6D/
6D/area/
6D/boards/
6D/city/
6D/color/
6D/corpses/
6D/councils/
6D/htowns/
6D/news/
6D/specials/
6D/src/specials/
6D/src/trades/
#AREA        Paleon City~



#VERSION     11
#AUTHOR      Vladaar~
#DERIVATIVES ~
#COLOR       11
#HTOWN       Paleon City~
#DESC        The massive city humans made to ward off the evils of the world.  Paleon City is also on the harbor, and recieves trade from many places.~

#RANGES
1 10 1 100
$

#SPELLLIMIT 0
#WEATHERCELL 0 0

#RESETMSG &GThe sound of a wagon wheel turning on the street echoes through the city.~

#FLAGS
16384 20

#CURRENCY 0

#HIGHECONOMY 0 0 0 0 0 -1

#LOWECONOMY 0 20045084 31 999991124 999991442 -1

#CLANNAME none~

#INFLUENCE 0

#MOBILES
#16000
common citizen paleon female~
a citizen of Paleon~
A common citizen wanders around, peeking in the stores.
~
The citizen looks like she takes good care of herself. Her hair is tidy 
and she looks clean. She has a pale complexion and is garbed in simple 
clothes of average quality. 

~
1
Clanname none~
0
0
1 0 300 C
8 0 0 0d0+30 0d0+0
0 0 0 0 2000 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 1823 0 0 0 48 0
#16001
stable master Jonah man~
Stable Master Jonah~
A tall old man is standing in the stables here.
~
Tall and lean, Jonah wears an amiable smile along with his torn and 
stained apron, in which he has tucked various stable tools. His green eyes 
seem crafty and bright, giving his wrinkled face a more youthful 
appearance. Streaked with white, his brown hair is cut short, with some 
rough bangs falling across his forehead.
~
1
Clanname none~
0
0
131075 4194304 0 C
1 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
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
mppause 3
if quest(jonah) == 1
  mpechoat $n &CStable Master Jonah says, Remember to tell Kalarn exactly...
  mpechoat $n &WTHE TAVERN KEEPER HAS 3 ROOMS RESERVED FOR HIS ASSOCIATES&D
  smile $n
endif
if quest(jonah) == 2
  mpechoat $n &CStable Master Jonah says, 'Did Kalarn say anything about his reservation? If you have forgotten, you can go back to Kalarn to get his message.'&D
  smile $n
endif
if quest(jonah) == 3
  mpechoat $n &CStable Master Jonah says, 'Tell me &WSECOND&C if you want to do my second task.'&D
  smile $n
endif
if quest(jonah) == 4
  mpechoat $n &CStable Master Jonah says, Remember to tell Blade Master Symon exactly... 
  mpechoat $n &WI AM HERE FOR JONAHS DAGGER&D
  smile $n
endif
if quest(jonah) == 5
  mpechoat $n &CStable Master Jonah says, 'Do you have the dagger? If you have lost it, go back to Blade Master Symon. He should have a new one for you.'&D
  smile $n
endif
if quest(jonah) == 6
  mpechoat $n &CStable Master Jonah says, 'Tell me &WTHIRD&C if you want to do my third task.'&D
  smile $n
endif
if quest(jonah) == 7
  mpechoat $n &CStable Master Jonah says, Remember to tell Amelia exactly...
  mpechoat $n &WJONAH NEEDS THE SPECIAL POTION FOR HIS OLD WIFE AGAIN&D
  wink $n
endif
if quest(jonah) == 8
  mpechoat $n &CStable Master Jonah says, 'Do you have the potion? If you have lost it, go back to Amelia. She should have a new one for you.'&D
  wink $n
endif
if quest(jonah) == 9
  mpechoat $n &CStable Master Jonah says, 'Tell me &WFOURTH&C if you want to do my fourth task.'&D
  smile $n
endif
if quest(jonah) == 10
  mpechoat $n &CStable Master Jonah says, 'Remember to tell Joram exactly...
  mpechoat $n &WJONAH MAY BE A DAY LATE IN PAYMENT&D
  grimace $n
endif
if quest(jonah) == 11
  mpechoat $n &CStable Master Jonah says, 'Did Joram ask you to tell me anything? If you have forgotten his message, you can go back to Joram and ask.'&D
  grimace $n
endif
if quest(jonah) == 12
  mpechoat $n &CStable Master Jonah says, 'Tell me &WFIFTH&C if you want to do my fifth task.'&D
  smile $n
endif
if quest(jonah) == 13
  mpechoat $n &CStable Master Jonah says, 'Remember to bring me the corpse of a sewer rat.'&D
endif
if quest(jonah) == 14
  mpechoat $n &CStable Master Jonah says, 'Tell me &WSIXTH&C if you want to do my sixth task.'&D
  smile $n
endif
if quest(jonah) == 15
  mpechoat $n &CStable Master Jonah says, Remember to tell Tarane exactly...
  mpechoat $n &WJONAH SAYS I AM GOOD&D
endif
if quest(jonah) == 16
  mpechoat $n &CStable Master Jonah says, 'Thanks for completing all my chores.'&D
endif
if quest(jonah) == 0
  if htown($n) == Dakar City
  or htown($n) == Forbidden City
  else
    mpechoat $n &CStable Master Jonah says, 'Hello there...I have some chores I could use 
    mpechoat $n &Chelp with, if you are so inclined.  I'd reward you, of course. Just 
    mpechoat $n &WSAY CHORES &Cif you're interested.'&D
  endif
endif
~
> speech_prog chores~
mppause 3
if quest(jonah) == 0
  mpechoat $n &CStable Master Jonah says, 'First off, I need to get a message to Priest Kalarn in the Temple of Light.  The Temple of Light is located east, and then north till Hour Glass Avenue.  You will have to tell him the message exactly.  Tell him...
  mpechoat $n &WTHE TAVERN KEEPER HAS 3 ROOMS RESERVED FOR HIS ASSOCIATES&D
  mppause 13
  mpechoat $n &CStable Master Jonah says, 'To learn about the other chores say, (&WSECOND&C, &WTHIRD&C, &WFOURTH&C, &WFIFTH&C, and &WSIXTH&C).'&D
  mpquest $n jonah 1
else 
  if quest(jonah) == 1
    mppause 3
    mpechoat $n &CStable Master Jonah says, Remember to tell him exactly... 
    mpechoat $n &WTHE TAVERN KEEPER HAS 3 ROOMS RESERVED FOR HIS ASSOCIATES&D
  else
    mpechoat $n &CStable Master Jonah says, 'To learn about the other chores say, (&WSECOND&C, &WTHIRD&C, &WFOURTH&C, &WFIFTH&C, and &WSIXTH&C).'&D
  endif
endif
~
> speech_prog 'Kalarn will bless his new born babe'~
if quest(jonah) == 2
  mppause 3
  mpechoat $n &CStable Master Jonah says, '$n my thanks indeed friend.'&D
  mppause 13
  mpechoat $n &cStable Master Jonah looks you over carefully.&D
  mppause 10
  mpechoat $n &CStable Master Jonah says, 'Why I believe you could use this...'&D
  mpoload 16003 1
  mpoload 16003 1
  get anklet
  get anklet
  drop anklet
  drop anklet
  mpechoat $n &CStable Master Jonah says, 'Here you go. Don't forget to pick the anklets up before you leave.'&D
  mpquest $n jonah 3
  mpechoat $n &CStable Master Jonah says, 'Tell me &WSECOND&C if you want to do my second task.'&D
else
  if quest(jonah) < 2
    mpechoat $n &CStable Master Jonah says, 'That's very nice of him, but you haven't passed him my message yet, have you?'&D
  else
    if quest(jonah) > 3
      mppause 3
      mpechoat $n &CStable Master Jonah says, 'That's very nice of Priest Kalarn.'&D
    endif
  endif
endif
~
> speech_prog second~
if quest(jonah) == 3
  mppause 2
  mpechoat $n &CStable Master Jonah says, 'Retrieve my dagger from Blade Master Symon.'&D
  mppause 10
  mpechoat $n &CStable Master Jonah says, 'He resides in the Center of Warfare on Affluence Lane which is on the southern side of Paleon City.  And while you're there, might I suggest to check whether he can teach you a skill or spell? Just tell him this exactly... 
  mpechoat $n &WI AM HERE FOR JONAHS DAGGER&D
  mpquest $n jonah 4
else
  if quest(jonah) == 4
    mppause 3
    mpechoat $n &CStable Master Jonah says, 'Remember to tell Blade Master Symon exactly...
    mpechoat $n '&WI AM HERE FOR JONAHS DAGGER&W
  else
    if quest(jonah) < 3
      mppause 3
      mpechoat $n &WStable Master Jonah says, 'You haven't finished the first chore for me yet.'&D
    else
      if quest(jonah) > 5
        mppause 3
        mpechoat $n &CStable Master Jonah says, 'You have already completed that chore for me.'&D
      else
        if quest(jonah) == 5
          mpechoat $n &CStable Master Jonah says, 'Do you have the dagger? Give it to me if you have. If you have lost it, go back to Blade Master Symon. He should have a new one for you.'&D
        endif
      endif
    endif
  endif
endif
~
> act_prog p gives you Jonahs dagger.~
if quest(jonah) == 5
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'Thank you.'&D
  mpat 4 drop dag
  mppause 13
  mpechoat $n &cStable Master Jonah looks you over carefully.&D
  mppause 10
  mpechoat $n &CStable Master Jonah says, 'Hrm, maybe this could help you...'&D
  mpoload 16005 1
  get ring
  drop ring
  mpechoat $n &CStable Master Jonah says, 'Here you go. Do not forget to pick up the ring.'&D
  mpquest $n jonah 6
  mpechoat $n &CStable Master Jonah says, 'Tell me &WTHIRD&C if you want to do my third task.'&D
else
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'You have already completed that task for me.'&D
endif
~
> speech_prog third~
if quest(jonah) == 6
  mpechoat $n &CStable Master Jonah says, Find Amelia, she sells magical things in her shop, don't ya know.  She resides on Traders Way. Tell her...
