#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 ¢rance 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~ ~ >he 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~ ~ >he 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~ ~ >he 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~ ~ >his 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 $n &YThe shrieking and plucking have become intolerable! ~ | S #0 #SHOPS 31313 9 0 0 0 0 120 110 0 23 ; Manyia 31317 0 59 45 0 0 100 90 8 23 ; Gorin 31340 9 1 5 0 0 120 90 0 23 ; A traveling merchant 31341 9 1 0 0 0 120 90 0 23 ; Raluff 31346 0 0 0 0 0 120 90 0 23 ; Seznog 31347 0 0 0 0 0 120 90 0 23 ; Krolin 31348 0 0 0 0 0 120 90 0 23 ; Brunk 31349 0 0 0 0 0 120 90 0 23 ; Hirrek 31370 0 0 0 0 0 120 90 0 23 ; Craonin 31380 0 0 0 0 0 120 90 0 23 ; an overweight dwarf 0 #REPAIRS 31310 5 9 15 102 1 0 23 ; Morig 0 #SPECIALS M 31301 spec_poison M 31302 spec_cast_undead M 31303 spec_poison M 31304 spec_guard M 31306 spec_guard M 31308 spec_guard M 31309 spec_cast_adept M 31318 spec_guard M 31332 spec_guard M 31335 spec_guard M 31340 spec_guard M 31345 spec_janitor M 31347 spec_guard M 31348 spec_guard M 31350 spec_guard M 31379 spec_guard M 31380 spec_janitor M 31383 spec_guard M 31393 spec_thief M 31399 spec_cast_adept M 31404 spec_guard S #$