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        Manoake City~



#VERSION     11
#AUTHOR      Taon~
#DERIVATIVES ~
#COLOR       11
#HTOWN       ~
#DESC        ~

#RANGES
30 80 1 100
$

#SPELLLIMIT 0
#RESETMSG ~

#FLAGS
0

#CURRENCY 0

#HIGHECONOMY 0 0 0 0 0 -1

#LOWECONOMY 0 31254266 0 999702511 999735513 -1

#CLANNAME none~

#INFLUENCE 0

#MOBILES
#31300
first mob~
a newly created first mob~
Some god abandoned a newly created first mob 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
#31301
thin snake~
&PA thin snake &D~
&PA thin snake, is hanging off a branch overhead &D
~
~
0
Clanname none~
0
0
3 512 -200 C
5 0 0 50d1+5 0d0+1
0 0 0 0 8 
0
115 115 0
5 6 6 15 15 13 17
0 0 0 0 0
58 3 0 0 1 1 0
1 1 65553 0 0 0 262145 524290
> all_greet_prog 5~
mppause 4
mpechoat $n &cA thin snakes head raises into a striking position.&D
mppause 4
~
|
#31302
ugly goblin~
An Ugly Goblin~
An Ugly Goblin is here, awaiting a victim.
~
~
0
Clanname none~
0
0
35 41480 -400 C
11 0 0 5d10+200 1d5+5
0 0 0 0 120 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
9 2 0 0 16384 1 2
0 0 1963 2097664 0 4096 1073746017 526347
> all_greet_prog 100~
if race($n) == dwarf
  mppause 3
  mpechoat $n &CAn Ugly Goblin says, 'You worthless scum die!'&D
endif
~
|
#31303
A Spider~
A venomous spider~
A venomous spider is hanging from a branch, spinning his web.
~
~
0
Clanname none~
0
0
193 33280 0 C
4 0 50 50d1+5 0d0+0
0 0 0 0 0 
0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
62 3 0 0 1 1 0
0 0 21 0 0 0 1074003969 10
#31304
A Old Dwarf~
an old dwarf~
An old dwarf is cleaning his home.
~
~
0
Clanname none~
0
0
16777223 172 0 C
45 0 -100 1d500+8000 1d5+20
0 0 0 0 500 
0
115 115 1
16 13 13 13 13 13 13
0 0 0 0 0
2 2 0 0 1 1 2
0 0 1999 2099200 0 0 1375731776 2305
> all_greet_prog 100~
if ispc($n)
  if race($n) == dwarf
    mppause 3
    ponder
    mppause 2
    mpechoat $n &CAn old dwarf says, 'Do you just walk into anyone's home?'&D
    mppause 2
    glare $n
  else
    mppause 4
    mpechoat $n &CAn old dwarf says, 'Get out of my house, you fool!'&D
    mppause 3
    slap $n
  endif
endif
~
|
#31305
fierce wolf~
A Fierce Wolf~
A Fierce wolf, is searching for prey
~
~
0
Clanname none~
0
0
229 0 0 C
5 0 -1 5d10+100 0d0+1
0 0 0 0 15 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
65 4 0 0 1 1 0
0 0 1677 0 0 0 1 524290
> all_greet_prog 20~
if ispc($n)
  mppause 3
  mpechoat $n &cThe light blue eyes of the fierce wolf, begin to draw your attention, as the tiny hairs on the wolf's back begin to raise up.&D
endif
~
|
#31306
A Guard~
A very large guard~
A Dwarf Guard, is watching his post 
~
~
0
Clanname none~
0
0
16777219 4194344 0 C
65 0 -100 1d500+6000 2d8+20
0 0 0 0 0 
0
115 115 1
16 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 7
40 40 1165 0 0 0 224 524291
> speech_prog yes~
if ispc($n)
  mppause 3
  nod
  mppause 3
  unlock gate
  open gate
endif
~
> speech_prog no~
if ispc($n)
  mppause 3
  mpechoat $n &CA very large guard says, 'You just don't know what your missing.'&D
endif
~
> speech_prog maybe~
if ispc($n)
  mppause 3
  mpechoat $n &CA very large guard says, 'I think you need to make up your mind!'&D
endif
~
> act_prog p takes flight up and over the closed gate.~
if ispc($n)
  yell Got one coming over the wall into the city, watch yourself!
endif
~
> all_greet_prog 100~
if ispc($n)
  smile $n
  if wasinroom($n) == 31324
    mppause 3
    mpechoat $n &CA very large guard says, 'Want me to let you in the city?'&D
    mpechoat $n &cType &WSAY YES&c, &WSAY NO&c or &WSAY MAYBE&c.&D
  else
    if wasinroom($n) == 31326
      mppause 3
      close gate
      lock gate
    endif
  endif
endif
~
|
#31307
A Boar~
A Wild Boar~
A Wild Boar, is here grunting
~
~
0
Clanname none~
0
0
129 0 0 C
4 0 0 0d0+0 0d0+0
0 0 0 0 10 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
25 4 0 0 1 1 0
0 0 141 0 0 0 1 524290
> all_greet_prog 70~
if ispc($n)
  mppause 3
  grunt
endif
~
|
#31308
A Stout Guard~
a stout guard~
A stout guard stands here, watching his post.
~
~
0
Clanname none~
0
0
16777219 4194344 0 C
35 0 0 0d0+0 2d8+20
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 0
0 0 0 1024 0 0 288 524291
> speech_prog yes~
if ispc($n)
  mppause 3
  nod $n
  mppause 5
  unlock gate
  open gate
endif
~
> speech_prog no~
if ispc($n)
  mppause 8
  mpechoat $n &CA stout guard says, 'I don't blame you, that forest is too creepy for me.'&D
endif
~
> speech_prog maybe~
if ispc($n)
  mppause 5
  mpechoat $n &CA stout guard says,'Well, I think you need to make your mind up.'&D
endif
~
> act_prog p takes flight up and over the closed gate.~
if ispc($n)
  yell Got one coming over the wall leaving the city, watch yourself!
endif
~
> rand_prog 20~
close gate
lock gate
~
> all_greet_prog 100~
if ispc($n)
  if wasinroom($n) == 31325
    if isevil($n)
      mppause 5
      mpechoat $n &CA stout guard says, 'I will keep my eye on you.'&D
    else
      mpechoat $n &CA stout guard says, 'Welcome to the great city of Manoake.'&D
      close gate
      lock gate
    endif
  else
    if wasinroom($n) == 31327
      mppause 3
      mpechoat $n &CA stout guard says, 'Ready to leave?'&D
      mpechoat $n &cType &WSAY YES&c, &WSAY NO&c or &WSAY MAYBE&c.&D
    endif
  endif
endif
~
|
#31309
Father Kasin~
Father Kasin~
Father Kasin is standing on the podium preaching.
~
~
0
Clanname none~
0
0
83886083 0 0 C
77 0 -80 1d500+3000 2d8+20
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 0 0 0 1 1 4
0 0 1415 0 0 0 64 524290
> all_greet_prog 100~
if ispc($n)
  if isevil($n)
    mppause 3
    close door
    close west
    mpechoat $n &cA creek comes from the door as Father Kasin pushes it closed.&D
    mppause 3
    mpechoat $n &CFather Kasin says, 'Please you are not welcome around here, leave now before a constable sees you and throws you in jail.'&D
  else
    mppause 3
    mpechoat $n &CFather Kasin says, 'Hello, welcome to my humble chapel.'&D
  endif
endif
~
|
#31310
Morig~
Morig~
Morig sits behind a long counter.
~
~
0
Clanname none~
0
0
3 4194304 0 C
60 0 -140 2d500+6000 3d8+20
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 5
20 0 205 0 0 0 480 0
> all_greet_prog 100~
if ispc($n)
  mppause 5
  mpechoat $n &CMorig says, 'Kindly remove any gear, you would like me to repair, and type &WREPAIR&C.'&D
endif
~
|
#31311
Hacard~
Hacard~
Hacard sits behind his desk looking busy.
~
~
0
Clanname none~
0
0
65 4202496 0 C
40 0 0 2d500+5000 3d8+20
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 1 0 0 1 1 0
0 0 1743 1024 0 0 1073741888 524290
> rand_prog 10~
if ispc($n)
  mppause 3
  mpechoat $n &cHacard motions toward the Library.&D
endif
~
|
#31312
Soie~
Soie~
Soie is working hard in the gardens
~
~
0
Clanname none~
0
0
3 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 3 0 0 1 1 0
0 0 199 0 0 0 224 524290
> speech_prog yes~
mppause 5
Say Really? What did you need?
mppause 3
~
> speech_prog rose~
mppause 5
say I have a few black roses, but they are very costly to grow.
mppause 7
sigh $n
mppause 6
say I cant just give it away, but for 500 silver I will give you one.
~
> act_prog p gives you 500 silver coins.~
mppause 3
smile $n
mppause 5
say As I promised one black rose.
mppause 6
mpoload 31319
give rose $n
mppause 4
say Well I must be off I have lots of stuff that needs be done.
mppause 4
emote waves goodbye!
~
|
#31313
Manyia chubby dwarven female~
Manyia~
A chubby dwarven female walks around the store.
~
~
0
Clanname none~
0
0
3 4194304 0 C
60 0 -160 2d500+6000 3d8+20
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 6
20 0 0 0 0 0 224 524291
> all_greet_prog 100~
if ispc($n)
  if race($n) == dwarf
    mppause 3
    look $n
    mppause 3
    mpechoat $n &CManyia says, 'Hello $n.race, have a look around.'&D
    mppause 14
    mpechoat $n &CManyia says, 'I will tell ya what I have a pair of gloves made only to fit the small fat fingers of a dwarf.'&D
    mppause 4
    mpechoat $n &CManyia says, 'I'm willing to sell them to you at a killer deal.  Would you like to see them?'&D
    mpechoat $n &cType &WSAY SURE&c to see the gloves.&D
  else
    mppause 2
    mpechoat $n &CManyia says, 'Welcome $n.race, to Manyia's Second Hand Armor Supply!'&D
  endif
endif
~
> speech_prog sure~
if ispc($n)
  mppause 4
  mpechoat $n &CManyia says, 'I might need to hold on to them a bit longer, come back soon I might sell them then.'&D
endif
~
|
#31314
Omair dwarf short~
Omair~
A short dwarf, stands behind the counter trying to make sells
~
~
0
Clanname none~
0
0
1 0 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#31315
reath dwarf ~
reath~
A skinny dwarf walks around hunched over.
~
~
0
Clanname none~
0
0
3 37748736 0 C
55 0 -140 2d500+5000 3d8+20
0 0 0 0 0 
0
115 115 0
14 13 13 15 13 13 13
0 0 0 0 0
2 6 0 0 1 1 5
20 0 0 0 0 0 67109136 524290
> all_greet_prog 100~
if ispc($n)
  mppause 4
  mpechoat $n &CReath says, 'Might I ask you for a small amount of your time?'&D
  mpechoat $n &cType &WSAY YES&c or &WSAY WHY&c to continue.&D
endif
~
> speech_prog yes~
mppause 3
mpechoat $n &CReath says, 'Well, I found this here sword just sitting around.'&D
mppause 3
mpechoat $n &cReath moves his head from side to side looking around the area.&D
mppause 5
mpechoat $n &CReath says, 'Just to be up front with you I'm trying to sell it for some quick gold.'&D
mppause 3
smile
mppause 6
mpechoat $n &CReath says, 'I will tell ya what six hundred gold, and this sword is all yours.'&D
mppause 3
mpechoat $n &cThe skinny dwarf shows off the sword of justice.&D
mppause 7
mpechoat $n &CReath says, 'TRUST ME!  It's well worth it.'&D
mppause 4
mpechoat $n &WGIVE 600 GOLD REATH&c or &WGIVE 2000 GOLD REATH&c to obtain the sword.&D
~
> act_prog p gives you 600 gold coins.~
mppause 3
mpechoat $n &CReath says, 'Wow, you sure did give that up pretty fast...'&D
mppause 3
mpechoat $n &cReath extends his finger to his mouth, and begins rubbing his lips.&D
mppause 5
mpechoat $n &CReath says, 'Hrm, lets make that another three hundred silver coins.'&D
mppause 7
mpechoat $n &CReath says, 'We don't want me walking away feeling ripped off, come on.'&D
~
> act_prog p gives you 300 silver coins.~
if ispc($n)
  mppause 3
  smile $n
  mppause 3
  mpechoat $n &CReath says, 'I must say it has been a pleasure dealing with you!'&D
  mppause 10
  mpechoat $n &CReath says, 'Sucker!'&D
  mpechoat $n &cA shadowy figure reveals himself and rushes up from behind...Klunnnnk!!!&D
  mpdamage $n 100
  mppause 3
  mpechoat $n &cAs your hearing and sight begin to drain away, a loud snicker can be heard coming from Reath.&D
  mppause 3
  mpechoat $n &cYour hearing and sight slowly fade back, as you awake clutching your head in pain.&D
  mptransfer $n 31365
endif
~
> speech_prog why~
if ispc($n)
  mppause 4
  mpechoat $n &CReath says, 'Why???'&D
  mppause 5
  mpechoat $n &cReath shows you the sword of justice.&D
  mppause 4
  mpechoat $n &CReath says, 'That's why! You interested?'&D
endif
~
> act_prog p gives you 2000 gold coins.~
save
if ispc($n)
  mppause 5
  mpechoat $n &CReath says, 'Hrm, good man I see I like you already.'&D
  mppause 3
  remove sword
  mppause 2
  mpechoat $n &cReath cleans the sword up a bit.&D
  mppause 10
  mpechoat $n &CReath says, 'Not a word on where this come from.'&D
  mppause 3
  smile $n
  give sword $n
endif
~
|
#31316
young child dwarf~
A Young Dwarf~
A young dwarf, is wandering around the area.
~
~
0
Clanname none~
0
0
65 0 0 C
6 0 0 5d10+100 0d0+1
0 0 0 0 10 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 3 0 0 1 1 0
0 0 207 0 0 0 64 2
> rand_prog 5~
if ispc($n)
  mppause 4
  smile 
  mppause 3
  mpechoat $n &CA Young Dwarf says, 'Hello, stranger.'&D
  mppause 9
  giggle
endif
~
|
#31317
fat dwarf Gorin~
Gorin~
A fat dwarf, stands behind the counter.
~
~
0
Clanname none~
0
0
16777219 4194304 0 C
50 0 -50 0d0+20000 2d10+8
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 6
50 50 207 0 0 0 192 524290
> all_greet_prog 100~
if iscarrying($n) == 10005
  mpechoat $n &CGorin says, 'Well yah have a message for me do yah?'&D
  mppause 4
  mpechoat $n &CGorin says, 'Give me the message, and I'll tell yah your final task.'&D
else
  mpechoat $n &CGorin says, 'Welcome to the Shop.'&D
endif
~
> act_prog p gives you a writ of scrolled paper.~
mppause 3
mpechoat $n &CGorin says, 'Ok now, your final task is...
mppause 5
mpquest $n narcista 6
mppause 4
mpechoat $n &Cto find the Drow Underground City, and kill 6 Svirfneblin Gnomes!'&D
mppause 3
mpechoat $n &CGorin says, 'You must take the 6 daggers from their corpses and bring them...
mppause 5
mpechoat $n &Cto Sailor Tybias all 6 of them before saying the key words which are...
mppause 5
mpechoat $n &C&WNO GNOMES NO MORE&C.  He will check to see if you gave him 6 then.'&D
~
|
#31318
Krasni short dwarf~
Krasni~
A short dwarf dressed in white robes stands here.
~
~
0
Clanname none~
0
0
3 128 0 C
20 0 0 5d10+200 1d5+5
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 0 0 0 1 1 2
0 0 0 0 0 0 96 526338
> all_greet_prog 100~
if ispc($n)
  if isevil($n)
    mpechoat $n &CKrasni says, 'Evil souls are not welcome here!'&D
    mppause 4
    mpechoat $n &cA short dwarf grabs you and tosses you outside of the Cathedral.&D
    mpdamage $n 5
    mptransfer $n 31379
  endif
endif
~
> all_greet_prog 50~
if rand(50)
  if ispc($n)
    mppause 2
    smile
    mppause 3
    mpechoat $n &CKrasni says, 'How's it going?'&D
  endif
endif
~
> speech_prog good~
if ispc($n)
  mppause 4
  mpechoat $n &CKrasni says, 'That's good to hear, sadly I cannot say the same...'&D
  mppause 5
  mpechoat $n &CKrasni says, 'I've been called to the king ten times today for prayer, he's really missing his sword...'&D
  mppause 5
  mpechoat $n &CKrasni says, 'I think that poorly dressed drunk in the local bar has something to do with it.'&D
endif
~
|
#31319
melda dwarven female~
Melda~
A oversized dwarven female is taking a stroll.
~
~
0
Clanname none~
0
0
16777413 0 0 C
8 0 0 5d10+100 0d0+1
0 0 0 0 8 
0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
2 3 0 0 1 1 0
0 0 0 0 0 0 64 1
> rand_prog 10~
if ispc($n)
mppause 4
mpecho The oversized woman begins to go into a coughing fit.
mppause 4
sit
mpecho The oversized woman's face turns &rred&D as she falls to her knees.
mppause 6
stand
mppause 3
say Thanks for all your help!
mppause 2
glare $n
endif
~
|
#31331
a brown dog~
a brown dog~
A brown dog is here, with his nose to the ground.
~
~
0
Clanname none~
0
0
16777281 0 0 C
4 0 0 50d1+1 0d0+0
0 0 0 0 7 
0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
29 3 0 0 1 1 0
0 0 0 0 0 0 64 0
> all_greet_prog 45~
if ispc($n)
if isevil($n)
growl $n
bark
else
mppause 1
sniffsniff $n
endif
endif
~
> rand_prog 5~
if ispc($n)
foam $n
endif
~
> rand_prog 10~
if ispc($n)
whimper
endif
~
|
#31332
old man Cavik~
Cavik~
An old dwarf is down on his knees in prayer.
~
~
0
Clanname none~
0
0
3 0 -1 C
10 0 30 5d10+100 0d0+1
0 0 0 0 3 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 6 0 0 1 1 1
0 0 0 0 0 0 64 524288
> all_greet_prog 100~
if ispc($n)
  if isevil($n)
    mppause 5
    mpechoat $n &CCavik says, 'HUH!  What are you trying to pull?'&D
  endif
endif
~
> rand_prog 5~
mpecho &CCavik says, 'Forgive me!'&D
~
|
#31333
Toggin dwarf dressed~
Toggin~
A well dressed dwarf is standing here.
~
~
0
Clanname none~
0
0
3 128 0 C
50 0 -140 2d500+5000 3d8+20
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 2 0 0 1 1 4
0 0 0 1024 0 0 256 524289
> speech_prog yes~
if ispc($n)
  mppause 3
  nod
  mppause 3
  mpechoat $n &CToggin says, 'Sure thing!'&D
  mppause 3
  open double
  mppause 2
  mpechoat $n &CToggin says, 'I hope you enjoy your visit.'&D
  mppause 5
  bow
endif
~
> speech_prog no~
if ispc($n)
  mppause 3
  mpechoat $n &CToggin says, 'Fine! I was just making a effort to be nice.'&D
endif
~
> all_greet_prog 100~
if ispc($n)
  if wasinroom($n) == 31379
    if isevil($n)
      mppause 3
      mpechoat $n &CToggin says, 'You're not really welcome here, but it's not not my place to stop you from going in.'&D
    else
      mppause 3
      mpechoat $n &CToggin says, 'Welcome to Manoake's Cathedral.'&D
      mppause 4
      mpechoat $n &CToggin says, 'Would you like for me to get the door?'&D
      mpechoat $n &cType &WSAY YES&c or &WSAY NO&c to answer.&D
    endif
  endif
endif
~
|
#31334
Saile dwarf~
Saile~
A well dressed dwarven female stands here
~
~
0
Clanname none~
0
0
3 0 0 C
40 0 -100 2d500+2500 3d5+20
0 0 0 0 30 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
2 1 0 0 1 1 3
0 0 0 0 0 0 64 524291
#31335
dwarven warrior~
A dwarven warrior~
A dwarven warrior stands proudly here.
~
~
0
Clanname none~
0
0
65 0 0 C
20 0 -50 2d200+1000 2d5+20
0 0 0 0 43 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 3
0 0 0 0 0 0 272 524289
#31336
Lady Kristin~
Lady Kristin~
Lady Kristin makes her way around the busy hallway.
~
~
0
Clanname none~
0
0
65 0 0 C
45 0 -100 2d500+2500 3d6+20
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
2 5 0 0 1 1 4
0 0 0 0 0 0 320 3
#31337
Choir member~
Choir member~
A well dressed choir member sings a note
~
~
0
Clanname none~
0
0
16777219 0 0 C
4 0 50 50d1+5 0d0+0
0 0 0 0 10 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#31338
Raven bird black~
a raven~
A dark colored bird flies low overhead.
~
~
0
Clanname none~
0
0
16777281 524288 0 C
3 0 50 50d1+5 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 18 0 0 1 1 0
0 0 0 0 0 0 0 0
#31339
old dwarf wise~
A wise man~
An old dwarf stands to one side of the fountain.
~
~
0
Clanname none~
0
0
3 0 0 C
40 0 -90 2d500+2500 3d6+20
0 0 0 0 0 
0
115 115 1
18 13 13 13 14 13 13
0 0 0 0 0
2 1 0 0 1 1 4
0 0 0 0 0 0 320 524288
> all_greet_prog 25~
if ispc($n)
  if isevil($n)
    mppause 1
    growl $n
  else
    mppause 1
    smile $n
  endif
endif
~
> act_prog p arrives from the west.~
nod $n
~
> all_greet_prog 50~
if race($n) == "dwarf"
  mppause 3
  mpechoat $n &CA wise man says, 'Why! Hello there buddy...'&D
endif
~
|
#31340
traveling merchant~
A traveling merchant~
A traveling merchant is trying to sell off his goods here.
~
~
0
Clanname none~
0
0
16777285 0 0 C
23 0 -50 2d200+1000 2d6+20
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 16 0 0 1 1 3
0 0 0 0 0 0 64 3
> all_greet_prog 100~
if ispc($n)
  mppause 3
  mpechoat $n &CA traveling merchant says, 'Might I interest you in buying a item?'&D
endif
~
> speech_prog no~
if ispc($n)
  mppause 1
  mpechoat $n &CA traveling merchant says, 'It's your loss not mine.'&D
  mppause 3
  smile
endif
~
> all_greet_prog 10~
if ispc($n)
  follow $n
  mppause 25
  mpechoat $n &CA traveling merchant says, 'I just thought you might want to take a look at the stuff I have.'&D
  mpechoat $n &cType &WSAY LEAVE&c to get him to leave you alone.&D
endif
~
> speech_prog leave~
if ispc($n)
  mppause 4
  mpechoat $n &CA traveling merchant says, 'Ok, Ok I will leave you alone.'&D
  follow self
  N
  N
  w
  s
  e
  e
  n
  w
  s
endif
~
|
#31341
raluff dwarf burly~
Raluff~
A burly dwarf stands behind the large counter.
~
~
0
Clanname none~
0
0
3 0 0 C
50 0 -140 2d500+6000 3d8+20
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 5
0 0 0 0 0 0 0 0
> speech_prog wooden~
if ispc($n)
  mppause 3
  mpechoat $n &CRaluff says, 'It's very lightweight and cheap making it a ideal shield for the young ones.'&D
endif
~
> speech_prog metal~
if ispc($n)
  mppause 5
  mpechoat $n &CRaluff says, 'Ahhh, nice pick might I say.'&D
  mppause 2
  cough
  mppause 4
  mpechoat $n &CRaluff says, 'I made this shield within the walls of this very shop. To help
  mpechoat $n &Cdwarven warriors, or other warriors have a decent shield while in combat.'&D
endif
~
> all_greet_prog 100~
if ispc($n)
  mppause 4
  mpechoat $n &CRaluff says, 'Hello, Welcome to Raluff's Shield and Small Arms Supply.'&D
  mppause 8 
  mpechoat $n &CRaluff says, 'If you have a question about a certain item just say its name.'&D
endif
~
> speech_prog stone~
if ispc($n)
  mppause 3
  mpechoat $n &CRaluff says, 'This shield is great for fighting dragons, its made of thick hard stone,
  mpechoat $n &Cthat seems to shield very well against their breaths.  Although its weight
  mpechoat $n &Cdoes make it very hard to carry around for long periods of time, also makes
  mpechoat $n &Cit hard to move around while trying to use it in combat.'&D
endif
~
> speech_prog golden~
if ispc($n)
  mppause 4
  mpechoat $n &CRaluff says, 'It's a lightweight and sharp weapon that has proven to be very easy
  mpechoat $n &Cto use.  The gold on the dagger is simply plated over the long lasting
  mpechoat $n &Csharp steel blade.'&D
endif
~
> speech_prog pocket~
if ispc($n)
  mppause 4
  mpechoat $n &CRaluff says, 'It's small and great for the young ones, nothing really good about it.
  mpechoat $n &CIt's just like all the other pocket knives really.'&D
endif
~
|
#31342
Kaygem~
Kaygem~
An ugly dwarf stands at the table in the middle of the room.
~
~
0
Clanname none~
0
0
3 0 0 C
35 0 -50 1d500+1600 2d8+20
0 0 0 0 100 
0
115 115 1
15 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 3
0 0 0 0 0 0 256 524290
> all_greet_prog 100~
if ispc($n)
  mppause 4
  mpechoat $n &cAn ugly dwarf takes his focus off his work, and looks up at you.&D
  mppause 7
  mpechoat $n &CKaygem says, 'Hrm...'&D
  mppause 7
  mpechoat $n &cAn ugly dwarf looks back down at the table.&D
  mppause 100
  tap
  mppause 20
  mpechoat $n &cAn ugly dwarf looks back up.&D
  mppause 6
  mpechoat $n &CKaygem says, 'You are still here?'&D
endif
~
> speech_prog yes~
if ispc($n)
  mppause 5
  mpechoat $n &CKaygem says, 'Well, unless you have something you would like to talk about, please leave.'&D
endif
~
|
#31343
commoner~
A commoner~
A commoner makes his way down the busy streets.
~
~
0
Clanname none~
0
0
16777281 0 0 C
9 0 30 5d10+100 0d0+1
0 0 0 0 13 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 1
0 0 0 0 0 0 0 2
> rand_prog 5~
if ispc($n)
  mppause 3
  mpechoat $n &CA commoner says, 'I hear Raluff is having a good sell on shields this week!'&D
  mppause 2
  smile
endif
~
|
#31344
a fat mule~
a fat mule~
Some god abandoned a newly created a fat mule here.
~
~
0
Clanname none~
0
0
1 0 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#31345
Nakren~
Nakren~
A very old gardener takes his time maintaining the gardens.
~
~
0
Clanname none~
0
0
16777281 0 0 C
5 0 80 3d10+1 0d0+1
0 0 0 0 132 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 7 0 0 1 1 0
0 0 0 0 0 0 64 1
> all_greet_prog 100~
if ispc($n)
  mppause 6
  mpechoat $n &CNakren says, 'Welcome to Manoake's exclusive gardens!'&D
endif
~
> speech_prog rose~
save
if ispc($n)
  mppause 5
  mpechoat $n &CNakren says, 'OoOo!  That's a very rare rose you're hunting.  If I was you, I would track down Selie.  She tends to all the roses around here.'&D
  mpechoat $n &cType &WSAY WHERE?&c to find out.&D
endif
~
> speech_prog where?~
if ispc($n)
  if isevil($n)
    look $n
    mpechoat $n &CNakren says, 'I would never tell you.'&D
  else
    mppause 7
    mpechoat $n &CNakren says, 'They tend to keep her busy around the gardens outside of the city.'&D
  endif
endif
~
|
#31346
robust dwarf Seznog~
Seznog~
A robust dwarf stands behind the small counter.
~
~
0
Clanname none~
0
0
67108867 4194304 0 C
50 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 1 0 0 1 1 0
0 0 0 0 0 0 0 0
#31347
Krolin strong dwarf~
Krolin~
A strong dwarf keeps a close eye on his jewelry.
~
~
0
Clanname none~
0
0
16777219 4194432 0 C
35 0 -80 1d500+1600 2d8+20
0 0 0 0 133 
0
115 115 1
13 13 13 14 13 13 13
0 0 0 0 0
2 4 0 0 1 1 4
0 0 0 0 0 0 336 524289
> all_greet_prog 100~
if ispc($n)
  if isevil($n)
    mppause 3
    mpechoat $n &CKrolin says, ,'I will be keeping my eye on you!'&D
  else
    mppause 3
    mpechoat $n &CKrolin says, 'Be my guest, have a look around.'&D
  endif
endif
~
|
#31348
creepy dwarf brunk~
Brunk~
A creepy dwarf stands here selling potions.
~
~
0
Clanname none~
0
0
1090519043 4194432 0 C
37 0 -80 1d200+1400 2d8+18
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 3 0 0 1 1 3
0 0 0 0 0 0 80 3
> all_greet_prog 50~
if ispc($n)
  mpechoat $n &cA creepy dwarf takes a long look at you.&D
  mppause 4
  mpechoat $n &CBrunk says, 'Have a look around.'&D
endif
~
|
#31349
Hirrek dwarf short fat~
Hirrek~
A short fat dwarf is here selling weapons.
~
~
0
Clanname none~
0
0
3 0 0 C
40 0 -80 2d500+2500 3d6+20
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 4
0 0 0 0 0 0 304 524291
> all_greet_prog 100~
if ispc($n)
  mppause 2
  mpechoat $n &CHirrek says, 'Come right on in, what can I help you with?'&D
endif
~
|
#31350
elite palace guard warrior dwarf dwarven~
a palace guard~
An elite dwarven warrior serves as a palace guard.
~
~
0
Clanname none~
0
0
3 2048 0 C
74 0 -180 2d500+8000 3d5+20
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 8
50 50 0 0 0 0 288 3
> all_greet_prog 100~
if isimmort($n)
else
  if ispc($n)
    if isevil ($n)
      mppause 3
      mpat $n mpechoat $n &CA palace guard says, 'Ha! you must think I'm blind.. your nothing but trouble.'&D
      mpat $n mpechoat $n &cA elite palace guard grabs you by the arm and escorts you away from the&D