  mpechoat $n &WJONAH NEEDS THE SPECIAL POTION FOR HIS OLD WIFE AGAIN&C.
  mpechoat $n &CYou don't know how much grief this will save me.'&D
  mpquest $n jonah 7
else
  if quest(jonah) == 7
    mppause 3
    mpechoat $n &CStable Master Jonah says, 'Remember to tell Amelia exactly... 
    mpechoat $n &WJONAH NEEDS THE SPECIAL POTION FOR HIS OLD WIFE AGAIN&D
  else
    if quest(jonah) < 6
      mppause 3
      mpechoat $n &CStable Master Jonah says, 'You haven't finished the previous chores for me yet.'&D
    else
      if quest(jonah) > 8
        mppause 3
        mpechoat $n &CStable Master Jonah says, 'You have already completed that chore for me.'&D
      else
        if quest(jonah) == 8
          mppause 3
          mpechoat $n &WStable Master Jonah says, 'Well, give me the potion then. If you have lost it, go back to Amelia. She should give you a new one.'&D
        endif
      endif
    endif
  endif
endif
~
> speech_prog sixth~
if quest(jonah) == 14
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'Well I'm afraid I'm out of tasks for you....However, my cousin Tarane lives in a house on Freedom Lane.'&D
  mpquest $n jonah 15
  mppause 13
  mpat 4 look
  mppause 10
  mpechoat $n &CStable Master Jonah says, 'If you find him, and tell him exactly... 
  mpechoat $n &WJONAH SAYS I AM GOOD&C  
  mpechoat $n &CHe will know you are good enough to complete some important missions he has.'&D
else
  if quest(jonah) == 15
    mppause 3
    mpechoat $n &CStable Master Jonah says, 'Remember to tell Tarane exactly...
    mpechoat $n &WJONAH SAYS I AM GOOD&D
  else
    if quest(jonah) < 15
      mppause 3
      mpechoat $n &WStable Master Jonah says, 'You haven't finished the previous chores for me yet.'&D
    else
      if quest(jonah) > 15
        mppause 3
        mpechoat $n &CStable Master Jonah says, 'You have already completed that chore for me.'&D
      endif
    endif
  endif
endif
~
> act_prog p gives you a potion of calming.~
if quest(jonah) == 8
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'Thank goodness, you have brought it.'&D
  mppause 10
  mpechoat $n &cStable Master Jonah looks you over carefully.&D
  mpat 4 drop potion
  mpoload 16010
  get amulet
  drop amulet
  mpechoat $n &CStable Master Jonah says, 'Here you go. Do not forget to pick up the amulet.'&D
  mpechoat $n &CStable Master Jonah says, 'Try that on.'&D
  mpquest $n jonah 9
  mpechoat $n &CStable Master Jonah says, 'Tell me &WFOURTH&C if you want to do my fourth task.'&D
else
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'You have already given me a potion.'&D
endif
~
> speech_prog fifth~
if quest(jonah) == 12
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'We have a problem with vermin in our sewer system.  Bring me the corpse of a sewer rat.'&D
  mpquest $n jonah 13
else
  if quest(jonah) == 13
    mppause 3
    mpechoat $n &CStable Master Jonah says, 'Remember to bring me the corpse of a sewer rat.'&D
  else
    if quest(jonah) < 13
      mppause 3
      mpechoat $n &CStable Master Jonah says, 'You haven't finished the previous chores for me yet.'&W
    else
      if quest(jonah) > 13
        mppause 3
        mpechoat $n &CStable Master Jonah says, 'You have already completed that chore for me.'&D
      endif
    endif
  endif
endif
~
> speech_prog fourth~
if quest(jonah) == 9
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'Tell the banker Joram exactly...
  mpechoat $n &WJONAH MAY BE A DAY LATE IN PAYMENT&C  
  mpechoat $n &CThe banker is on Traders Way.  He won't be happy, but he prefers to know now rather than find out later.'&D
  mpquest $n jonah 10
else
  if quest(jonah) == 10
    mppause 3
    mpechoat $n &CStable Master Jonah says, 'Remember to tell Joram exactly...
    mpechoat $n &WJONAH MAY BE A DAY LATE IN PAYMENT&D
  else
    if quest(jonah) < 10
      mppause 3
      mpechoat $n &CStable Master Jonah says, 'You haven't finished the previous chores for me yet.'&D
    else
      if quest(jonah) > 11
        mppause 3
        mpechoat $n &CStable Master Jonah says, 'You have already completed that chore for me.'&D
      else
        if quest(jonah) == 11
          mppause 3
          mpechoat $n &CStable Master Jonah says, 'Did Joram ask you to tell me anything? If you have forgotten his message, you can go back to him and ask.'&D
        endif
      endif
    endif
  endif
endif
~
> speech_prog 'This is the last time'~
if quest(jonah) == 11
  mppause 3
  cackle
  mppause 10
  mpechoat $n &CStable Master Jonah says, 'Old Joram upset was he?'&D
  mppause 13
  mpechoat $n &cStable Master Jonah looks over your equipment carefully.&D
  mpechoat $n &CStable Master Jonah says, 'This baby will save you more times than anything else.'&D
  mpoload 16006 1
  mppause 3
  get wand
  drop wand
  mpechoat $n &CStable Master Jonah says, 'Here you go. Do not forget to pick up the wand.'&D
  mpquest $n jonah 12
  mpechoat $n &CStable Master Jonah says, 'Tell me &WFIFTH&C if you want to do my fifth task.'&D
else
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'What do you mean by this is the last time?'&D
endif
~
> act_prog p gives you the corpse of a sewer rat.~
if quest(jonah) == 13
  mppause 3
  mpechoat $n &CStable Master Jonah says, 'Very good $n...'&D
  mppause 3
  mppause 13
  mpat 4 drop corpse
  mpechoat $n &cStable Master Jonah looks over your equipment carefully.&D
  mpechoat $n &CStable Master Jonah says, 'This may keep you warm at night.'&D
  mpoload 16074 1
  mppause 3
  get cape
  drop cape
  mpechoat $n &CStable Master Jonah says, 'Here you go. Do not forget to pick up the cape.'&D
  mpquest $n jonah 14
  mpechoat $n &CStable Master Jonah says, 'Tell me &WSIXTH&C if you want to do my sixth task.'&D
else
  mpechoat $n &CStable Master Jonah says, 'You haven't done the other chores yet.'&D
endif
~
|
#16002
tavern keeper malachi~
Tavern Keeper Malachi~
A stout human male is very busy behind the bar.
~
Of middle age and average height, Malachi has a rough air about him and a pair of surly grey eyes. Lean with wiry muscles, his build seems more fit for an adventurer than a barkeep. His black hair is tied back in a low ponytail. On his left shoulder, a osprey tattoo is barely revealed by the short sleeve of his shirt.
~
1
Clanname none~
0
0
131075 4194304 0 C
100 0 0 1d1+10000 6d100+200
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 3
30 0 41 0 0 0 48 2
> act_prog 'A cute patchy stray cat meows at you.  Maybe he wants some milk.'~
if rand (10)
  mppause 10
  smile patchy
  mppause 10
  milk patchy
  mppause 10
  mpecho &cMalachi reaches down and gently pets the cute patchy stray cat.&D
  mppause 25
  grin
else
  mppause 10
  shake patchy
endif
mppause 10
~
> act_prog p arrives from the west.~
mppause 10
  mea $n &cMalachi nods to you in acknowledgment with a smile as he continues to pour an ale.&D
mppause 10
mppause 10
mea $n &CMalachi, the bartender says 'Be with you in a moment, bar's a bit crowded today."&D
~
> act_prog p looks at you.~
mppause 20
mppause 10
mea $n &cMalachi rubs the tattoo on his shoulder self consciously and gives a halfhearted chuckle, shaking his head ruefully.&D
mppause 10
mea $n &CMalachi, the bartender says 'How many years has it been since I've felt the ocean spray? At least I still have the stories to tell...'&D
~
> speech_prog p story~
mea $n &cMalachi folds his arms and looks up, contemplating.&D
mppause 10
mea $n &CMalachi, the bartender says 'I started sailing as a lad of about fourteen. All I really did on the ship was scrub the decks, but I saw things I'll never forget.'&D
mppause 15
mea $n &cMalachi sighs softly at the memory.&D
mppause 5
mea $n &CMalachi, the bartender says 'The captain was the spoilt son of a wealthy merchant. Just a boy, you know. But even though he sometimes read the map backwards, we would've followed him to world's end."&D
mppause 20
mea $n &CMalachi, the bartender says 'One day, our ship was boarded by an orc pirate ship. Our captain, so young, stood up to them with the bravery of a hundred crusaders.'&D
mppause 20
mea $n &cMalachi smiles sadly. &D
mppause 5
mea $n &CMalachi, the bartender says 'They cut off his head. Killed half the crew, too. I barely got away- hid in a barrel and got saved by an Alliance ship.'&D
mppause 15
mea $n &CMalachi, the bartender says 'The things the Throng did to innocents... I wouldn't have believed the stories if I didn't see it firsthand for myself.'  &D
~
|
#16003
High Priest Julias healer~
High Priest Julias~
An elderly male human priest in white robes is attending the wounded here.
~
The white robes are stained in dried blood on the edges from healing the wounded.
~
0
Clanname none~
0
0
131075 4194304 0 C
100 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if istagged($n, heal) 
  break
else
  c 'cure light' $n
  mptag timer 10 $n heal
  mppause 20
  c 'cure light' $n
endif
~
|
#16004
priest Kalarn~
Priest Kalarn~
A human male priest in light blue robes is standing here.
