1 1 0 0 0 0 S 0 0 #12044 silver armor~ silver armor~ A suit of silver armor has been laid out.~ ~ 9 1344 9 60 60 0 0 0 0 0 5 0 2323 1 8 0 0 0 0 S 0 0 A 25 3 A 31 3 A 13 55 #12045 apple tree~ an apple tree~ A magical apple tree blooms perpetually.~ ~ 12 65 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #12046 club seas~ Club of the Seas~ A rotting chunk of wood covered in barnacles lies here.~ ~ 5 576 8193 0 50 100 4 5 0 0 20 0 100 1 1 0 0 0 0 S 0 0 A 26 -2147483648 A 1 2 #12047 sword justice~ the sword of Justice~ A glowing white sword lies here.~ ~ 5 525632 8193 0 45 100 1 1 0 0 25 50000 100000 1 8 0 0 0 0 S 0 0 A 4 2 A 12 65 A 27 3072 #12048 shield law~ the Shield of Law~ A glowing white shield rests on the ground.~ ~ 9 525633 513 60 60 0 0 0 0 0 33 0 40053 1 8 0 0 0 0 S 77 0 A 17 -20 A 13 30 A 27 512 #12049 chainmail~ chain mail~ A suit of magical chain mail is here.~ ~ 9 1345 9 35 35 0 0 0 0 0 8 0 1120 1 8 0 0 0 0 S 0 0 A 5 2 A 13 30 A 24 -4 A 23 -4 #12050 two handed sword~ a two handed sword~ A sturdy two handed broadsword lies on the ground.~ ~ 5 524288 8193 0 46 59 1 0 0 0 25 0 1500 1 8 0 0 0 0 S 0 0 A 19 7 #12051 berserker blade~ the Blade of the Berserker~ A sword dripping with gore hums loudly.~ ~ 5 525377 8193 0 127 169 3 0 0 0 45 0 5000 1 13 0 0 0 0 S 0 0 A 1 3 A 13 125 A 12 -100 > wear_prog 100~ mea $n A fierce bloodlust consumes you as you grasp the Blade. mpechoar $n $n is consumed by a fierce bloodlust! mpforce $n scream if isgood($n) c fireshield $n else c kin $n endif ~ > trash_prog 100~ mpe _red A fiery aura surrounds the blade as it is destroyed. c fireshield $r ~ > remove_prog 100~ mea $n You cannot bear to part with the blade! mpechoar $n $n tries to remove the Blade of the Berserker, but cannot. mpforce $n wield blade ~ | #12052 iron armor~ heavy iron armor~ A suit of red hot iron armor is scorching the ground.~ ~ 9 524880 9 35 35 0 0 0 0 0 75 0 45600 1 13 0 0 0 0 S 0 0 A 1 1 A 5 1 A 12 30 A 13 80 #12053 flaming sword~ a flaming sword~ Flames writhe and dance along the edges of this iron sword.~ ~ 5 593 8193 0 20 40 1 1 0 0 40 0 55644 1 14 0 0 0 0 S 0 0 A 12 60 A 24 -5 A 26 512 #12054 broadsword~ a broadsword~ A giant broadsword has been discarded here.~ ~ 5 524288 8193 0 20 40 3 1 0 0 30 0 1000 1 8 0 0 0 0 S 0 0 A 18 5 A 19 5 #12055 axe thrym~ the Axe of Thrym~ A massive twin bladed battle axe is buried in the dirt.~ ~ 5 524880 8193 0 50 100 3 9 0 0 45 0 23400 1 8 0 0 0 0 S 0 0 A 2 -2 A 13 100 A 23 -5 #12056 coat white fur~ a coat of white fur~ A long coat of polar bear fur is spread over the floor.~ ~ 9 576 1025 60 60 0 0 0 0 0 7 0 5000 1 5 0 0 0 0 S 77 0 A 5 2 A 13 75 A 27 2 > wear_prog 10~ c inner $n ~ | #12057 chain mail~ chain mail~ A suit of frosty white mail rests here.~ ~ 9 524865 9 60 60 0 0 0 0 0 45 0 2340 1 8 0 0 0 0 S 0 0 A 17 -30 A 22 -3 A 21 -3 A 23 -3 A 24 -3 #12058 iron shoes~ the iron shoes~ A pair of iron shoes looks rather heavy...~ ~ 9 525376 65 60 60 0 0 0 0 0 30 0 50000 1 13 0 0 0 0 S 0 0 A 17 -20 A 1 2 A 13 20 #12059 frey ship skidbladnir~ Skidbladnir~ A massive viking longboat, Frey's vessel, is moored here.~ ~ 22 65 0 0 0 0 0 0 0 0 100 1000000 100000 1 0 0 0 0 0 S 0 0 > exa_prog 100~ mea $n As you examine the vessel, a voice speaks- mpe _lbl To avail yourself of Skidbladnir, simply speak the name of mpe _lbl the place you wish to sail to, and if it is near the water you mpe _lbl will be taken there. ~ > speech_prog p the gates of hel~ mea $n You step into the craft, and are whisked away! mea $n In a split second, you arrive at your chosen destination... mpechoar $n $n steps into the craft and is whisked away! mptrans $n 12180 ~ | #12060 long bow~ a long bow~ A stout bow of yew rests against a wall.~ ~ 56 1344 262145 12 1 4 6 6 1 1 10 0 22500 1 1 0 0 0 0 S 0 0 A 2 3 A 18 6 A 26 16777216 #12061 giant skull~ a giant skull~ The skull of a horned giant sits perched atop a massive femur.~ ~ 37 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 > pull_prog 100~ mea $n As you grasp the skull and pull, a section of stone slowly opens. mpopenpassage 12171 12172 0 ~ > push_prog 100~ mea $n As you push the skull back into place, you hear a grating noise. mpclosepassage 12171 0 ~ | #12062 battle axe~ a battle axe~ A heavy axe is imbedded in a log.~ ~ 5 524288 8193 0 45 100 3 9 0 0 20 0 50 1 8 0 0 0 0 S 0 0 A 1 1 A 18 4 A 19 4 #12063 oak shield~ an oak shield~ An oak shield has fallen from the arm of its owner.~ ~ 9 0 513 60 60 0 0 0 0 0 8 0 20 1 1 0 0 0 0 S 77 0 A 17 -10 A 13 40 A 19 2 #12064 scale mail~ scale mail~ A suit of scale mail lies here.~ ~ 9 524288 9 60 60 0 0 0 0 0 12 0 80 1 8 0 0 0 0 S 77 0 A 5 2 A 13 30 A 22 -2 A 20 -2 A 23 -2 #12065 horned helm~ a horned helm~ A horned helm rests here.~ ~ 9 0 17 60 60 0 0 0 0 0 5 0 24 1 5 0 0 0 0 S 77 0 A 19 3 #12066 gold statue~ a gold statue~ A heavy golden statue rests in one corner.~ ~ 8 1 1 2 0 2 0 0 0 0 225 0 75000 1 14 0 0 0 0 S 0 0 > get_prog 100~ mea $n As you lay your thieving hands on the statue, a voice bellows! say FORSETI! $n seeks to steal me from you! mpe From far away, a voice bellows in anger! mptrans $n forseti mpat $n mpforce forseti snarl mpat $n mpforce forseti say Thief! You shall pay dearly, mortal! mpat $n mpforce $n drop statue mpat $n mea $n Forseti is unimpressed... mpat $n mpforce forseti c gas ~ | #12067 ebony dagger~ ebony dagger~ A nasty shard of ebony has been crafted into a wicked weapon.~ ~ 5 524818 8193 0 45 100 2 2 0 0 1 0 0 1 7 0 0 0 0 S 0 0 A 13 30 A 21 -8 #12068 barnacle encrusted pillar~ a barnacle-encursted pillar~ A single pillar, encrusted with pillars, stands here.~ ~ 37 16 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 > rand_prog 50~ mpclose 12159 0 ~ > push_prog 100~ mea $n Shoving the pillar aside, you see a narrow cave opening. mer $n As $n shoves the pillar side, a narrow cave opening is revealed. mpopenpassage 12159 12160 0 ~ > pull_prog 100~ mea $n Hauling at the pillar, you pull it back into place. mpclosepassage 12159 0 ~ | #12069 fire fury axe ~ axe of fire and fury~ A smoldering battle axe scorches the very air.~ ~ 5 525315 8193 0 25 45 3 9 0 0 22 0 57500 1 14 0 0 0 0 S 0 0 A 18 6 A 19 6 A 27 1 > wear_prog 100~ if isevil($n) else if race($n) != dwarf mea $n Only a descendant of the Durin may wield this weapon! mpforce $n rem $o else mea $n The axe fits snugly into your grasp. endif endif ~ | #12070 girth forge~ girth of the forge~ A bronze girth covered in runes lies here.~ ~ 9 525378 2049 35 35 0 0 0 0 0 20 0 7250 1 1 0 0 0 0 S 77 0 A 1 3 A 18 3 A 19 3 > wear_prog 100~ if isevil($n) else if race($n) != dwarf mea $n Only a descendant of the Durin may wear this device! mpforce $n rem $o else mea $n The girth fits snugly about your waist. endif endif ~ | #12071 Durin dwarven chainmail ~ the Durin dwarven chainmail ~ A suit of finely forged dwarven chainmail is laid here.~ ~ 9 524288 9 35 35 0 0 0 0 0 10 0 5000 1 8 0 0 0 0 S 0 0 A 13 30 A 18 6 A 19 5 #12072 durin war hammer~ a Durin hammer~ A dwarven war hammer awaits a wielder.~ ~ 5 0 8193 0 20 40 4 5 0 0 17 0 750 1 5 0 0 0 0 S 0 0 A 1 1 A 18 5 A 19 5 #12073 Durin mithril shield~ the Durin mithril shield~ A mithril shield inlaid with platinum runes glows brightly.~ ~ 9 525377 513 35 35 0 0 0 0 0 12 0 3400 1 8 0 0 0 0 S 0 0 A 13 10 A 24 -3 #12074 miner pick~ a miner's pick~ A pick lies abandoned on the ground.~ ~ 5 0 8193 0 20 35 6 9 0 0 7 0 60 1 13 0 0 0 0 S 0 0 A 19 3 #12200 final object~ a newly created final object~ Some god dropped a newly created final object here.~ ~ 13 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 0 0 0 S 0 0 #0 #ROOMS #12000 The Icy Wastes~ ~ You wander blindly through the blizzard, your footsteps being completely covered in seconds behind you, making it impossible to judge exactly how far you have travelled. Anything dropped here is quickly buried under tons of fresh snow. A creature howls somewhere nearby; you doubt these barren wastes are home to anything benign... ~ 1 3153921 1 D0 ~ ~ 0 -1 12000 D1 ~ ~ 0 -1 12000 D2 ~ ~ 0 -1 12000 D3 ~ ~ 0 -1 12000 D6 ~ ~ 0 -1 12000 D7 ~ ~ 0 -1 12004 D9 ~ ~ 0 -1 12000 > rand_prog 100~ mppurge ~ | S #12001 The Icy Wastes~ ~ You wander blindly through the blizzard, your footsteps being completely covered in seconds behind you, making it impossible to judge exactly how far you have travelled. Anything dropped here is quickly buried under tons of fresh snow. A creature howls somewhere nearby; you doubt these barren wastes are home to anything benign... ~ 1 3153921 1 D0 ~ ~ 0 -1 12002 D1 ~ ~ 0 -1 12001 D2 ~ ~ 0 -1 12001 D3 ~ ~ 0 -1 12001 D6 ~ ~ 0 -1 12001 D7 ~ ~ 0 -1 12005 D9 ~ ~ 0 -1 12001 > rand_prog 100~ mppurge ~ | S #12002 The Icy Wastes~ ~ You wander blindly through the blizzard, your footsteps being completely covered in seconds behind you, making it impossible to judge exactly how far you have travelled. Anything dropped here is quickly buried under tons of fresh snow. A creature howls somewhere nearby; you doubt these barren wastes are home to anything benign... ~ 1 3153921 1 D1 ~ ~ 0 -1 12002 D2 ~ ~ 0 -1 12001 D3 ~ ~ 0 -1 12002 D6 ~ ~ 0 -1 12002 D7 ~ ~ 0 -1 12002 D8 ~ ~ 0 -1 12002 D9 ~ ~ 0 -1 12004 > rand_prog 100~ mppurge ~ | S #12003 The Icy Wastes~ ~ You wander blindly through the blizzard, your footsteps being completely covered in seconds behind you, making it impossible to judge