      mpat $n mpechoat $n &centrance of the palace.&D
      mptransfer $n 31417
    endif
  endif
endif
~
|
#31351
a small red crab~
a beached fish~
A odd colored fish flops around on the sand trying to make its way back to the water.
~
~
0
Clanname none~
0
0
1 0 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#31370
Craonin~
Craonin~
Craonin sits on a bench working on one of his carvings.
~
~
0
Clanname none~
0
0
3 0 0 C
33 0 -50 1d500+1600 2d6+10
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 17 0 0 1 1 3
0 0 0 0 0 0 272 6145
> all_greet_prog 100~
if ispc($n)
  mpechoat $n &CCraonin says, 'Could I interest you in investing into some of my art?'&D
  mppause 4
  mpechoat $n &CCraonin says, 'It's wood work, but I'm the best there is!'&D
endif
~
|
#31371
a palace visitor~
a palace visitor~
A palace visitor makes his way around the busy halls.
~
~
0
Clanname none~
0
0
3 0 0 C
25 0 0 0d0+0 0d0+0
0 0 0 0 103 
0
115 115 1
13 13 13 13 15 13 13
0 0 0 0 0
0 16 0 0 1 1 0
0 0 0 0 0 0 64 1
#31376
royal advisor~
a royal advisor~
A royal advisor, stands here muttering a few words below his breath.
~
~
0
Clanname none~
0
0
65 32 0 C
78 0 -200 2d200+10000 2d6+10
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 5 0 0 1 1 8
50 50 0 0 0 0 112 3
> all_greet_prog 20~
if ispc($n)
  mppause 2
  grin 
endif
~
> rand_prog 3~
if ispc($n)
  mpechoat $n &cA royal advisor looks at you.&D
  mppause 5
  mpechoat $n &CA royal advisor says, 'I swear that page, is always running his loud mouth!'&D
endif
~
|
#31377
jester funny dwarf~
A jester~
A funny looking dwarf stands beside the king's throne, looking very anxious.
~
~
0
Clanname none~
0
0
1073741827 0 0 C
20 0 -50 2d200+500 2d6+10
0 0 0 0 67 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 17 0 0 1 1 3
0 0 0 0 0 0 80 3
> greet_prog 25~
if race($n) != dwarf
  mppause 7
  giggle $n
  mppause 4
  mpechoat $n &CA jester says, 'Oh! My I thought I looked funny!'&D
endif
~
> greet_prog 100~
if htown($n) == Dakar City
  if rand(50)
    tell $n Begone from here vile scum! Your kind is not welcome here.
  else
    snarl $n
  endif
else
if istagged($n,manoakegreets)
if quest(saintmanoake) > 2
tell $n Welcome back to Manoake, Viceroy $n. My Lord the King, shall be right with thee.
else
tell $n My personal Hero! Within these walls, thine art always welcome.
mppause 8
tell $n Do you wish to speak with My Lord the King?
endif
else
tell $n Welcome to Manoake. Art thou new here? Dost thou wishest to speak with mine Lord?
mppause 5
tell $n Thou art welcome to wait, but if I were thee, I would not get mine hopes up. For My Lord, being a busy King, dost not have time for thine self.
mptag noexpire $n manoakegreets
endif
endif
save
~
> speech_prog yes king~
if quest(saintmanoake) < 2
  if quest(jesterlute) > 3
    tell $n Of course. My Lord will be right with you.
    mppause 12
    mpe &cThe Jester winks at you before clearing his throat and announces 
    mpe &cwith a deep and surprisingly melodious voice,&D
    mppause 20
    mpe &YThe honorable $n to see you your majesty!&D
  endif
endif
~
> give_prog 'jesters harp' '31493'~
say Yay! Thanks!
mppause 10
give harp $n
~
|
#31378
very old dwarf~
a very old dwarf~
A wrinkled up old dwarf stands here breathing heavily.
~
~
0
Clanname none~
0
0
1027 0 0 C
80 0 -200 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 8
50 50 0 0 0 0 304 3
#31379
constable dwarf~
An extremely large constable~
An extremely large constable stands here watching over the cells.
~
~
0
Clanname none~
0
0
3 2048 0 C
79 0 -200 2d500+10000 3d8+20
0 0 0 0 200 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 8
50 50 0 0 0 0 208 524291
> time_prog 18~
mpechoat $n &CAn extremely large constable says,'Well I guess its time to let the sleepers go!'&D
unlock south
open south
south
mppause 2
mpechoat $n &CAn extremely large constable says,'Ok! Let that be a lesson, no sleeping on the city streets.'&D
mppause 25
mpechoat $n &CAn extremely large constable says,'Well I don't have all day... lets get going.'&D
mppause 25
mpechoat $n &CAn extremely large constable says,'Stay then!'&D
mppause 5
north
close cell
lock cell
~
> act_prog p arrives from the north.~
if ispc($n)
  if isevil($n)
    mppause 3
    mpechoat $n &CAn extremely large constable says,'I heard you was wondering about!'&D
    mpechoat $n &cAn extremely large constable grabs you and throws you into the cell to the south.
    mptransfer $n 31489
  else
    mppause 3
    mpechoat $n &CAn extremely large constable says,'What do you want?'&D
  endif
endif
~
> time_prog 12~
mpechoat $n &CAn extremely large constable says,'Hmm, I guess they have spent enough time in there.'&D
mppause 5
unlock south
mppause 3
open south
mppause 3
south
mppause 3
mpechoat $n &CAn extremely large constable says,'Ok, now let that be a lesson, no sleeping on the streets of Manoake.'&D
mppause 23
mpechoat $n &CAn extremely large constable says,'I don't have all day...'&D
mppause 24
mpechoat $n &CAn extremely large constable says,'Well stay then.'&D
mppause 6
north
close cell
lock cell
~
|
#31380
bar keep dwarven barkeep dwarf short fat~
an overweight dwarf~
An overweight dwarven barkeep stands behind the counter, taking orders.
~
~
0
Clanname none~
0
0
16777219 0 0 C
50 0 -140 2d500+6000 3d8+20
0 0 0 0 299 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 5
0 0 0 0 0 0 368 524291
> all_greet_prog 100~
if ispc($n)
  mppause 3
  mpechoat $n &CAn overweight dwarf says, 'Hello their buddy, welcome to my Tavern.  What can I get you?'&D
  mppause 33
  mpechoat $n &CAn overweight dwarf says, 'Please don't just keep standing their, have a seat.'&D
endif
~
> speech_prog Fight~
if ispc($n)
  mppause 3
  mpechoat $n &cThe poorly dressed fat dwarf gets in your face.&D
  mppause 3
  mpechoat $n &CAn overweight dwarf says, 'Did I hear you say you wanted to fight?'&D
  mppause 4
  mpechoat $n &cThe poorly dressed fat dwarf begins to sway back and forth.&D
endif
~
> speech_prog sure~
if ispc($n)
  if race($n) == dwarf
    mppause 3
    mpechoat $n &CAn overweight dwarf says, 'You're lucky I don't kill my own kind!'&D
  else
    mppause 4
    mpechoat $n &CAn overweight dwarf says, 'DIE!'&D
    murder $n
  endif
endif
~
|
#31381
local dwarf beggar~
A dirty dwarf~
A dirty local beggar stands here, dressed in rags.
~
~
0
Clanname none~
0
0
1 0 0 C
6 0 50 30d1+5 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 0
0 0 0 0 0 0 64 2
> all_greet_prog 20~
if ispc($n)
  mppause 3
  mpechoat $n &CA dirty dwarf says, 'Please, just one bronze coin I beg of you.'&D
endif
~
> rand_prog 10~
if ispc($n)
  mpechoat $n &CA dirty dwarf says, 'Please, just a few spare coins...that's all I ask.'&D
endif
~
|
#31382
glittering blue fish~
A glittering blue fish~
A glittering blue fish, moves with haste through the strong currents.
~
~
0
Clanname none~
0
0
16777251 0 0 C
4 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
77 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#31383
a massive guard~
a massive guard~
A massive dwarven guard, stands here watching his post.
~
~
0
Clanname none~
0
0
16777219 8 0 C
30 0 -10 4d5+800 3d6+12
0 0 0 0 3 
0
115 115 1
14 13 13 15 13 13 13
-2 -1 -3 0 -3
2 4 0 0 1 1 3
0 0 0 0 0 0 48 2
#31388
dwarf poorly dressed fat~
A fat dwarf~
A poorly dressed fat dwarf stands by the bar waiting for a drink.
~
~
0
Clanname none~
0
0
3 0 0 C
15 0 50 2d10+100 1d2+5
0 0 0 0 10 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 3 0 0 1 1 1
0 0 0 0 0 0 256 0
> act_prog p sits on a bar stool.~
if ispc($n)
  mppause 10
  mpechoat $n &CA fat dwarf says, 'What's on your mind?'&D
  mppause 3
  look $n
  mppause 3
  mpechoat $n &CA fat dwarf says, 'Yeah I'm talking to you.'&D
  mppause 7
  mpechoat $n &cA fat dwarf takes a big gulp, out of this jar of ale.&D
  mppause 2
  smile $n
  mppause 8
  mpechoat $n &CA fat dwarf says, 'Did you hear about the King's sword getting stolen?'&D
endif
~
> act_prog p nods to you.~
if ispc($n)
  mppause 5
  smile $n
  mppause 3
  mpechoat $n &cA fat dwarf takes a large gulp of ale from a almost empty jar.&D
  mppause 5
  mpechoat $n &CA fat dwarf says, 'I hear it was that worthless Reath that took it, but I guess it's none of my concern.'&D
  mppause 10
  mpechoat $n &CA fat dwarf says, 'Don't let that turkey pull you around, if you offer him around two thousand gold he might not rip you off, and just walk away a rich man.'&D 
  mppause 7
  mpechoat $n &CA fat dwarf says, 'One more thing...shhhh!!! Don't let this get out.'&D
endif
~
|
#31389
Traveling bard human~
A human bard~
Some god abandoned a newly created Traveling bard human here.
~
~
0
Clanname none~
0
0
1073741827 0 0 C
18 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 17 0 0 1 1 0
0 0 0 0 0 0 0 0
#31390
a small goblin~
a small goblin~
A small goblin stands here awaiting his next victim.
~
~
0
Clanname none~
0
0
16777313 0 -600 C
5 0 70 2d10+100 0d0+0
0 0 0 0 5 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
9 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#31391
a large lizard~
a large lizard~
A very large lizard walks about slowly here.
~
~
0
Clanname none~
0
0
16777219 0 0 C
9 0 80 2d10+100 0d0+0
0 0 0 0 5 
0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
78 3 0 0 1 1 0
0 0 0 0 0 0 1 0
#31392
armored knight~
an armored knight~
An armored knight stands proudly here.
~
~
0
Clanname none~
0
0
1&32 0 1000 C
62 0 -100 0d0+6000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 5 0 0 1 1 5
40 40 135 0 0 0 32 4098
#31393
bearded pirate human~
a bearded pirate~
A bearded pirate staggers around here.
~
~
0
Clanname none~
0
0
16777217 32768 0 C
65 0 -100 0d0+6000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 7
40 40 231 0 0 0 32 524291
#31394
middle aged dwarf chubby~
a chubby dwarf~
A middle aged dwarf clears his throat before reading.
~
~
0
Clanname none~
0
0
16777219 0 0 C
75 0 -180 0d0+8000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 8
50 50 0 0 0 0 16 524291
#31395
ghostly form~
a ghostly form~
A pale white zombie mopes around the room.
~
~
0
Clanname none~
0
0
1 0 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
67 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#31396
mountain lion large wild cat~
a mountain lion~
A large wild cat, runs around the edges of the pathway.
~
~
0
Clanname none~
0
0
16777281 0 0 C
6 0 50 30d1+5 0d0+0
0 0 0 0 25 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
83 4 0 0 1 1 1
0 0 0 0 0 0 1 2
#31397
Krovaki middle aged dwarf~
Krovaki~
A middle aged dwarf tends to his house duties.
~
~
0
Clanname none~
0
0
3 0 0 C
26 0 -50 2d200+500 2d6+10
0 0 0 0 100 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 3
0 0 0 0 0 0 32 2
> all_greet_prog 75~
if ispc($n)
  if isevil($n)
    mppause 3
    mpechoat $n &CKrovaki says, 'Leave my house you evil being.'&D
  else
    mppause 4
    mpechoat $n &CKrovaki says, 'You just walk into anyone's home?'&D
    mppause 3
    peer $n
  endif
endif
~
|
#31398
Dwarven priest~
a dwarven priest~
A dwarven priest makes his way around the pews.
~
~
0
Clanname none~
0
0
16777219 0 0 C
30 0 -80 1d500+1600 2d8+20
0 0 0 0 100 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 0 0 0 1 1 4
0 0 0 0 0 0 0 0
#31399
dwarven high priest Vregion~
Vregion~
The dwarven high priest, Vregion stands over those in prayer.
~
~
0
Clanname none~
0
0
16777219 128 -1 C
100 0 -140 2d500+2500 3d6+20
0 0 0 0 0 
0
115 115 1
14 15 20 13 13 13 13
0 0 0 0 0
2 0 0 0 1 1 4
0 0 0 0 0 0 201588736 3
> all_greet_prog 60~
if ispc($n)
  if isevil($n)
    sigh $n
  else
    mppause 3
    mpechoat $n &CVregion says, 'Hello, my brother, what brings you to the altar?'&D
  endif
endif
~
> speech_prog murder~
if ispc($n)
  mppause 5
  mpechoat $n &CVregion says, 'Was it in cold blood?  Or was it an act to keep you safe, my brother?'&D
  mppause 2
  peer
  mppause 3
  mpechoat $n &CVregion says, 'Never mind that, I can tell you're a good being!'&D
  mppause 4
  mpechoat $n &cVregion begins to chant a few words, while digging his hands into his flowing white robe.&D
  mppause 3
  mpechoat $n &cVregion pulls his hands from the robe revealing a small vial of Holy water.&D
  mppause 5
  mpechoat $n &cVregion pours a little of the water onto his finger tips, then he places his fingers on your head drawing a invisible cross.&D
  mppause 3
  mpechoat $n &CVregion says, 'I feel he shall forgive you of your crimes!'&D
  c 'aura of courage' $n
endif
~
> speech_prog 'forgive me'~
if race($n) == Celestial
  mppause 3
  mpechoat $n &CVregion says, 'Heaven take thee!'&D
  mppause 3
  mptrans $n 31000
  mpat 31000 mpforce $n emote arrives in blinding light!
  mpat 31000 mpforce $n look
endif
~
> speech_prog sin~
if ispc($n)
  if race($n) == dwarf
    mppause 3
    mpechoat $n &CVregion says, 'We all sin, my brother.'&D
    mppause 6
    mpechoat $n &CVregion says, 'Please take a seat in the floor, and I shall bless you.'&D
  else
    mppause 3
    mpechoat $n &CVregion says, 'My friend, we all sin.'&D
    mppause 6
    mpechoat $n &CVregion says, 'Please take a seat in the floor, and I will pray with you.'&D
  endif
  c bless $n
endif
~
> act_prog p sits down~
if ispc($n)
  if race($n) == dwarf
    mppause 3
    mpechoat $n &BVregion faces you and begins to mutter a few words.&D
    mppause 4
    c bless $n
  else
    mppause 4
    mpechoat $n &BVregion kneels on one knee beside you and says a few words of prayer.
  endif
endif
~
|
#31400
crypt keeper~
a crypt keeper~
A dwarven crypt keeper, stands here guarding the gateway to the south.
~
~
0
Clanname none~
0
0
3 0 0 C
15 0 0 2d10+200 1d2+5
0 0 0 0 46 
0
115 115 1
16 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 2
0 0 0 0 0 0 0 0
#31401
dwarven king bearded short~
Raedon~
The short bearded man stands proudly as the dwarven king.
~
~
0
Clanname none~
0
0
3 0 0 C
84 0 -220 2d500+15000 2d6+30
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 8
60 60 0 0 0 0 176 3
> all_greet_prog 20~
if ispc($n)
  if race($n) == dwarf
    mppause 6
    smile $n
    mppause 8
    mpechoat $n &CRaedon says, 'What is it you seek fellow dwarf?'&D
  else
    mppause 6
    peer
  endif
endif
~
> act_prog p gives you a sword of justice.~
if ispc($n)
  mppause 3
  mpechoat $n &CRaedon says, 'You have returned my sword...'&D
  mppause 4
  grin
  mppause 5
  yell Citizens of Manoake hear me as I proclaim $n, a true supporter of the Kingdom.
  mppause 3
  mpechoat $n &CRaedon says, 'Now, for a reward for my new friend.'&D
  mppause 2
  mpoload 31309 30
  give shield $n
  drop shield
endif
~
> all_greet_prog 40~
if ispc($n)
  if race($n) == dwarf
    if rand(30)
      mppause 2
      mpechoat $n &CRaedon says, 'Hello, kind commoner have you happened to have seen the sword of justice?'&D
      mppause 3
      smile
      mppause 6
      mpechoat $n &CRaedon says, 'I Shall give the glory of Manoake, to the one who can bring me my sword.'&D
    endif
  endif
endif
~
|
#31403
lendra dwarven queen lady~
Lendra~
A short stout lady wearing graceful armor is taking a stroll here.
~
~
0
Clanname none~
0
0
1 0 0 C
51 0 -100 2d500+2500 3d6+20
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
2 3 0 0 1 1 4
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if sex($n) == female
  mppause 15
  mpechoat $n &CLendra says, 'Don't listen to that jester he can take stuff to far sometimes.'&D
else
  mppause 15
  smile
endif
~
> all_greet_prog 25~
if ispc($n)
  mppause 4
  mpechoat $n &CLendra says, 'Oh my, I'm never going to hear the end of this.'&D
  mppause 3
  mpechoat $n &CLendra says, 'Raedon's sword has been stolen.  He's so mad he wont even attempt to come to bed for some much needed sleep.'&D
endif
~
|
#31404
royal page~
a royal page~
An over dressed royal page is here, spreading local gossip.
~
~
0
Clanname none~
0
0
16777281 0 0 C
28 0 -50 2d200+500 2d5+10
0 0 0 0 0 
0
115 115 0
14 13 13 13 13 13 13
0 0 0 0 0
2 5 0 0 1 1 3
0 0 0 0 0 0 16 524289
> rand_prog 10~
if ispc($n)
  if rand(5)
    mppause 2
    mpechoat $n &CA royal page says, 'I hear the king seeks his sword.  The Mighty Sword of Justice!'&D
    mppause 3 
    mpechoat $n &CA royal page says, 'The king say's the blade has been stolen by a foul soul, and to whomever that can return the blade shall gain the glory of the citizens of Manoake.'&D
  endif
endif
~
|
#31405
swarm of tiny insects~
a swarm of tiny insects~
A huge swarm of tiny insects flies around.
~
~
0
Clanname none~
0
0
3 0 0 C
4 0 50 30d1+5 0d0+0
0 0 0 0 20 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
79 3 0 0 1 1 0
0 0 0 0 0 0 1 0
#31406
long black cape~
a long black cape~
A long dark colored cape, lays on the ground 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
#31407
fearsome beast~
a fearsome beast~
A winged, fearsome beast hovers slightly overhead.
~
~
0
Clanname none~
0
0
16777281&32 1145604616 0 C
80 0 -200 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 8
50 50 0 0 0 0 161 4105
> fight_prog 10~
if rand(2)
  mpechoat $t &CA fearsome beast says, 'Your soul shall be mine!'&D
else
  if rand(5)
    mpechoat $t &c$i extends their arm, and reaches over your head.&D
    mpdamage $t 100
  endif
endif
~
|
#31408
Thromdike young dwarf~
Thromdike~
A young dwarf lounges around here
~
Thromdike is a young dwarf, and is eager to follow his ancestors footsteps 
in mining. He seldom gets out of the city though. 
~
0
Clanname none~
0
0
16777281 0 0 C
5 0 300 0d0+22 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
2 4 0 0 1 1 0
0 0 2047 0 0 0 0 0
> act_prog 'throat before they begin singing a song to you.'~
mpechoat $n &CThromdike says, 'Ahh...I like that.'&D
if iscarrying($n) == 4658
  wink
else
  mpechoat $n &CThromdike says, 'Ok, let me give you this book.'&D
  mpoload 4658
  give book $n
endif
~
> speech_prog 'Off To Work We Go'~
mpechoat $n &cThromdike ponders a bit.&D
mpechoat $n &CThromdike says, 'Oh.'&D
mpechoat $n &CThromdike says, 'That book I picked up in the Paleon Atheneum.'&D
mppause 2
mpechoat $n &CThromdike says, 'Well, actually I liked some parts of the book and don't really want to part with it.'&D
mppause 2
mpechoat $n &CThromdike says, 'Tell you what, why don't you sing for me and if I like your tune, I'll give the book back to you?'&D
mpechoat $n &cType &WSING THROMDIKE&c to get the book.&D
~
|
#31450
last mob~
a newly created last mob~
Some god abandoned a newly created last mob 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
#31300
first obj~
a newly created first obj~
Some god dropped a newly created first obj here.~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31301
campfire fire camp pit~
&zA &wp&zi&wt&z encircled with black stones,&D~
&RA fire pit encircled with black stones.&D~
~
34 1 0
100 0 0 0 0 0 0
1 0 0
1
2
0
0
0
0
S 0 0
#31302
some burning Embers~
A Burning Ember~
&RA burning ember, lays here burning red hot.&D~
~
1 128 16385
0 0 2 0 0 0 0
1 1 0
1
3
0
0
0
0
S 0 0
#31303
A Sign~
a newly created A Sign~
&OA small wooden sign,&g has been placed in the ground.~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
E
The sign reads, To the northeast,  To the east,~
/\
           _
~
E
The sign reads, To the northeast,  To the east,~
(null)~
E
look sign~
/\
          ^
         ^
         |
~
#31304
A Sword~
&w A Silver Short Sword&D~
&w A Silver Short Sword,&g litters the ground here.&D~
~
5 2 8193
0 7 16 1 0 0 0
3 0 0
1
0
0
0
0
0
S 0 0
A
5 1
A
24 2
#31305
crystal staff~
A Crystal Staff~
A Crystal staff, is sparkling on the ground.~
~
5 256 8193
0 20 40 4 11 0 0
3 100 10
1
0
0
0
0
0
S 0 0
A
4 1
A
18 1
A
12 20
A
13 -5
#31306
A Old Map~
A old map~
A old map, lays here.~
~
45 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31307
chest~
A fine oak chest trimmed in gold.~
A fine oak chest trimmed in gold sits in the corner of the room~
~
15 0 0
40 1 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31308
a iron-casted fireplace~
a iron-casted fireplace~
A fireplace made from casted-iron rest against the wall.~
~
12 0 0
100 40 0 0 0 0 0
1000 0 0
1
13
0
0
0
0
S 0 0
#31309
A polished silver shield bearing a dwarven crest.~
A polished silver shield bearing a dwarven crest~
A polished silver shield bearing a dwarven crest slightly hovers above the ground.~
~
9 4418 513
30 30 0 0 0 0 0
8 266 50
3
8
0
0
0
0
S 0 0
A
13 20
A
24 -2
A
23 -1
A
5 1
A
25 2
A
2 -1
A
19 2
#31310
a pair of leather boots covered in a dark woven steel~
a pair of dark steel boots~
A pair of dark steel boots lies here.~
~
9 258 65
10 10 0 0 0 0 0
5 34 3
2
13
0
0
0
0
S 0 0
E
boots boot dark steel leather~
&zA close look at the boots reveals a masterpiece in craftsmanship in
the part of the maker of these fine leather boots, that have a thin
layer of woven steel matted over the top of them for extra protection.
~
A
18 -1
A
12 -5
A
4 -1
#31311
a pair of cast iron leg guards~
a pair of cast iron leg guards~
A pair of cast iron leg guards lay on the ground.~
~
9 524288 33
10 10 0 0 0 0 0
10 0 0
1
13
0
0
0
0
S 0 0
A
2 -1
A
17 -1
A
21 1
A
23 -1
A
5 1
#31314
stones small sitting flat~
a few sitting stones~
&zA few small flat sitting stones, is here.&D~
~
12 0 0
5 5000 1 4 2000 0 135039269
1 0 0
1
13
0
0
0
0
S 0 0
E
A small flat stone provides you with somewhere to sit.~
A small flat stone provides you with somewhere to sit.
~
#31315
key~
A small iron key~
A small iron key is laying here~
~
18 0 16385
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31316
White Robes~
A White Robe~
A White Robe litters the ground~
~
9 0 9
55 55 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 77 0
A
4 2
A
31 1
A
25 -1
#31317
axe~
a battle axe~
A Battle Axe rest on its side~
~
5 256 24577
0 35 80 3 9 0 0
1 0 0
1
1
0
0
0
0
S 0 0
A
18 2
A
19 1
#31318
stone crafted well fountain~
&z A stone fountain~
&zA well crafted stone fountain sits in the courtyard square.&D~
~
25 0 0
0 0 0 0 0 0 0
1 0 0
1
13
0
0
0
0
S 0 0
#31319
a black rose~
A Black Rose~
A Black Rose has been pulled from the ground and left here.~
~
13 0 16385
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
E
rose black ~
(null)~
A
4 2
A
31 2
#31320
pair leather boots boot~
A pair of leather boots~
A pair of leather boots have been left laying here.~
~
9 0 65
35 35 0 0 0 0 0
1 1 10
2
1
0
0
0
0
S 77 0
A
14 20
A
2 2
#31321
helmet iron helm~
a iron helmet~
A iron helmet, litters the ground here.~
~
9 0 17
35 35 0 0 0 0 0
1 10 32
2
8
0
0
0
0
S 0 0
A
17 0
A
31 2
A
1 1
#31322
Leather spiked bracer~
a spiked leather bracer~
A spiked leather bracer, lays here.~
~
9 0 4097
35 35 0 0 0 0 0
1 50 5
3
1
0
0
0
0
S 77 0
#31323
chain mail gloves~
a pair of chain-mail gloves~
Some chain-mail gloves, have been placed neatly on the ground~
~
9 0 129
35 35 0 0 0 0 0
4 25 60
2
8
0
0
0
0
S 0 0
A
5 2
#31324
legg leg leggings wool~
a pair of wool leggings~
A piar of wool leggings, litters the ground~
~
9 0 33
20 20 0 0 0 0 0
4 30 15
3
8
0
0
0
0
S 77 0
A
14 10
A
18 1
#31325
A small golden key~
a newly created A small golden key~
Some god dropped a newly created A small golden key here.~
~
18 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31326
a wooden stick~
A small Stick~
A small stick, litters the ground here~
~
5 0 16385
0 2 4 8 0 0 0
2 30 3
2
0
0
0
0
0
S 0 0
#31327
The sword of justice~
a sword of justice~
A long sword, glistens on the ground here.~
~
5 0 8193
0 25 50 1 1 0 0
5 300 30
2
8
0
0
0
0
S 0 0
A
4 2
A
2 1
A
12 25
#31328
arm band caar leather~
a armband of Caar~
A leather armband of engraved with the name of Caar sits here.~
~
9 0 257
35 35 0 0 0 0 0
3 100 1000
2
1
0
0
0
0
S 77 0
A
14 50
A
19 3
A
18 3
A
12 -30
A
3 -2
A
2 3
#31329
white flow flowing robe robes~
a white flowing robe~
A white flowing robe, litters the ground here.~
~
9 0 9
5 5 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 77 0
A
3 1
A
24 2
A
12 10
A
4 -1
A
14 -5
#31330
keyring~
a keyring~
A keyring lays almost hidden on the ground.~
~
62 0 1
20 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31331
A mean dog~
a brown dog~
A brown dog sniffs around the area~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31332
ring emerald~
an emerald ring~
A ring encrested with emeralds, lays on the ground here.~
~
8 0 3
0 0 0 0 0 0 0
2 2000 200
2
3
0
0
0
0
S 77 0
A
12 10
A
4 2
A
24 1
#31333
cross neck lace necklace ~
A necklace with a small cross medallion~
A necklace bearing a cross, lays here on the ground.~
~
8 0 5
0 0 0 0 0 0 0
1 300 30
1
0
0
0
0
0
S 77 0
A
18 3
A
19 2
A
4 -2
A
13 30
A
24 -2
#31334
suit plate mail~
a suit of platemail~
A suit of platemail, litters the ground~
~
9 0 9
35 35 0 0 0 0 0
25 50 20
2
8
0
0
0
0
S 0 0
A
17 -20
A
13 10
A
14 -10
A
2 -1
#31335
rod Know ledge~
the rod of knowledge~
A brass rod lays on the ground~
~
5 0 16385
0 135 170 8 0 0 0
3 0 0
1
0
0
0
0
0
S 0 0
A
4 2
A
3 2
A
18 1
A
19 1
A
2 -2
A
1 -1
A
24 -1
#31336
a ruby-enlayed crown~
a ruby-inlayed crown~
A ruby-inlayed crown, glistens on the ground here. ~
~
8 0 17
0 0 0 0 0 0 0
3 2000 200
2
6
0
0
0
0
S 0 0
A
13 20
A
12 20
A
14 -20
A
4 1
A
25 3
A
18 -1
A
19 -2
A
5 1
A
3 1