~
The priest is wearing sky blue robes and seems to be in deep thought.
~
0
Clanname none~
0
0
131075 4196480 0 C
80 0 0 10d1000+30000 100d0+35
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 5
85 50 0 0 0 0 33088 33554435
> all_greet_prog 100~
mppause 2
mpechoat $n &CPriest Kalarn says, 'Welcome, the Garden of Tranquility can be admired by all.'&D
if quest(jonah) == 2
  mpechoat $n &CHigh Priest Kalarn says, 'Remember to tell Jonah exactly...
  mpechoat $n &WKALARN WILL BLESS HIS NEW BORN BABE&D
endif
~
> speech_prog 'the Tavern Keeper has 3 rooms reserved for his associates'~
if quest(jonah) == 1
  mppause 3
  mpechoat $n &CPriest Kalarn says, 'Excellent, tell Jonah exactly... 
  mpechoat $n &WKALARN WILL BLESS HIS NEW BORN BABE&D
  mpquest $n jonah 2
else
  if quest(jonah) == 2
    mppause 3
    mpechoat $n &CPriest Kalarn says, 'Remember to tell Jonah exactly...
    mpechoat $n &WKALARN WILL BLESS HIS NEW BORN BABE&D
  else
    if quest(jonah) == 0
      mppause 3
      mpechoat $n &CPriest Kalarn says, 'I'm sorry I don't know what you are talking about.'&D
    else
      mppause 3
      mpechoat $n &CPriest Kalarn says, 'Yes, you've told me this before.'&D
    endif
  endif
endif
~
|
#16005
guard gate west Dunar~
Gate Guard Dunar~
A gate guard dressed in full plate mail armor stands here.
~
Vigilant grey eyes stare out from beneath a helm visor as Dunar stands 
here, constant and resolute with his spear ready at his side. Tall and 
strong, this guard seems watchful and ready for battle at any moment. He 
wears the white and gold Paleon guard uniform consisting of a heavy jacket 
with shoulder pauldrons connected to a cloak, a helm, and greaves over his 
thick pants. His armor proudly bears the insignia of Paleon. 
~
0
Clanname none~
0
0
131075 4194304 650 C
20 0 0 1d1+750 1d4+6
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 18 0 0 1 1 3
25 0 41 0 3072 0 48 3
> act_prog p arrives from the east.~
if htown($n) == Dakar City
   yell WE'RE UNDER ATTACK!
   yell FOR THE ALLIANCE!
   mpkill $n
endif
if ispc($n)
  mppause 3
  mpechoat $n &cGate guard Dunar lifts his spear lightly, then thrusts it forward and down in salute.&D
  mppause 6
  mpechoat $n &CGate guard Dunar says, 'If you wish to leave, just tell me &WLEAVE&C.'&D
endif
~
> speech_prog leave~
if htown($n) == Dakar City
   yell WE'RE UNDER ATTACK!
   yell FOR THE ALLIANCE!
   mpkill $n
   abort
endif
mppause 2
mpechoat $n &CGate guard Dunar says, 'Very well...'&D
mppause 3
unlock w
open w
mppause 30
mpechoat $n &CGate guard Dunar says, 'Step lively through the gate please.'&D
mppause 20
close w
lock w
~
|
#16006
guard gate Marak east~
Gate Guard Marak~
A gate guard dressed in full plate mail armor stands here.
~
Wearing the traditional garb of Paleon guards, Marak stands here with his 
blue eyes glazed over in boredom, tapping his spear idly against the 
ground. His uniform consists of a heavy jacket with shoulder pauldrons 
connecting to a thick cloak, a helm with a visor, and greaves over their 
thick pants. The whole outfit is gold and white, with the emblem of Paleon 
inscribed into their armor pieces.
~
1
Clanname none~
0
0
131075 4194344 0 C
20 0 0 1d1+750 1d4+6
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> act_prog p arrives from the west.~
if ispc($n)
  mppause 3
  mpechoat $n &cGate guard Marak lifts his spear lightly, then thrusts it forward and down in salute.&D
  mppause 6
  if htown($n) == Dakar City
    yell WE'RE UNDER ATTACK!
    yell FOR THE ALLIANCE!
    mpkill $n
  else
    if htown($n) == Paleon City
  mppause 2
      mpechoat $n &CGate guard Marak says, 'Step lively through the gate, citizen.'&D
      mppause 3
      unlock e
      open e
      mppause 30
      mppause 20
      close e
      lock e
      mppause 3
    else
      mppause 3
      mpechoat $n &cType &WSAY LEAVE &cto leave.&D
    endif
  endif
endif
~
> speech_prog leave~
if htown($n) == Dakar City
   yell WE'RE UNDER ATTACK!
   yell FOR THE ALLIANCE!
   mpkill $n
   abort
endif
mppause 2
mpechoat $n &CGate guard Marak says, 'Very well...'&D
mppause 3
unlock e
open e
mppause 30
mpechoat $n &CGate guard Marak says, 'Step lively through the gate please.'&D
mppause 20
close e
lock e
~
|
#16007
Blade Master Symon BLADEMASTER teacher~
Blade Master Symon~
A man clad in black studded leather armor stands here.
~
Standing at an intimidating 6'2, Symon is of impressive build and size. 
His fire red hair has been pulled back into a tight ponytail and tucked 
under a heavy black helm. From under the helm's sharp visor, his dark eyes 
peer around with a seasoned fighter's alertness. The rest of his muscular 
body is decked in studded black armor of well-crafted leather. 
~
13
Clanname none~
0
0
131075&544 4194304 0 C
100 0 0 1d1+15000 2d6+15
0 0 0 0 0 
0
115 115 1
18 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 8
134 189 41 0 0 0 134218736 34079075
> speech_prog 'I am here for Jonahs dagger'~
if quest(jonah) == 4
  mppause 3
  mpechoat $n &CBlade Master Symon says, 'Very well...'&D
  mppause 15
  mpechoat $n &cBlade Master Symon looks at you carefully.&D
  mppause 15
  mpoload 16004 1
  get jonah
  give jonah $n
  mpechoat $n &CBlade Master Symon says, 'Here you go.'&D
  mppause 4
  mpquest $n jonah 5
  mpechoat $n &CBlade Master Symon says, 'You may want to practice some spells or skills while you are here.'&D
else
  if quest(jonah) == 5
    mppause 3
    mpechoat $n &CBlade Master Symon says, 'Quickly, go and return the dagger to Jonah.  I do not want him to think I stole his dagger.'&D
    mppause 3
    mpechoat $n &CBlade Master Symon says, 'If you have lost the dagger, I believe I can craft a new one to look exactly like the old one, but you will have to pay me 5 bronze coins for me to do so.'&D
  else
    if quest(jonah) < 4
      mppause 3
      mpechoat $n &CBlade Master Symon says, 'What dagger are you talking about?'&D
    else
      mppause 3
      mpechoat $n &CBlade Master Symon says, 'I have already given you his dagger.'&D
    endif
  endif
endif
~
> all_greet_prog 100~
if quest(paleon) == 1
  mpat $n mpechoat $n &CBlade Master Symon says, 'The enemy doesn't play fair, defeat them!
  mpat $n mpechoat $n &COften they attack in numbers, you must have the mettle to face it.
  mpat $n mpechoat $n &CGet ready now I have two of them I'm going to release from a cage
  mpat $n mpechoat $n &Csoon.
  mppause 20
  mpat 4 look
  mppause 20
  mpat 4 look
  mppause 20
  mptrans $n 16298
  mpat $n mpforce $n look
  mppause 2
  mpat $n mpechoat $n &cBlade Master Symon pulls a lever opening the cage!