exactly how far you have travelled. Anything dropped here is quickly buried under tons of fresh snow. A creature howls somewhere nearby; you doubt these barren wastes are home to anything benign... ~ 1 3153921 1 D0 ~ ~ 0 -1 12003 D1 ~ ~ 0 -1 12003 D2 ~ ~ 0 -1 12003 D3 ~ ~ 0 -1 12003 D6 ~ ~ 0 -1 12003 D7 ~ ~ 0 -1 12003 D9 ~ ~ 0 -1 12002 > rand_prog 100~ mppurge ~ | S #12004 The Icy Wastes~ ~ You wander blindly through the blizzard, your footsteps being completely covered in seconds behind you, making it impossible to judge exactly how far you have travelled. Anything dropped here is quickly buried under tons of fresh snow. A creature howls somewhere nearby; you doubt these barren wastes are home to anything benign... ~ 1 3153921 1 D0 ~ ~ 0 -1 12004 D1 ~ ~ 0 -1 12004 D2 ~ ~ 0 -1 12004 D3 ~ ~ 0 -1 12004 D6 ~ ~ 0 -1 12002 D7 ~ ~ 0 -1 12004 D8 ~ ~ 0 -1 12000 > rand_prog 100~ mppurge ~ | S #12005 The Icy Wastes~ ~ You wander blindly through the blizzard, your footsteps being completely covered in seconds behind you, making it impossible to judge exactly how far you have travelled. Anything dropped here is quickly buried under tons of fresh snow. A creature howls somewhere nearby; you doubt these barren wastes are home to anything benign... ~ 1 3153921 1 D0 ~ ~ 0 -1 12005 D2 ~ ~ 0 -1 12005 D3 ~ ~ 0 -1 12007 D6 ~ ~ 0 -1 12005 D7 ~ ~ 0 -1 12005 D8 ~ ~ 0 -1 12001 D9 ~ ~ 0 -1 12005 > rand_prog 100~ mppurge ~ | S #12006 The Icy Wastes~ ~ You wander blindly through the blizzard, your footsteps being completely covered in seconds behind you, making it impossible to judge exactly how far you have travelled. Anything dropped here is quickly buried under tons of fresh snow. A creature howls somewhere nearby; you doubt these barren wastes are home to anything benign... ~ 1 3153921 1 D0 ~ ~ 0 -1 12171 D2 ~ ~ 0 -1 12007 D3 ~ ~ 0 -1 12008 D6 ~ ~ 0 -1 12006 D7 ~ ~ 0 -1 12006 D8 ~ ~ 0 -1 12006 D9 ~ ~ 0 -1 12006 > rand_prog 100~ mppurge ~ > entry_prog 25~ mptrans $n 12003 ~ | S #12007 The Icy Wastes~ ~ You wander blindly through the blizzard, your footsteps being completely covered in seconds behind you, making it impossible to judge exactly how far you have travelled. Anything dropped here is quickly buried under tons of fresh snow. A creature howls somewhere nearby; you doubt these barren wastes are home to anything benign... ~ 1 3153921 1 D0 ~ ~ 0 -1 12006 D1 ~ ~ 0 -1 12005 D3 ~ ~ 0 -1 12007 D6 ~ ~ 0 -1 12007 D7 ~ ~ 0 -1 12007 D8 ~ ~ 0 -1 12007 D9 ~ ~ 0 -1 12007 > rand_prog 100~ mppurge ~ | S #12008 The Icy Wastes~ ~ The blizzard is less fierce at this point, and as you peer through the blinding snow you think you can make out a glittering bridge in the distance. But no matter how much you try to reach it, it always seems to be too far away. At a loss, you wander aimlessly, not knowing what to do. ~ 1 3153924 1 > rand_prog 100~ mea $r Strange energies tug at you... mptrans $r 12009 ~ | S #12009 Before Bifrost~ ~ You arrive suddenly, at the eastern end of Bifrost, the mighty rainbow bridge that allows entrance into Asgard, realm of the Aesir. Standing upon this bridge is Heimdall, sworn guardian of the Rainbow Bridge, protecting Asgard from the giants of Jotunheim or other foes who might seek to cross it and enter the home of the gods. ~ 1 3145728 1 D3 ~ ~ 0 -1 12010 D11 ~ ~ 0 -1 49635 S #12010 Bifrost~ ~ The rainbow bridge shimmers beneath your feet, sending shivers through your frame, and you pause more than once to stare in awe out over the starry expanse it spans. To the west lies a small collection of lodges, homes of the Aesir, gods of Midgaard. In the center of these houses arises a mighty tree- Yggdrasil, the tree of life, the one tree, the tree that joins all. ~ 1 3145728 1 D1 ~ ~ 0 -1 12009 D3 ~ ~ 0 -1 12011 R M 0 12000 1 12010 R E 1 12002 1 5 R E 1 12001 1 17 R E 1 12000 1 16 S #12011 Asgard~ ~ The bridge ends at a cobbled road that runs west towards a series of wooden lodges, arranged about the boughs of Yggdrasil. A narrow path runs up from here to the edge of a cliff; you think you can smell the sea. The streets of the realm of the Aesir are quiet; few footprints mark the light coating of snow that covers most of the region. ~ 1 3145728 1 D1 ~ ~ 16777216 -1 12010 D3 ~ ~ 0 -1 12013 D4 ~ ~ 0 -1 12012 S #12012 The Shores of the Sea~ ~ You are standing at the edge of a wind driven sea; choppy waves break over the rocky shoreline near your feet. A chill wind numbs your bones and you shiver as you try to peer across the foggy depths. An occasional roar, as of some behemoth uttering its own particular profanity, echoes across the sea, and you imagine you can see something- something large, very large- shifting about under the waters. ~ 1 3145732 4 D0 ~ ~ 16777216 -1 12152 D5 ~ ~ 0 -1 12011 R O 0 12059 1 12012 S #12013 Yggdrasil~ ~ You are standing at the middle branches of Yggdrasil, holy tree upon which all the planes converge. By ascending or descending the mighty boughs of this magnificent tree, you may reach various other sections of Asgard, including Valhalla, Vanaheim, Alfheim, Hel and Gladsheim. A cobbled path continues west into the main streets of the homes of the Aesir. ~ 1 3145744 3 D0 ~ ~ 0 -1 12026 D1 ~ ~ 0 -1 12011 D2 ~ ~ 16777216 -1 12120 D3 ~ ~ 0 -1 12064 D4 ~ ~ 16777216 -1 12014 D5 ~ ~ 16777216 -1 12195 S #12014 Vanaheim~ ~ You find it remarkably easy to scale the mighty boughs of Yggrdrasil, achieving a considerable rate of ascent as you clamber ever upward into the top levels of the Tree of Life. At various points, branches run away from the tree, heading into various parts of the Realm of the Gods; one such branch extends into a leafy forest to the south. ~ 1 3145732 3 D2 ~ ~ 0 -1 12015 D4 ~ ~ 0 -1 12084 D5 ~ ~ 0 -1 12013 S #12015 Entering Alfheim~ ~ Towering trees, their branches heavy with snow, loom to either side of a narrow dirt track that bears the imprints of many pairs of booted feet and animal hooves. The air here is sharp, and fresh, and you inhale great gusts with pleasure. Small songbirds chirp loudly as they flutter about the massive oaks, pines and aspens of Alfheim, realm of the elves and their ruler, Frey. ~ 1 3145728 3 D0 ~ ~ 0 -1 12014 D1 ~ ~ 0 -1 12016 S #12016 Alfheim~ ~ The path continues into the depths of this famous glade, widening considerably as it passes more stretches of forest, the trees extending as far as you can see. Laughter and song is carried in on the wind from the east, and you feel several pairs of eyes watching you from the safety of the trees at all times. ~ 1 3145728 3 D1 ~ ~ 0 -1 12017 D3 ~ ~ 0 -1 12015 S #12017 Alfheim~ ~ At this point a clear bubbling stream cuts across the path, which diverts to the south accordingly to avoid the plesant obstruction. A variety of small fish swim in its clear flowing waters, oblivious to your presence. Occasionally a bird will flutter down to investigate the wake caused by a fish passing close to the surface, then return, disinterested, to the haven of its nest. ~ 1 3145728 3 D2 ~ ~ 0 -1 12018 D3 ~ ~ 0 -1 12016 R M 0 12047 3 12017 R M 0 12047 3 12017 R M 0 12047 3 12017 S #12018 Alfheim~ ~ The path bends again here, heading east once more, the stream having emptied into a large depression in the soft ground between some large trees to the north. This curious sinkhole descends to other parts of Valhalla, places not meant to be seen by mortal eyes. Nor is Alfheim really, actually. ~ 1 3145728 3 D0 ~ ~ 0 -1 12017 D1 ~ ~ 0 -1 12019 S #12019 Alfheim~ ~ You cannot remember having ever been in a more peaceful forest than this one; strolling casually beneath the protective overhanging boughs of the mighty trees of Vanaheim you feel totally at ease. You know that no harm will come to you in this place, unless of course you provoke such an action from the realm's inhabitants, who will react with understandable zeal to protect their haven. ~ 1 3145728 3 D1 ~ ~ 0 -1 12021 D3 ~ ~ 0 -1 12018 S #12020 The Heart of Alfheim~ ~ The path ends in a small clearing, from which several lodges lead, each housing a lord of Alfheim or one of their many allies and minions, though Frey and Freya would be loathe to label their friends as the latter. Music fills the air, the clear tenor of a superb skald raised in harmonious praise of this wondrous realm. Small animals such as squirrels, badgers and dogs rush about, scampering and frolicking in abandon, confident in the protection of their elven lord. Frey is indeed fortunate in his residence; what god could want for a more peaceful domicile? ~ 1 3145728 2 D0 ~ ~ 0 -1 12024 D1 ~ ~ 0 -1 12023 D2 ~ ~ 0 -1 12021 D3 ~ ~ 0 -1 12022 R M 0 12004 1 12020 R E 1 12026 1 16 S #12021 Approaching the Wooden Lodges~ ~ The ground becomes harder here, and the path much wider, as it approaches a small collection of wooden lodges to the north, undoubtedly the residences of the lords of this realm. Few mortals indeed have traversed this far into the home of Frey and Freya, and it is with not a small degree of trepidation that you advance upon those known to most as gods. ~ 1 3145728 3 D0 ~ ~ 0 -1 12020 D3 ~ ~ 0 -1 12019 S #12022 Stables of Blodug-Hofi~ ~ Although these magnificent stables that you have entered appear to be capable of housing three score of mighty warhorses, there is evidence of but one steed being quartered here; the steed of Frey and thus considered worthy of such accommodations. Stout oak rafters support a thatched roof, while the whitewashed walls are filled with hooks that bear various tack and saddle care items, as well as several mammoth sacks of oats. ~ 1 3145736 0 D1 ~ ~ 0 -1 12020 R M 0 12028 1 12022 S #12023 Stables of Gullin-Bursti~ ~ Equally magnificent as the counterpart to the west, these stables contain a single chariot, large enough to easily carry a dozen men, and a large pile of fresh straw, upon which Gullin-Bursti, boar of Frey, rests when weary, which is seldom indeed for the sturdy porcine pet. He draws Frey's chariot when the mood takes Frey to travel about in it, and is never far from his master's side. ~ 1 3145736 0 D3 ~ ~ 0 -1 12020 R M 0 12029 1 12023 S #12024 The Lodge of Frey and Freya~ ~ The interior of this long wooden lodge is filled with all manner of trappings, from pelts taken from wild animals slain in the hunt to a range of trophies sequestered away from their giant and orcish owners, whom where all slain or driven away by Frey and his pets. A series of crossed spears topped by boarhide shields line a narrow ledge set three feet below the ceiling signifies this as the home of a norse god, who despite his peaceful demeanour and surrounds is quite capable of performing admirably alongside his peers when battling enemies of Asgard. ~ 1 3145736 0 D0 ~ ~ 0 -1 12025 D2 ~ ~ 0 -1 12020 R M 0 12037 1 12024 R E 1 12050 1 16 R E 1 12049 1 5 S #12025 The Lodge of Frey and Freya~ ~ This spacious room contains beds and furniture aplenty, more than you would think was normally required by two people, and also contains a massive mirror through which the Vanir may observe goings-on in other parts of the world. Freya spends much of her time here, attended by her Valkyries, watching over the world or weaving magical garments. ~ 1 3145736 0 D2 ~ ~ 0 -1 12024 R M 0 12005 1 12025 R E 1 12028 1 16 R E 1 12027 1 3 R M 0 12030 2 12025 R E 1 12030 1 11 R E 1 12029 1 16 R M 0 12030 2 12025 R E 1 12030 1 11 R E 1 12029 1 16 S #12026 A Side Street~ ~ This narrow cobbled lane leads north towards a small shrine, where the Aesir may spend time in quiet contemplation, a rare occurence for the naturally boisterous gods. ~ 1 3145744 1 D0 ~ ~ 0 -1 12027 D2 ~ ~ 0 -1 12013 S #12027 A Shrine~ ~ This small chamber is barely large enough for three adults to stand side by side, before the flickering torchlit mural that depicts ragnarok, the fate all Aesir cannot avoid, which will mean their dooms and the end of their reign. Such fatalism seems ignorant to you, but you have little understanding of the ways of gods. ~ 1 3211288 0 0 0 3 0 D2 ~ ~ 0 -1 12026 R M 0 12011 1 12027 R E 1 12031 1 16 S #12060 Outside the Chambers~ ~ The stairs end before a solid wooden door, which speaks in volumes by its closed and locked state of those within's desire not to be disturbed. Especially by upstarts from Midgaard! Warmth radiates through the wooden portal, presumably from a blazing fire within. Shaking your head, you wonder if it might not be worth risking the wrath of the Aesir to share a little of that warmth. ~ 1 3145752 0 D3 ~ ~ 7 -1 12097 D5 ~ ~ 0 -1 12061 R D 0 12060 3 2 S #12061 The Western End of the Hall~ ~ At this point a broad stair ascends to the second level of the lodge, wherein the private council chambers of the Aesir and Odin himself are located. Barred at all times to non-aesir, those who do somehow manage to gain entrance can expect a rough reception if they are caught in the midst of their transgression. A few small chairs have been arranged here, for those Aesir who desire a bit of peace and quiet. ~ 1 3145752 0 D1 ~ ~ 0 -1 12062 D4 ~ ~ 0 -1 12060 R M 0 12031 1 12061 R E 1 12034 1 16 S #12062 The Halls of the Aesir~ ~ You pass into a low ceilinged lodge, the interior of which is heavily decorated with various trophies, mementoes and a profusion of animal hides. It is in this hall, bathed in firelight, that the Aesir gather to sing songs, listen to tales, and drink copious quantities of ale as the mood takes them. ~ 1 3408904 0 D1 ~ ~ 0 -1 12063 D3 ~ ~ 0 -1 12061 R M 0 12032 1 12062 R E 1 12036 1 17 R O 0 12040 1 12062 S #12063 Before the Halls of the Aesir~ ~ To the west of here lies the impressive lodge that serves as the gathering place for the Aesir, in times of war as well as peace. It is an elaborate affair, decorated with ornate carvings of the gods at work and play, including events such as the coming of the Aesir, the defeat of the giants of Jotunheim, and the eventual coming of Ragnarak, which is the inevitable fate of the fate-obsessed Aesir. ~ 1 3145728 1 D1 ~ ~ 0 -1 12064 D3 ~ ~ 0 -1 12062 S #12064 A Second Path~ ~ At this point the main road is joined by a second path that runs north towards a large lodge house, which is the residence of Thor, god of thunder and mightiest of the Aesir warriors. Southwards lies a grove of apple trees, tended by Idun, who protects the source of the Aesir's immortality with her life. ~ 1 3145728 1 D0 ~ ~ 0 -1 12065 D1 ~ ~ 0 -1 12013 D2 ~ ~ 16777216 -1 12101 D3 ~ ~ 0 -1 12063 S #12065 Thor's Lodge~ ~ The cobbled path ends outside a small lodge, within which one of the greatest of the Aesir, Thor, resides with his wife Sif, goddess of skill in battle. The thunder god is an open, friendly sort, and is always happy to have visitors, provided they do not threaten his home or his beloved family. ~ 1 3145728 1 D2 ~ ~ 0 -1 12064 D3 ~ ~ 0 -1 12066 R M 0 12038 1 12065 R E 1 12051 1 16 S #12066 Thor's Home~ ~ The interior of this small lodge is plain, but practical. A small fire burns in a stone fireplace, above which hang items such as a hunting spear, a skald's lyre, a boarhide shield, a horned helm, and many, many giant skulls, most of them bearing evidence of the sledgehammer blows that felled them. Large bearskin rugs cover the walls and floor, which is of dressed stone. ~ 1 3145736 0 D0 ~ ~ 0 -1 12067 D1 ~ ~ 0 -1 12065 D3 ~ ~ 0 -1 12068 D4 ~ ~ 0 -1 12069 R M 0 12001 1 12066 R E 1 12003 1 16 R E 1 12006 1 9 R E 1 12005 1 13 R E 1 12004 1 5 R O 0 12040 1 12066 S #12067 A Stables~ ~ This small chamber houses Thor's magical goats, which bear his chariot when he is at war or journeying across the planes. They are rare, magical beasts that can never be slain; each morning they regenerate to their previous forms, and thus provide an endless source of nourishment for the thunder god and whoever dines with him. ~ 1 3145736 0 D2 ~ ~ 0 -1 12066 R M 0 12022 1 12067 R M 0 12023 1 12067 R O 0 12018 1 12067 S #12068 A Bedroom~ ~ Thor and his wife Sif were recently blessed with a son, who lives in this sparsely furnished chamber. At first you think it rather cold of the child's parents not to provide him with toys or furniture, but you quickly realize that the child's strength is so great that he inadvertently breaks almost anything they give him. ~ 1 3145736 0 D1 ~ ~ 0 -1 12066 R M 0 12024 1 12068 R E 1 12019 1 16 S #12069 A Bed Chamber~ ~ This is the room where Thor lies with his wife, the beautiful warrior goddess Sif, whose skill with the sword and spear is legendary. Few indeed will stand before her twin blades; even amongst the Aesir her skill is respected and acknowledged. Sif does not adventure as much as she used to these days, but she still keeps practicing her legendary battle skills. ~ 1 3145736 0 D5 ~ ~ 0 -1 12066 R M 0 12003 1 12069 R E 1 12021 1 12 R E 1 12020 1 18 R E 1 12020 1 16 S #12084 Yggdrasil~ ~ Yggdrasil soars high into the heavens, reaching up as far as you can see, though your view is obscured by the many leafy branches, most of them as thick as an elephant. Climbing is remarkably easy, and you suspect that some enchantment may facilitate this. Up above lies the top branches of the tree, and the residence of Odin himself, the ruler of the Aesir. ~ 1 3145728 3 D4 ~ ~ 0 -1 12085 D5 ~ ~ 0 -1 12014 S #12085 The Top of Yggdrasil~ ~ You have climbed as high as is humanly possible up Yggdrasil; to go any higher than this would take you into the airless void that surrounds the plane of Asgard. To the east, a massive wooden lodge looms. This must be the home of Odin and Frigga, and their servants and family. Undoubtedly they would not appreciate any intrustion into this, their most private place. ~ 1 3145728 3 D1 ~ ~ 0 -1 12086 D5 ~ ~ 0 -1 12084 S #12086 Valaskialf~ ~ Looming before you to the north, across a broad snowfield, is the impressive abode of Odin, known to man and god alike as Valaskialf. In here, Odin keeps his most treasured possessions and closest allies, as well as his legendary throne. Who knows what treasures may be found within these mighty wooden walls? ~ 1 3145728 2 D0 ~ ~ 0 -1 12090 D3 ~ ~ 0 -1 12085 S #12087 A Small Bedchamber~ ~ Odin's resting place, where he lies with Frigga when he is in need of rest, is a simple affair, consisting of a bed covered in thick animal furs, and a small fireplace which perpetually burns at various temperatures when commanded thusly by Frigga, who is a master of the elements. ~ 1 3145736 0 D1 ~ ~ 0 -1 12088 R M 0 12010 1 12087 R E 1 12014 1 3 S #12088 The Private Quarters of Odin and Frigga~ ~ The stairs end in a small chamber, lit by a small fire blazing away in the hearth, and decorated with various trophies of Odin and Frigga. There is little here of real value; they do not seek to acquire loads of booty or treasure. Instead, the majority of the items take the form of trinkets and personal mementos, as well as gifts from their friends amongst the Aesir and Vanir, and the Modsogner and Durin dwarves. ~ 1 3145736 0 D3 ~ ~ 0 -1 12087 D5 ~ ~ 0 -1 12089 S #12089 A Stairway to the Next Level~ ~ Located behind Hlidskialf is a small stair, heading up to the second level, where the private chambers of Odin and Frigga are located. No mortals are welcome here; you can expect resistance if you continue in this direction. An eerie whistling sound can be heard at irregular intervals; it is the icy winds gusting past the solid walls of the palace. ~ 1 3145736 0 D2 ~ ~ 0 -1 12099 D4 ~ ~ 0 -1 12088 S #12090 Before the Gates of Valaskialf~ ~ The gates of Valaskialf are of wood bound with mithril, and glow oddly, the result of an enchantment that prevents them being forced open by strength, thus deterring any giants who feel brave enough to challenge the ruler of the Aesir. Runes carved into the rough hewn surface label the place as Valaskialf, and as the Home of Odin. They give off a brilliant glow, almost blinding in its intensity, and almost unbearable for your mortal eyes to behold. There is no sign of a lock or bar, yet the doors remain firm and refuse to yield when you push against them. ~ 1 3145732 2 D0 ~ gates~ 8388647 -1 12091 D2 ~ ~ 0 -1 12086 R D 0 12090 0 2 S #12091 The Entrance Hall~ ~ The gates open onto a long hallway, lit by guttering torches that belch forth volumes of smoke from their metal sconces set in the wood support beams of the walls. Bearskins line the stone floor, and various weapons line the walls, interspersed by other trophies and ornaments; most notably various artifacts of the giants, taken in war by Odin or his legions. ~ 1 3145736 0 D0 ~ ~ 0 -1 12099 D2 ~ ~ 8388647 -1 12090 R D 0 12091 2 2 S #12092 A Stables~ ~ This stable has but a single stall, but it is wide enough to house three war horses. The space is necessary, however, to quarter Odin's mighty steed Sleipner, a muscular eight legged beast that bears Odin upon its broad back in war and in peace. Capable of traversing great distances in seconds, Sleipner is Odin's most trusted pet. ~ 1 3145736 0 D0 ~ ~ 0 -1 12094 R M 0 12017 1 12092 S #12093 A Kennels~ ~ This section of Odin's palace houses his great wolves, Freke and Gere, who serve Odin as companions, bodyguards, scouts and sometimes even as steeds, for they are ten feet in length and as strong as ten horses. Odin also sets them upon miscreant or blasphemous mortals, when the need arises for such punishment. ~ 1 3145736 0 D2 ~ ~ 0 -1 12094 R M 0 12015 1 12093 R M 0 12016 1 12093 S #12094 The Eastern Wing of the Palace~ ~ This half of the palace houses the various pets of Odin, whom he regards as close friends as well as servants, and quarters them accordingly, as would befit the friends of a god. Despite the presence of animals, there is no distinctive odor as one would normally associate with such places; further testimony to the magical nature of these creatures. ~ 1 3145736 0 D0 ~ ~ 0 -1 12093 D2 ~ ~ 0 -1 12092 D3 ~ ~ 0 -1 12099 R M 0 12043 1 12094 R E 1 12058 1 8 S #12095 A Lofty Nest~ ~ Odin's ravens reside here, in a large nest which has been constructed to suit their simple needs. They are frequently send abroad by Odin to spy on Jotunheim, Midgaard or other parts of Gladsheim. Various shiny objects of the sort birds are attracted by are woven into the nest. Peering over the edge, you can see the snowy plains of Asgard far below, and the towering branches of Yggdrasil, the top of which is not far from here. ~ 1 3145736 1 D5 ~ trapdoor~ 3 -1 12096 R M 0 12013 1 12095 R M 0 12014 1 12095 R O 0 12032 1 12095 R P 0 12033 1 12032 R D 0 12095 5 1 S #12096 A Stairway to...~ ~ A small stair heads up to a trapdoor here, opening onto the roof of Valaskialf and whatever it quarters. Magical forces here prevent the trapdoor remaining open, and thus protect the interior from the elements. ~ 1 3145736 0 D1 ~ ~ 0 -1 12099 D4 ~ trapdoor~ 3 -1 12095 R D 0 12096 4 1 > rand_prog 100~ close trapdoor ~ | S #12097 Odin's Private Council Chambers~ ~ It is here that Odin confers with his fellow Aesir on matters of grave import, seated about the oak table that rests before the hearth. Papers and maps are scattered all over the table along with the occasional sword or hammer scar, where an angry Aesir has vented his wrath more than once on the hapless furniture. Statues rest in each corner of the room depicting each of the four elements. Large bearskins have been nailed to the walls, and a white dragon hide dominates the high wooden ceiling. ~ 1 3145740 0 D1 ~ ~ 7 -1 12060 R M 0 12002 1 12097 R E 1 12011 1 1 R E 1 12010 1 6 R E 1 12009 1 5 R E 1 12008 1 17 R E 1 12007 1 16 R O 0 12040 1 12097 R D 0 12097 1 2 E white dragon hide~ The hide was taken from the body of a large white dragon, slain by Thor and his sons, and was brought here as a gift to Odin and the other Aesir. Large patches of the skin are heavily abraded, evidence of the mighty blows struck it by Mjolnir. ~ E statue element~ Each bear a small inscription- Fire, Earth, Wind and Water; take me to my sacred altar ~ > speech_prog p fire, earth, wind and water; take me to my sacred altar~ if level($n) < 50 mpe A voice chuckles somewhere far away. mpat odin mpforce odin mpat 12097 say I think not! else mptrans $n 12099 endif ~ | S #12098 Gladshelf~ ~ This is Odin's private place of reflection. You shouldn't be here... ~ 1 3410948 1 S #12099 Before Hlidskialf~ ~ Few people indeed outside the Aesir have been inside Valaskialf, and Odin likes it that way. This is his private residence; he prefers to conduct official business in his council chambers, or, more rarely, at appointed places in Midgaard. The interior of the main hall is similar to most Aesir lodges, save that the main chamber bears a massive throne, placed before a roaring fireplace. ~ 1 3145736 0 D0 ~ ~ 0 -1 12089 D1 ~ ~ 0 -1 12094 D2 ~ ~ 0 -1 12091 D3 ~ ~ 0 -1 12096 R O 0 12013 1 12099 R O 0 12040 1 12099 S #12100 The Durin Forge~ ~ This chamber is bathed in a reddish glow, its source the roaring blaze that provides the great heat necessary to forge the many weapons these ancient and proud dwarves produce. It was in these fires that Mjolnir itself was forged, for Thor, and other wondrous relics of the Aesir and Vanir alike. The heat is oppressive and unbearable for long periods of time. ~ 1 3145736 0 D1 ~ ~ 0 -1 12111 R M 0 12026 1 12100 R E 1 12070 1 13 R E 1 12069 1 16 S #12101 The Apple Orchard~ ~ Apple trees of all shapes and sizes, each surrounded by white auras of magical energies, surround you on all sides, each bearing a heavy load of the magical apples that sustain the immortality of the Aesir. Thus this grove is of significant importance to the Aesir; should their many enemies somehow sabotage the growth of these apples their very existences would be in dire jeopardy. ~ 1 3145728 3 D0 ~ ~ 16777216 -1 12064 D1 ~ ~ 0 -1 12103 D2 ~ ~ 0 -1 12102 D3 ~ ~ 0 -1 12106 R O 0 12045 1 12101 S #12102 The Apple Orchard~ ~ Apple trees of all shapes and sizes, each surrounded by white auras of magical energies, surround you on all sides, each bearing a heavy load of the magical apples that sustain the immortality of the Aesir. Thus this grove is of significant importance to the Aesir; should their many enemies somehow sabotage the growth of these apples their very existences would be in dire jeopardy. ~ 1 3145728 3 D0 ~ ~ 0 -1 12101 R O 0 12045 1 12102 S #12103 The Apple Orchard~ ~ Apple trees of all shapes and sizes, each surrounded by white auras of magical energies, surround you on all sides, each bearing a heavy load of the magical apples that sustain the immortality of the Aesir. Thus this grove is of significant importance to the Aesir; should their many enemies somehow sabotage the growth of these apples their very existences would be in dire jeopardy. ~ 1 3145728 3 D2 ~ ~ 0 -1 12104 D3 ~ ~ 0 -1 12101 R O 0 12045 1 12103 S #12104 The Apple Orchard~ ~ Apple trees of all shapes and sizes, each surrounded by white auras of magical energies, surround you on all sides, each bearing a heavy load of the magical apples that sustain the immortality of the Aesir. Thus this grove is of significant importance to the Aesir; should their many enemies somehow sabotage the growth of these apples their very existences would be in dire jeopardy. ~ 1 3145728 3 D0 ~ ~ 0 -1 12103 D1 ~ ~ 0 -1 12105 D9 ~ ~ 0 -1 12109 R O 0 12045 1 12104 S #12105 A Clearing in the Grove~ ~ At this point there is a small clearing in the grove, a circular grassy area surrounded by a ring of the same magical apple trees found everywhere else in this unusual place. A magical aura so strong that even nonspellcasters can sense it pervades this entire area. ~ 1 3220608 2 D3 ~ ~ 0 -1 12104 S #12106 The Apple Orchard~ ~ Apple trees of all shapes and sizes, each surrounded by white auras of magical energies, surround you on all sides, each bearing a heavy load of the magical apples that sustain the immortality of the Aesir. Thus this grove is of significant importance to the Aesir; should their many enemies somehow sabotage the growth of these apples their very existences would be in dire jeopardy. ~ 1 3145728 3 D1 ~ ~ 0 -1 12101 D2 ~ ~ 0 -1 12107 R O 0 12045 1 12106 S #12107 The Apple Orchard~ ~ Apple trees of all shapes and sizes, each surrounded by white auras of magical energies, surround you on all sides, each bearing a heavy load of the magical apples that sustain the immortality of the Aesir. Thus this grove is of significant importance to the Aesir; should their many enemies somehow sabotage the growth of these apples their very existences would be in dire jeopardy. ~ 1 3145728 3 D0 ~ ~ 0 -1 12106 D3 ~ ~ 0 -1 12108 D8 ~ ~ 0 -1 12109 R O 0 12045 1 12107 S #12108 A Clearing in the Grove~ ~ At this point there is a small clearing in the grove, a circular grassy area surrounded by a ring of the same magical apple trees found everywhere else in this unusual place. A magical aura so strong that even nonspellcasters can sense it pervades this entire area. ~ 1 3219584 2 D1 ~ ~ 0 -1 12107 R M 0 12044 1 12108 R E 1 12060 1 16 S #12109 The Apple Orchard~ ~ Apple trees of all shapes and sizes, each surrounded by white auras of magical energies, surround you on all sides, each bearing a heavy load of the magical apples that sustain the immortality of the Aesir. Thus this grove is of significant importance to the Aesir; should their many enemies somehow sabotage the growth of these apples their very existences would be in dire jeopardy. ~ 1 3145728 3 D6 ~ ~ 0 -1 12104 D7 ~ ~ 0 -1 12107 R M 0 12034 1 12109 R E 1 12044 1 5 R G 1 12043 1 R E 1 12041 1 16 R O 0 12045 1 12109 S #12110 The Chambers of Fjalar~ ~ This large stony hall houses Flajar, the greatest of the Durin and a fearsome warrior and giantslayer. Feared and respected by friend and foe alike, his power in combat is not to be scoffed at, despite his diminutive stature. His abode is simple, and spartan, as you'd expect of this sworn soldier of the Durin. Relics from previous victories are his only vanities- several giant skulls, and weapons, plus the hide of a polar bear and a white dragon. ~ 1 3145736 0 D7 ~ ~ 0 -1 12111 R M 0 12027 1 12110 R E 1 12025 1 9 S #12111 The End of the Tunnel~ ~ The long tunnel ends here, at a junction, where two large chambers lie to the west and southeast. The gothic architecture of this place never ceases to amaze you; intricate stonework inlaid over the centuries with complex patterns and sculptings. Ancient banners hang from dark metal rods, while suits of armor and crossed axes line a ledge at head height (to a dwarf). Despite the fact that the inhabitants are rarely over five feet in height, the ceiling is a good twenty feet above you. ~ 1 3145736 0 D2 ~ ~ 0 -1 12112 D3 ~ ~ 0 -1 12100 D8 ~ ~ 0 -1 12110 R M 0 12054 3 12111 R E 1 12071 1 5 S #12112 A Junction~ ~ Several tunnels meet here, branching off into the gloom of the Durin cave complex. Inhabitants are few; war and time have ravaged their numbers, and they know that one day their race will die out, as all things eventually do. These halls are a testament, however, to this race's long and glorious history, of war and of excellence in the art of smithing and stonemasonry. ~ 1 3145736 0 D0 ~ ~ 0 -1 12111 D1 ~ ~ 0 -1 12117 D3 ~ ~ 0 -1 12113 S #12113 A Bend in the Tunnel~ ~ The tunnel bends here, heading east towards a junction. Smoldering brands thrust into iron cressets mounted on the finished walls cast a little light through the pervasive subterranean gloom, while a dim glow, from light reflecting off uncut gemstones piled near the walls, is also visible. The dwarves live where they work, here in the mines of their ancestors. ~ 1 3145736 0 D1 ~ ~ 0 -1 12112 D2 ~ ~ 0 -1 12114 R M 0 12054 3 12113 R E 1 12071 1 5 S #12114 The Tunnels of the Durin~ ~ The Durin live in vast subterranean complexes, like their sworn enemy the giants, though it is there that the similarity ends. For while giant lairs are dark, grim places with little to recommend them, the tunnels of the Durin are of finished stone, inlaid with intricately carved murals that are indicative of the superb skill of the artisans. Statues of their ancestors line the walls, seeming to support the roof of the tunnels that serve as their income and their residences. ~ 1 3145736 0 D0 ~ ~ 0 -1 12113 D4 ~ ~ 0 -1 12115 S #12115 Descending into the Darkness~ ~ The tunnel descends steeply, the walls showing signs of working with tools, though only in parts, where a vein of minerals has been found by these expert miners and stonemasons. Few dwarves can be found in here; their numbers are small, and dwindling by the decade. One day these halls will be the sole reminder that this proud and ancient race ever existed. ~ 1 3145736 0 D4 ~ ~ 0 -1 12116 D5 ~ ~ 0 -1 12114 R M 0 12054 3 12115 R E 1 12071 1 5 S #12116 A Guard Cave~ ~ A small cave, of unworked stone, contains but a single visible exit- a tunnel that descends sharply into the darkness below and whatever it contains. There is a small campfire here, doubtless used by the alert sentry posted here by the doughty Durin, to stand guard here. Raids by the giants are undoubtedly frequent, and thus the need for tight security. ~ 1 3145736 0 D4 ~ ~ 0 -1 12161 D5 ~ ~ 0 -1 12115 R M 0 12052 2 12116 R E 1 12073 1 11 R E 1 12072 1 16 R E 1 12071 1 5 R M 0 12052 2 12116 R E 1 12073 1 11 R E 1 12072 1 16 R E 1 12071 1 5 S #12117 The Mines~ ~ Rich veins of copper, silver and mithril are visible even to the novice miner's eye in the rough walls of this section of tunnel. The Durin are in the process of mining this section, thus the rough surfaces, and are hoping to extract the wealth from here before the giants drive them out yet again, forcing them to seek another new lair. It is hoped that the wealth accumulated here will enable them to fund their seemingly futile effort to defeat all giantkind. ~ 1 3145736 0 D3 ~ ~ 0 -1 12112 D8 ~ ~ 0 -1 12118 R M 0 12053 4 12117 R E 1 12074 1 16 S #12118 The Mines~ ~ This rough hewn tunnel is dimly lit, and thus you stumble more than once on a pick or pile of ore, or bang into a mine cart as you make your way through the mine. Workers ignore you, intent on salvaging what they may from the natural reserves of precious metals before it is too late. ~ 1 0 1 D2 ~ ~ 0 -1 12119 D7 ~ ~ 0 -1 12117 R M 0 12053 4 12118 R E 1 12074 1 16 R M 0 12053 4 12118 R E 1 12074 1 16 S #12119 The Mines~ ~ This point marks the limit of Durin excavation; the wall to the south shows signs of having been dug at, though not extensively as there is sufficient to keep the miners occupied in the veins already unearthed. Piles of metal awaiting refinement lie next to several carts, ready to be taken to the smith. ~ 1 0 1 D0 ~ ~ 0 -1 12118 R M 0 12053 4 12119 R E 1 12074 1 16 S #12120 The Hall of Forseti~ ~ You stride into the protective shelter of a hall that appears to be composed entirely of gold and other precious metals; the effect is quite dazzling and you blink in disbelief. All this gold! So little time to try and steal it... Shaking yourself free of such delusions, you peer about and note the many representations of Law and Order, and realize that the owner of this mighty hall is undoubtedly of honorable mein and equally undoubtedly quite capable of preventing vandalism or theft of his wealth. ~ 1 3145752 0 D0 ~ ~ 0 -1 12013 D2 ~ ~ 0 -1 12121 S #12121 Glitner~ ~ The hall that serves as home to Balder's son certainly lives up to its name. Every surface gleams in your light, and you cannot help but be impressed by the casual display of such an abundance of precious metals. No wonder that mortals speak in awestruck tones of Forseti's golden, glittering hall. The god himself sits in a simple wooden chair, from which he dispenses justice or advice as requested by his companions and family. ~ 1 3145752 0 D0 ~ ~ 0 -1 12120 D1 ~ ~ 0 -1 12122 D3 ~ ~ 0 -1 12123 R M 0 12036 1 12121 R E 1 12048 1 11 R E 1 12047 1 16 R O 0 12040 1 12121 S #12122 A Wing of the Hall~ ~ Forseti stores a variety of items here, of value ranging from mundane to fantastic. The majority of the items are quite large and bulky, and would be impossible to move without pack animals. Some of the items, however, appear to be more portable... ~ 1 3145752 0 D3 ~ ~ 0 -1 12121 R O 0 12066 1 12122 S #12123 A Wing of the Hall~ ~ Forseti stores a variety of items here, of value ranging from mundane to fantastic. The majority of the items are quite large and bulky, and would be impossible to move without pack animals. Some of the items, however, appear to be more portable... ~ 1 3145752 0 D1 ~ ~ 0 -1 12121 R O 0 12066 1 12123 S #12124 Valhalla~ ~ Gazing eastward, your eyes widen as you see a broad plain littered with corpses, their blood staining the snow a deep crimson. You suddenly realize that you are gazing upon the fields of Valhalla, where the fabled Einheriar do battle daily, in preparation for Ragnarok. Long wooden lodges encircle the plain, where the Einheriar rest between their neverending series of battles. ~ 1 3145732 2 D1 ~ ~ 0 -1 12125 D3 ~ ~ 0 -1 12195 S #12125 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145744 2 D0 ~ ~ 0 -1 12126 D1 ~ ~ 0 -1 12129 D2 ~ ~ 0 -1 12127 D3 ~ ~ 0 -1 12124 S #12126 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145744 2 D1 ~ ~ 0 -1 12128 D2 ~ ~ 0 -1 12125 R M 0 12046 7 12126 R E 1 12065 1 6 R E 1 12064 1 5 R E 1 12063 1 11 R E 1 12062 1 16 S #12127 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145872 2 D0 ~ ~ 0 -1 12125 D1 ~ ~ 0 -1 12130 R M 0 12046 7 12127 R E 1 12064 1 5 R E 1 12063 1 11 R E 1 12062 1 16 R E 1 12065 1 6 S #12128 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145744 2 D1 ~ ~ 0 -1 12131 D2 ~ ~ 0 -1 12129 D3 ~ ~ 0 -1 12126 S #12129 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145744 2 D0 ~ ~ 0 -1 12128 D1 ~ ~ 0 -1 12132 D2 ~ ~ 0 -1 12130 D3 ~ ~ 0 -1 12125 R M 0 12046 7 12129 R E 1 12063 1 11 R E 1 12064 1 5 R E 1 12062 1 16 R E 1 12065 1 6 R M 0 12046 7 12129 R E 1 12063 1 11 R E 1 12064 1 5 R E 1 12062 1 16 R E 1 12065 1 6 R M 0 12048 1 12129 R E 1 12029 1 16 R E 1 12030 1 11 R M 0 12046 7 12129 R E 1 12063 1 11 R E 1 12064 1 5 R E 1 12062 1 16 R E 1 12065 1 6 S #12130 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145744 2 D0 ~ ~ 0 -1 12129 D1 ~ ~ 0 -1 12133 D3 ~ ~ 0 -1 12127 S #12131 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145744 2 D2 ~ ~ 0 -1 12132 D3 ~ ~ 0 -1 12128 R M 0 12046 7 12131 R E 1 12064 1 5 R E 1 12063 1 11 R E 1 12062 1 16 R E 1 12065 1 6 S #12132 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145744 2 D0 ~ ~ 0 -1 12131 D2 ~ ~ 0 -1 12133 D3 ~ ~ 0 -1 12129 S #12133 The Fields of Valhalla~ ~ The bloodsoaked snowfields echo with the clash of sword on shield and the cries of men in the midst of bloodlust rages, intent on slaughtering each other, preparing for Ragnarok, when they will be led in final battle against the giants. Every day, at dawn, their spirits arise from the halls of Valhalla, where they are brought by the Valkyries, and they do battle with each other till the sun sets, when they rest and engage in revelry. ~ 1 3145744 2 D0 ~ ~ 0 -1 12132 D3 ~ ~ 0 -1 12130 R M 0 12046 7 12133 R E 1 12064 1 5 R E 1 12063 1 11 R E 1 12062 1 16 R E 1 12065 1 6 S #12134 The Marine Court~ ~ A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 4 1 D1 ~ ~ 0 -1 12159 D2 ~ ~ 0 -1 12135 R M 0 12050 2 12134 S #12135 The Marine Court~ ~ A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 4 1 D0 ~ ~ 0 -1 12134 D1 ~ ~ 0 -1 12158 D2 ~ ~ 0 -1 12136 S #12136 The Marine Court~ ~ A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 4 1 D0 ~ ~ 0 -1 12135 D1 ~ ~ 0 -1 12157 R M 0 12051 1 12136 S #12137 The Marine Court~ ~ A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 4 1 D2 ~ ~ 0 -1 12138 D3 ~ ~ 0 -1 12159 S #12138 The Marine Court~ ~ A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 4 1 D0 ~ ~ 0 -1 12137 D2 ~ ~ 0 -1 12139 D3 ~ ~ 0 -1 12158 S #12139 The Marine Court~ ~ A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 4 1 D0 ~ ~ 0 -1 12138 D3 ~ ~ 0 -1 12157 R M 0 12050 2 12139 S #12140 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12141 D1 ~ ~ 0 -1 12143 D2 ~ ~ 0 -1 12147 D3 ~ ~ 0 -1 12155 S #12141 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12142 D1 ~ ~ 0 -1 12144 D2 ~ ~ 0 -1 12140 D3 ~ ~ 0 -1 12154 S #12142 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12147 D1 ~ ~ 0 -1 12145 D2 ~ ~ 0 -1 12141 D3 ~ ~ 0 -1 12153 S #12143 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12144 D1 ~ ~ 0 -1 12152 D2 ~ ~ 0 -1 12146 D3 ~ ~ 0 -1 12140 S #12144 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153924 7 D0 ~ ~ 0 -1 12145 D1 ~ ~ 0 -1 12151 D2 ~ ~ 0 -1 12143 D3 ~ ~ 0 -1 12141 S #12145 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12146 D1 ~ ~ 0 -1 12150 D2 ~ ~ 0 -1 12144 D3 ~ ~ 0 -1 12142 S #12146 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12143 D1 ~ ~ 0 -1 12149 D2 ~ ~ 0 -1 12145 D3 ~ ~ 0 -1 12147 S #12147 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12140 D1 ~ ~ 0 -1 12146 D2 ~ ~ 0 -1 12142 D3 ~ ~ 0 -1 12148 S #12148 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12155 D1 ~ ~ 0 -1 12147 D2 ~ ~ 0 -1 12153 D3 ~ ~ 0 -1 12149 S #12149 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12152 D1 ~ ~ 0 -1 12148 D2 ~ ~ 0 -1 12150 D3 ~ ~ 0 -1 12146 S #12150 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153924 7 D0 ~ ~ 0 -1 12149 D1 ~ ~ 0 -1 12153 D2 ~ ~ 0 -1 12151 D3 ~ ~ 0 -1 12145 R M 0 12008 1 12150 S #12151 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12150 D1 ~ ~ 0 -1 12154 D2 ~ ~ 0 -1 12152 D3 ~ ~ 0 -1 12144 S #12152 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12151 D1 ~ ~ 0 -1 12155 D2 ~ ~ 0 -1 12149 D3 ~ ~ 0 -1 12143 S #12153 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. A truly foolhardy salt could dive overboard and swim into the depths. ~ 1 3153920 7 D0 ~ ~ 0 -1 12148 D1 ~ ~ 0 -1 12142 D2 ~ ~ 0 -1 12154 D3 ~ ~ 0 -1 12150 D10 ~ depths~ 657408 -1 12156 S #12154 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12153 D1 ~ ~ 0 -1 12141 D2 ~ ~ 0 -1 12155 D3 ~ ~ 0 -1 12151 S #12155 The Storm-Tossed Sea~ ~ Adrift on the churning, frigid waters, you cannot see land anywhere you look. The icy spray freezes on your face, and your hands turn blue as you grip onto whatever is keeping you afloat. Only a fool would attempt to negotiate these waters; and it is a fool you must be, to be out here. Long, dark shapes move silently beneath the salty brine, barely visible through the foam. ~ 1 3153920 7 D0 ~ ~ 0 -1 12154 D1 ~ ~ 0 -1 12140 D2 ~ ~ 0 -1 12148 D3 ~ ~ 0 -1 12152 S #12156 Plunging into the Depths~ ~ You sink like a stone as you hit the water, quickly swept under by the raging sea, which quickly becomes apparent is a blessing; if you can survive here, it is much more pleasant than the surface. Schools of fish swim past while larger predators dart here and there, snapping at them as they flee into the deep blue waters. The water is cold, but is kept from freezing you by a warm current that rises from far below the surface. This haven from the tempest atop is welcome indeed! ~ 1 3153929 8 D4 ~ ~ 0 -1 12153 D5 ~ ~ 0 -1 12157 S #12157 The Marine Court~ ~ You reach the bottom of the sea, sooner than you expected, and look around. A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 3153929 12 D0 ~ ~ 0 -1 12158 D1 ~ ~ 0 -1 12139 D3 ~ ~ 0 -1 12136 D4 ~ ~ 16777216 -1 12156 R M 0 12049 2 12157 S #12158 The Marine Court~ ~ A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 3153929 12 D0 ~ ~ 0 -1 12159 D1 ~ ~ 0 -1 12138 D2 ~ ~ 0 -1 12157 D3 ~ ~ 0 -1 12135 R M 0 12049 2 12158 S #12159 The Marine Court~ ~ A stone courtyard, encrusted with barnacles that tear at your clothing as you pass, stretches before you, teeming with all manner of marine life. A sense of peace, after escaping the storm, is soon supplanted by a growing unease as you regard some of the dark horrors of the depths, never meant to be seen by surface dwellers. The master of this domain appears to be well guarded. ~ 1 3153929 12 D1 ~ ~ 0 -1 12137 D2 ~ ~ 0 -1 12158 D3 ~ ~ 0 -1 12134 R O 0 12068 1 12159 > rand_prog 50~ mpe A strong, warm current pushes against you from the north... ~ > entry_prog 25~ mea $n _dbl A strong, warm current pushes against you from the north... ~ | S #12160 The Throne of the Sea God~ ~ A rather ominous cave is revealed by shoving the pillar away, and it is suddenly difficult to move forwards; a strong current, its source magical, pushes at you, and warming you; evidently this is the source of the warmth you felt earlier. The cave boasts little of interest, save for a large throne of barnacles, that have covered the original stone one. To sit on it would invite agony, though its owner appears to be able to do so without discomfort. ~ 1 3145741 12 R M 0 12035 1 12160 R E 1 12046 1 16 S #12161 A Massive Cavern Complex~ ~ You pass into a huge cavern, from which numerous passages branch off, into the subterranean lairs of the many races that battle over the bloody fields of Jotunheim. An uncharacteristically warm breeze wafts in from the passages on this level, while the upper and lower exits lead to icy dark passages. Skulls and broken weapons litter the floor here, the site of many battles between giant and dwarf. ~ 1 3145740 0 D4 ~ ~ 0 -1 12172 D5 ~ ~ 0 -1 12116 D6 ~ ~ 0 -1 12162 D7 ~ ~ 0 -1 12163 S #12162 The Realm of Fire~ ~ A narrow twisting tunnel lit by flaming gases winds into the bowels of the earth, the heat causing you to sweat profusely, it is entirely unexpected after the freezing cold of the rest of Asgard. Long shadows cast by the tall inhabitants of this lair loom menacingly up ahead. ~ 1 3145736 0 D7 ~ ~ 0 -1 12164 D9 ~ ~ 0 -1 12161 S #12163 The Realm of Fire~ ~ You wander into a twisting tunnel, of yellowed stone, lit by flaming gases, their source tiny holes in the wall through which they escape from some hidden source. Skulls covered in bronze line the walls, and grin evilly at those who pass by, heading further into this grim lair. ~ 1 3145736 0 D6 ~ ~ 0 -1 12164 D8 ~ ~ 0 -1 12161 R M 0 12040 5 12163 R E 1 12054 1 16 S #12164 The Realm of Fire~ ~ A larger section of the tunnels widens into a cavern, lit by torches set in iron cressets, while braziers stacked with coals warm the whole room to an uncomfortable temperature. Long, giantish weapons hang on the walls, ready to be taken up against the many enemies of the giants in times of strife, most commonly when Thor arrives for his regular sortie against his mortal enemies. ~ 1 3145736 0 D5 ~ ~ 0 -1 12165 D8 ~ ~ 0 -1 12162 D9 ~ ~ 0 -1 12163 R M 0 12040 5 12164 R E 1 12054 1 16 S #12165 The Realm of Fire~ ~ Downwards the tunnels twist, further into the depths of the mountain, heading towards its molten core, which is paradise to the cold hating fire giants. Footsteps echo all around you, as giants make their way through their subterranean lair, on business of their own. There are little decorations in this abode; the giants possess less skill than the dwarves in stonemasonry, and less interest. ~ 1 3145736 0 D3 ~ ~ 0 -1 12166 D4 ~ ~ 0 -1 12164 D6 ~ ~ 0 -1 12167 S #12166 The Realm of Fire~ ~ The tunnel ends in a dead end here, in a cavern used to store various supplies taken by the giants when they emerge from their lair to make war on Asgard or the Durin. Occasionally a giant force will travel as far as Midgaard, to aid their cousins there, though if truth be known the giants of your realm are more advanced than these barbaric tribes men. ~ 1 3145736 0 D1 ~ ~ 0 -1 12165 R M 0 12040 5 12166 R E 1 12054 1 16 S #12167 The Realm of Fire~ ~ The tunnel slopes down sharply again; the walls here are smooth and featureless, as if they had been worn smooth by water... or lava. It would make sense for the fire giants to lair in or near the greatest source of heat they could find, and what better source than a rocky cave system atop (or within) a volcano? Giants of your own realm are similarly inclined. ~ 1 3145736 0 D5 ~ ~ 0 -1 12168 D9 ~ ~ 0 -1 12165 R M 0 12040 5 12167 R E 1 12054 1 16 S #12168 The Realm of Fire~ ~ The lava tube continues downwards, before at last levelling out to head northeast towards a large cavern, which is so brightly lit as to be visible from here, the reddish glow bathing this whole tunnel in light. Giants mill about, semi-alert for intruders, but mostly impatiently awaiting the next raid. ~ 1 3145736 0 D4 ~ ~ 0 -1 12167 D6 ~ ~ 0 -1 12169 S #12169 The Realm of Fire~ ~ As the tunnel approaches the bright cave it widens, to a point where six giants could walk abreast. It is frightening to consider the sheer volume of lava it would take to fashion this tunnel, as it melted its way through the softer rock, before erupting onto the surface, there to add a new layer to the mountain. The master of this realm cannot be far from here now. ~ 1 0 1 D6 ~ ~ 0 -1 12170 D9 ~ ~ 0 -1 12168 R M 0 12040 5 12169 R E 1 12054 1 16 S #12170 The Infernal Throne of Surtur~ ~ Here lies the throne of Surtur, lord of the fire giants. It is a towering chair of iron, ablaze with magical flame of brilliant hues of red and blue, which cast a blinding light throughout the cavernous halls. Large stone statues of fire giants wielding massive swords flank the throne, and line the hall, which is a deep red, and is shot through with rivulets of molten lava, the heat from which is almost unbearable. The ceiling is of dark stone, and appears to have once been the mouth of an active volcano or cinder cone. ~ 1 3145736 0 D9 ~ ~ 0 -1 12169 R M 0 12039 1 12170 R E 1 12053 1 16 R E 1 12052 1 5 S #12171 Jotunheim!~ ~ You stagger out of the blizzard into a large cave, set in the side of a massive mountain that was nearly invisible in the raging blizzard. Bones are scattered across the floor, some of them twice the size of you. A dreadful, keening wail echoes about the cave, from some unknown source. Presumably you have stumbled inadvertently upon the realm of the giants; Jotunheim. But how to proceed...? ~ 1 3153928 0 D2 ~ ~ 0 -1 12000 R O 0 12061 1 12171 > rand_prog 50~ mpclosepassage 12171 0 ~ | S #12172 Ascending the Mountain~ ~ This tunnel rises sharply, heading away from the hot interior back up to the chilly upper tunnels of the mountain you are within. You must be approaching the lair of the frost giants, who prefer the cold and ice more than any native of Asgard and its neighboring realms. It is with some reluctance you continue; frost giants of Jotunheim are far more powerful than those of Midgaard. ~ 1 3145736 0 D4 ~ ~ 0 -1 12173 D5 ~ ~ 0 -1 12161 R M 0 12042 4 12172 R E 1 12054 1 16 S #12173 The Icy Caverns~ ~ The tunnel evens out on an icy ledge, which is not dissimilar to those of the legendary realm of the frost giants of Midgaard, known as the Glacial Rift. Here, the ice is all that is beneath your feet; it has been carved from the frozen water that filled the open spaces in the mountain to create tunnels to allow the inhabitants to move through. ~ 1 3145736 0 D5 ~ ~ 0 -1 12172 D6 ~ ~ 0 -1 12174 R M 0 12042 4 12173 R E 1 12054 1 16 S #12174 The Icy Caverns~ ~ The ice tunnel continues, winding through the top of the mountain, heading presumably towards the master of this icy realm, the mighty frost giant known as Thrym, sworn enemy of Aesir and Vanir, and he also who it is predicted will with his armies one day slay Thor in battle at Ragnarok. Actually, this is Thrym's skewed version of the prophecy; the Aesir believe Thor will fall at the hands of the world serpent, Jormungand. ~ 1 3145736 0 D3 ~ ~ 0 -1 12176 D9 ~ ~ 0 -1 12173 S #12175 The Center of the Blizzard~ ~ You clamber up the sink hole, and emerge back into the icy wastes, though at this point there is a curious lull in the continual storms. A massive icy clearing is here, atop a mountain, bearing a massive iron spike driven deep into the mountain, to which something of immense size is presumably meant to be tethered. ~ 1 3145733 2 R M 0 12033 1 12175 R E 1 12037 1 3 > speech_prog p take me to odin~ if isfight($n) mea $n You are far too busy to speak the correct phrase! else mea $n _blu The watchful Aesir summon you, eager to hear of your feat. mptrans $n 12090 endif ~ | S #12176 The Icy Caverns~ ~ At this point an icy chute ascends sharply, heading up to a ledge on top of this massive peak. Snow drifts are piled here, where snow has entered the lair from above. Footprints of giants and wolves mark it, though few head upwards into the shaft itself, which is accessible via a series of hand- and footholds. ~ 1 3145736 0 D0 ~ ~ 0 -1 12178 D1 ~ ~ 0 -1 12174 D4 ~ ~ 128 -1 12177 R M 0 12042 4 12176 R E 1 12054 1 16 S #12177 The Icy Chute~ ~ Onwards and upwards the chute ascends; progress is hampered by frostbite in your aching hands, and a constant chill breeze that assaults you, blowing ice and snow into your reddened face. When you emerge, snowblind and dazed, you hope you can muster enough energy to do battle with what awaits. ~ 1 3145736 0 D4 ~ ~ 16777344 -1 12175 D5 ~ ~ 128 -1 12176 R M 0 12042 4 12177 R E 1 12054 1 16 S #12178 The Icy Throne of Thrym~ ~ The chambers of the Frost Giant King, Thrym, lie before you, where the giant rests in between battles against the Aesir and the Vanir, with or without his sometime ally Surtur. Thrym is a strong giant, nowhere near as strong as Surtur, but what he lacks in comparison to the fire giant he more than makes up for with his cunning and guile. While Surtur is quite happy to mindlessly assault Asgardians in direct combat, Thrym tries to plan and make much more intelligent tactical decisions. However, he is still but a giant, and often fails in his efforts to outsmart the Aesir, though Loki has been known to aid him from time to time. ~ 1 3145736 0 D2 ~ ~ 0 -1 12176 R M 0 12041 1 12178 R E 1 12057 1 5 R E 1 12056 1 12 R E 1 12055 1 16 S #12179 Niflheim~ ~ The second you step down onto this blackened branch you instinctively know you have reached the underworld, where Hel and her minions receive the souls of the dishonorable dead, to torment them for eternity. Flame has scorched the surrounding foliage here, creating a canopy of ash and cinder, which frames a gaping cave entrance to the east, within which you will encounter the most malevolent residents of the Tree. ~ 1 3145728 3 D1 ~ ~ 0 -1 12180 D4 ~ ~ 0 -1 12196 D5 ~ ~ 0 -1 12197 S #12180 The Gates of Niflheim~ ~ Blackened, mangled metal gates rise here, out of a dark field of enveloping gloom. A chill runs up and down your spine, despite the heat that emanates from blazing fires that fill braziers to either side of the gate. Thick smoke chokes your lungs and clouds your vision, and the stench of brimstone is strong. Were that you were anywhere but here in this fell domain! You can see no way of opening the gate, which is too hot to touch and bears no handle or lock besides. Perhaps it is better that you do not continue, for to do so could well mean your end. ~ 1 3145737 1 D3 ~ ~ 0 -1 12179 R M 0 12025 1 12180 S #12181 Niflheim~ ~ Blasted, twisted trees sprout haphazardly from broken, uneven ground littered with decaying corpses and burnt skulls. Impaled humans howl and scream in pain as they dangle from the horrid implements thrust through their bellies. Blood drips from the blackened walls, flowing into large pools at your feet. The smell is as diabolical as one would expect in such a dire place. ~ 1 3153929 0 D8 ~ ~ 0 -1 12182 D9 ~ ~ 0 -1 12183 R M 0 12045 1 12181 S #12182 Niflheim~ ~ Fell shapes and shadows hurl themselves at you out of the bloody gloom, eager to feast on your body and soul. No mortal would sanely venture here unless they were one of the fallen who were deemed unworthy of Valhalla. But undaunted you press on, mostly because the edit that you passed through to enter this infernal realm has disappeared... ~ 1 3153929 0 D7 ~ ~ 0 -1 12181 D9 ~ ~ 0 -1 12184 S #12183 Niflheim~ ~ Your every sense is assaulted and offended by this realm of the dead; it is more than that even, it is a realm of the damned, those totally devoid of any hope of redemption. No one would willingly reside in such a place, except as its dark master, which Hel is. She is aware of all who pass through her realm, and most likely lies in wait not far away, eager to teach you a well-deserved lesson. ~ 1 3153929 0 D6 ~ ~ 0 -1 12181 