#31337
small round table~
A round table~
A round table rests towards the back of the room.~
~
12 0 0
0 200 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31338
wooden chair~
A wooden chair~
&OA wooden chair sits on one side of the table.&D~
~
12 0 0
0 500 1 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31339
wooden desk~
A wooden desk~
&OA small wooden desk sits close to the back wall.&D~
~
12 0 0
0 0 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31340
long oak table~
A oak table~
&OA long table made of oak sits in the middle of the room.&D~
~
12 0 0
0 0 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31341
black cant canteen~
a black canteen~
A black canteen rest on its side on the ground.~
~
17 8192 16385
20 20 0 0 0 0 0
3 100 10
3
13
0
0
0
0
S 0 0
#31342
large strong box strongbox~
a strongbox~
A large strongbox lays on the ground.~
~
15 8192 1
150 0 0 10 0 0 0
30 500 50
3
0
0
0
0
0
S 0 0
#31343
A ragged dress~
a ragged dress~
A ragged cloth dress lays in the floor.~
~
9 0 9
60 60 0 0 0 0 0
3 10 1
3
0
0
0
0
0
S 77 0
A
3 1
A
17 -1
#31344
throne cathedra ivory ~
a ivory cathedra~
A cathedra made of ivory sits against the back wall.~
~
12 0 0
0 0 2 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31345
small shovel~
a small shovel~
&OA small shovel with a flat end, lays on the ground.&D~
~
59 0 16385
0 0 0 0 0 0 0
5 30 3
3
1
0
0
0
0
S 0 0
#31346
wooden shield~
a wooden shield~
&OA wooden shield litters the ground here.&D~
~
9 0 513
40 40 0 0 0 0 0
7 40 4
2
1
0
0
0
0
S 77 0
A
17 -10
#31347
thin metal shield~
a thin metal shield~
A thin metal shield lays on its side on the ground.~
~
9 0 513
35 35 0 0 0 0 0
15 150 15
2
8
0
0
0
0
S 77 0
A
2 -1
A
18 1
A
17 -15
A
1 1
A
14 -5
#31348
a golden dagger~
a golden dagger~
&YA long thin dagger made of gold is stuck in the ground.&D~
~
5 0 8193
0 20 40 6 2 0 0
2 100 10
2
14
0
0
0
0
S 0 0
A
2 1
A
19 1
#31349
pocket knife folded~
a pocket knife~
A folded up pocket knife lays in the floor.~
~
5 0 8193
0 20 35 2 2 0 0
2 27 2
2
8
0
0
0
0
S 0 0
#31350
a heavy stone shield~
a heavy stone shield~
A heavy stone shield lays ontop of the ground here.~
~
9 0 513
35 35 0 0 0 0 0
25 200 20
2
13
0
0
0
0
S 0 0
A
2 -1
A
14 -10
A
17 -25
A
19 2
A
23 -2
#31351
a glass top counter~
a glass top counter~
A short glass top counter sits near the back wall~
~
12 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31352
a ivory handled dagger~
a ivory dagger~
A ivory handled dagger, has been stuck in the ground here.~
~
5 256 16385
0 10 3 6 2 0 0
1 350 35
2
0
0
0
0
0
S 0 0
A
19 2
A
2 1
A
14 -5
A
12 -20
#31353
a leather backpack~
a leather backpack~
&OA leather backpack sits here on the ground.&D~
~
15 0 524289
30 0 0 12 0 0 0
7 50 5
3
1
0
0
0
0
S 0 0
#31354
a brass lantern~
a brass lantern~
&OA brass lantern is tipped over on its side.&D~
~
1 0 16385
0 0 3 0 0 0 0
1 20 2
4
1
0
0
0
0
S 0 0
#31355
a wooden torch~
a wooden torch~
&OA torch made of wood lays on the ground.&D~
~
1 0 16385
0 0 1 0 0 0 0
3 5 0
4
1
0
0
0
0
S 0 0
#31356
a black iron ring~
a black iron ring~
A black iron ring lays here almost hidden on the ground.~
~
9 0 3
40 40 0 0 0 0 0
1 400 40
2
13
0
0
0
0
S 77 0
A
31 1
A
25 -1
A
4 1
#31357
necklace of beads~
a necklace of beads~
A necklace made out of tiny beads, litters the ground here.~
~
9 0 5
35 35 0 0 0 0 0
2 30 3
2
4
0
0
0
0
S 77 0
A
3 1
A
24 -1
A
17 -3
A
4 -1
#31358
silver bracelet~
a silver bracelet~
A silver bracelet lays on the ground.~
~
9 524288 4097
35 35 5 0 0 0 0
1 123 12
2
8
0
0
0
0
S 77 0
A
17 -3
A
13 5
#31359
a light blue potion~
a light blue potion~
A glowing blue potion has been placed on the ground.~
~
10 2 1
28 -1 -1 -1 0 0 0
3 15 1
3
4
0
0
0
0
'armor' 'NONE' 'NONE'
S 0 0
#31360
a pale white potion~
a pale white potion~
&WA pale white potion has tipped over on the ground.&D~
~
10 0 1
30 -1 -1 -1 0 32 0
4 60 4
2
5
0
0
0
0
'draw mana' 'NONE' 'NONE'
S 0 0
#31361
a glowing red potion~
a glowing red potion~
&rA glowing red potion has tipped over on the ground.&D~
~
10 0 1
30 -1 -1 -1 0 0 0
2 25 2
3
6
0
0
0
0
'NONE' 'NONE' 'NONE'
S 0 0
#31362
a pitch black potion~
a pitch black potion~
A pitch black potion litters the ground here.~
~
10 2 1
15 -1 -1 -1 0 0 0
4 300 30
3
13
0
0
0
0
'kindred strength' 'NONE' 'NONE'
S 0 0
#31363
a short axe~
a short axe~
A short axe has been stuck in the ground here.~
~
5 0 8193
0 5 15 3 9 0 0
7 340 34
2
1
0
0
0
0
S 0 0
A
13 10
A
18 1
A
19 1
A
12 -10
A
31 -1
A
4 -1
#31364
a double-sided axe~
a double-sided axe~
A double-sided axe lays on it side on the ground.~
~
5 0 8193
0 20 40 3 9 0 0
15 1000 100
2
1
0
0
0
0
S 0 0
A
18 1
A
14 -10
A
17 -2
A
19 1
#31365
a silver sword~
a silver sword~
A sword made of silver lays on its side on the ground.~
~
5 0 8193
0 20 40 1 1 0 0
5 40 4
2
8
0
0
0
0
S 0 0
A
13 5
A
14 5
A
12 -5
A
19 1
#31366
a belt of gold~
a belt of gold~
A belt made of gold lays here in the floor.~
~
9 2 2049
35 35 0 0 0 0 0
10 500 50
2
14
0
0
0
0
S 77 0
A
25 1
A
31 1
A
14 -5
A
5 1
A
12 10
A
18 -1
A
17 -4
A
2 -1
#31367
a wood cutters axe~
a wood cutters axe~
A axe used for cutting wood lays on its side here.~
~
5 0 8193
0 20 40 3 9 0 0
6 532 53
2
1
0
0
0
0
S 0 0
A
19 1
A
12 -10
A
2 -1
A
13 10
#31368
bronze mask~
a glistening bronze and silver inlayed mask~
A glistening bronze and silver mask is here.~
~
9 0 131073
50 50 0 0 0 65 0
2 200 4
1
1
0
0
0
0
S 77 0
A
2 1
A
13 50
A
27 32
A
19 5
A
18 3
#31369
a golden sphere~
a golden sphere~
A golden sphere, hovers slightly above the ground.~
~
8 2 16385
0 0 1 0 0 0 0
10 2000 200
1
14
0
0
0
0
S 0 0
A
24 -1
A
23 -1
A
18 -1
A
17 -4
A
12 20
A
13 -8
#31370
a wooden chest encrested with opals~
a wooden chest encrested with opals~
&OA wooden chest encrested with opals, sits against the wall in the far corner of the room.&D~
~
15 0 0
25 0 31371 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31371
a silver key~
a silver key~
A silver keys lays almost hidden on the ground.~
~
18 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31372
&c a crystal potion~
&c a crystal potion~
&c a crystal potion&d, lays on its side on the ground.~
~
10 0 1
0 -1 -1 -1 0 0 0
3 0 0
1
0
0
0
0
0
'NONE' 'NONE' 'NONE'
S 0 0
#31373
oak chest~
an oak chest~
&O A well decorated oak chest sits against the east wall.~
~
12 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31374
a golden throne~
a golden throne~
A golden throne rest against the west wall.~
~
12 0 0
1 2000 2 0 0 0 0
1 0 0
1
14
0
0
0
0
S 0 0
#31375
a bed~
a large bed~
A large bed sits inside of the small cubby.~
~
12 0 0
2 2000 128 0 0 0 0
1 0 0
1
5
0
0
0
0
S 0 0
#31376
royal advisor~
a newly created royal advisor~
Some god dropped a newly created royal advisor here.~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31377
small bed~
a small bed~
A small bed sits near the eastern wall.~
~
12 0 0
2 1000 64 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31378
a large bed~
a feather bed~
A bed made of feathers offsets a window on the eastern wall of the room.~
~
13 0 0
3 2000 64 0 0 0 0
1 0 0
1
5
0
0
0
0
S 0 0
#31379
a head of cabbage~
a newly created a head of cabbage~
Some god dropped a newly created a head of cabbage here.~
~
19 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31380
a slab of cooked beef~
a newly created a slab of cooked beef~
Some god dropped a newly created a slab of cooked beef here.~
~
19 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31381
a piece of ham~
a newly created a piece of ham~
Some god dropped a newly created a piece of ham here.~
~
19 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31382
oval bar~
a oval bar~
&OA oval bar made of wood, sits in the middle of the tavern.&D~
~
12 0 0
0 0 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31384
bar stool~
a bar stool~
A few wooden bar stools sit around the bar.~
~
12 0 0
10 1000 1 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31385
short table~
a short table~
&OA short wooden table sits behind the counter.&D~
~
15 0 0
0 0 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31386
wooden face~
A carved wooden face~
&OA face carved from wood has been left here.&D~
~
13 8192 1
0 0 0 0 0 0 0
10 10 1
3
1
0
0
0
0
S 77 0
#31387
shot glass~
A dirty shot glass~
A dirty shot glass lays on its side.~
~
17 0 1
1 1 5 0 0 0 0
1 3 0
2
1
0
0
0
0
S 0 0
#31388
red ruby~
a glittering red ruby~
A small glittering red ruby is here.~
~
8 33554432 16385
0 0 0 0 0 0 0
1 324 32
2
6
0
0
0
0
S 77 0
A
3 1
#31389
chain vest mail chain-mail rust~
a chain vest~
A vest made of chain-mail, lays on the ground collecting rust.~
~
9 0 9
10 10 0 0 0 0 0
14 300 30
3
8
0
0
0
0
S 0 0
A
17 -10
#31390
padded leather pants~
a pair of padded leather pants~
A pair of padded leather pants, lay on the ground.~
~
9 0 33
40 40 0 0 0 0 0
5 67 6
4
1
0
0
0
0
S 77 0
A
17 -6
#31391
leather belt small pockets~
a leather belt with small pockets~
A belt made of leather lays on the ground.~
~
15 0 2049
6 3 1684629024 12 0 32 0
3 34 3
4
1
0
0
0
0
S 77 0
#31392
small statue dwarf~
a small wooden statue of a dwarf~
A small wooden statue of a dwarf is displayed here.~
~
12 0 1
0 0 0 0 0 0 0
30 254 25
3
1
0
0
0
0
S 0 0
#31393
torn shirt~
a torn shirt~
A torn shirt lays on the ground.~
~
9 0 9
2 2 0 0 0 0 0
2 1 0
3
1
0
0
0
0
S 77 0
#31394
dirty leather pants~
a pair of dirty pants~
A dirty pair of leather pants lay on the ground here.~
~
9 0 33
2 2 0 0 0 0 0
5 24 2
3
1
0
0
0
0
S 77 0
A
17 -3
> rand_prog 3~
if ispc($n)
mea $n you begin to smell a foul odor coming from the pants.
endif
~
|
#31395
collar dog ~
a dog collar~
A simple leather dog collar lays on the ground.~
~
9 0 5
60 60 0 0 0 0 0
2 253 25
4
1
0
0
0
0
S 77 0
A
17 -1
A
18 1
#31396
bunch of cots~
Alot of wooden cots~
A bunch of uncomfortable cots are spread out around the room.~
~
12 0 0
20 5000 64 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31397
double shot~
a double shot~
A large shot glass made for double shots, sits here in the floor.~
~
17 0 16385
1 1 5 0 0 0 0
1 2 0
2
0
0
0
0
0
S 0 0
#31398
small round bed~
a small round bed~
A small round bed, is near the corner of the western wall.~
~
12 0 0
0 0 0 0 0 0 0
40 0 0
1
6
0
0
0
0
S 0 0
#31399
small carved wooden box~
a carved wooden box~
A small carved box made of wood sits on the ground.~
~
15 2 1
30 0 0 0 0 0 0
20 230 23
3
1
0
0
0
0
S 0 0
#31400
slab of raw beef~
a slab of raw beef~
A slab of raw beef lays on the ground.~
~
19 0 1
5 0 0 0 0 20 0
2 5 2
2
1
0
0
0
0
S 0 0
#31401
tuna steak~
a tuna steak~
A small steak made of tuna lays here, on the ground.~
~
19 0 1
2 0 0 0 0 20 0
1 29 2
3
1
0
0
0
0
S 0 0
#31402
red apple~
a red apple~
A red colored apple lays on the ground getting dirty.~
~
19 0 1
1 0 0 0 0 20 0
1 10 1
3
3
0
0
0
0
S 0 0
#31403
Cooked beef~
some cooked beef~
A small amount of cooked beef lays on the ground here.~
~
19 0 1
6 0 0 0 0 0 0
3 10 1
2
1
0
0
0
0
S 0 0
#31404
cooked ham~
a cooked ham~
A fully cooked ham lays on the ground getting dirty.~
~
19 0 1
4 0 0 0 0 20 0
3 10 1
2
6
0
0
0
0
S 0 0
#31405
salmon~
a salmon~
A cooked salmon spoils away on the ground.~
~
19 0 1
3 0 0 0 0 20 0
2 50 5
3
1
0
0
0
0
S 0 0
#31406
sliced pork~
some sliced pork~
A few slices of pork lay on the ground rotting away.~
~
19 0 16385
2 0 0 0 0 20 0
1 8 0
3
1
0
0
0
0
S 0 0
#31407
smoked fish~
some smoked fish~
A few smoked fish lay on the ground, rotting away.~
~
19 0 1
3 0 0 0 0 20 0
3 56 5
3
8
0
0
0
0
S 0 0
#31408
jar mead glass~
a jar of mead~
A glass jar filled with mead has been left on the ground here.~
~
17 8192 16385
8 7 3 0 0 0 0
5 25 2
3
0
0
0
0
0
S 0 0
#31409
suit of chain-mail~
a suit of chain-mail~
A suit of chain-mail, lays here on the ground.~
~
9 0 9
50 50 0 0 0 0 0
20 500 50
2
8
0
0
0
0
S 0 0
A
17 -10
A
2 -1
A
14 -5
A
5 1
#31410
small black iron key~
a black iron key~
A small black key made of iron lays on the ground here.~
~
18 0 16385
0 0 0 0 0 0 0
1 10 1
3
13
0
0
0
0
S 0 0
#31411
golden key~
a golden key~
A key made of gold glistens on the ground here.~
~
18 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31412
small puddle of water~
a puddle of water~
A small shimmering puddle of water.~
~
17 0 0
10 9 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31413
few wooden cots~
a wooden cot~
A few old wooden cots surround the walls of the cell.~
~
12 0 0
10 7000 65 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31414
silver throne~
a silver throne~
Two silver thrones sit at each side of the golden throne.~
~
12 0 0
2 2000 2 0 0 0 0
1 0 0
1
8
0
0
0
0
S 0 0
#31415
jesters hat~
a jesters hat~
A odd colored jesters hat rest on the ground here.~
~
9 0 17
10 10 0 0 0 0 0
2 50 5
3
4
0
0
0
0
S 77 0
A
31 1
A
25 1
A
17 -1
#31416
pair of green tights~
a pair of green tights~
A pair of green colored tights lay on the ground.~
~
9 0 33
10 10 0 0 0 0 0
4 34 3
3
9
0
0
0
0
S 77 0
#31417
Ring of elite guards~
a ring of elite guards~
A small thin ring lays on the ground here.~
~
9 0 3
50 50 0 0 0 0 0
2 50 5
2
8
0
0
0
0
S 77 0
A
19 1
A
1 1
A
17 -2
A
24 -1
#31418
rather simple wooden dresser~
a wooden dresser~
A rather simple wooden dresser sits near the round bed.~
~
12 0 0
0 0 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31419
complex looking key~
a metal key~
A complex looking  metal key, lays on the ground here.~
~
18 0 16385
0 0 0 0 0 0 0
1 5 0
3
13
0
0
0
0
S 0 0
A
3 1
#31420
heavy red robe~
a heavy red robe~
A heavy looking red robe, lays on the ground here.~
~
9 1 9
20 20 0 0 0 0 0
20 100 10
3
6
0
0
0
0
S 77 0
A
2 1
A
19 2
A
4 -1
A
3 -2
A
14 5
A
25 1
> wear_prog 1~
if ispc($n)
cast shield $n
endif
~
|
#31421
dark unflawed robe~
a dark unflawed robe~
A unflawed dark robe litters the ground.~
~
9 2 9
50 50 0 0 0 0 0
6 44 4
2
13
0
0
0
0
S 77 0
A
3 1
A
12 5
A
18 -1
A
5 -1
A
2 1
#31422
page tunic leather~
a leather tunic~
A leather tunic engraved with the dwarven royal page seal lays here.~
~
9 0 9
20 20 0 0 0 0 0
4 40 4
3
1
0
0
0
0
S 77 0
#31423
simple white robe~
a simple white robe~
A simple white robe, lays on the ground here.~
~
9 0 9
40 40 0 0 0 0 0
5 10 1
2
0
0
0
0
0
S 77 0
A
3 1
A
24 -1
#31424
padded seats~
a few padded seats~
A few padded seats sit around the cabana.~
~
12 0 0
5 4000 1 0 0 0 0
1 0 0
1
13
0
0
0
0
S 0 0
#31425
judges bench~
a judges bench~
A long bench wooden bench used by dwarven judges sits here.~
~
13 0 0
1 1000 2 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31426
lightweight wool robe encrested with dwarven holy~
a lightweight wool robe~
A robe made of wool and encrested with dwarven holy symbols lays here.~
~
9 0 9
60 60 0 0 0 0 0
4 50 5
3
8
0
0
0
0
S 77 0
A
2 2
A
19 -1
A
12 10
A
22 -1
A
4 1
#31427
long solid white wand~
a long white wand~
A long solid white wand has been stuck into the ground here.~
~
3 0 16385
20 5 5 -1 0 0 0
1 100 10
2
5
0
0
0
0
'stone skin'
S 0 0
A
4 1
A
18 2
A
20 -1
#31428
brilliant white dress~
a brilliant white dress~
A brilliant white dress, is getting dirty on the ground here.~
~
9 64 9
40 40 0 0 0 0 0
6 100 10
3
5
0
0
0
0
S 77 0
A
17 -4
A
3 2
A
25 3
A
14 10
A
18 2
A
19 2
A
1 -1
#31429
crypt key~
a newly created crypt key~
Some god dropped a newly created crypt key here.~
~
18 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31430
silver bracelet~
a silver bracelet~
A bracelet made of silver lays on the ground here.~
~
9 0 4097
35 35 0 0 0 37 0
2 25 2
2
8
0
0
0
0
S 77 0
A
1 1
A
20 -1
> wear_prog 100~
if ispc($n)
mppause 3
mea $n The &wsilver armband&D on your arm begins to &Yglow&D with a &Bblue+
aura.&D
mer $n The &wsilver armband&D on $n arm begins to &Yglow&D with a &Bblue+
aura.&D
endif
~
> remove_prog 100~
if ispc($n)
mppause 3
mea $n The silver bracelet you just took off stops &Yglowing&D.
mer $n The silver bracelet $n just took off stops &Yglowing&D.
endif
~
|
#31431
dirty cotton shirt~
a dirty cotton shirt~
A dirty shirt made of cotton lays here on the ground.~
~
9 0 9
40 40 0 0 0 0 0
2 5 0
3
5
0
0
0
0
S 77 0
#31432
nice leather tunic several~
a leather tunic~
A nice tunic made out of several layers of leather, lays on the ground here.~
~
9 0 9
55 55 0 0 0 0 0
4 20 2
4
1
0
0
0
0
S 77 0
A
17 -4
A
2 1
#31434
Taon's House Key~
Taon's House Key~
Some god dropped a newly created Taon's House Key here.~
~
8 0 16385
31434 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31435
pair of studded leather leggings~
a pair of studded leather leggings~
A pair of studded leather leggings lays on the ground here.~
~
9 0 33
55 55 0 0 0 0 0
4 33 3
3
1
0
0
0
0
S 77 0
A
19 2
A
14 10
A
12 -15
#31436
short wooden stick~
a short wooden stick~
A short stick made of wood and partly wrapped in cloth, lays here on the ground.~
~
5 0 8193
0 105 135 4 4 76 0
4 117 1
1
1
0
0
0
0
S 3 0
A
18 4
A
19 4
#31437
necklace of twine~
a twine necklace~
A necklace made of twine, lays almost hidden on the ground.~
~
9 0 5
2 2 0 0 0 0 0
1 3 0
4
1
0
0
0
0
S 77 0
A
13 5
A
19 1
#31438
shark tooth dagger~
a shark tooth dagger~
A dagger made of a ivory handle and a shark tooth as a blade, lays here.~
~
5 0 8193
0 1 5 6 2 0 0
1 67 6
3
5
0
0
0
0
S 0 0
A
18 2
#31439
heavy black apron~
a heavy black apron~
A heavy black apron lays on the ground here.~
~
9 0 9
45 45 0 0 0 0 0
25 40 4
3
13
0
0
0
0
S 77 0
A
17 -10
A
19 3
A
1 2
#31440
pair of black leather pants~
a pair of black leather pants~
A pair of black leather pants, lay on the ground here.~
~
9 0 33
35 35 0 0 0 0 0
3 26 2
3
13
0
0
0
0
S 77 0
A
12 20
A
3 1
A
19 1
A
4 -2
A
14 5
#31441
pair of thick black gloves~
a pair of thick black gloves~
A pair of thick black gloves lay on the ground here.~
~
9 0 129
35 35 0 0 0 0 0
3 20 2
3
13
0
0
0
0
S 77 0
A
2 1
A
18 1
A
17 -4
#31442
dark trench coat~
a dark trench coat~
A dark leather trench coat, lays on the ground here.~
~
9 0 9
35 35 0 0 0 0 0
1 103 10
2
13
0
0
0
0
S 77 0
A
2 -1
A
14 -5
A
5 1
A
17 -10
A
13 25
#31443
long black cape~
a long black cape~
A long dark-colored cape, lays here.~
~
9 0 5
35 35 0 0 0 41 0
3 100 10
1
13
0
0
0
0
S 77 0
A
24 -2
A
23 -1
A
20 -1
A
21 2
A
12 30
#31444
small leather pouch~
a small leather pouch~
A small pouch made of leather lays here.~
~
15 0 16385
5 2 0 0 0 0 0
3 10 1
4
1
0
0
0
0
S 0 0
#31445
tiny crystal~
a tiny crystal~
A tiny shimmering crystal lays on the ground here.~
~
8 0 16385
0 0 0 0 0 0 0
1 5 0
1
0
0
0
0
0
S 0 0
A
12 15
#31446
small knife~
a small knife~
A small knife is stuck into the ground here.~
~
5 0 8193
0 5 3 2 2 0 0
2 27 2
3
8
0
0
0
0
S 0 0
#31447
thin layer of metal armor~
a thin metal suit armor~
A thin suit of metal armor is on the ground here.~
~
9 0 9
10 10 0 0 0 0 0
15 106 10
3
8
0
0
0
0
S 0 0
A
17 -1
A
5 1
#31448
green shirt~
a green shirt~
A green shirt made of linen, lays on the ground here.~
~
9 0 9
10 10 0 0 0 0 0
3 20 2
4
9
0
0
0
0
S 77 0
A
25 1
#31449
a tightly rolled up scroll~
a tightly rolled up scroll~
A tightly rolled up scroll litters the ground here.~
~
2 0 16385
12 -1 -1 -1 0 0 0
2 20 2
3
5
0
0
0
0
'identify' 'NONE' 'NONE'
S 0 0
A
5 1
#31450
last obj~
a newly created last obj~
Some god dropped a newly created last obj here.~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#31451
pair of woven pants~
a pair of woven pants.~
A pair pants that have been woven from straw lay on the ground here.~
~
9 0 33
30 30 0 0 0 0 0
1 23 2
4
1
0
0
0
0
S 77 0
#31452
faded green shirt~
a faded green shirt~
A earth tone faded green shirt litters the ground.~
~
9 0 9
30 30 0 0 0 0 0
2 0 0
1
11
0
0
0
0
S 77 0
#31453
silver long cape~
a long silver cape~
A long silver colored cape litters the ground.~
~
9 0 5
20 20 0 0 0 0 0
3 0 0
1
8
0
0
0
0
S 77 0
A
18 1
#31454
pair of reading glasses~
a pair of reading glasses~
A pair of glasses that can be used for reading is here.~
~
9 0 131073
30 30 0 0 0 0 0
1 1 2
4
0
0
0
0
0
S 77 0
A
4 1
#31455
pair of leather boots~
a pair of leather boots~
A pair of leather boots sits on the ground here.~
~
9 0 65
50 50 0 0 0 0 0
3 23 2
4
1
0
0
0
0
S 77 0
A
2 1
#31456
jade earring~
a pair of jade earrings~
A small pair of earrings made from jade have been discarded here.~
~
8 0 65537
0 0 0 0 0 42 0
1 500 50
1
9
0
0
0
0
S 77 0
A
12 25
A
4 1
#31457
a diamond tiara~
a diamond tiara~
A tiara made of diamonds lays on the ground here.~
~
8 0 17
0 0 3 0 0 0 0
5 50 5
1
0
0
0
0
0
S 77 0
A
12 25
A
3 1
#31458
prim white dress~
a prim white dress~
A very prim white dress made of cotton lays on the ground here.~
~
9 0 9
40 40 0 0 0 0 0
4 44 4
3
5
0
0
0
0
S 77 0
#31459
golden crown~
a golden crown~
A crown made of gold sits on the ground here.~
~
8 0 17
0 0 0 0 0 0 0
3 1000 100
1
14
0
0
0
0
S 77 0
A
19 2
A
18 1
A
5 1
#31460
bracer of strongman~
a bracer of strongman~
A leather bracer of strongman, lays on the ground here.~
~
9 0 257
55 55 0 0 0 0 0
3 432 43
3
1
0
0
0
0
S 77 0
A
1 2
A
18 2
A
3 -1
#31461
pair of black leather high boots~
a pair of dark leather high boots~
A pair of black leather high boots, sit on the ground.~
~
9 0 65
55 55 0 0 0 0 0
6 433 43
3
13
0
0
0
0
S 77 0
#31462
black fur amulet~
a black fur amulet~
A black amulet made of fur, lays on the ground here.~
~
9 0 5
55 55 0 0 0 0 0
1 138 13
2
13
0
0
0
0
S 77 0
A
13 30
A
14 20
#31463
thick jacket  dwarven insignia~
a thick jacket with a dwarven insignia~
A thick jacket with a dwarven insignia, lays on the ground here.~
~
9 1 9
55 55 0 0 0 0 0
1 678 67
2
13
0
0
0
0
S 77 0
A
17 -10
A
24 -2
A
21 -1
A
4 1
A
2 2
#31464
a simple golden ring~
a simple golden ring~
A tiny simple ring made of gold lays here.~
~
8 0 3
0 0 0 0 0 0 0
1 10 1
1
14
0
0
0
0
S 77 0
A
1 1
A
17 -5
#31465
short sterling silver battle-axe~
a sterling silver battle-axe~
A short battle-axe made of silver, lays on the ground here.~
~
5 0 8193
0 40 90 3 9 0 0
5 10050 1005
2
8
0
0
0
0
S 0 0
A
19 3
A
18 1
A
17 -1
A
14 10
A
4 -3
A
12 -40
A
13 15
#31466
a brass earring~
a pair of brass earrings~
A small pair of earrings made from brass have been left here.~
~
8 0 65537
0 0 0 0 0 1 0
4 10 1
2
1
0
0
0
0
S 0 0
A
1 1
A
19 2
A
12 -10
A
14 -20
#31467
a rusty sword~
a rusty sword~
A small sword covered in rust lays here.~
~
5 0 8193
0 2 5 1 1 0 0
2 10 1
2
1
0
0
0
0
S 0 0
A
2 1
A
4 1
#31468
long triangler table~
a triangler table~
A trianguler shaped table made of wood sits in the center of the room.~
~
12 0 0
0 0 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31469
decorative wooden chairs few~
a few decorative wooden chairs~
A few decorative chairs made of wood sit around the table.~
~
12 0 0
10 5000 1 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31470
tall wood dresser~
a tall wooden dresser~
A tall wooden dresser sits on the eastern wall beside a door.~
~
15 0 0
30 13 1752529440 12 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31471
small oak dresser~
a small oak dresser~
A small oak dresser sits adjacent to the bed.~
~
15 0 0
30 13 544425504 12 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31472
massive hardwood framed bed~
a massive hardwood framed bed~
A massive hardwood framed bed sits against the western wall.~
~
12 0 0
2 1300 64 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
#31473
pair of silver-piked leggings~
a pair of silver-piked leggings~
A pair of leggings made of silver sits on the ground.~
~
9 0 33
55 55 0 0 0 0 0
10 0 0
1
8
0
0
0
0
S 0 0
A
1 1
A
5 2
A
20 -3
A
3 -2
#31474
thin leather vest~
a thin leather vest~
A thin vest made of leather, lays here on the ground.~
~
9 0 9
40 40 0 0 0 0 0
3 134 13
4
1
0
0
0
0
S 77 0
#31475
diamond edged boots~
a pair of diamond edged boots~
A pair of diamond edged boots sits on the ground here.~
~
9 0 65
40 40 0 0 0 0 0
5 55 5
2
0
0
0
0
0
S 0 0
A
19 2
A
14 10
#31476
lightweight gold hilted diamond bladed sword~
a gold hilted diamond-blade sword~
A lightweight gold hilted diamond-blade sword, has been stuck into the ground here.~
~
5 259 8193
0 7 3 1 1 0 0
2 500 50
1
14
0
0
0
0
S 0 0
E
sword diamond blade gold~
The hilt is a masterpiece of exquisite craftsmanship, this diamond-bladed
sword shows no sign of aging though its creator has obviously long since
passed.
~
A
1 2
A
5 1
A
25 3
A
4 1
A
12 -25
A
20 2
A
24 -1
A
23 1
A
18 1
A
19 1
> wear_prog 100~
if ispc($n)
mppause 1
mea $n As you wield the diamond-blade sword, you feel as if you have+
encompassed a true sword.
mer $r As $n wields the diamond-blade sword, in his hands his eyes begin+
to glow with a blue aura.
endif
~
> remove_prog 100~
if ispc($n)
mppause 1
mea $n As you remove your sword you feel as if a part of you is gone.
mer $n As $n removes their sword they get a totally differnt look in+
their eyes.
endif
~
> rand_prog 1~
if ispc($n)
mea $n &YThe sun glistens off of your gold and diamond sword, leaving you+
almost blind.&D
mer $n &YThe sun glistens off of $n gold and diamond sword, leaving them+
almost blind.&D
endif
~
|
#31477
pair of spiked bronze leggings~
a pair of spiked-bronze leggings~
A pair of spiked-bronze leggings litters the ground here.~
~
9 0 33
35 35 0 0 0 0 0
7 0 0
1
1
0
0
0
0
S 0 0
A
2 -1
A
24 -1
#31493
jesters harp~
The Jester's Harp~
An intricate harp studded with royal gems has ben left here.~
~
13 0 16385
0 0 0 0 0 0 0
1 0 0
4
10
0
0
0
0
S 0 0
#0