  mpat $n mpgenmob $n
  mpat $n mpgenmob $n
  mppause 20
  mpat 4 look
  mppause 20
  mpat 4 look
  mppause 20
  mpat $n mpquest $n paleon 2
endif
if clan($n) == alliance
or quest (alliance) > 0
  mppause 2
  mpechoat $n &CBlade Master Symon says, 'Greetings $n.'&D
else
  if level($n) > 9
    if race($n) != dragon
    mppause 3
    mpechoat $n &CBlade Master Symon says, 'Greetings $n.'&D
    mppause 2
    mpechoat $n &CBlade Master Symon says, 'The war is getting to a critical point.  I have been watching you, and I think, that your skills may be valuable to our cause.  Would you be interested in joining the Alliance?  Before I swell your head any, the Alliance doesn't take people just on my word.  You would have to perform a task for them to gain admittance.'&D
    mpechoat $n &cType &WSAY ALLIANCE&c to accept.&D
  endif
 endif
endif
if quest(jonah) == 5
  mppause 3
  mpechoat $n &CBlade Master Symon says, 'Quickly, go and return the dagger to Jonah. I do not want him to think I stole his dagger.'&D
  mpechoat $n &CBlade Master Symon says, 'If you have lost the dagger, I believe I can craft a new one to look exactly like the old one, but you will have to pay me 5 bronze coins for me to do so.'&D
endif
~
> speech_prog ALLIANCE~
if clan($n) == alliance
  mppause 2
  mpechoat $n &CBlade Master Symon says, 'We value your work for the Alliance. Thank you so much.'&D
else
  if quest(alliance) == 0
    if level ($n) > 9
      if canpkill($n)
        mppause 4
        mpechoat $n &CBlade Master Symon says, 'Great, I'm sure you will help the cause.  The first task to prove yourself to the Alliance requires you to spy on the orcs around the Citadel.  Tell me how many are gathered around the Citadel.'&D
        mpquest $n alliance 1
        mppause 3
        mpechoat $n &CBlade Master Symon says, 'Good Luck.'&D
      else
        mpechoat $n &CBlade Master Symon says, 'We don't allow those without the guts to get the job done in the Clan.'&D
      endif
    endif
  endif
endif
~
> speech_prog 18~
if quest(alliance) == 1
  mppause 2
  mpechoat $n &CBlade Master Symon says, '18 you say?  The Alliance will find that useful.'&D
  mpquest $n alliance 2
  mppause 6
  mpechoat $n &CBlade Master Symon says, 'The next task will prove more difficult.'&D
  mppause 8
  mpechoat $n &CBlade Master Symon says, 'We have reports of a beholder that is in charge of a group of the throng's troops.  Take the portal stone north of Paleon Central to the Abyss.  There you will need to find this beholder, and bring me its corpse.'&D
  if level($n) > 19
    mpechoat $n &CHint:&c The Abyss can be found via Kirwood Swamp.&D
  endif
else
  mpechoat $n &CBlade Master Symon says, 'What?'&D
endif
~
> act_prog p gives you the corpse of a beholder.~
if quest(alliance) == 2
  mpat 4 drop cor
  mppause 3
  mpechoat $n &CBlade Master Symon says, 'Very Good.  Now I'm going to tell you where to go, to meet a contact that will induct you into the &WALLIANCE&C.'&D
  mpechoat $n &CBlade Master Symon says, 'Search the forest by Loramoor City of the Trees. Marcus the Elf is who you are looking for.'&D
  mpquest $n alliance 3
endif
~
> speech_prog 300~
if quest(throng) == 4
  mppause 3
  mpechoat $n &CBlade Master Symon says, 'That is very bad news for us.  I'll let the king know.'&D
  mpquest $n throng 5
endif
~
> act_prog 'gives you 5 bronze coins.'~
if quest(jonah) == 5
  if iscarrying($n) == 16004
  or iswearing($n) == 16004
    mpechoat $n &CBlade Master Symon says, 'You already have his dagger.'&D
    give 5 bronze $n
  else
    mpoload 16004 1
    get jonah
    drop jonah
    mpechoat $n &CBlade Master Symon says, 'Here you go. Don't forget to pick it up.'&D
    mpforce $n get jonah
  endif
else
  if quest(jonah) < 5
    mpechoat $n &CBlade Master Symon says, 'Why are you giving me money?'&D
    give 5 bronze $n
  else
    mpechoat $n &CBlade Master Symon says, 'I already gave you his dagger.'&D
    give 5 bronze $n
  endif
endif
~
> speech_prog 20~
if quest(alliance) == 1
  mppause 2
  mpechoat $n &CBlade Master Symon says, '20 you say?  The Alliance will find that useful.'&D
  mpquest $n alliance 2
  mppause 6
  mpechoat $n &CBlade Master Symon says, 'The next task will prove more difficult.'&D
  mppause 8
  mpechoat $n &CBlade Master Symon says, 'We have reports of a beholder that is in charge of a group of the throng's troops.  Take the portal stone north of Paleon Central to the Abyss.  There you will need to find this beholder, and bring me its corpse.'&D
  if level($n) > 19
    mpechoat $n &CHint:&c The Abyss can be found via Kirwood Swamp.&D
  endif
else
  mpechoat $n &CBlade Master Symon says, 'What?'&D
endif
~
> speech_prog 13~
if quest(alliance) == 1
  mppause 2
  mpechoat $n &CBlade Master Symon says, '13 you say?  The Alliance will find that useful.'&D
  mpquest $n alliance 2
  mppause 6
  mpechoat $n &CBlade Master Symon says, 'The next task will prove more difficult.'&D
  mppause 8
  mpechoat $n &CBlade Master Symon says, 'We have reports of a beholder that is in charge of a group of the throng's troops.  Take the portal stone north of Paleon Central to the Abyss.  There you will need to find this beholder, and bring me its corpse.'&D
  if level($n) > 19
    mpechoat $n &CHint:&c The Abyss can be found via Kirwood Swamp.&D
  endif
else
  mpechoat $n &CBlade Master Symon says, 'What?'&D
endif
~
> speech_prog 'WE WISH TO HELP MAKE THE PEACE'~
if quest(halcyon) == 3
  mpechoat $n &CBlademaster Symon says, 'Aye, we desire peace.  But, it shall not happen so long as the Throng stand in our way.'&D
  mppause 3
  mpechoat $n &CBlademaster Symon says, 'I send this message in turn, &WPEACE WILL COME ONCE THE THRONG IS GONE&C.'&D
  mpquest $n halcyon 4
endif
~
|
#16008
Shop Keeper Magical Amelia~
Shop Keeper Amelia~
An elderly human woman is standing here.
~
Constantly checking and polishing her potion vials and bottles, Amelia 
looks busy but cheerful. Her white hair, braided loosely and tied with a 
ribbon, hangs over her shoulder and down to her waist. Slightly hooded, 
her peaceful blue eyes have a patient look to them. Her thin form wrapped 
in the many folds of a cheerful yellow shawl, Amelia wears a peach-hued 
dress reaching her ankles.
~
1
Clanname none~
0
0
67239939 138412064 0 C
50 0 0 1d1+20000 2d4+8
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 5
50 0 41 0 0 0 1344307200 2082
> all_greet_prog 100~
mppause 2
mpechoat $n &CShop Keeper Amelia says, 'Come for some powerful magical items have you?'&D
if quest(jonah) == 8
  mppause 3
  mpechoat $n &CShop Keeper Amelia says, 'Quickly give Jonah the potion of calming. His wife needs it urgently.'&D
  mpechoat $n &CShop Keeper Amelia says, 'If you have lost the potion, I can brew it for you for 1 bronze coin. Give the coin to me if you wish me to do so.'&D
endif
~
> speech_prog 'Jonah needs the special potion for his old wife again'~
if quest(jonah) == 7
  mppause 3
  laugh
  mppause 8
  mpechoat $n &CShop Keeper Amelia says, 'Sure, I bet he does.'&D
  mpoload 16009 1
  get calming
  drop calming
  mpechoat $n &CShop Keeper Amelia says, 'Here is the potion.'&D
  mpforce $n get calming
  mpquest $n jonah 8
else
  if quest(jonah) == 8
    mppause 3
    mpechoat $n &CShop Keeper Amelia says, 'Quickly give Jonah the potion of calming. His wife needs it urgently.'&D
    mpechoat $n &CShop Keeper Amelia says, 'If you have lost the potion, I can brew it for you for 1 bronze coin. Give the coin to me if you wish me to do so.'&D
  else
    if quest(jonah) < 7
      mpechoat $n &CShop Keeper Amelia says, 'I highly doubt that Jonah said that to you.'&D
    else
      mppause 3
      mpechoat $n &CShop Keeper Amelia says, 'I already gave you that potion.'&D
    endif
  endif
endif
~
> act_prog 'gives you 1 bronze coin.'~
if quest(jonah) == 8
  if iscarrying($n) == 16009
  or iswearing($n) == 16009
    mpechoat $n &CShop Keeper Amelia says, 'You already have the potion.'&D
    give 1 bronze $n
  else
    mpoload 16009 1
    get calming
    drop calming
    mpechoat $n &CShop Keeper Amelia says, 'Here is the potion of calming.'&D
    mpforce $n get calming
  endif
else
  if quest(jonah) < 8
    mpechoat $n &CShop Keeper Amelia asks, 'What is this coin for?'&D
    give 1 bronze $n
  else
    mpechoat $n &CShop Keeper Amelia says, 'I already gave you that potion.'&D
    give 1 bronze $n
  endif
endif
~
|
#16009
Banker Joram Bank~
Banker Joram~
A tall male human richly attired is standing here.
~
Dressed in a fine violet jacket with golden embroidery and well tailored 
black slacks, Joram looks to be affluent and posh. His blonde hair seems 
to be going grey at the roots, but his face is free of deep wrinkles. 
Calculating green eyes are sharp and alert, though can easily turn 
comforting and sympathetic when he is with a valued patron.
~
1
Clanname none~
0
0
131587 4194304 0 C
100 0 0 1d1+30000 2d6+12
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 8
80 0 41 0 0 0 304 2082
> all_greet_prog 100~
mppause 2
mpechoat $n &CBanker Joram says, 'Welcome to Paleon City Bank.'&D
if quest(jonah) == 11
  mpechoat $n &CBanker Joram says, 'You had better warn Jonah exactly...
  mpechoat $n &WTHIS IS THE LAST TIME&D
endif
~
> speech_prog 'Jonah may be a day late in payment'~
if quest(jonah) == 10
  mppause 3
  mpechoat $n &cBanker Joram suddenly looks very red in the face.&D
  mppause 8
  mpechoat $n &CBanker Joram exclaims, 'My sister should've never married him!'&D
  mppause 10
  mpechoat $n &CBanker Joram says, 'Sorry for involving you in this affair.'&D
  mppause 15
  mpechoat $n &CBanker Joram says, 'Just tell Jonah exactly...
  mpechoat $n &WTHIS IS THE LAST TIME&D
  mpquest $n jonah 11
else
  if quest(jonah) < 10
    mpechoat $n &CBanker Joram asks, 'Are you sure?'&D
  else
    if quest(jonah) == 11
      mppause 3
      mpechoat $n &CBanker Joram says, 'You had better warn Jonah exactly...
      mpechoat $n &WTHIS IS THE LAST TIME&D
    else
      mpechoat $n &CBanker Joram says, 'You already told me that.'&D
    endif
  endif
endif
~
|
#16010
Tarane Talkor man~
Tarane Talkor~
A heavily muscled man in a black robe stands here.
~
A well respected man in fine clothes stands here.  Tarane is a intimidating man taller then most.
~
0
Clanname none~
0
0
131075 4194304 0 C
85 0 0 3d1000+32000 2d8+10
0 0 0 0 0 
0
115 115 1
25 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 8
80 0 41 0 0 0 48 2
> speech_prog 'Jonah says I am good'~
if quest(jonah) == 15
  mppause 3
  mpechoat $n &cTarane looks startled, then suddenly smiles.&D
  mppause 10
  mpechoat $n &CTarane says, 'Jonah is a good judge of character.'&D
  mppause 20
  mpquest $n jonah 16
  mpechoat $n &CTarane says, 'I do have some important missions that need to be done, if you're interested?'&D
  mppause 15
  mpechoat $n &cType &WSAY FIRST &cto accept the task.&D
else
  mpechoat $n &CTarane says, I have no business with you.  Leave now!'&D
endif
~
> speech_prog first~
if level($n) < 5
  mpechoat $n &CTarane says, 'I am sorry, you look rather wet behind the ears. Maybe when you get stronger...'&D
else
  if quest(jonah) == 16
    mppause 3
    mpechoat $n &CTarane says, 'Well my friend first off, I need you to give a message to Marlana.'&D
    mppause 20
    mpechoat $n &CTarane says, 'She's a beauty, so don't get any ideas.'&D
    mppause 10
    mpechoat $n &CTarane says, 'Let her know, exactly...
    mpechoat $n &WTARANE WILL SEE HER AT THE TAVERN&D
    mpquest $n Tarane 1
  else
    mpechoat $n &CTarane says, 'Has Jonah sent you?'&D
    mppause 3
    mpechoat $n &CTarane says, 'Apparently not.'&D
  endif
endif
~
> speech_prog 'Marlana needs a new dress'~
if quest(Tarane) == 2
  mppause 3
  grin
  mppause 18
  mpechoat $n &CTarane says, 'That lady loves to play hard to get.'
  mppause 3
  mpechoat $n &CTarane says, 'Well let me pay you for your work.'
  mppause 6
  mpmset self silver 10
  give 10 silver $n
  mpquest $n Tarane 3
  mpechoat $n &cType &WSAY SECOND&c to start the next task.
else
  mpechoat $n &CTarane says, 'That message isn't necessary anymore.'&D
endif
~
> speech_prog second~
if quest(Tarane) == 3
  mppause 3
  mpechoat $n &CTarane says, 'I need a frog chieftain killed.'&D
  mppause 3
  mpechoat $n &CTarane says, 'He can be found in Kirwood Swamp.  Just southwest of the Citadel's entrance from the Wilderness.'&D
  mppause 18
  mpechoat $n &CTarane says, 'Bring me his corpse, and I will reward thee.'&D
  mpquest $n Tarane 4
else
  mpechoat $n &CTarane says, 'Why are you in my home?'&D
endif
~
> act_prog p gives you the corpse of the frogman chieftain.~
if quest(Tarane) == 5
  mppause 3
  mpechoat $n &cTarane wrings his hands together.
  mppause 10
  mpechoat $n &CTarane says, 'Very good, and now for your reward.'
  mpquest $n Tarane 6
  mpoload 16078 1
  mpat 4 drop corpse
  get mask
  give mask $n
  mpechoat $n &cType &WSAY THIRD&c to get the next task.
else
  mpechoat $n &CTarane says, 'Uhhh, you keep that, and get out of my house.'&D
  give corpse $n
endif
~
> speech_prog Third~
if quest(Tarane) == 6
  mppause 3
  mpechoat $n &CTarane says, 'Well now, you are ambitious.'&D
  mppause 15
  mpechoat $n &CTarane says, 'There are some enchanted scare crows on my cousins farm that need dealt with.'&D
  mppause 20
  mpechoat $n &CTarane says, 'They are west, and north of Paleon City, in the Garden.  Bring me the corpse of one.'&D
  mpquest $n Tarane 7
else
  mpechoat $n &CTarane says, 'Don't make me tell you a third time to get out of my house!'&D
endif
~
> act_prog p gives you the corpse of a scare crow.~
if quest(Tarane) == 8
  grin
  mppause 8
  mpechoat $n &CTarane says, 'I thank you, my cousin will be happy.'&D
  mppause 15
  mpat 4 drop corpse
  mpechoat $n &CTarane says, 'Maybe you could use this...'&D
  mpquest $n Tarane 9
  mpoload 16063 1
  get earring
  give earring $n
else
  mpechoat $n &CTarane says, 'Why did you bring a corpse to my house?'&D
  mppause 2
  mpat 4 drop corpse
  mpechoat $n &CTarane says, 'Get Out!'&D
endif
~
> speech_prog fourth~
if quest(Tarane) == 9
  mppause 3
  mpechoat $n &CTarane says, 'This task I'm afraid is more dangerous.'&D
  mppause 10
  mpechoat $n &CTarane says, 'But you don't appear to be one who melts from danger!'&D
  mppause 15
  mpechoat $n &CTarane says, 'I need you to kill me a giant crab from the beach.'&D
  mppause 4
  mpechoat $n &CTarane says, 'It is west, and south of the Paleon City, in Norrinton's South Harbor.'&D
  mpquest $n Tarane 10
else
  mpechoat $n &CTarane says, 'Get out of my house!'&D
endif
~
> act_prog p gives you the corpse of a giant crab.~
if quest(Tarane) == 11
  mppause 3
  mpechoat $n &CTarane says, 'Very good $n.'&D
  mpat 4 drop corpse
  mppause 10
  mpechoat $n &CTarane says, 'Maybe this will come in handy for you.'&D
  mpquest $n Tarane 12
  mpoload 16008 5
  get red
  give red $n
else
  mpechoat $n &CTarane says, 'Get out of my house!'&D
  mpat 4 drop corpse
endif
~
> speech_prog fifth~
if quest(Tarane) == 12
  mppause 3
  mpechoat $n &CTarane says, 'I hate to ask this of you...'&D
  mppause 10
  mpechoat $n &cTarane slams his fist into the wall suddenly.&D
  mppause 8
  mpechoat $n &CTarane says, 'They got my only daughter.  An orc scout near the Citadel has taken my daughter.'&D
  mppause 8
  mpechoat $n &cTarane wipes a tear from his face.&D
  mppause 20
  mpechoat $n &CTarane says, 'Bring her back please!!  The Citadel is east, and south of Paleon City, near Monaoke City.'&D
  mpquest $n Tarane 13
else
  mpechoat $n &CTarane says, 'Get out of my house!'&D
endif
~
> all_greet_prog 100~
if quest(Tarane) == 16
  mppause 2
  mpechoat $n &CTarane says, 'Thank goodness!!'&D
  mppause 4
  mpechoat $n &CTarane says, 'Jenna I have been so worried.'&D
  mppause 6
  mpechoat $n &CTarane says, 'Jenna go to your room and wait please.'&D
  mppause 3
  mpat jenna mptrans jenna 4
  mppause 8
  mpechoat $n &CTarane says, 'Well I hope this reward is satisfactory.'&D
  mpquest $n Tarane 17
  mpoload 16008 5
  mpoload 16008 5
  mpoload 16008 5
  get red
  get red
  get red
  give red $n
  give red $n
  give red $n
endif
if quest(jonah) < 16
  mppause 3
  mpechoat $n &CTarane says, 'This is my house, leave or be helped outside.'&D
endif
~
|
#16011
Maekans supplies shop keeper~
Maekan~
A tall elderly human male is standing here.
~
His beige collared shirt buttoned neatly under a rich brown vest, Maekan 
stands behind the counter with his arms tucked neatly behind him. Every 
now and then he checks his pocket watch, his expression never wavering 
from the stern frown he wears. His shop has been kept immaculately clean, 
as per his clinical nature. Wearing immaculately pressed slacks, this old 
man has impeccable posture and neatly cut silver hair.
~
1
Clanname none~
0
0
131075 4194304 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
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#16012
guard gate Taemar~
Gate Guard Taemar~
A gate guard in full plate mail is standing here.
~
Vigilant grey eyes stare out from beneath a helm visor as Taemar stands 
here, constant and resolute with his spear ready at his side. Tall and 
strong, this guard seems watchful and ready for battle at any moment. He 
wears the white and gold Paleon guard uniform consisting of a heavy jacket 
with shoulder pauldrons connected to a cloak, a helm, and greaves over his 
thick pants. His armor proudly bears the insignia of Paleon. 
~
1
Clanname none~
0
0
1073872899&36 4194304 1000 C
100 0 -800 0d0+30000 0d0+0
0 0 0 0 0 
0
115 115 1
25 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 2
200 200 15 0 0 0 816 -536870653
> act_prog p gives you 10 bronze coins.~
mppause 2
mpechoat $n &cGate guard Taemar grimaces as he bites one of the coins.&D
mppause 5
mpechoat $n &cGate guard Taemar nods knowingly.&D
mppause 2
unlock w
open w
mppause 10
mpechoat $n &CGate guard Taemar says, 'Step lively through the gate please.'&D
mppause 30
mppause 30
mppause 30
close w
lock w
~
> all_greet_prog 100~
if ispc($n)
  if clan($n) == ALLIANCE
  or clan($n) == HALCYON
    mpechoat $n &CGate guard Taemar says, 'If you wish the protection of Paleon City walls...'&D
    mppause 6
    mpechoat $n &CGate guard Taemar says, 'You must pay 10 bronze coins in tax.'&D
  else
    if htown($n) == Dakar City
      yell WE'RE UNDER ATTACK!
      yell FOR THE ALLIANCE!
      mpkill $n
    else
      mpechoat $n &CGate guard Taemar says, 'If you wish the protection of Paleon City walls...'&D
      mppause 6
      mpechoat $n &CGate guard Taemar says, 'You must pay 10 bronze coins in tax.'&D
    endif
  endif
endif
~
> fight_prog 30~
heavy
heavy
heavy
heavy
~
|
#16013
guard gate Dumar~
Gate Guard Dumar~
A gate guard in full plate mail armor is here.