D8 ~ ~ 0 -1 12184 > entry_prog 100~ mpe _lbl A ghostly voice speaks from the shadows- mpe _lbl 'It is too late to escape now, mortal. Your fate is sealed!' ~ | S #12184 Niflheim~ ~ Onwards the corpse-strewn path of bone contines, past blasted trees which support the weight of mutilated souls in their branches, who cry out for an end to this torment as you pass, an end that no one save Hel herself can grant, and there is little hope of her doing so. The flayed, limbless trunks of the damned flail about at your feet, driven insane by the pain inflicted on their crippled forms. ~ 1 3153929 0 D2 ~ ~ 0 -1 12187 D6 ~ ~ 0 -1 12182 D7 ~ ~ 0 -1 12183 S #12185 A Fiery Death~ ~ You stumble and topple forwards into the fiery pit, screaming as the flesh is blasted from your bones by an immense wave of heat, reducing your idiotic mortal form to ash in milliseconds. And while the death may have been mercifully quick, the repurcussions of the destruction of your mortal form will haunt you for some time... ~ 1 3416069 14 S #12186 Niflheim~ ~ The path ends abruptly here, before the bottomless pit, from which red flames lick at the edge. To proceed in this direction would mean you have to plunge into the middle of this fiery pit; an unpalatable choice at best. Perhaps you'd prefer the safer course to suicide, which lies back to the east, where you may proceed down the bone bridge. ~ 1 3153929 0 D1 ~ ~ 0 -1 12188 D5 ~ ~ 0 -1 12185 S #12187 Niflheim~ ~ The path here skirts a bottomless gorge that looms to the left, filled partially by searing flame, into which a multitude of sinners are thrust by tiny, grinning imps with pitchforks. The stench of burning flesh is overpowering, and threatens to induce nausea, though the sickening odor is overshadowed by the sight of bags of naked, screaming children, the offspring of the damned, being flung into pits of fire and trampled by grinning fiery giants, who take a disturbing pride in their work. ~ 1 3153929 0 D0 ~ ~ 0 -1 12184 D3 ~ ~ 0 -1 12188 S #12188 Niflheim~ ~ At this point a narrow path winds downwards to the southeast, a thin frame of bones covered with stretched skin, that descends into the gorge, towards whatever may lie at the bottom. The path continues to the west along the gorge, but appears to end abruptly at a sheer drop into the fiery pit. ~ 1 3153929 0 D1 ~ ~ 0 -1 12187 D3 ~ ~ 0 -1 12186 D8 ~ ~ 0 -1 12189 S #12189 The Bridge of Bone~ ~ The bone path you are following stretches across the gorge, the flames failing to reach the bridge itself, though the immense heat is still almost overwhelming. On the far side, it reaches a dark hole which plunges down into the gloomy depths, towards whatever may lie there in wait for you. Shrieking, flaming bats circle the bridge, soaring far above and below, not coming too close. ~ 1 3153929 0 D5 ~ ~ 0 -1 12190 D7 ~ ~ 0 -1 12188 > rand_prog 100~ if ispc($r) mea $r _red A blast of flame strikes you! mpdamage $r 400 endif ~ | S #12190 The Dark Pit~ ~ You plunge downwards into the pit, striking the soft earth at the very bottom, sinking in to your knees in the bloodsoaked dirt. Peering up, you see that the top of the pit is some distance away, and a magical enchantment would be required to head back that way. Footprints in the dirt show that you are not the first to have ventured this far. ~ 1 3153929 13 D3 ~ ~ 0 -1 12191 D4 ~ ~ 64 -1 12189 R M 0 12006 1 12190 R E 1 12067 1 16 R E 1 12022 1 8 S #12191 Niflheim~ ~ The earth hardens here, forcing you out as it compresses into a hard, stony substance that yields little underfoot. A dank, dusty odor fills the air, though the area is devoid of corpses; only blank stone walls are visible, stretching far to the south. The odor from the pit to the east makes you keen to press on. More bodies can be seen to the south; the respite was only brief. ~ 1 3153929 0 D1 ~ ~ 0 -1 12190 D2 ~ ~ 0 -1 12194 S #12192 A Lonely Death~ ~ As you step into the cave, the entrance mysteriously disappears, leaving you trapped in the darkness, with no means of escape. You try every spell and trick you know, but all is in vain. Eventually malnutrition gets the better of you and you slowly perish in this; one of Hel's favorite death traps, your body never to be seen again. ~ 1 3153933 13 S #12193 A Dead End~ ~ The tunnel ends here, before the entrance to more caves, a couple of them to the east large enough for you to crawl into, if you don't mind having to slither amongst the foul pale humanoids that reside within, exuding a thick grey mucous from their pores that renders them slick and lubricated. The stench is, not surprisingly, quite unbearable, and you find yourself desperately wishing to be away from here, away from Niflheim, away from Asgard, away from all things not of Midgaard. ~ 1 3153993 0 D0 ~ ~ 0 -1 12194 D1 It would be INADVISABLE to continue. ~ ~ 0 -1 12192 S #12194 An Infernal Junction~ ~ Several dark tunnels meet here, heading into the dark, dismal depths of Niflheim. Bursts of flame explode from small holes in the floor at random intervals, of too brief duration to injure you, but sufficient to cause you to start in surprise and fear. Dark cave entrances abound everywhere, most of them crawling with the pale bodies of the damned, writhing like maggots over and around each other, doomed to spend milennia in this form, as partial attrition for their sins. ~ 1 3153993 0 D0 ~ ~ 0 -1 12191 D2 ~ ~ 0 -1 12193 D7 ~ ~ 0 -1 12198 S #12195 Yggdrasil~ ~ At this point, cries of pain and anger combined with the sounds of combat echo across the boughs of the trees, coming from a snowfield to the east. You can barely make out many warriors, battling fiercely with each other, and wonder if it would be safe to enter this place, seeing as the comforting surrounds of Yggdrasil feel so safe and secure. ~ 1 3145732 3 D1 ~ ~ 0 -1 12124 D4 ~ ~ 0 -1 12013 D5 ~ ~ 0 -1 12196 S #12196 Yggdrasil~ ~ The tree continues, the myriad of branches twisting and weaving their way through the fabric of time and space, allowing access to various planes, including the homes of the Aesir, the Vanir and other lesser races. A foul stench arises from the branches below you, which are all twisted and blackened, and soaked with blood. ~ 1 3145728 3 D4 ~ ~ 0 -1 12195 D5 ~ ~ 0 -1 12179 S #12197 Yggdrasil~ ~ You are nearing the base of this mighty tree; just below you a field of shimmering magical energy obfuscates whatever may lurk there. The bark of the tree here is blackened and charred, as it was above, though not as badly. A musty smell fills the air. ~ 1 3145728 3 D4 ~ ~ 0 -1 12179 D5 ~ ~ 2048 -1 12200 S #12198 The River of Blood~ ~ A river of the blood of the damned flows through Niflheim, and many of the foul inhabitants of this realm draw strength from its waters. Beyond this river lies the twisted metal throne of Hel herself, ruler of Niflheim and impartial observer over the dead. She will be angered by your intrusion into her realm; you can expect a rather violent reception. ~ 1 3153997 7 D0 ~ ~ 0 -1 12199 D8 ~ ~ 0 -1 12194 S #12199 Before the Goddess of Hel~ ~ Here Hel sits in judgement over those who have been damned to spend all of eternity in the infernal region that bears her name. A vile, malicious and utterly evil god, she delights in the torment and suffering of others, especially mortals from Midgaard who wander into her domain inadvertently! Tall columns of flame flicker to either side of a throne of bone, upon which the unholy god sits, and a multitude of small demons and imps scurry here and there, dragging in fresh corpses, piles of intestines, and other pleasant accoutrements to add to her hellish demesne. ~ 1 3153929 0 D2 ~ ~ 0 -1 12198 R M 0 12007 1 12199 R E 1 12016 1 16 S #12200 The Base of Yggdrasil~ ~ You have finally reached the roots of the Tree of Life, the base from which all knowledge and wisdom sprouts. Here the Norns- Urd, Verdandi and Skuld- tend the tree, and prophesise the future. It was here that Odin gained his ability of prophesy, and paid the terrible price for the gift. The Norns remain absolutely impartial in all affairs of mortal and god, and favor neither side in any conflict. Their abode is encased in a shimmering sphere of grey energy, which obscures the rest of the tree. A large scrying device- a pool of glistening water that looks strangely attuned to magical energies- covers the floor, through which the Norn may observe the goings-on of Midgaard. ~ 1 3145752 0 D4 ~ ~ 2048 -1 12197 R M 0 12019 1 12200 R E 1 12015 1 16 R M 0 12020 1 12200 R E 1 12015 1 16 R M 0 12021 1 12200 R E 1 12015 1 16 S #0 #SHOPS 0 #REPAIRS 0 #SPECIALS M 12000 spec_cast_cleric M 12001 spec_breath_lightning M 12002 spec_cast_cleric M 12003 spec_cast_cleric M 12004 spec_cast_mage M 12005 spec_cast_mage M 12006 spec_cast_mage M 12007 spec_cast_cleric M 12008 spec_breath_gas M 12010 spec_cast_cleric M 12011 spec_guard M 12013 spec_thief M 12014 spec_thief M 12017 spec_cast_cleric M 12019 spec_cast_mage M 12020 spec_cast_mage M 12021 spec_cast_mage M 12025 spec_breath_any M 12030 spec_breath_frost M 12031 spec_cast_cleric M 12032 spec_cast_adept M 12034 spec_cast_cleric M 12035 spec_cast_mage M 12036 spec_executioner M 12038 spec_guard M 12039 spec_breath_fire M 12041 spec_breath_frost M 12043 spec_cast_cleric M 12047 spec_cast_mage M 12048 spec_cast_adept M 12049 spec_breath_lightning S #$