#ROOMS
#31300
At a Wide Path~
~
A wildly cut pathway provides more then enough clearance to carry anything 
one might need to take with them through this dense forest. To the north a 
lot of trees lay on their sides littering the western side of the path, 
preventing anyone from being able to enter the forest in the direction. 
off to the east, west and northwest stand extremely large trees, some have 
trunks that can be measured at nearly twelve foot around. 
~
1 4 11
D6
~
~
0 -1 31301
D11
~
~
0 -1 41145
S
#31301
Starting up a Wide Path~
~
Along the path the large trees in the thick forest are wrapped in vines
and stretch toward the heavens.  It is nearly immpossible to know what is
on the other side of the wide trail due to the amount of trees and brush
that surround the wide path, that travels off to the north and southwest.
~
1 0 3
D0
~
~
0 -1 31302
D9
~
~
0 -1 31300
S
#31302
On a Path~
~
The dense forest here grows much thicker with large trees and heavy piles of
brush.  The small ruts in the pathway harbor alot of fresh rain water making
it a safe source for drinking.  To the south some fallen petrified trees are
on the edge of one side of the pathway.  A wide trail leads off to the north
and to the south.
~
1 0 3
D0
~
~
0 -1 31303
D2
~
~
0 -1 31301
R O 0 31412 1 31302
S
#31303
A Turn in the Path~
~
The dense forest grows even thicker with trees and loose brush here, forcing
the pathway to turn toward the northeast up a small slope.  Ruts that can be
found on and along the sides of the trail have gotten much worse making it a
hard task to travel through at a fast pace.  The rough pathway also leads off
to the south toward some more smaller water filled ruts.
~
1 0 3
D2
~
~
0 -1 31302
D6
~
~
0 -1 31304
S
#31304
A Rutted Path~
~
The small puddles of stagnated water have been caused by the deep ruts 
that have been dug into the ground due to all of the traveling on the 
path. Large blades of wild growing grass, ferns, and other simple forms of 
vegetation can be seen somewhat to the northeast. To the southwest lay 
more rutted pathway. 
~
1 0 3
D6
~
~
0 -1 31305
D9
~
~
0 -1 31303
S
#31305
A Split in the Path~
~
The hardend and rutted out path now softens to almost mud due to the swamps to
to the north, that has ferns and other forms of vegetation growing wildly about
the entire area.  Thick clouds of smoke cover the forest here lingering in from
the campsite to the northwest.  The wide path continues travel to the northeast
toward another trail that has been cut out along the eastern side of this path
leading deep into the dense forest to the east, and southwest toward a rutted
out rough pathway.
~
1 0 3
D0
~
~
0 -1 31306
D6
~
~
0 -1 31309
D7
~
~
0 -1 31310
D9
~
~
0 -1 31304
R M 0 31305 1 31305
S
#31306
A Murky Swamp~
~
&GAt all times of the day and night tiny insects and little creatures can be
seen feeding off of the large amount of vegetation that is growing out of
the shallow murky swamps.  Blades of wild grass and ferns are growing thick
along the banks of the swamp.  A thick cloud of smoke lingers in from the
northwest fills the area, mixing in with the small amount of fog that rolls
along the ground.  A wide rutted pathway is toward the south.&D
~
1 4 15
D0
~
~
0 -1 31307
D2
~
~
0 -1 31305
D3
~
~
0 -1 31310
S
#31307
The Backside of a Swamp~
~
&GLarge blades of wild growing grass, ferns, and insects have made maneuvering
through here a hard task.  Thick trees overhanging the shallow murkey waters
providing a nice resting place but making it hard for the vegetation to get
any sunlight.  To the east a thick forest forces the swamps to come to a dead
end.  More swamp can also be seen to the south.
~
1 0 15
D1
~
~
0 -1 31308
D2
~
~
0 -1 31306
R M 0 31301 1 31307
E
ferns fern~
Flowerss spores possessing leaflike fronds, can be found everywhere.
~
S
#31308
A Dead End~
~
&GFurther travel through the swamp has become impossible due to the excessive
amount of insects, ferns, and large trees that the dense forest and murky
have produced.  To the west alot of large tree branches overhang the banks
of the shallow murky swamp, causing the area to stay dark.
~
1 0 15
D3
~
~
0 -1 31307
E
ferns~
&GFlowerless &Ys&Op&Yo&Or&Ye&Os&G possessing &Gl&ge&Ga&gf&Gl&gi&Gk&ge&G
fronds, can be found everywhere to the east, north, and south..&D
~
S
#31309
At a Side Trail~
~
At this point in the wide path a side trail has been trimmed out of the dense
forest leading off to the east.  A large number of trees, and large piles of
brush block the passage into the swamps to the west.  The wide path cuts off
to the northeast and toward the southwest.  A wooden sign has been placed in
the ground here.
~
1 0 3
D1
~
~
0 -1 31311
D6
~
~
0 -1 31312
D9
~
~
0 -1 31305
R M 0 31390 4 31309
E
sign wooden small~
&O+-------------------------+
|&R   Manoake -- Northeast&O  |
|&R   Old Mines -- east&O     |
&O+-------------------------+
~
S
#31310
Nearing a Campsite~
~
&GThe small trail is littered with fallen trees, overgrown grass, and junk
that has been left from cast campers.  The area fills with the smell of
a campsite as the campfires faded grey smoke works its way through the
forest.  The trail continues to the northwest toward a campsite and to
the southeast to a wide path.  Ferns and wild grass grow thick in the
swamps to the east.
~
1 0 3
D1
~
~
0 -1 31306
D7
~
~
0 -1 31313
D8
~
~
0 -1 31305
S
#31311
A Side Trail~
~
The side trail into the dense forest is well cleared, proof that it is a
heavily traveled path.  The thick forest and dense amounts of brush to the
north and south prevents any traveling through the forest.  The trail runs
deeper into the dense forest to the east, and continues toward a wide path
to the west.
~
1 0 3
D1
~
~
0 -1 31314
D3
~
~
0 -1 31309
S
#31312
A Wide Path~
~
Along each side of this widly cut out path there is a small wall that has been
constructed of lose stones that have been stacked into small piles about three
feet high, running along the pathway to the north toward Manoake's entranceway.
A side path has been cut out of the trail to the southwest on the eastern side
of the wide path leading off into the dense forest.
~
1 1024 4
D0
~
~
0 -1 31323
D9
~
~
0 -1 31309
R M 0 31390 4 31312
S
#31313
A Campsite~
~
&GAt the end of the pathway a large black pit used for fire indicates a
campsite.  Large black stones surround the pit making for a good resting
spot, while the remains of charred logs glow from inside the pit keeping
the area warm.  Behind the rocks a small area has been cleared and leveled
off for bedding.  The trail leads out to the southeast toward a wide path.
~
1 0 3
D8
~
~
0 -1 31310
R O 0 31301 1 31313
R O 0 31314 1 31313
R O 0 31302 1 31313
S
#31314
A Side Trail~
~
A roof of branches and leaves is formed as the limbs from the trees off the
side of the pathway extend overhead creating a roof of branches and leaves
over the path.  A wide creek with raging rapids can be seen and heard to the
east, with a wooden bridge crossing over the to the east side where the path
picks back up and continunes east.  The pathway also leads off to the west to
a wide path.
~
1 0 3
D1
~
~
0 -1 31315
D3
~
~
0 -1 31311
> rand_prog 10~
if ispc($n)
  mpecho &cThe sounds of a raging water can be heard coming from the creek to the east.&D
endif
~
|
S
#31315
A Creek Crossing~
~
This old bridge has been crafted from lumber and tiny metal planks that spans
across the banks of the raging creek below to allow the hampered paths to the
east and west to connect, making for easy travel through the trail.  The wood
on the bridge has been coated and sealed with tree sap, to ensure the excessive
exposure to the weather wouldn't affect it.  The trails lead off from the bridge
to the east deeper into the dense forest toward a sharp twist in the path, and
to the west toward a wide pathway.
~
1 0 3
D1
~
~
0 -1 31316
D3
~
~
0 -1 31314
> rest_prog 100~
if ispc($n)
  mppause 100
  mpecho &cThe old wooden bridge gives way to the weight.&D
  mppause 3 
  mpecho &BSplashhhh!&D
  mpdamage $n 10
  mptransfer $n 31451
endif
~
|
S
#31316
On a Trail~
~
The sound of running water is heard from the west, a old wooden bridge can
be seen crossing the small creek.  Above the limbs of trees hang down giving
the path a roof of branches and leaves.  The dirt path continues to either
the east or west.  To the south a narrow opening in the brush and trees make
it possible to wander somewhat off the dirt path.
~
1 0 3
D1
~
~
0 -1 31317
D2
~
enter forest~
2754560 -1 31319
D3
~
~
0 -1 31315
R M 0 31390 4 31316
R M 0 31307 1 31316
> rand_prog 1~
if ispc($n)
  mpecho &cA strong burst of wind, causes the leaves on the trees to the south to make strange noises.&D
endif
~
|
S
#31317
A Turn in The Trail~
~
A twist in the trail has been caused by the overgrowth of this dense forest
blocking travel in all directions but to the north.  Overhanging the trail is
a canopy of long branches and leaves that have extended from the trees in the
dense forest off the sides of the pathway.  To trail continues off to the west
and to the north toward the edge of the forest.
~
1 0 3
D0
~
~
0 -1 31318
D3
~
~
0 -1 31316
R M 0 31396 1 31317
S
#31318
On The Trail~
~
The forest begins to thin out alot revealing a old abandoned mining cave with
a very large sphere shaped boulder covering up the entranceway at the base of
a small mountain to the east, just one of the many mountains that can be found
in a series of mountains that are somewhat toward the northeast and southeast.
To the south the trail takes a wind to the west leading deeper into the forest.
~
1 0 3
D1
~
~
0 -1 31482
D2
~
~
0 -1 31317
S
#31319
A Dense Forest~
~
&GA thick fog lingers across the area covering most of the dense forest's
floor with a heavy mist.  Alot of trees here seem to rise far up to the
heavens and beyond.  To the north long limbs can be seen overhanging the
narrow trail forming a thin roof of branches and leaves.  The forest to
the southeast makes travel possible but very difficult.
~
1 0 3
D0
~
~
0 -1 31316
D8
~
~
0 -1 31320
R M 0 31302 1 31319
  R E 1 31304 1 16
  R E 1 31393 1 5
  R E 1 31394 1 7
S
#31320
A Hidden Trail~
~
&GThe ground of this narrow trail has been engulfed in a heavy fog that
has made its way out of the forest to the northwest, combine that with
the thick brush it makes it very hard for even the best of travelers to
continue their journey south.  The dense forest to the northwest is hard 
to make out due to the amount of lingering fog.
~
1 0 1
D2
~
~
0 -1 31321
D7
~
~
0 -1 31319
S
#31321
Before a Home~
~
&GThe trunk of the extremly large tree to the west has been made into
someones home.  A lantern hanging on the inside of the window gives
off a faded glow due to the thick fog coming in from the surrounding
forest.  Large amounts of heavy brush and trees makes traveling any
further to the south nearly impossible.
~
1 0 1
D0
~
~
0 -1 31320
D3
~
~
0 -1 31322
S
#31322
Inside A Large Tree~
~
A humble home has been made out of the inside of this partly hollowed out
tree.  The whitewashed dome room itself is a sight for seeing muchless the
beautiful carvings that adorne the walls of this suttle house.  Laying on
the ground is a rug that almost covers the entire length and width of the
dirt packed floor.  A shiny brass lantern swings on its hanger infront of
east.  A small doorway to the east leads back out onto the trail.
~
1 137371660 0
D1
~
~
0 -1 31321
R M 0 31304 1 31322
  R E 1 31305 1 17
  R E 1 31474 1 5
  R E 1 31475 1 8
  R E 1 31477 1 7
R O 0 31307 1 31322
  R P 0 31466 1 31307
S
#31323
The Edge of the Forest~
~
The small wall of stacked stones continues to run along the sides of this up
hill path, making a small barrier between the travelers and the light forest
to the east and west.  The forest along the sides of the path have been well
maintained providing a spectacular view.  To the south the trail leads down
a sloping trail into the dense forest, and to the north some very beautiful
gardens can be seen before a gated off entranceway to the city of Manoake.
~
1 0 1
D0
~
~
0 -1 31324
D2
~
~
0 -1 31312
R M 0 31390 4 31323
S
#31324
Some Beautiful Gardens~
~
The three foot wall of stacked stones that is along the sides of the path
allows a view of the beautiful gardens somewhat off to the east, and west
showing off amazing gardening skills with endless rows of carefully layed
out patterns, and colors.  A massive granite archway looms over the gated
entranceway of the city to the north.  Some beautiful scenery can be seen
to the south at the edge of the dense forest.
~
1 0 1
D0
~
~
0 -1 31325
D2
~
~
0 -1 31323
> rand_prog 3~
if ispc($n)
  mpecho &cA strong gust of wind picks up all the pollen from the gardens and blows it all over the trail.&D
  mppause 2
  mpforce $n sneeze
endif
~
|
S
#31325
Before The City Gates~
~
To the north stands a gigantic stone wall made of many stones and alot of
mortor.  A granite archway has been constructed into the wall looming over
the citys gated off entranceway, the gate is made out of highly tempered
reinforced steel, sure to be able to stop unwanted visitors from entering
the city.  Large words have been enscribed into the stone directly over
the granite archway.
~
1 0 1
D0
~
gate~
8389671 31315 31326
D2
~
~
0 -1 31324
R M 0 31306 1 31325
  R E 1 31334 1 5
  R E 1 31364 1 16
  R G 1 31315 1
R D 0 31325 0 2
S
#31326
At The City Gates~
~
The gigantic walls to the south are made of many differnt stones and mortor,
that is acting as a barrier to the city.  A massive granite archway has been
built in the wall over the gated off entranceway to the city.  The gates are
made of reinforced tempered steel that are more then able to protect the city
from any unwanted visitors.  To the north a path makes its way to the octagon
shaped courtyard.
~
1 0 1
D0
~
~
8389664 -1 31327
D2
~
gate~
8389671 31315 31325
R M 0 31308 1 31326
  R E 1 31389 1 5
  R E 1 31390 1 7
  R E 1 31391 1 13
  R E 1 31317 1 16
  R G 1 31315 1
R D 0 31326 2 2
> act_prog p arrives from the south.~
if ispc($n)
  if isevil($n)
    mppause 4
    mea $n You feel the urge that you are unwanted here.
  endif
endif
~
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31327
Courtyard Path~
~
A few petrified logs lay partly buried into the ground with small holes 
cut through them to allow rope to be run through each log creating some 
type of rope fence, that runs along the eastern side of the road, 
protecting all of the flowers that have been planted around there for 
observation. A wooden building to the northeast is being used as a worn 
down chapel. A massive granite archway to the south looms over the city's 
entrance. Palace Drive leads off toward the palace to the west. 
A solitary tree stands near the path providing shade to passersby.
~
1 0 1
D0
~
~
0 -1 31328
D2
~
~
8389664 -1 31326
D3
~
~
0 -1 31416
D4
~
~
67712 -1 31493
R M 0 31343 3 31327
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
> entry_prog 100~
mppause 10