~
Vigilant grey eyes stare out from beneath a helm visor as Dumar stands 
here, constant and resolute with his spear ready at his side. Tall and 
strong, this guard seems watchful and ready for battle at any moment. He 
wears the white and gold Paleon guard uniform consisting of a heavy jacket 
with shoulder pauldrons connected to a cloak, a helm, and greaves over his 
thick pants. His armor proudly bears the insignia of Paleon. 
~
1
Clanname none~
0
0
131075&36 4194304 1000 C
100 0 -800 0d0+30000 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 2
15 13 0 0 0 0 816 -536870653
> act_prog p gives you 10 bronze coins.~
mppause 2
mpechoat $n &cGate guard Dumar puts the coins away.&D
mppause 5
mpechoat $n &cGate guard Dumar nods knowingly.&D
mppause 2
unlock e
open e
mppause 10
mpechoat $n &CGate guard Dumar says, 'Step lively through the gate please.'&D
mppause 30
close e
lock e
~
> all_greet_prog 100~
if ispc($n)
    if htown($n) == Dakar City
    yell WE'RE UNDER ATTACK!
    yell FOR THE ALLIANCE!
    mpkill $n
  else
    mpechoat $n &CGate guard Dumar says, 'If you wish the protection of Paleon City walls...'&D
    mppause 6
    mpechoat $n &CGate guard Dumar says, 'You must pay 10 bronze coins in tax.'&D
  endif
endif
~
> fight_prog 30~
heavy
heavy
heavy
heavy
~
|
#16014
Shopkeeper weapons Lorax~
Shopkeeper Lorax~
A hardy human male is displaying his wares here.
~
Of average height, Lorax has a rough complexion and a stocky build. His 
green eyes appraise his wares with a critical glance, polishing the 
weapons now and then with precise motions. His silent nature is reflected 
in his stern face, mouth usually turned down in a slight frown. Wearing a 
linen shirt and a dark apron over slacks, he has his sleeves rolled up and 
polish oil staining his clothing.
~
1
Clanname none~
0
0
131075 4194304 700 C
30 0 0 1d1+5000 1d4+6
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
30 30 9 0 0 0 112 2
#16015
Armorer Vaekon~
Shopkeeper Vaekon~
A muscular human male is displaying his wares here.
~
Vaekon may be short for a human, but he makes up for it with his strong 
build. He handles the armor in his shop with deft strength and constantly 
polishes their gleaming surfaces with a rag stored in his apron. His short 
cropped hair is a rich brown, slicked back slightly from the sweat on his 
forehead. With an easy smile, he greets customers with laidback friendliness. 
~
0
Clanname none~
0
0
131075 4194304 0 C
1 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
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#16016
Blacksmith Fegora~
Blacksmith Fegora~
A heavily muscled male human is standing before an anvil here.
~
A heavily muscled blacksmith is standing here. The blacksmith has rough 
features and a shiny bald head, gleaming with sweat. His drooping eyes 
regard his domain with placid, yet attentive glance. Wearing the rough 
garb typical of craftsmen, Fegora's heavily muscled build and the burn scars 
on his bulky arms leave no question as to his profession. In one hand, he 
wields a powerful hammer for smithing. 
~
0
Clanname none~
0
0
131075 0 600 C
30 0 0 1d1+5000 2d4+8
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 4
30 0 41 0 0 0 112 2
#16017
Shopkeeper Warren~
Shopkeeper Warren~
An elderly human male stands here.
~
With an easy grin crinkling his wrinkled face, Warren is of average height 
and build though clearly aging. This elderly tanner is wearing an apron 
stained by the oils he uses for tanning. His friendly grey eyes shine with 
pride as he regards his leather goods. Under his apron, he wears a rough 
linen tunic and hardy working pants.
~
1
Clanname none~
0
0
131075 4194304 600 C
30 0 0 1d1+5000 2d4+6
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
30 0 0 0 0 0 112 2
> all_greet_prog 100~
if rand(20)
mpechoat $n &CWarren says, 'I received a new shipment of gloves this morning!'
else
if rand(24)
mpechoat $n Warren says, 'Tanned gloves are the latest rage with the Paleon pages and criers.'
mppause 2
mpechoat $n Warren says, 'I've dabbled in a bit of tannery work and have a couple of beauties to sell you!'
wink $n
endif
endif
~
|
#16026
citizen Marlana woman female~
Marlana~
A beautiful human female citizen of Paleon walks here.
~
Marlana wears a blue elegant dress and walks as a woman who knows she attracts the eye.
~
1
Clanname none~
0
0
65 4194304 1000 C
20 0 0 1d1+4000 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 2
20 0 5 0 0 0 48 2
> speech_prog 'Tarane will see her at the Tavern'~
if quest(Tarane) == 1
  mppause 2
  follow $n
  mppause 4
  mpechoat $n &CMarlana blushes suddenly.&D
  mppause 10
  mpechoat $n &CMarlana says, 'Tell that wool-headed Tarane exactly...
  mpechoat $n &WMARLANA NEEDS A NEW DRESS&D
  mpquest $n Tarane 2
  follow self
else
  mppause 8
  mpechoat $n &CMarlana says, 'Is that suppose to mean something to me?'&D
endif
~
> greet_prog 100~
if level($n)  >= 70
  if quest(enthunt) < 1
    mpechoat $n &CMarlana says, 'Hail there $n, I've been watching you for some time now...and I think I might have something for you that you may find interesting.  The reward is good, if nothing else.'&D
    mppause 2
    mpechoat $n &cType &WSAY I'M INTERESTED &cto accept the task.&D
  endif
endif
if level($n) >= 90
  if quest(jellyfish) == 3
    if quest(tigerspiderhunt) < 1
      mppause 1
      mpechoat $n &CMarlana says, 'Oh hey there, I hear you're doing a really good job out there, and I suppose you'd like another?'&D
      smile
      mppause 4
      mpechoat $n &cType &WSAY YES&c to accept the job.
    endif
  endif
endif
  if quest(tigerspiderhunt) == 2
    if quest(hugetigerspiderhunt) < 1
      mpechoat $n &CMarlana says, 'Oh hey, glad to see you came back, thanks...'&D
      mpechoat $n &CMarlana says, 'Oh ok, thanks, I really appreciate this!'&D
      mpmset self gold 1000
      give 1000 gold $n
      mpquest $n tigerspiderhunt 3
      mppause 3
      mpechoat $n &CMarlana says, 'Ok, now I suppose you're ready for my last
      mpechoat $n &Cjob eh?  Well, up at the peninsula there is a creature 
      mpechoat $n &Cknown as the huge tiger spider, now that you've stirred 
      mpechoat $n &Call the critters up, up there, I'm sure you can find it 
      mpechoat $n &Cwithout too much of a problem.'&D
      mppause 3
      mpechoat $n &CMarlana says, 'So, if it wouldn't be to much trouble, 
      mpechoat $n &Ccould you try to take it down and come back to me 
      mpechoat $n &Cplease?  It's a true terror and if it ever decides to 
      mpechoat $n &Cmove onto another place, it could destroy entire 
      mpechoat $n &Ccities!'&D
      mppause 2
      mpechoat $n &CMarlana says, 'So when you get a little stronger, stop 
      mpechoat $n &Con by and I'll let you know a little more about it.'&D
   endif
  endif
if level($n)  >= 95
  if quest(tigerspiderhunt) == 3
    if quest(hugetigerspiderhunt) < 1
        mpechoat $n &CMarlana says, 'Ok, now I suppose you're ready for my last
        mpechoat $n &Cjob eh?
        mppause 4
        mpechoat $n &CMarlana says, 'Ok, so if you head to the golden peninsula, then head 
        mpechoat $n &Cto the top of the cliffs and wait...after some time, it should appear 
        mpechoat $n &Cand be able to be killed.'&D
        mppause 4
        mpechoat $n &CMarlana says, 'Just be careful.  It seldom moves alone and it has 
        mpechoat $n &Cpowerful attacks.  But, when you finish it, you should be able to 
        mpechaot $n &Csalvage a fang from it.  Legend has it that the fang can be used 
        mpechoat $n &Cwith another item from the Peninsula to make a powerful weapon'&D
        mpquest $n hugetigerspiderhunt 1
      endif
    endif
  endif
if quest(hugetigerspiderhunt) == 2
  mpechoat $n &CMarlana says, 'Oh good, you got him!  Thank you so much, and here, this is 
  mpechoat $n &Cfor your trouble...'&D
  mpmset self gold 2000
  give 2000 gold $n
  mpquest $n hugetigerspiderhunt 3
endif
~
> speech_prog p I'm interested~
if level($n) >= 70
  if quest(enthunt) < 1
    mppause 1
    mpechoat $n &CMarlana says, 'Ok great!  There is a pennisula somewhere that has large ent's--big moving trees, if you didn't know--well, anyways...'&D
    mppause 2
    smile
    mpechoat $n &CMarlana says, 'Their branches are said to carry magical properties, so if you bring me ten of them, that would be wonderful of you.'&D
    mpquest $n enthunt 1
  endif
endif
~
> act_prog p gives you A tree branch.~
if quest(enthunt) == 1
  mpechoat $n &RBring Marlana ten tree branches 1/10.&D
  mpquest $n enthunt 2
  mppause 10
else
  if quest(enthunt) == 2
    mpechoat $n &RBring Marlana ten tree branches 2/10.&D
    mpquest $n enthunt 3
    mppause 10
  else
    if quest(enthunt) == 3
      mpechoat $n &RBring Marlana ten tree branches 3/10.&D
      mpquest $n enthunt 4
      mppause 10
    else
      if quest(enthunt) == 4
        mpechoat $n &RBring Marlana ten tree branches 4/10.&D
        mpquest $n enthunt 5
        mppause 10
      else
        if quest(enthunt) == 5
          mpechoat $n &RBring Marlana ten tree branches 5/10.&D
          mpquest $n enthunt 6
          mppause 10
        else
          if quest(enthunt) == 6
            mpechoat $n &RBring Marlana ten tree branches 6/10.&D
            mpquest $n enthunt 7
            mppause 10
          else
            if quest(enthunt) == 7
              mpechoat $n &RBring Marlana ten tree branches 7/10.&D
              mpquest $n enthunt 8
              mppause 10
            else
              if quest(enthunt) == 8
                mpechoat $n &RBring Marlana ten tree branches 8/10.&D
                mpquest $n enthunt 9
                mppause 10
              else
                if quest(enthunt) == 9
                  mpechoat $n &RBring Marlana ten tree branches 9/10.&D
                  mpquest $n enthunt 10
                  mppause 10
                else
                  if quest(enthunt) == 10
                    mpechoat $n &RBring Marlana ten tree branches 10/10.&D
                    mpquest $n enthunt 11
                    mpechoat $n &CMarlana says, 'Oh ok, thanks, I really appreciate this!'&D
                    mpmset self gold 1000
                    give 1000 gold $n
                    mppause 3
                    mpechoat $n &CMarlana says, 'Oh hey, by the way, you know Annaliea, she's a witch near a small town, can't recall the name at the moment.  But, anyways, I hear she might have a job for ya.  You might wanna check it out, and thanks again.'
                  endif
                endif
              endif
            endif
          endif
        endif
      endif
    endif
  endif
endif
mpat 4 drop branch
~
> speech_prog p yes~
if level($n) >= 90
  if quest(jellyfish) == 3
    if quest(tigerspiderhunt) < 1
      mppause 1
      mpechoat $n &CMarlana says, 'Ok then, I need you to kill 10 tiger spiders from up 
      mpechoat $n &Cin the golden peninsula.'&D
      mpquest $n tigerspiderhunt 1
      smile
    endif
  endif
endif
~
|
#16028
palace guard Ryner~
Palace Guard Ryner~
A paleon palace guard stands at the ready here.
~
The guard stands alertly here in full plate mail armor.  His armor bears the crest of Paleon City.
~
0
Clanname none~
0
0
131075 4194304 1000 C
80 0 0 1d1+10000 2d6+10
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 22 0 0 1 1 5
80 0 41 0 0 0 48 524291
> act_prog p arrives from below.~
mppause 3
tell $n Greetings...
mppause 8
tell $n You may enjoy the Palace Gardens, however....
mppause 15
tell $n You will not be permitted further unless you have business with the Lord of Paleon.
~
> act_prog p arrives from the south.~
mppause 3
mpechoat $n &CPalace Guard Ryner says, 'Look around you- it's peaceful now, but I've heard about times when even standing here meant death. Long before my time, that was, but if you want to know some HISTORY, just ask for it.'&D
~
> act_prog p flies in from the south.~
mppause 3
mpechoat $n &CPalace Guard Ryner says, 'Look around you- it's peaceful now, but I've heard about times when even standing here meant death. 
~
> act_prog p floats in from the south.~
mppause 3
mpechoat $n &CPalace Guard Ryner says, 'Look around you- it's peaceful now, but I've heard about times when even standing here meant death. 
~
> speech_prog history~
mpechoat $n &CPalace Guard Ryner says, 'Well, what I heard is, back when the Throng was still rampant and the fell wizard Tanzean'al still at the helm, the roads of Paleon were washed every day with the blood of her own citizens. Thankfully, Magician Kolok put an end to all that and put Tanzean'al where he belonged in a magical prison. However, at night you'll hear whispers... whispers that not all is as it seems." &D
mppause 25
mpechoat $n &CPalace Guard Ryner whispers, 'There are rumors going about now, rumors of a new, stronger army than before. A revived Throng, led by a magician who escaped from the deepest level of hell itself. The Alliance is readying itself for another war more fearsome than any before it.' &D
~
|
#16029
palace guard Michael~
Palace Guard Michael~
A paleon palace guard stands guard here.
~
The guard is ever viligant defending the palace in his full plate mail armor.
~
0
Clanname none~
0
0
131075&4 4194304 1000 C
80 0 0 1d1+10000 2d6+8
0 0 0 0 0 
0
115 115 1
20 13 13 13 13 13 13
0 0 0 0 0
0 22 0 0 1 1 5
80 0 41 0 0 0 48 524291
> all_greet_prog 100~
if quest(Michael) == 6
  mppause 3
  mpechoat $n &CMichael says, 'Greetings $n.'&D
  mppause 5
  unlock w
  open w
  mppause 30
  mpechoat $n &CMichael says, 'Please walk in the palace now, I cannot leave the doors open.'&D
  mppause 20
  close w
  lock w
else
  mppause 3
  mpechoat $n &CMichael says, 'Halt!'&D
  mppause 10
  mpechoat $n &CMichael says, 'You may not have audience with the Lord of Paleon, unless you first...'&D
  mppause 20
  mpechoat $n &CMichael says, 'Align yourself with his interests by completing a series of tasks.'&D
  mppause 15
  mpechoat $n &cType &WSAY TASKS&c to accept this task.&D
endif
~
> death_prog 100~
mptrans Ryner
mpforce Ryner mpkill $n
~
> speech_prog tasks~
mppause 3
tell $n Well now, brave sort are yah?
mppause 12
tell $n Maybe not so, after you learn the tasks that are vexing the Lord of Paleon.
mppause 15
tell $n The first thing that needs done, is you need to slay the giant squid Krakken.
mppause 6
tell $n That squid is interfering with our ship trading.
mpquest $n Michael 1
mppause 8
tell $n Bring the corpse of the Krakken back with you as proof that the deed was done.
~
> act_prog p gives you the corpse of the giant squid Krakken.~
if quest(Michael) == 2
  mppause 3
  mpechoat $n &CMichael says, 'Well there, you may be up to the challenges.'&D
  mppause 15
  mpat 4 drop corpse
  mpechoat $n &CMichael says, 'Don't get too proud though, the next task is very difficult.'&D
  mpquest $n Michael 3
  mppause 8
  mpechoat $n &cType &WSAY NEXT&c to proceed.&D
else
  mpechoat $n &CMichael says, 'Get that big fish out of here!'&D
endif
~
> speech_prog next~
if quest(Michael) == 3
  mppause 3
  mpechoat $n &CMichael says, 'There is a self proclaimed rogue Shaman, by the name of Lord Dkarhaf...'&D
  mppause 8
  mpechoat $n &CMichael says, 'He is raising an army of orcs, and needs to be dealt with.'&D
  mppause 14
  mpechoat $n &CMichael says, 'Kill Lord Dkarhaf, and return his corpse to me.'&D
  mpquest $n Michael 4
else
  mpechoat $n &CMichael says, 'This is no place for you.'&D
endif
~
> act_prog p gives you the corpse of Lord Dkarhaf.~
if quest(Michael) == 5
  mppause 3
  mpechoat $n &CMichael says, 'Very good indeed...'&D
  mppause 15
  mpechoat $n &CMichael says, 'You may now enter the Palace.'&D
  mpquest $n Michael 6
  mpat 4 drop corpse
  unlock w
  open w
  mppause 40
  mpechoat $n &CMichael says, 'The door will need to be secured quickly, so please head west.'&D
  mppause 20
  close w
  lock w
else
  mpechoat $n &CMichael says, 'I don't want this corpse!'&D
endif
~
|
#16030
palace guard Issac~
Palace Guard Issac~
A paleon palace guard stands guard here.
~
The guard seems tense as he makes his rounds throughout the area.  His plate mail armor squeaks as he moves.
~
0
Clanname none~
0
0
131075&4 4194304 1000 C
80 0 0 1d1+10000 2d6+8
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 22 0 0 1 1 5
80 0 41 0 0 0 48 524291
#16031
lord paleon james kanaor~
Lord James Kanaor~
A majestic human Lord stands here dressed in royal robes.
~
The royal robes that James wears, has the crest of Paleon City and the crest of Kanaor family.
~
0
Clanname none~
0
0
131075&4 4194304 1000 C
1 0 200 1d1+20000 2d10+12
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 25 0 0 1 1 0
80 0 41 0 0 0 48 2
> act_prog p arrives from the east.~
mppause 3
mpechoat $n &CLord James Kanaor says, 'Who dares barge in here?'&D
~
|
#16032
carriage horse~
a carriage horse~
A carriage horse pulling a small carriage is here.
~
The horse is saddled up with leather saddle bags, and is white with brown patches.
~
0
Clanname none~
0
0
67502083 0 0 C
20 0 0 1d1+1000 2d4+6
0 0 0 0 0 
0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
82 3 0 0 1 1 2
20 0 40 0 0 0 33 2
#16033
rider Claevus~
Rider Claevus~
A tall elderly male human is standing here.
~
The rider is wearing a leather armor suit, and has a long black cape.
~
0
Clanname none~
0
0
67239939 0 0 C
20 0 0 1d1+1000 2d4+6
0 0 0 0 0 
0
112 112 1
20 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
20 0 5 0 0 0 48 2
#16034
Karnae Captain Guard~
Captain Karnae~
A human male dressed in full plate mail, with the rank of captain stands here.
~
The captain is ever observing as he makes his rounds throughout the city.  His armor bears the crest of Paleon City.
~
1
Clanname none~
0
0
65 4194304 1000 C
40 0 0 1d1+5000 2d4+8
0 0 0 0 0 
0
115 115 1
18 13 13 13 13 13 13
0 0 0 0 0
0 22 0 0 1 1 4
40 0 41 0 0 0 112 3
> speech_prog 'help prison'~
if quest(Thomes) == 5
  mppause 2
  mpechoat $n &CCaptain Karnae says, 'Very good job $n!  Do not worry, the Paleon Army will make quick work of this.'
  mppause 3
  mpquest $n thomes 6
mpechoat $n &CCaptain Karnae says, 'We have a few weapons laying about in the armory, at present.. I'll let you choose which type you'd like.'
mppause 5
mpechoat $n &CCaptain Karnae says, 'Which type would you like? We have daggers, double-edged blades, single-edged blades, two-handed blades,'
mppause 3
mpechoat $n &CCaptain Karnae says, 'Thrusting blades, staves, whips, axes, and spears.'
mppause 3
mpechoat $n &CCaptain Karnae says, 'Just tell me what kind you want.'
mppause 5
mpechoat $n &CCaptain Karnae says, 'Say 'Reward" to hear your options again.'
else
  nod $n
endif
~
> speech_prog dagger~
if quest(Thomes) == 6
mpoload 16102
mpechoat $n &CCaptain Karnae says, 'Thank you, and enjoy. Try not to use it on anyone I know.'
mppause 3
wink $n
give dagger $n
mpquest $n thomes  7
else
mpechoat $n &CCaptain Karnae stares blankly at $n.
endif
~
> speech_prog double-edged~
if quest(Thomes) == 6
mpoload 16103
mpechoat $n &CCaptain Karnae says, 'Ah, a true soldier's weapon. May it serve you as valiantly as you 
have served us.'
mppause 3
salute $n
give broadsword $n
mpquest $n thomes  7
else
mpechoat $n &CCaptain Karnae stares blankly at $n.
endif
~
> speech_prog single-edged~
if quest(Thomes) == 6
mpoload 16104
mpechoat $n &CCaptain Karnae says, 'An interesting choice.. This blade is of a foreign nature; I am 
not even sure how it got in our stores.'
mppause 3
shrug $n
give katana $n
mpquest $n thomes  7
else
mpechoat $n &CCaptain Karnae stares blankly at $n.
endif
~
> speech_prog two-handed~
if quest(Thomes) == 6
mpoload 16105
mpechoat $n &CCaptain Karnae says, 'A true instrument of death.. If you can't best your opponent in 
swordsmanship, crush him to death with the weight of your blade.'
mppause 3
chuckle $n
give claymore $n
mpquest $n thomes  7
else
mpechoat $n &CCaptain Karnae stares blankly at $n.
endif
~
> speech_prog thrusting~
if quest(Thomes) == 6
mpoload 16106
mpechoat $n &CCaptain Karnae says, 'The fencer's blade. An excellent choice, if you are dextrous 
enough to put it to its intended use.'
mppause 3
shrug $n
give rapier $n
mpquest $n thomes  7
else
mpechoat $n &CCaptain Karnae stares blankly at $n.
endif
~
> speech_prog stave~
if quest(Thomes) == 6
mpoload 16107
mpechoat $n &CCaptain Karnae says, 'Ah, a staff user, are you? This one belonged to an old Watch 
Wizard we used to have.. Poor old Bernie..'
mppause 3
shrug $n
give steel $n
mpquest $n thomes  7
else
mpechoat $n &CCaptain Karnae stares blankly at $n.
endif
~
> speech_prog whip~
if quest(Thomes) == 6
mpoload 16108
mpechoat $n &CCaptain Karnae says, '...Really? I am not sure I want to know what you plan to use this 
for..'
mppause 3
shrug $n
give scourge $n
mpquest $n thomes  7
else
mpechoat $n &CCaptain Karnae stares blankly at $n.
endif
~
> speech_prog axe~
if quest(Thomes) == 6
mpoload 16109
mpechoat $n &CCaptain Karnae says, 'Ah, the weapon of the northern tribes. Hope it serves you better 
than it served them.'
mppause 3
chuckle $n
give axe $n
mpquest $n thomes  7
else
mpechoat $n &CCaptain Karnae stares blankly at $n.
endif
~
> speech_prog spear~
if quest(Thomes) == 6
mpoload 16110
mpechoat $n &CCaptain Karnae says, 'The favored weapon of our cavalry. May it serve you well.'
mppause 3
salute $n
give spetum $n
mpquest $n thomes  7
else
mpechoat $n Captain Karnae stares blankly at $n.
endif
~
> speech_prog reward~
mpechoat $n &CCaptain Karnae says, 'We have a few weapons laying about in the armory, at present.. 
I'll let you choose which type you'd like.'
mppause 5
mpechoat $n Captain Karnae says, 'Which type would you like? We have daggers, double-edged blades, 
single-edged blades, two-handed blades,'
mppause 3
mpechoat $n Captain Karnae says, 'Thrusting blades, staves, whips, axes, and spears.'
mppause 3
mpechoat $n Captain Karnae says, 'Just tell me what kind you want.'
~
> speech_prog citizen~
if quest(paleon) == 7
 mppause 3
 mpechoat $n &CCaptain Karnae says, 'Very nice, we have another citizen of Paleon.
 mpechoat $n &CThere are some things you should know about being a citizen...
 mpechoat $n &CFirst off ALL citizens have the responsibility to defend their city
 mpechoat $n &Cduring sieges.  There are great rewards for defending your city.  The
 mpechoat $n &Cfirst thing you should do is head outside the east gate of Paleon.
 mpechoat $n &Clocate the enemies catapults, ballista, ram, and platforms.  SABOTAGE
 mpechoat $n &Cthem.  This will weaken the enemies siege attempt!'
 mppause 20
 mpat 4 look
 mppause 20
 mpechoat $n &Chint&c: Type &WHELP SABOTAGE&c and &WHELP SIEGE&c to learn more.
 mppause 8
 mpechoat $n &CCaptain Karnae says, 'That said, it is important to LAYSIEGE on the
 mpechoat $n &Cenemies cities.  It is known to us that every city has a sewer system.
 mpechoat $n &CIf you find the secret entrance to the city you can sneak into the
 mpechoat $n &Cafter you laysiege and sabotage their defenses.'
 mppause 20
 mpat 4 look
 mppause 20
 mpechoat $n &Chint&c: Type &WHELP LAYSIEGE&c to learn more.
 mpquest $n paleon 8
endif
~
> greet_prog 100~
if quest(Karnae) == 0
  mpechoat $n &CCaptain Karnae says, 'Ho there!  I am in desperate need of your help.'&D
  mppause 4
  mpechoat $n &cCaptain Karnae looks around anxiously.&D
  mppause 3
  mpechoat $n &CCaptain Karnae says, 'My younger sister has been infected with something during the last raid by the Throng.  Those monsters care not for whom they hurt.'&D
  mppause 4
  mpechoat $n &CCaptain Karnae says, 'Will you help me?'&D
  mpechoat $n &cType &WSAY YES&c to accept this task.&D
else
  if quest(Karnae) == 4
    if iscarrying($n) == 28033
      mpechoat $n &CCaptain Karnae says, 'Thank you!  I am very happy you brought it back!'&D
      mpforce $n give foamy karnae
      mpat 4 drop foamy
      mppause 4
      mpechoat $n &CCaptain Karnae says, 'Here is your reward!'&D
      mpechoat $n &cCaptain Karnae rummages around in his pockets.&D
      mpmset self gold 500
      give 500 gold $n
      mpquest $n Karnae 5
    endif
  endif
endif
~
> speech_prog yes~
if quest(Karnae) == 0
  mpechoat $n &CCaptain Karnae says, 'Great!  Thank you so much!'&D
  mppause 5
  mpechoat $n &CCaptain Karnae says, 'I need you to travel to Jarynth and find the witch, Annaliea.  She's making the potion for my sister.'
  mppause 5
  mpquest $n karnae 1
  mppause 10
  mpechoat $n &CCaptain Karnae says, 'Please hurry, I don't know how much longer she has!'&D
  mpquest $n karnae 1
endif
~
|
#16035
Prison Sergeant Thomes~
Sergeant Thomes~
A tall human male dressed in a blue and gold uniform is here.
~
The prison sergeant is confident and calm as he makes his rounds within the prison.
~
0
Clanname none~
0
0
131075 4194304 1000 C
100 0 0 1d1+30000 3d4+12
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 8
100 0 0 0 0 0 48 2
> speech_prog yes~
mppause 2
mpechoat $n &CPrison Sergeant Thomes says, 'Very well met.'&D
mppause 8
mpechoat $n &CPrison Sergeant Thomes says, 'You will need these here.'&D
mpoload 16079 1
get key
mppause 1
give key $n
mppause 6
mpechoat $n &CPriston Sergeant Thomes says, 'Type &WSAY TASKS&C if you would like to help with some things.'&D
~
> speech_prog tasks~
if quest(Thomes)  > 0
  mppause 1
  mpechoat $n &CPrison Sergeant Thomes says, 'I have already told you the task.'&D
else
  mppause 2
  mpechoat $n &CPrison Sergeant Thomes says, 'Well, these tasks are not for the meek, stay strong as steel...'&D
  mppause 3
  mpquest $n Thomes 1
  mppause 8
  mpechoat $n &CPrison Sergeant Thomes says, 'There is a riot in Alpha Sector I need your help to quell.'&D
endif
~
> speech_prog 'what now'~
if quest(Thomes) == 3
  mppause 2
  mpechoat $n &CPrison Sergeant says, 'Find the new guard Lanak, and check on his status.'&D
  mppause 10
  mpechoat $n &CPrison Sergeant says, 'He should be in Bravo Corridor.'&D
  mpquest $n Thomes 4
endif
~
> greet_prog 100~
if quest(Thomes) == 2
  mppause 2
  mpechoat $n &CPrison Sergeant Thomes says, 'You stopped the riot, that's great news!  The Warden will be pleased.'&D
  mppause 12
  mpechoat $n &CPrison Sergeant Thomes says, 'Maybe this will help you out.'&D
  mppause 2
  mpoload 16082 10
  get helmet
  give helmet $n
  mpquest $n Thomes 3
else
  if quest(Thomes) < 1
    mppause 3
    mpechoat $n &CPrison Sergeant Thomes says, 'