6D/
6D/area/
6D/boards/
6D/city/
6D/color/
6D/corpses/
6D/councils/
6D/htowns/
6D/news/
6D/specials/
6D/src/specials/
6D/src/trades/
#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
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#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


#$