mpechoat $n &zThe chattering of birds and a sharp plucking noise fills your ears...&d
~
|
S
#31328
Before a Chapel~
~
To the east a medium sized wooden building is being used as a chapel.
Large letters have been placed above the door of the chapel saying "In
worship of our creator."  Somewhat to the north a fountain can be seen
in the middle of the courtyard spraying water over ten feet into the air.
Far to the south a massive granite archway can be seen looming over the
city's gated entrance.
~
1 0 1
D0
~
~
0 -1 31329
D1
~
door~
1057 -1 31331
D2
~
~
0 -1 31327
R D 0 31328 1 0
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31329
Entering the Courtyard~
~
A rope fence has been placed around the octagon shaped courtyard, only opening
in certain places to allow other roadways to enter the courtyard from other
directions.  A stone fountain can be seen to the north in front of the stone
cathedral.  To the southeast an old wooden building is being used as a chapel.
The roadway to the south leads towards the cities entranceway.
~
1 0 1
D0
~
~
0 -1 31332
D2
~
~
0 -1 31328
S
#31330
Floating in a void~
~
~
1 4 1
S
#31331
A Small Chapel~
~
A subordinate place of worship has been made out of this medium sized old
wooden building.  A few rows of dust covered wooden pews have been lined
up facing a small podium that sits offset to a beautiful colored window pane.
The thick door on the western wall leads back out onto the courtyard path.
~
1 1024 0
D3
~
door~
1057 -1 31328
R M 0 31309 1 31331
  R E 1 31316 1 5
R D 0 31331 3 0
E
pughes~
Old wooden pughes covered in dust are lined up facing the podium.
~
E
window paned color~
Beatiful shimmers of light come off these mutli-colored window panes.
~
S
#31332
In a Courtyard~
~
A massive octagon has been roped off only breaking to allow other roadways
to enter tne courtyard.  Inside the octagon, a large cathedral can be seen
on the far side of a well crafted stone fountain that sits in the square of
the courtyard, to the northwest a small cabana crumbles under the weight of
some heavy vines.  The Courtyard Path leads off to the north and south.
~
1 0 1
D0
~
~
0 -1 31333
D2
~
~
0 -1 31329
D7
~
~
0 -1 31352
S
#31333
Center of the Courtyard~
~
In the center of the octagon shaped courtyard, roads begin to intersect around
the well crafted stone fountain benches made of wood sit with in the small ring
of rocks that surround the fountains edges.  To the southwest a cabana engulfed
in heavy vines is looks rarely used.  A large cathedral built of stone has been
constructed to the northeast.  Courtyard Road continues to travel north and to
the south, while Mollin Circle runs to the southeast.  Manoakes main shopping
district is to the west on Devinity Avenue.
~
1 0 1
D0
~
~
0 -1 31334
D2
~
~
0 -1 31332
D3
~
~
0 -1 31410
D6
~
~
0 -1 31379
D8
~
~
0 -1 31400
R M 0 31339 1 31333
  R E 1 31430 1 14
  R E 1 31328 1 10
  R E 1 31323 1 9
  R E 1 31390 1 7
R O 0 31318 1 31333
> time_prog 14~
if ispc($n)
  mpechoat $n &cThe sun glistens off of the water in the fountain almost blinding you.&D
endif
~
|
S
#31334
At the entrance to the Courtyard~
~
A rope fence has been ran around the octagon shaped courtyard, only breaking
in certain places to allow other roadways to enter the courtyard.  The green
lawn, and peaceful atmosphere here will inspire unforgettable feelings.  Added
to this is a nice view of the cathedral that is to the east, never failing to
charm every visitor.  Courtyard path continues north toward a small stone shop
and south toward a large fountain crafted out of stone.
~
1 0 1
D0
~
~
0 -1 31335
D1
~
~
0 -1 31379
D2
~
~
0 -1 31333
S
#31335
Courtyard Path~
~
To the south a rope fence has been ran around the landscape of the courtyard
only breaking in certain places to allow roadways to enter the octagon.  A
rather small building to the west has a large wooden sign that hangs over its
archway that acts as the entrance to the small shop.  Somewhat to the north a
gigantic wall made of stone forces the Courtyard Path to come to a dead end.
~
1 0 1
D0
~
~
0 -1 31336
D2
~
~
0 -1 31334
D3
~
door~
1 -1 31364
R D 0 31335 3 0
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31336
Courtyard Path~
~
To the north a gigantic wall made of stone and mortor forces the Courtyard
path to a end.  Somewhat to the east the sides of a large military barrack
can be seen, that seems more then able to house many great warriors at one
time.  The Courtyard Path continunes southward beside a small shop that is
on the western side of the road before it enters a octagon shaped courtyard
and to the north toward a three way intersection with Thalimon Street.
~
1 0 1
D0
~
~
0 -1 31337
D2
~
~
0 -1 31335
R M 0 31393 1 31336
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31337
Intersection of Courtyard and Thalimon~
~
A gigantic wall made of stone forces the Courtyard path to end at this three
way intersection with Thalimon that leads off to the east and west.  To the
east an old building used as military barracks appear to be in very bap shape.
To the west a few shops can be seen along the southern side of the road, most
of the stores have been marked with sometype of sign near the front of their
stores.  A massive courtyard for Manoake's Cathedral can be seen somewhat to
the south.
~
1 0 1
D1
~
~
0 -1 31338
D2
~
~
0 -1 31336
D3
~
~
0 -1 31343
R M 0 31343 3 31337
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31338
Thalimon Street~
~
Along the northern side of the road runs a gigantic wall made of many stones,
and alot of mortar that acts as a barrier to the city, protecting it from any
unwanted visitors.  To the southeast a worn down barrack looks as if it's empty.
Thalimon Street continues to run to the east, and west towards an intersection
with Courtyard Road.
~
1 0 1
D1
~
~
0 -1 31339
D3
~
~
0 -1 31337
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31339
Thalimon Street~
~
The gigantic wall, made of stone, continues to run along the northern side 
of the roadway, protecting the city from unwanted visitors. To the south, 
a wooden doorway leads into an old worn down building which serves as a 
military barrack. A sign hangs to the left of the door. Thalimon runs to 
the east and to the west toward a three way intersection. 
~
1 0 1
D1
~
~
0 -1 31340
D2
~
door ~
1 -1 31353
D3
~
~
0 -1 31338
R D 0 31339 2 0
E
sign~
The print is too small to be able to read it.
~
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31340
Thalimon Street~
~
A gigantic wall made of stone, travels along the northern side of Thalimon
Street acting as a barrier for the city, protecting the city from unwanted
visitors.  To the southwest stands an old military barrack that wouldn't even
suit a beggar.  Thalimon Street continues to run to the east where mountain
tops can be seen far off over the stone walls, and to the west toward a three
way intersection.
~
1 0 1
D1
~
~
0 -1 31341
D3
~
~
0 -1 31339
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31341
Before a Library on Thalimon Street~
~
The gigantic stone wall that runs along the northern side of the road appears
to be cracking and crumbling away at places leaving it susceptable  to attacks
from any unwanted visitors.  To the south a sign carved from oak in the shape
of a rectangle hangs above the stone buildings entranceway.  Thalimon Street
continues off to the east and west.
~
1 0 1
D1
~
~
0 -1 31342
D2
~
door~
1 -1 31355
D3
~
~
0 -1 31340
R D 0 31341 2 0
E
crack cracking crumbing~
cracks have formed in the wall due to the weak mortor that in some
places crumble away.
~
E
sign oval oak~
&O+-------------------------+
|&W Manoake's Public Library &O|
&O+-------------------------+
~
> sleep_prog 10~
if ispc($n)
mppause 30
mer $n A constable enters the room, catching $n sleeping on the street.
mppause 3
mer $n A constable grabs $n up off of the street and quickly takes them+
toward the jail.
mea $n A constable grabs you up off of the street and quickly takes you+
to jail.
mptransfer $n 31489
endif
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31342
Thalimon Street~
~
The gigantic stone wall that is running along the northern side of Thalimon now
shifts south as it merges with another wall that runs along the eastern side of
Mollin Circle that is off to the south.  A few mountain tops can be seen over
the wall far to the east.  A stone building to the southwest acts as Manoake's
Public Library.  Thalimon continues to travel off to the west passing by a few
structures before coming to a three way intersection.
~
1 0 1
D2
~
~
0 -1 31394
D3
~
~
0 -1 31341
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31343
Thalimon Street~
~
Treetops that tower toward the heavens can be seen swaying over the gigantic
stone walls that are to the north.  A small wooden sign hangs on iron hangers
above the doorway of a small shop that is to the south.  Thalimon Street runs
to the west toward some more shops, and to the east to a three way intersection
with the Courtyard Path.
~
1 0 1
D1
~
~
0 -1 31337
D2
~
door~
1 -1 31354
D3
~
~
0 -1 31344
R D 0 31343 2 0
E
wooden sign wood~
Morig's Armor Repair!
~
E
Tree treetop treetops~
The massive tree branches lean on top of the gigantic stone wall.
~
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31344
Thalimon Street~
~
The treetops to the north can be seen looming over the gigantic stone wall
that acts as a barrier, protecting the city from any unwanted visitors.  A
shop to the south has a sign made out of some dark stone that has been put
beside the doorway.  Thalimon Street continues to travel to the east and to
the west from here.
~
1 0 1
D1
~
~
0 -1 31343
D2
~
door~
1 -1 31363
D3
~
~
0 -1 31345
R M 0 31338 4 31344
R M 0 31381 1 31344
  R E 1 31393 1 5
  R E 1 31394 1 7
R D 0 31344 2 0
E
sign marble~
Manyia's Armor Supply
~
> sleep_prog 10~
if ispc($n)
mppause 30
mer $n A constable enters the room, catching $n sleeping on the street.
mppause 3
mer $n A constable grabs $n up off of the street and quickly takes them+
toward the jail.
mea $n A constable grabs you up off of the street and quickly takes you+
to jail.
mptransfer $n 31489
endif
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31345
Thalimon Street~
~
A gigantic wall of stone stands to the north running along side the roadway,
acting as a barrier for the city protecting it from any unwanted visitors.  A
narrow dark alleyway is to the south cut out between two buildings,  Thalimon
Street travels west toward a jailhouse, and to the east passing by a few shops
on the southern side of the road.
~
1 0 1
D1
~
~
0 -1 31344
D2
~
~
0 -1 31360
D3
~
~
0 -1 31346
R M 0 31392 1 31345
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31346
Thalimon Street~
~
Along the northern side of the road runs a gigantic wall that has been made of
stone serving as a barrier to the great city, protecting it from any unwanted
visitors.  A small building acting as a constables office and a jailhouse can
be seen to the south.  Thalimon Street continues to travel off to the east and
to the west toward a shift in the gigantic wall, and a three way intersection
with the Garden Pathway.
~
1 0 1
D1
~
~
0 -1 31345
D2
~
~
0 -1 31486
D3
~
~
0 -1 31348
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31347
new room!~
~
~
1 4 1
S
#31348
Thalimon Street~
~
The gigantic wall of stone takes a sharp shift southward running along the
western side of the pathway leading toward the gated off gardens, creating
a cornor of interlocking stones and lots of cracking away mortor fills the
entire wall at this spot.  To the east Thalimon street travels by the local
jail before running by a few more shops on the southern side of the roadway.
~
1 0 1
D1
~
~
0 -1 31346
D2
~
~
0 -1 31368
E
cracks crack ~
The weak mortor has caused many cracks along this part of the wall,
and in some places the mortor just seems to be coming right off.
~
> sleep_prog 10~
if ispc($n)
mppause 30
mer $n A constable enters the room, catching $n sleeping on the street.
mppause 3
mer $n A constable grabs $n up off of the street and quickly takes them+
toward the jail.
mea $n A constable grabs you up off of the street and quickly takes you+
to jail.
mptransfer $n 31489
endif
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31349
Floating in a void~
~
~
1 4 1
S
#31350
Floating in a void~
~
~
1 4 1
S
#31351
Floating in a void~
~
~
1 4 1
S
#31352
In a Cabana~
~
The crumbling shelter almost resembles a cabin with no walls only handrails
and columns, one of the open sides faces the triangle shaped stone fountain
found in the courtyard's square.  This would make for a perfect sitting spot
if someone would pull off the heavy vines that is ripping this lightweight
structure apart.  Padded seats have been placed near the handrails that run
along the edges of the inside of the cabana.  The doorway exiting the cabana
is to the southeast.
~
1 4 1
D8
~
~
0 -1 31332
R O 0 31424 1 31352
S
#31353
Inside a Barrack~
~
Dirt, garbage, dirty uniforms and rotted pieces of food remains are just 
the start of what can be found inside this old military barrack. It's 
awfully messy and unhygenic. Over fifty beds are cramped next to another 
in this bunkhouse. A wooden sign is attached to the west wall near the far 
end of the room. 
~
1 8 0
D0
~
door ~
1 -1 31339
D2
~
~
0 -1 31468
R M 0 31316 5 31353
R O 0 31396 1 31353
R D 0 31353 0 0
E
sign wooden~
&O+-----------------------+
|&R        Condemn        &O|
&O+-----------------------+
~
S
#31354
Morig's Armor Repair~
~
A large work table filled with hammers and different types of tools used 
for repairing armor sits against the western wall, close to a pit of fire 
that is used for heating up the metal types of armor to reshape them. To 
the north a wooden doorway leads back out onto Thalimon Street. 
~
1 0 0
D0
~
door~
1 -1 31343
R M 0 31310 1 31354
  R E 1 31439 1 5
R D 0 31354 0 0
S
#31355
A Grand Hallway~
~
Lining both sides of the hall are nicly crafted statues, that have been
fabricated to resemble some of the most famous dwarves.  A list of names
have been carved into a flat piece of stone, that has been mounted before
the first statue on the west wall.  To the south a round crystal chandelier
can be seen hanging from the hallway ceiling.  The doorway leading out to 
the street can be found on the north wall.
~
1 4 0
D0
~
door~
1 -1 31341
D2
~
~
0 -1 31356
R D 0 31355 0 0
E
engraved flat stone~
A list of the greatest Dwarven Heroes is displayed here, matching the 
noble statues resting along the Hall.
 
 
An engraved stone plaque reads: 
 
Githard
Thassilod
Aomin
Slagee
Mogona
Raithus
Naaric
Kithern
Tokota
Mossul
Kyrane
Frowin
~
S
#31356
At the end of a Grand Hallway~
~
A crystal chandelier hangs overhead from the ceiling producing a shimmering
light effect against the stone walls, putting those who pass under it in awe.
On the doorway to the east a sign has been placed in gold leaf lettering about
three quarters of the way up the door.  To the north statues line the eastern
and western walls making a memorial to some of the greatest dwarves to walk
these lands.  The dome room to the south appears to serve as Manoake's public
library.
~
1 0 0
D0
~
~
0 -1 31355
D1
~
door~
1 -1 31358
D2
~
~
0 -1 31357
D3
~
wall~
8391713 -1 31359
R D 0 31356 1 0
R D 0 31356 3 0
E
sign black lettering~
Nacard's Office
~
S
#31357
Inside a Library~
~
Dozens of dust covered bookshelves line all the solid white all but the eastern
wall in this odd round shaped room.  To the east a large glass window gives off
a view of the passing by Mollin Circle.  A quick look up to the ceiling reveals
a nice painting of clouds with a light blue background.  A long table sits near
the center of the room surrounded with wooden chairs giving people a nice place
to rest and read.  To the north a small archway leads into a grand hallway that
is lined with statues far to the north.
~
1 0 0
D0
~
~
0 -1 31356
R M 0 31394 1 31357
  R E 1 31455 1 8
  R E 1 31324 1 7
  R E 1 31431 1 5
R M 0 31311 1 31357
  R E 1 31454 1 20
  R E 1 31423 1 5
R O 0 31340 1 31357
R O 0 31338 1 31357
> rand_prog 5~
if ispc($n)
  if isevil($n)
    mpechoat $r &cYou feel a urge to leave.&D
  else
    mpechoat $r &cA sudden shift in light make the clouds on the ceiling look as if they have moved.&D
  endif
endif
~
|
S
#31358
Hacard's Office~
~
There is not too much to this small office, a simple polished wooden desk
sits near the middle of the room infront of a rather comfortable looking
chair.  On the western wall a painting of a dwarf hangs encased in a gold
frame.  On the far side of the room hangs another picture of the forest in
a crooked wooden frame.   A door on the west wall leads back out into the
great hallway.
~
1 0 0
D3
~
door~
1 -1 31356
R O 0 31339 1 31358
R D 0 31358 3 0
S
#31359
A Hidden Mapping Office~
~
It appears to be a old storage room, that has been turned into a small
map making shop.  All the tools needed for the making of a accurate map
can be found laying on the wooden table.  A small metal chest sits against
the stone wall, in the far corner of the room.  To the east a doorway
leads back out into the hallway.
~
1 0 0
D1
~
wall~
1 -1 31356
R M 0 31342 1 31359
  R E 1 31454 1 20
R O 0 31370 1 31359
  R P 0 31369 1 31370
R O 0 31338 1 31359
R O 0 31337 1 31359
R D 0 31359 1 0
S
#31360
A Dark Alley~
~
The dark alley leads between two buildings running south, the roofing of these
buildings overhang the street almost connecting them together causing the alley
to be dark.  Overflowing piles of trash line the sides of the abandoned street,
making travel through here almost painful.  Thalimon Street can be seen to the
north running east and west.  The dark alleyway leads off to south toward a old
broken down shack.
~
1 0 1
D0
~
~
0 -1 31345
D2
~
~
0 -1 31361
> rand_prog 10~
if ispc($n)
  mpechoat $r &cA foul odor lingers from the many bags of garbage littering the alley.&D
endif
~
|
S
#31361
A Dark Alley~
~
The alleyway is quite dark leading off through the buildings to the east and
to the west, making travel through here very unsafe.  A old wooden door is
on the backside of the building to the east, barely hanging on its rusted
hinges,  The alley continues to the north toward Thalimon Street, and deeper
into the dark alley toward the south.
~
1 0 1
D0
~
~
0 -1 31360
D1
~
wooden door~
8391715 -1 31364
D2
~
~
0 -1 31362
R M 0 31315 1 31361
  R E 1 31409 1 5
  R E 1 31327 1 16
R D 0 31361 1 1
S
#31362
A Dark Alley~
~
The small broken down shack that has been built to the south forces the
dark alley to come to a dead end.  The door on the old shack is made of
wood and is reinforced with a metal backing, making it nearly impossiable
to bash open.  The dark alley leads back out to the north toward Thalimon
street.
~
1 0 1
D0
~
~
0 -1 31361
D2
~
'metal door'~
1063 31419 31365
R D 0 31362 2 2
S
#31363
Manyia's Shop~
~
Inside the small second hand armor shop sits all types of goodies that have
been brought in from throughout the land.  A tiny fitting area has been built
into the back corner of the shop to allow people to get the correct fitting
on their new armor.  To the north a doorway leads back out onto Thalimon's
busy roadway.
~
1 0 0
D0
~
door~
1 -1 31344
R M 0 31313 1 31363
  R G 1 31323 1
  R G 1 31321 1
  R G 1 31324 1
  R G 1 31320 1
  R G 1 31322 1
  R G 1 31334 1
R D 0 31363 0 0
S
#31364
Gorin's Mining Supply~
~
The inside of this tiny shop is kept very clean, behind the small counter sits
a stool close to  a small table.  Mining picks, hammers and lots of small flat
nosed shovels are neatly stacked in large piles against the back wall.  To the
east a small archway leads back out onto the Courtyard path.
~
1 4 0
D1
~
door~
1 -1 31335
D3
~
wooden door~
2100267 -1 31361
R M 0 31317 1 31364
  R E 1 31390 1 7
  R E 1 31431 1 5
  R G 1 31354 1
  R G 1 31353 1
  R G 1 31345 1
  R G 1 31355 1
R D 0 31364 1 0
R D 0 31364 3 1
S
#31365
Inside A Broken Down Shack~
~
This enclosed structure is falling down from the ground up each step taken
across the floor invokes a vile creek from the weak, and rotted away wood.
Some old dust covered mining tools have been pilled around the corners of
the shack.  Large holes in the ceilng have allowed many differnt types of
creators to call this place home.   A doorway on the north wall leads into
the dark alley.
~
1 0 0
D0
~
'metal door'~
1057 31419 31362
D4
~
~
67584 -1 31366
R D 0 31365 0 0
E
tool tools mining dust~
Mining picks, small hammers, and shovels line the rotted walls of this
broken down shack.
~
E
holes ceiling ~
The holes in the ceiling almost look big enough for a rather large person
to climb through.
~
E
wooden floor wood~
The wooden floors are badly damaged due to the rain water that has came
in from the large holes in the ceiling.
~
S
#31366
Ontop of a Shack~
~
This old roof belongs to the broken down shack, that has been made out of 
over the years the roof has taken much punishment causing the roof to rust
completly at places forming large holes all over the rooftop making the roof
very unstable for any type of weight.  To the north the roof has a downward
slope in height that is leading off a small ledge into a alleyway.
~
1 16777216 9
D0
~
~
2048 -1 31362
D5
~
~
2048 -1 31365
S
#31367
Floating in a void~
~
~
1 4 1
S
#31368
A Garden Path~
~
As the gigantic wall made of many stones and mortor makes it shift south it
starts to travel along the western side of the garden path.  To the east the
a side of a white building can be seen serving as a jailhouse.  Along the path
to the south wreathed columns run along both sides of the pathway that leads
toward the gated off gardens.
~
1 0 1
D0
~
~
0 -1 31348
D2
~
~
0 -1 31369
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31369
A Garden Path~
~
Along the pathway to somewhat to the west stands a gigantic wall made of stone
acting as a barrier, protecting the city from any unwanted visitors.  A small
patch of trees and brush have been allowed to grow wildly to the east, forming
a small light forest.   The garden path continues to travel to the north toward
Thalimon street, and to the south where wreathed columns have been placed along
both sides of the pathway.
~
1 0 1
D0
~
~
0 -1 31368
D2
~
~
0 -1 31370
R M 0 31408 1 31369
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31370
A Garden Path~
~
Old wreathed columns made out of a very strange lime colored stone with heavily
decorated capitals, are lining each side of the road; guiding a direct path to
Manoake's exclusive gated off gardens somewhat to the south.  A short distance
to the west stands a gigantic wall made of stone that runs the entire length of
the west side of the city.  A light forest to the east adds incredible scenry
to this garden path.
~
1 0 1
D0
~
~
0 -1 31369
D2
~
~
0 -1 31371
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31371
A Garden Path~
~
The wreathed columns running along the sides of the path have become
entangled with heavy vines causing some of them to lean to the side a bit.
A small side trail runs between two columns leading off into the light 
forest to the southeast.  To the west is a gigantic stone wall.
~
1 0 1
D0
~
~
0 -1 31370
D2
~
~
0 -1 31372
D8
~
~
2048 -1 31473
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31372
At the Gates to the Gardens~
~
Heavy vines wrapped themselves upwards all the way to the decorated capitials
on the top of the rathre large columns lining the roadside.  To the south a
golden gateway leads into Manoake's beautiful gardens.  Somewhat to the west
a gigantic wall made of stone serves as a barrier to the city.  To the east a
light forest provides a nice view while traveling around outside of the citys
main gardens.
~
1 0 1
D0
~
~
0 -1 31371
D2
~
gate~
1059 -1 31374
R D 0 31372 2 1
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31373
Floating in a void~
~
~
1 4 1
S
#31374
At the Gateway~
~
Sweeping lawns and vistas interspersed with statuary, tempiettos, and wooden
benches to the south.  Planted in the long bed nearest to the tempiettos
is a collection of beautiful white roses, the blooming roses harken back to
the many-petaled full flowers, fragrance, and soft colors reminiscent of the
roses.  Climbing and rambling roses grow on the arbors to the east and west
it can also be seen growing on the archway above the golden gate to the north.
~
1 4 1
D0
~
gate~
1059 -1 31372
D2
~
~
0 -1 31375
R D 0 31374 0 1
> rand_prog 20~
mpecho A gentle breeze, carrys the relaxing smell of mother nature. 
~
|
S
#31375
In Some Garden~
~
Manoake's gardens features an extensive collection of bulbous, rhizomatous,
and tuberous plants that create a splendid seasonal display, spanning nearly
three acres with sweeping lawns and vistas interspersed with statuary,
tempiettos, and benches.  Thousands of types of plants from all over the lands
make up the botanical collections.  A slope in the garden to the east is
covered in a colorful canopy of yellow cassias and tabeluias, pink cape
chestnuts, purple hauhinias, blue jacarandas, and white tree daises.
~
1 0 1
D0
~
~
0 -1 31374
D1
~
~
0 -1 31424
R M 0 31345 1 31375
  R E 1 31437 1 3
  R E 1 31438 1 16
> rand_prog 20~
mpecho A gentle breeze, carrys the relaxing smell of mother nature. 
~
|
S
#31378
Floating in a void~
~
~
1 1073741828 1
S
#31379
Before a Cathedral~
~
The large stone cathedral to the north is a supreme achievement of art, true
to the vision of the Creator.  Successive generations have embellished the
great building with decorations of the highest quality.  This great house of
the creator reflects the highest aspirations of humanity, and raises the mind
toward the glories of the heavens.  A fountain can be seen to the southwest
marking the center of the massive octagon shaped courtyard.  To the west one
of the few exits leading out of the courtyard can be found.
~
1 0 1
D0
~
~
0 -1 31380
D3
~
~
0 -1 31334
D9
~
~
0 -1 31333
S
#31380
A Greeting Room~
~
This room rest in between a massive double door to the north that leads
into the Narthex and an archway to the south that makes its way out into
the octagon shaped courtyard.  Banners encrested with holy symbols drape
from the ceiling along the walls almost reaching the floor.  Two chairs
made of gold rest on each side of a decorated round rug that lays in the
floor near the center of the room.
~
1 0 0
D0
~
'double door'~
8389665 -1 31389
D2
~
~
0 -1 31379
R M 0 31333 1 31380
  R E 1 31423 1 5
R D 0 31380 0 0
S
#31381
The Nave~
~
The massive main body of the cathedral consists of rows upon rows of 
wooden pews running towards an elegant baldacchino. Suspended between the 
sanctuary and the nave is the great rood. It seems to float in the dark 
spaces above the cavernous arches that soar upwards. All the lines of 
perspective focus on the baldacchino, and the high altar that is beneath 
it to the north. The narthex of the cathedral can be found to the south. 
To the northwest a small bapistry has been built into a little chamber. A 
passageway to the northeast leads beside the large sanctuary before 
entering into a wide hallway. 
~
1 2098176 0
D0
~
~
0 -1 31392
D2
~
~
0 -1 31389
D6
~
~
0 -1 31382
D7
~
~
0 -1 31386
R M 0 31398 1 31381
  R E 1 31426 1 5
S
#31382
Before A granite hallway~
~
Beside the sanctuary their is a black marble floor, with white circles
at a opening before a wide hallway made of granite.  A masterpiece has
been molded of bronze and has funereal symbols, engraved on the cenotaph
to ensure that the memory of the unyielding creator remains vivid.  A
small archway to the north leads into the hallway made of granite.  The
massive nave can be seen, filled up with pews to the southwest.
~
1 128 0
D0
~
~
0 -1 31383
D9
~
~
0 -1 31381
R M 0 31318 1 31382
  R E 1 31329 1 5
  R G 1 31330 1
S
#31383
A Hallway~
~
The granite stone walls are amply proportioned, to make for easy travel
in this usally crowded hallway.  To the east a relieving arch supports
the weight of the masonry wall above the newel that has a staircase of
stone leading down into a dark passageway.  A masterpiece that has been
made of bronze can be seen to the south.  The hallway continues to run
to the north.
~
1 0 0
D0
~
~
0 -1 31388
D1
~
door~
1 -1 31384
D2
~
~
0 -1 31382
R D 0 31383 1 0
S
#31384
A Dark Stairwell~
~
Inside of this almost hollow newel is a stone staircase thats leading downward
into a barely lit passageway.  Mounted on the northern wall is a torch that is
releasing flickering streams of light down the stone passage.  To the west a
wooden door leads back into the wide granite hallway.
~
1 0 0
D3
~
door~
1 -1 31383
D5
~
~
0 -1 31385
R D 0 31384 3 0
S
#31385
At The Bottom of a Stairwell~
~
&zThe stone walls at the bottom of the dark staircase run off to the east and
west, at the same narrow width.  To the east the narrow passageway is forced
to a immediate stop, due to a heavy reinforced metal doorway.  A dimly glowing
torch burns away on its mount that is attached to a stone in the southern wall.
A gated off crypt can be seen built into the southern side of the passageway to
the west.
~
1 4 0
D1
~
~
0 -1 31453
D3
~
~
0 -1 31390
D4
~
~
0 -1 31384
S
#31386
In a Baptistery~
~
This small room is the result of great elegance that perfectly incarnates the
artistic spirit of the dwarvens.  A series of four paintings grace the niches
in the walls surrounding the marble baptismal font.  These montages depict very
significant events in the history of the creator.  In accordance with dwarven
practice the baptismal font is railed off and has a gate fastened by a lock.
The baptistry is entered through a broad and deep archway to the south.  On
the marble beside the gate stands a small finely carved wooden statue.
~
1 140 0
D8
~
~
0 -1 31381
S
#31388
A Wide Hallway~
~
To the north and south newels have been built on oppisite sides of the granite
hallway.  The walls of this hall is amply protortioned to make for easy travel
in the usally busy hallway.  To the north the hall can be seen coming to a dead
end.  Far to the south a bronze masterpiece can be seen in a small opening
outside of the hallway.
~
1 0 0
D0
~
~
0 -1 31420
D2
~
~
0 -1 31383
S
#31389
The Narthex~
~
Before the nave are six stations of the cross, each station is carved in low
relief so that it receives light from the sides.  The tableus include exquisite
lines of titling by the master of letter forms.  The stations are a memorial of
the passion and suffering of the Creator.  In each one of the tableus some type
of historical, or traditional aspect is depicted to allow the person at prayer
to meditate on the sufferings of the Creator.  A red rug leads south into the
greeting room.
~
1 4 0
D0
~
~
0 -1 31381
D2
~
'double door'~
1 -1 31380
R D 0 31389 2 0
S
#31390
A Dark Passageway~
~
&zA blue flamed torch is mounted on the northern wall producing little light
for this dark passageway.  Below the small torch a sign of caution has been
engraved into one of the stones on the wall.  Several dwarven high priest
rest in enternal peace within the gated off crypt to the south.  The dark
passage leads off to the east, toward a staircase.
~
1 0 0 0 0 3 0
D1
~
~
0 -1 31385
D2
~
gate~
8389671 31429 31485
R M 0 31395 1 31390
R M 0 31400 1 31390
  R E 1 31389 1 5
  R E 1 31310 1 8
  R E 1 31311 1 7
R D 0 31390 2 2
E
sign caution~
---------------------------
Beware Of where you travel
---------------------------
~
S
#31391
Inside A Crypt~
~
~
1 4 1
S
#31392
At a Altar~
~
At certain times of the day, particularly in the spring and autumn, the 
sun streams through the multi colored window panes of the stone cathedral 
shining brightly on the high altar. In doing so it illuminates the glass 
beads around the central crucifix, giving an aura of light. A few candles 
line the sides of the altar, each of them adorned with a pair of 
pear-shaped white opals set in pendants. The naves massive vaulted dome 
ceilings can be seen to the south. A cathedra made of ivory sits on top of 
the altar. 
~
1 1024 0
D2
~
~
0 -1 31381
D4
~
~
0 -1 31393
R M 0 31332 1 31392
  R E 1 31332 1 1
  R E 1 31329 1 5
R M 0 31399 1 31392
  R E 1 31426 1 5
  R E 1 31427 1 17
S
#31393
On The Altar~
~
On top of the altar a few steps lead to a unmaned cathedra that rest
against the far wall, on either side of the throne sits two small boxes
lined in gold that are decorated with a strong earthlike green color.  The
floor is a masterpiece of white carrara and green prato marble, which is
geometrically designed in a harmonious style.  A few steps made mostly of
sandstone lead down off the altar into the nave.
~
1 4 0
D5
~
~
0 -1 31392
R O 0 31344 1 31393
> entry_prog 100~
if ispc($n)
  if isevil($n)
    mea $n &YA blinding bolt of lighting strikes you, throwing you clear off of the altar.&D
    mpdamage $n 20
    mptransfer $n 31381
  else
    mppause 7
    mea $n &zA feeling of great comfort fills your soul as you get near the ivory cathedra.&D
  endif
endif
~
|
S
#31394
Mollin Circle~
~
This part of the roadway leads in between two massive walls of stone one being
a gigantic wall of stone and mortar runs along the eastern side of the roadway
protecting the city from unwanted visitors, to the west a smaller stone wall is
the side of Manoake's Public Library.  Mollin circle travels southward, and to
the north toward Thalimon Street.
~
1 0 1
D0
~
~
0 -1 31342
D2
~
~
0 -1 31395
R M 0 31316 5 31394
  R E 1 31393 1 5
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31395
Mollin Circle~
~
Large walls of stone stand along each side of the roadway, the one to the west
is the side of Manoake's Public Library, and the other is the gigantic wall that
runs along the roadside to the east, acting as a barrier to the city.  To the
north Mollin circle runs toward Thalimon street, and to the south toward a few
small stone houses.
~
1 0 1
D0
~
~
0 -1 31394
D2
~
~
0 -1 31396
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31396
Mollin Circle~
~
Each side of the road stands tall walls of stone, the wall to the east is the
city's barrier, protecting it from any unwanted visitors  to the west the side
of Manoake's Public Library can be seen through a small window in the building.
Mollin circle travels to the north toward Thalimon Street, and the southwest
leading toward a crystal blue lake along the southern side of Mollin Circle.
~
1 0 1
D0
~
~
0 -1 31395
D9
~
~
0 -1 31405
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31397
Floating in a void~
~
~
1 0 1
D0
~
~
0 -1 31396
S
#31399
Floating in a void~
~
~
1 4 1
S
#31400
Entrance to the Courtyard~
~
A rope fence has been ran around this octagon shaped courtyard, breaking
only in certain places to allow the roadways to enter.  Somewhat to the
north stands a large stone cathedral, embellished with decorations of the
highest quality.  To the east many small houses can be seen lining the
sides of Mollin road.  A well crafted stone fountain marks the center of
the courtyard.
~
1 0 1
D1
~
~
0 -1 31401
D7
~
~
0 -1 31333
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31401
Mollin Circle~
~
The sidewalks that run along the side of this winding street are made out
of large slabs of smooth flat stone.  A fence made of rope has been ran
around the octagon somewhat to the northwest.  Many small homes line the
sides of the street.  Mollin road continues to the east, and northwest
toward a courtyard.
~
1 0 1
D1
~
~
0 -1 31403
D3
~
~
0 -1 31400
R M 0 31338 4 31401
R M 0 31316 5 31401
R M 0 31404 1 31401
  R E 1 31422 1 5
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31402
Floating in a void~
~
~
1 4 1
S
#31403
Mollin Circle~
~
Along the sides of this winding roadway are nicely made sidewalks that have
been constructed out of large slabs of smooth flatted out stones, taken from
the mines deep in the dense forest.  To the south a gigantic wall of stone
can be seen on the far side of the crystal blue lake, acting as a barrier to
the city protecting it from any unwanted visitors.
~
1 0 1
D1
~
~
0 -1 31404
D2
~
~
0 -1 31432
D3
~
~
0 -1 31401
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31404
Mollin Circle~
~
The sidewalks the run along the sides of this winding street are made of smooth
flat stones.  Off to the southern side of the road are the banks of a small blue
lake.  To the west and northeast some rather small houses line the sides of the
Circle.  Far to the south on the other side of the lake a gigantic wall made of
stone acts as a barrier to the city, protecting it from any unwanted visitors.
~
1 0 1
D2
~
~
0 -1 31431
D3
~
~
0 -1 31403
D6
~
~
0 -1 31405
R M 0 31343 3 31404
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31405
Mollin Circle~
~
Along the sides of this roadway before the houses are sidewalks that have
been constructed of smooth flat stones, that run the entire length of the
winding road.  The stone houses to the north and south have been built in
a identical fashion on the outside.  Mollin Street continues to travel to
the northeast, and to the southwest toward a small lake on the southern
side of the road.
~
1 0 1
D0
~
door~
8389635 -1 31414
D2
~
wooden door~
1059 -1 31415
D6
~
~
0 -1 31396
D9
~
~
0 -1 31404
R D 0 31405 0 1
R D 0 31405 2 1
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31406
Inside of a Peddler's tent~
~
This extremly large tent covers a vast area, with only one opening thats 
accompied by two heavily armed guards. A large platform has been placed in 
the center of the room and surrounded with chairs. Ontop of the platform 
is a podium and a few locked chests. 

Just started.
~
1 1073741828 0
S
#31410
Entrance to a Courtyard~
~
A rope fence makes its way around the courtyard running from stump to stump
only breaking to allow other roadways to enter the courtyard.  To the south
some heavy vines.  A well crafted rectangular fountain sits in the center of
the massive octagon.  To the west Devinity road is lined with shops on both
the north and south sides of the busy roadway.
~
1 0 1
D1
~
~
0 -1 31333
D3
~
~
0 -1 31411
S
#31411
Devinity Avenue~
~
A few simple shops line the side of the road the store to the north has
been built of stone with a sign leaned against the wall beside the door.
To the south a small wooden building serves as a shop of some sort, with
a large sign hanging on the door.  To the west many more shops line the 
sides of the road marking Manoake's Main shopping district.  A opening in
a rope fence to the east enters a courtyard.
~
1 0 1
D0
~
door~
1059 -1 31426
D1
~
~
0 -1 31410
D2
~
door~
8389635 -1 31427
D3
~
~
0 -1 31412
R D 0 31411 0 1
R D 0 31411 2 1
E
stone~
&z+-------------------+
|&O Seznog's Grocerys &z|
&z+-------------------+&D
~
E
large~
&O+-----------------------------------+
|&Y  Raluff's Shields and Small Arms  &O|
&O+-----------------------------------+&D
~
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31412
Devinity Avenue~
~
This street marks the main shopping district of Manaoake, as shops line
the sides of the road to the north and south.  Off to the west Devinity
Avenue approaches a cul-de-sac with a tavern at far western side of it
forcing the road to come to a dead end.  Devinity Avenue travels by a few
more shops to the east before leading into the courtyard of the massive
stone cathedral.
~
1 0 1
D0
~
door~
1059 -1 31428
D1
~
~
0 -1 31411
D2
~
door~
1059 -1 31429
D3
~
~
0 -1 31413
R D 0 31412 0 1
R D 0 31412 2 1
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31413
In a Cul-de-san on Devinity Avenue~
~
The wide street comes to a end at the small cul-de-sac, with shops along 
three sides of the roadway, marking the main shopping district of Manoake. 
A large window on the shop to the south, has been fitted with a sign 
trying to attract attention to the rather plain looking store. To the 
north an old building has been restored, and setup as a Dwarven training 
academy. Devinity Avenue leads off to the east, passing by a few more 
shops along each side of the road, before leading into the courtyard of 
the massive stone cathedral. 
~
1 0 1
D0
~
door~
8388643 -1 31469
D1
~
~
0 -1 31412
D2
~
door~
1059 -1 31430
D3
~
door~
1059 -1 31472
R D 0 31413 0 1
R D 0 31413 2 1
R D 0 31413 3 1
> sleep_prog 10~
if ispc($n)
  mppause 30
  mea $n &cA constable grabs you up off of the street and quickly takes you to jail.&D
  mptransfer $n 31489
endif
~
|
S
#31414
Inside A small house~
~
This small humble home has been well decorated with common paintings and small
grotesque carvings of great dwarven warriors, some stand at actual height, and
have been made out of raw timber from the forest.  To the west a painted oriel
window is supported by corbels.  The heavy oak door to the south leads out onto
Mollin Circle.
~
1 0 0
D2
~
door~
1 -1 31405
R M 0 31370 1 31414
  R E 1 31452 1 5
  R E 1 31451 1 7
  R G 1 31386 1
  R G 1 31399 1
  R G 1 31392 1
R D 0 31414 2 0
S
#31415
Inside A dull home~
~
A large bowl made of pottery sits ontop of a long triangular shaped table
that sits in the center of the room.  A well decorated oak cabinet sits 
against the wall collecting dust.  The small window to the south
has been fitted with white curtains that drape to the floor.  To the north
a doorway leads out onto a winding road.
~
1 0 0
D0
~
wooden door~
1 -1 31405
R M 0 31397 1 31415
  R E 1 31453 1 3
  R E 1 31324 1 7
R O 0 31373 1 31415
R D 0 31415 0 0
S
#31416
Palace Drive~
~
This drive has been constructed of smooth flat interlocking stones that 
lay across the top of a leveled off ground. Somewhat down palace drive to 
the northwest an archway built into a large building reveals the 
entranceway to the great dwarven palace. To the east Courtyard Path 
travels to the north and toward the city's entranceway to the south. 
~
1 0 1
D1
~
~
0 -1 31327
D3
~
~
0 -1 31417
R M 0 31316 5 31416
S
#31417
Palace Drive~
~
This roadway has been made up of smooth flat interlocking stones that have 
been set above a leveled off ground. To the northwest a massive granite 
arch marks the main entranceway to the Dwarven Palace. Somewhat to the 
east the road runs into The Courtyard path, then it travels to the north 
and south. 
~
1 0 1
D1
~
~
0 -1 31416
D7
~
~
0 -1 31418
S
#31418
Palace Drive~
~
The entrancewy to the palace lays to the west under a arch that is made of
granite, with stone jambs that fit firmy against the tall heavy reinforced
doorway that leads into the Dwarven Palace.  To the southwest Palace Drive
continues for a short ways before intersecting with the busy Courtyard Path.
~
1 0 1
D3
~
~
0 -1 31435
D8
~
~
0 -1 31417
R M 0 31350 4 31418
  R E 1 31409 1 5
  R E 1 31317 1 18
  R E 1 31317 1 16
  R E 1 31417 1 1
S
#31419
Saile's Herb Shop~
~
This small humble house has been turned into a small shop selling mainly
herbs, and seasoning for certain types of foods.  A small shelf has been
built on the eastern wall lined with glass jars that are filled with all
the differnt types of herbs that Saile sells out of her shop.
~
1 4 1
R M 0 31334 1 31419
S
#31420
The End of the Wide Hallway~
~
This amply proportioned granite hallway comes to a end here with a newel to
to the west that has a wide stone staircase leading upward.  To the south a
short granite hallway passes by another newel that has been built into the
eastern wall, before leading into a small opening where a masterpieces made
of bronze can be found.
~
1 0 1
D2
~
~
0 -1 31388
D3
~
door~
1 -1 31421
R D 0 31420 3 0
S
#31421
Inside A Newel~
~
A twisting stone stairwell is surrounded by walls of smooth rock and mortor
that are leading upward, the steps in some places appear unsafe due to the
stone crumbling apart at places.  To the east a small archway leads out of
the newel into the wide granite hallway that is at a dead end to the east.
~
1 0 1
D1
~
door~
1 -1 31420
D4
~
~
0 -1 31422
R M 0 31336 1 31421
  R E 1 31336 1 6
  R E 1 31428 1 5
  R E 1 31456 1 19
R D 0 31421 1 0
S
#31422
A Small Stone Room~
~
Inside this small stone chamber before a balcony to the south, has tattered
banners with holy symbols that drape from the ceilings nearly falling short
of reaching the red carpet that covers the floor.  To the south two rows of
pews can be seen through the thin curtains hanging over the entranceway.  A
stone staircase leads down into a wide granite hallway.
~
1 0 1
D2
~
~
0 -1 31423
D5
~
~
0 -1 31421
S
#31423
On a large ledge~
~
This ledge spares no expense, the pews have been handcrafted from the finest
selection of wood in the forest, and have been stained by the best craftsman
in Manoake.  A small arch to the east leads into a darkend chamber.  Curtains
hanging from the archway to the north leads out of the Choir chambers into a
small open room before a stone staircase leading downward.
~
1 0 1
D0
~
~
0 -1 31422
R M 0 31337 8 31423
R M 0 31337 8 31423
R M 0 31337 8 31423
R M 0 31337 8 31423
R M 0 31337 8 31423
R M 0 31337 8 31423
R M 0 31337 8 31423
R M 0 31337 8 31423
S
#31424
A sloping hill in the gardens~
~
The trees on this slope leading south provide a colorful canopy of yellow
cassias and tabeluias, pink cape chestnuts, purple hauhinias, blue jacarandas,
and white tree daises.  Some of the shrubs that grow along the slope include
salvias of many kinds of colors, as well as the less well-known corbretum,
crotalaria, and polygale.  The garden to the west also features an extensive
collection of bulbous, rhizomatous, and tuberous plants that create a splendid
seasonal display.
~
1 0 1
D2
~
~
0 -1 31425
D3
~
~
0 -1 31375
> rand_prog 20~
mpecho &GA gentle breeze harbor's the relaxing scent of mother nature.&D
~
|
S
#31425
A Dead End~
~
The gardens was designed to illuminate and break the limits of the modern
principles of ecology.  A round cul-de-sac lined with cobblestone, and
surrounded with roses forces the walkway through the excluisive gardens
to come to a dead end.  Yellow cassias, tabeliaus, pink cape chestnuts,
purple hauhinias, blue jacarandasm and white tree daises make a canopy
on the slope to the north.
~
1 0 1
D0
~
~
0 -1 31424
> rand_prog 20~
mpecho A gentle breeze, carrys the relaxing smell of mother nature. 
~
|
S
#31426
Seznog's Groceries~
~
&gA large rug made of the skin of a animal lays in the middle of the floor 
before a small counter. To the east a small window gives off a nice view 
of the lawns of the courtyard. The doorway to the south leads back out 
onto Devinity Avenue. 
~
1 1024 0
D2
~
door~
1059 -1 31411
R M 0 31346 1 31426
  R G 0 31404 1
  R G 0 31402 1
  R G 0 31405 1
  R G 0 31400 1
  R G 0 31401 1
  R G 0 31406 1
  R G 0 31407 1
R D 0 31426 2 1
S
#31427
Raluff's Shields and Small Arms~
~
The inside of this shop has many different types of shields that hang across
the walls on display.  A rather large counter with a glass top sits near the
back of the store showing off a good collection of nicely made small knives
and daggers.  A doorway on the north wall leads back out to Devinity Avenue.
~
1 0 0
D0
~
door~
3 -1 31411
R M 0 31341 1 31427
  R G 1 31348 1
  R G 1 31350 1
  R G 1 31349 1
  R G 1 31346 1
  R G 1 31347 1
R O 0 31351 1 31427
R D 0 31427 0 1
S
#31428
Hirrek's Weapons~
~
The small shelves in this humble shop extend a little from the walls, they all
have been built at the same height across every wall in the shop.  The top of
the shelves contain a lot of hand crafted domestic weapons.  On the walls hang
a few colored posters, providing lots of information about the many different types
of axes.  To the south a oversized doorway with a heavy door leads back out to
Devinity Avenue.
~
1 0 0
D2
~
door~
1059 -1 31412
R M 0 31349 1 31428
  R G 1 31365 1
  R G 1 31364 1
  R G 1 31363 1
  R G 1 31367 1
R D 0 31428 2 1
S
#31429
Krolin's Jewels~
~
This shop is a poor display to say the least, trash and tools used for
repairing the jewelry have been left laying everywhere filling the room
full of junk.  A small counter has been filled with many different types
of jewelry ranging from small treasures, to different types of facemasks.
To the north a small doorway leads back out onto Devinity Avenue.
~
1 0 0
D0
~
door~
1057 -1 31412
R M 0 31347 1 31429
  R G 1 31368 1
  R E 1 31366 1 13
  R E 1 31358 1 14
  R G 1 31366 1
  R G 1 31357 1
  R G 1 31358 1
  R G 1 31356 1
R D 0 31429 0 0
S
#31430
Brunk's Mystics~
~
Inside this small store there is many different types of fancy alchemist 
devices some containing very odd colored liquids, that produce a foul odor 
as its being cooked by the burners that have been built into the small 
table in the back of the room. A long counter sits across the center of 
the room nearly cutting off all public access to the back of the store. To 
the north a small window beside the doorway shows off a little view of 
Manoake's main shopping district. 
~
1 0 0
D0
~
door~
1057 -1 31413
R M 0 31348 1 31430
  R E 1 31443 1 3
  R G 1 31360 1
  R E 1 31442 1 5
  R G 1 31361 1
  R G 1 31449 1
  R G 1 31362 1
  R E 1 31441 1 9
  R E 1 31440 1 7
  R G 1 31359 1
R O 0 31385 1 31430
R D 0 31430 0 0
S
#31431
On the Shorelines~
~
&OA breath taking view reveals itself as the crystal blue water shimmers due
to the gentle blow of the wind.  Near the water a large wooden sign has been
steaked into the packed dirt before a wooden fence at the water.  The dirt
packed banks continues to the west.  A little to the north Mollin Circle can be
seen running to the west and to the northeast.
~
1 0 1
D0
~
~
0 -1 31404
D3
~
~
0 -1 31432
S
#31432
The Shoreline~
~
&OThe banks of the crystal blue lake are covered with a dark color of packed dirt.  A
large wooden sign has been posted against the fence by the water to the south.
On the other side of the lake a gigantic wall made of stone can be seen acting
as a barrier for the city.  Mollin Circle can be seen to the east and west to
the north.  More dirt covered banks lay to the east.
~
1 0 1
D0
~
~
0 -1 31403
D1
~
~
0 -1 31431
E
sign~
&O+------------------------+
|&Y Stay out of the water!&O |
&O+------------------------+&D
~
S
#31433
Floating in a void~
~
~
1 4 1
S
#31434
Taon's House~
~
This is your desc. You can edit this with HOUSE DESC.
Blah test blah
~
1 1076888588 0
S
#31435
The Palace Foyer~
~
In The massive stone foyer a vaulted dome ceiling acts as the entranceway
to the Dwarven Palace.  To the west a large open chamber has a few chairs
and some tables, for guest to sit at and chat.  A doorway under the arch
leads back out onto palace drive.  A small doorway to the south has been
partly covered by a small sign.
~
1 0 0
D1
~
~
0 -1 31418
D2
~
door~
3 -1 31457
D3
~
~
0 -1 31436
R M 0 31338 4 31435
R M 0 31338 4 31435
R D 0 31435 2 1
> rand_prog 5~
if ispc($n)
  mppause 3
  mea $r &cSounds of laughter and suffering fills the halls.&D
endif
~
|
S
#31436
At an Intersection Inside the Palace~
~
At an intersection inside the massive chamber, that is used for greeting 
guest. To the north a stairwell has been built into the stone wall leading 
up to the second floor of the palace. A large dining room to the south, 
has more then enough seats for a average days guest. To the west a throne 
room can be seen with lots of activity taking place. The foyer off to the 
east stands before a massive archway leading back out onto Palace Drive. 
~
1 0 0
D0
~
~
0 -1 31437
D1
~
~
0 -1 31435
D2
~
~
0 -1 31459
D3
~
~
0 -1 31454
S
#31437
At the bottom of the stairwell~
~
The stone twisting staircase that is here, leads up past a partly seen window
that is halfway up toward the second floor of the dwarven palace.  To the south
a massive chamber with dark marble floors stands before a large dining room in
the room past the columns far to the south.
~
1 0 0
D2
~
~
0 -1 31436
D4
~
~
0 -1 31438
S
#31438
At the top of the stairwell~
~
About halfway down the winding staircase the corner of a small window can be
seen showing off the well tended palace lawns.  To the south a short hallway
passes by a few doors before it comes to a end at the kings bedroom.  The
stairs are leading downward, to the outside of the palace's massive chamber.
~
1 0 0
D2
~
~
0 -1 31456
D5
~
~
0 -1 31437
S
#31440
Floating in a void~
~
~
1 1073741828 1
S
#31450
Floating in a void~
~
~
1 4 1
S
#31451
Under the Bridge~
~
The crystal blue water under the bridge whirls and pulls in all differnt
directions, due to the strong currents that the creek produces.  Large
logs that are attached to the bottom of the bridge keep the bridge stable
in the raging waters of the creek.  The strong currents along with the
large logs prevent anyone from swiming away in any direction.
~
1 4 8
D4
~
~
0 -1 31315
R M 0 31382 1 31451
R O 0 31388 1 31451
S
#31452
Entrance to a Maze of Grass~
~
Some of the unattended grass grows well over six feet in some places making
walls of razor sharp blades of grass.  To the east a abandoned two story white
building has been built on the other end of a small maze through the thick
walls of grass.  A rusty iron gateway to the west leads back out onto a garden
path.
~
1 0 1
D1
~
~
0 -1 31462
S
#31453
Inside a Stone Passageway~
~
&zThe stone walls of the narrow underground stone passageway come to a abrupt
stop, due to a reinforced metal doorway that is to the east.  A large sign
wrote in a bold red has been mounted on the overly secure doorway.  Mounted
on the northern wall is a blue flame torch providing a very dim light source.
To the west the passage passes by a staircase before leading off to the crypt.
~
1 0 1
D1
~
metal door~
10488879 31411 31492
D3
~
~
0 -1 31385
R D 0 31453 1 2
S
#31454
A Public Meeting Room~
~
This massive dome room is shaped almost like a oval, with large columns that
run from the towering roof to the magnificently shining marble floors.  The
foyer somewhat to the east stands before a archway with wooden doors leading
out to the Palace's Drive.  To the west a few thrones can be seen on the other
side of the small arch.
~
1 0 0
D1
~
~
0 -1 31436
D3
~
~
0 -1 31455
R M 0 31371 1 31454
  R E 1 31420 1 5
S
#31455
Under A Stone Archway~
~
The stone jambs in the archway help support the extreme amount of weight the
heavy stone walls that hang over the arch exerts on it.  Thrones can be seen
to the west, in a large adorne throne room.  To the east stands a large dome
room acting as the greeting room for the general public.
~
1 0 0
D1
~
~
0 -1 31454
D3
~
door~
3 -1 31458
R M 0 31376 1 31455
  R E 1 31421 1 5
R D 0 31455 3 1
S
#31456
In a short hallway~
~
The walls of this small hallway are made of hardwood, and heavily decorated
with famous paintings.  A large purple rug lays across the floor spanning
almost the entire length of the hall.  To the south a few doorways line both
the eastern and western side of the hallway before coming to a large room at
the end of the hallway.  To the north a stone staircase can be seen leading
down toward the first floor of the palace.
~
1 0 0
D0
~
~
0 -1 31438
D2
~
~
0 -1 31460
S
#31457
A Guard Post~
~
An old table made of wood sits near the center of the room covered in absolute
filth, also on top of the table lies a deck of cards so the guards can play a
game of cards while off duty.  On the western wall a sign of some rules and a
few guard details are listed on the wall.  A large barrel of what appears to
be stamped as liquor sits in the corner of the room already tapped into.  A
doorway on the north wall leads back out into the foyer.
~
1 0 0
D0
~
door~
3 -1 31435
R M 0 31350 4 31457
  R E 1 31417 1 1
  R E 1 31409 1 5
R M 0 31350 4 31457
  R E 1 31417 1 1
  R E 1 31409 1 5
R M 0 31350 4 31457
  R E 1 31417 1 1
  R E 1 31409 1 5
R O 0 31337 1 31457
R D 0 31457 0 1
E
list details~
+--------------------------------------+
| 1. Two hourly patrols of three       |
| guards, every hour.                  |
| 2. A guard is to always be posted    |
| at the palaces entrancway, and at    |
| the royal bedrooms.                  |
| 3. Anytime the king might leave the  |
| palace he is to be followed by his   |
| royal guards at all times.           |
| 4. Never question a order handed     |
| down by the king.                    |
| 5. Drinking while on duty is not     |
| Tolorated.                           |
| 6. Always use your full manors with  |
| those of royality.                   |
| 7. Any unwanted visitor to the       |
| palace is to be brought to the king  |
| at once.                             |
+--------------------------------------+
~
S
#31458
In The Throne Room~
~
&gIn this large room three thrones rest side by side against the west wall 
one made of gold, the other two made of silver, all bare a certain 
engraving of lettering, embedded around the letters are tiny rubies of all 
types. The marble floors reflect a mirror image of those who make their 
way to the throne. To the east, an archway looms over a heavy wooden door 
leading into an open room. 
~
1 0 0
D1
~
door~
1 -1 31455
R M 0 31377 1 31458
  R E 1 31415 1 6
  R E 1 31416 1 7
  R E 1 31448 1 5
R M 0 31401 1 31458
  R E 1 31459 1 6
  R E 1 31460 1 10
  R E 1 31461 1 8
  R E 1 31462 1 3
  R E 1 31463 1 5
  R E 1 31465 1 18
  R E 1 31465 1 16
  R E 1 31473 1 7
R O 0 31374 1 31458
R O 0 31414 1 31458
R D 0 31458 1 0
S
#31459
Dining Room~
~
A well set dinner table with a long trianguler shape rest in the middle of this
oversized dining area, surrounded by many large decorative wooden chairs.  To
the southeast a cabinet shows off expensive pieces of fine silverware.  A small
passage through two large columns to the north leads into a massive chamber.
~
1 0 0
D0
~
~
0 -1 31436
R O 0 31468 1 31459
R O 0 31469 1 31459
S
#31460
In a short hallway~
~
The walls of this short hall have been deocrated with famous paintings that
almost out does the anicent purple rug that spans almost the entire length
of the hallway.  To the east and west are two doors, to the east is a guest
room, and to the west the king's private walkin closet.  A small archway to
the south, has letters embedded over the arch with strange markings.  Somewhat
to the north is a stone staircase leading downward.
~
1 0 0
D0
~
~
0 -1 31456
D1
~
door~
8389635 -1 31476
D2
~
~
0 -1 31461
D3
~
door~
8389633 -1 31475
R D 0 31460 1 1
R D 0 31460 3 0
S
#31461
In a short hallway~
~
At the end of the hallway a small archway is snug over the oak door that has
been trimmed in gold.  Above the doorway a crest has been engraved into the
stone, under it a few words have been written.  To the north a well decorated
hallway passes by a few doorways before entering a small stone staircase at
the other end of the hallway.
~
1 0 1
D0
~
~
0 -1 31460
D1
~
door~
1059 -1 31478
D2
~
door~
8389665 -1 31474
D3
~
door~
8389635 -1 31479
R D 0 31461 1 1
R D 0 31461 2 0
R D 0 31461 3 1
S
#31462
Floating in a void~
~
~
1 0 1
D3
~
~
0 -1 31452
D6
~
~
0 -1 31464
S
#31463
Floating in a void~
~
~
1 4 1
S
#31464
Floating in a void~
~
~
1 0 1
D8
~
~
0 -1 31465
D9
~
~
0 -1 31462
S
#31465
Floating in a void~
~
~
1 0 1
D7
~
~
0 -1 31464
D8
~
~
0 -1 31466
S
#31466
Floating in a void~
~
A large family of monocotyledonous mostly herbaceous plants with jointed
stems, slender sheathing leaves, and flowers brone in spikelets of bracts
create walls of thick razor sharp grass, preventing travel in most directions.
To the east and northwest a small path has been cut into this maze, with barely
enough room to travel through.
~
1 0 1
D1
~
~
0 -1 31467
D7
~
~
0 -1 31465
R M 0 31335 2 31466
S
#31467
Floating in a void~
~
Several plants like Genera, Yucca, Nolina, and Xerophyllum of the agave
family, and other types of plants from the lily family have formed to resemeble
coarse blades of grass that in over a long period of time have turned into
thick walls, causing a confusing intricate network of paths.  To the southwest,
northeast, and to the west the narrow paths has been cut out of the maze
permiting travel.
~
1 0 1
D3
~
~
0 -1 31466
D6
~
~
0 -1 31470
D9
~
~
0 -1 31471
S
#31468
Backside of the Barrack~
~
In the far end of the room, more dust covered cots fill the area, along
with alot of garbage that has been scattered about the floor and on the
stands that sit beside the cots making for a awful mess.  A window on
the eastern wall gives off a view of a small lawn that sits in between
this barrack, and Manoake's stone library that can be seen to the east.
Somewhat to the north a doorway leads back out onto Thalimon Street.
~
1 0 1
D0
~
~
0 -1 31353
R M 0 31335 2 31468
  R E 1 31324 1 7
  R E 1 31447 1 5
  R E 1 31363 1 16
R O 0 31396 1 31468
S
#31469
Training Academy~
~
Many neat charismatic trinkets and awards can be found sitting around this 
little academy. The trinkets range from small statues, to useless ancient 
weapons, and suits of armor. Hanging along the walls are many plaques that 
show off all of the trainers awards. A sturdy wooden staircase with iron 
handrails is in the back of the room, leading up into the small loft that 
is above the training academy. To the south a wooden door leads back out 
onto Devinity Avenue. 
~
1 0 0
D2
~
door~
3 -1 31413
D4
~
~
0 -1 31488
R M 0 31378 1 31469
R D 0 31469 2 1
S
#31470
Floating in a void~
~
Alot of differnt families of monocotyledonous type plants grow here forming
a wall of razor sharp blades of grass, preventing travel in almost all
directions but to the southwest.  The dead end of the path just how hard
this maze actally is.
~
1 0 1
D9
~
~
0 -1 31467
S
#31471
Floating in a void~
~
~
1 0 1
D3
~
~
0 -1 31480
D6
~
~
0 -1 31467
S
#31472
The Public Tavern~
~
The inside of this loud tavern has an oval bar that has been built into 
the center of this great establishment, with nice wooden stools that go 
all the way around it. A few other small tables with some chairs have been 
scattered all around the room. The window that is beside the door to the 
east gives a nice view of the stores in Manoake's main shopping district. 
~
1 0 0
D1
~
door~
1 -1 31413
R M 0 31380 1 31472
  R G 1 31387 1
  R G 1 31397 1
  R G 1 31408 1
R M 0 31388 1 31472
  R G 1 31444 1
R O 0 31382 1 31472
R O 0 31384 1 31472
R D 0 31472 1 0
S
#31473
A trail through the light forest~
~
&GThis narrow side path leads off through the light forest to the east toward
a small discolored green pond.  Off to the northwest a few wreathed columns
can be seen along both sides of the roadway.  A small sign made of treebark
has been hammered into the soft ground off the southern side of the trail.
~
1 0 1
D1
~
~
0 -1 31477
D7
~
~
0 -1 31371
R M 0 31340 1 31473
  R G 1 31341 1
  R G 1 31342 1
S
#31474
The Royal Bedroom~
~
Decorations and rare paintings litter the white wall room. Along the 
eastern a collection of battle axes, hang above a small fireplace. A 
massive bed with cloth and blanks sit on the western wall facing the 
fireplace and offsetting a multi-colored window. The headboard on the far 
side of the bed has many types of symbols, with tiny red rubies 
surrounding them. To the north a short hallway leads past a few doorways 
before leading toward a stone stairwell at the end of the hall. 
~
1 0 0
D0
~
door~
1 -1 31461
R M 0 31403 1 31474
  R E 1 31457 1 6
  R E 1 31458 1 5
R O 0 31472 1 31474
R O 0 31308 1 31474
R D 0 31474 0 0
S
#31475
Northern Guest Room~
~
A large bed has been built into a small cubby space with a white canopy of
linen sheets.  The bed has been covered with the finest of cloth for covers
that the pillows have been stuffed with cotton.  To the east beside a door
that leads back out into the short hallway sits a dresser made of wood and
metal strippings.
~
1 0 0
D1
~
door~
1 -1 31460
R O 0 31375 1 31475
R O 0 31470 1 31475
R D 0 31475 1 0
S
#31476
A Palace Guest Room~
~
This small room provides alot of open space due to the room being almost
naked of furniture.  It only contains a small bed that sits adjacent to
a small oak dresser.  To the west the creeking wooden door leads back out
into the small hallway, that has been nicely decorated with paintings and
other types of art work.
~
1 0 0
D3
~
door~
1 -1 31460
R O 0 31377 1 31476
R O 0 31471 1 31476
R D 0 31476 3 0
S
#31477
Near a Green Pond~
~
&GA foul stench comes from the fungus infested green colored pond causing it
to attract many differnt types of small bugs and insects.  A light forest
surrounds the muddy banks of the pond, although a small down hill path can
be seen leading right into it to the east.  A trail leads back off to the
west through the light leading toward a roadway with columns running along
each side of it.
~
1 0 1
D1
~
~
0 -1 31484
D3
~
~
0 -1 31473
> rand_prog 10~
if ispc($n)
  mea $r &cA foul odor drifts in with the fog that is running along the ground.&D
endif
~
|
S
#31478
The Southern Guest Room~
~
Inside the center of this oversized room sets a large bed that has been 
stuffed with feathers, offsetting a multi-colored window, that is to the 
east giving off a view of the Palace's Entranceway. To the west a old 
creaking wooden door leads back out to the end of the highly decorated 
hardwood hallway. 
~
1 0 0
D3
~
door~
3 -1 31461
R O 0 31378 1 31478
R D 0 31478 3 1
S
#31479
A walk-in closet~
~
The inside of this small walk-in closet has shoes lining the floor all the 
way around the room, above the shoes hang the king normal day wear on one 
side and on the other hangs the queens. Everything seems to be in some 
type of odd order. The heavy doorway to the east leads back out into a 
short hallway made primary of hardwood. 
~
1 0 0
D1
~
door~
1 -1 31461
R D 0 31479 1 0
S
#31480
Floating in a void~
~
~
1 0 1
D1
~
~
0 -1 31471
D6
~
~
0 -1 31481
S
#31481
Floating in a void~
~
~
1 0 1
D9
~
~
0 -1 31480
S
#31482
Near A Tunnel~
~
A very large boulder rest along the southern side of the pathway shaped
in a perfect sphere, and has oddly been placed firmly against the base of
a small tunnel that leads underground.  Two torches have been mounted on
each side of the boulder, sending out a dim blue glow.  At the edges of
the dense forest to the west is a small trail leading back into the dense
forest, and to the east sits a large campsite filled with small stumps and
a warm fire making for a good spot to sit and rest.
~
1 4 1
D3
~
~
0 -1 31318
R M 0 31407 1 31482
S
#31483
Floating in a void~
~
-Inside this room are small cubby holes that have been carved into the stone
-Inside those cubbys are the choir uniforms.
-A few wooden benchs sit in the center of the room.
~
1 4 1
S
#31484
In a Green Pond~
~
&GStanding almost knee high in the shallow green water with fungus, and other
types of weird vegeation floating around, isnt fun by any means.  One can
barely stand the fumes that is admitted from the shallow pond.  The insects
and bugs are real bad here making it hard to travel though this part of the
green pond.  A muddy bank to the west leads back up onto the trail.
~
1 0 1
D3
~
~
0 -1 31477
R M 0 31405 1 31484
R M 0 31316 5 31484
> rand_prog 5~
if ispc($n)
  mea $n &cInsects start to swarm the area, a few pricks can be felt as they make their way by.&D
  mpdamage $n 5
endif
~
> entry_prog 20~
if ispc($n)
  mppause 4
  mea $n &cWhile walking into the shallow green water, you slip on the muddy banks covering you in green slime.&D
endif
~
|
S
#31485
A Large Crypt~
~
&zThe stone walls inside this large dome cyrpt are well decorated with old
valueables, and very rare sacriments to the holy church.  Several massive
tombs where several dwarven high priest lay to rest, sit near the center of
the room admitting sometype of a strange blue aura.  To the north is a old
iron gateway that leads out into the dark stone passage.
~
1 0 1
D0
~
gate~
1 31429 31390
R D 0 31485 0 0
S
#31486
A Constables Office~
~
A wooden desk sits snug against the western wall, with a small chair made of
black leather sitting in front of it.  To the south iron bars prevent anyone
from getting in or out of the cell without the proper key.  A couple of wanted
posters hang along the eastern wall making a clear list of who is not liked
around here.  Beside the posters to the east a doorway leads into a large
chamber that is used for sentencing the criminals that are awaiting trial.
~
1 0 0
D0
~
~
0 -1 31346
D1
~
door~
3 -1 31487
D2
~
cell~
8389639 31410 31489
R M 0 31379 1 31486
  R E 1 31432 1 5
  R E 1 31435 1 7
  R E 1 31436 1 16
  R G 1 31410 1
R D 0 31486 1 1
R D 0 31486 2 2
> rand_prog 4~
if ispc($n)
  mea $r &cA faint odor drifts in from the dirty cell to the south.&D
endif
~
|
S
#31487
A Large Courtroom~
~
A few rows of small pews have been ran across the back side of this room in
several differnt rows, giving the prisoners a place to sit while they await
their sentencing from the mighty dwarven judges.  To the west a small wooden
doorway that leads back toward the entrance of the small dirty jailhouse.
~
1 0 0
D3
~
door~
3 -1 31486
R M 0 31383 1 31487
R D 0 31487 3 1
S
#31488
A small Loft~
~
A small round bed sits in the corner of the western wall on the far side 
of the room, covered in red satin sheets sitting by a wooden dresser that 
is on the southwestern side of the small loft. A few candles sit on top of 
the dresser providing a very dim light source. On the north side of the 
room is a wooden staircase with iron handrails leading down into the 
training academy. 
~
1 0 0
D5
~
~
0 -1 31469
R O 0 31398 1 31488
R O 0 31418 1 31488
S
#31489
A Small Cell~
~
The thick iron bars to the north have been placed close together to prevent
any of the prisoners from being able to escape the small dirty cell.  A few
old wooden cots used for resting and sleeping line the rather simple walls
of this plain cell.  To the south a small window with tiny bars provides a
nice view of the light forest to the south.
~
1 4 0
D0
~
cell~
8389639 31410 31486
R O 0 31413 1 31489
R D 0 31489 0 2
> rand_prog 4~
if ispc($n)
  mea $r &cA foul odor almost forces you to gag.&D
endif
~
|
S
#31490
A Big Cell~
~
test
~
1 4 0
S
#31491
A Oversized Cell~
~
A few cots rest in the middle of the room, close to the wooden benchs that
line the walls.  Iron bars to the northwest prevent the prisoners from being
able to escape.  The cell is very smelly and ditry a torch in the office to 
the northwest provides the only light.
~
1 4 0
S
#31492
A Dark Cellar~
~
&zThe inside of this nicely hidden dark cellar is very damp and cold, a
few wooden crates line the wall on the far end of the room.  The walls
in this underground chamber have been built of small stones and mixed
mortor.  A very large heavy metal door on the western wall leads back
out into a narrow dark passageway.
~
1 0 1
D3
~
metal door~
1 31411 31453
R D 0 31492 3 0
S
#31493
Out on a Limb~
Not Assigned~
From up inside the shade tree, the scenes from the palace courtyard
can be seen below. The chattering and plucking have grown to an unbearable
volume. A large nest made of mud and twigs rests on the end of the branch.
A collection of various trinkets is scattered throughout the nest. The raven
which calls this tree home rests within the nest.
~
1 1076887556 1
D5
~
~
16777216 -1 31327
R M 0 31338 5 31493
  R G 0 31493 1
> entry_prog 100~
mppause 10
mpechoat $n &YThe shrieking and plucking have become intolerable!
~
|
S
#0


#SHOPS
 31313    9  0  0  0  0   120 110         0 23    ; Manyia
 31317    0 59 45  0  0   100  90         8 23    ; Gorin
 31340    9  1  5  0  0   120  90         0 23    ; A traveling merchant
 31341    9  1  0  0  0   120  90         0 23    ; Raluff
 31346    0  0  0  0  0   120  90         0 23    ; Seznog
 31347    0  0  0  0  0   120  90         0 23    ; Krolin
 31348    0  0  0  0  0   120  90         0 23    ; Brunk
 31349    0  0  0  0  0   120  90         0 23    ; Hirrek
 31370    0  0  0  0  0   120  90         0 23    ; Craonin
 31380    0  0  0  0  0   120  90         0 23    ; an overweight dwarf
0


#REPAIRS
 31310    5  9 15         102   1         0 23    ; Morig
0


#SPECIALS
M  31301 spec_poison
M  31302 spec_cast_undead
M  31303 spec_poison
M  31304 spec_guard
M  31306 spec_guard
M  31308 spec_guard
M  31309 spec_cast_adept
M  31318 spec_guard
M  31332 spec_guard
M  31335 spec_guard
M  31340 spec_guard
M  31345 spec_janitor
M  31347 spec_guard
M  31348 spec_guard
M  31350 spec_guard
M  31379 spec_guard
M  31380 spec_janitor
M  31383 spec_guard
M  31393 spec_thief
M  31399 spec_cast_adept
M  31404 spec_guard
S


#$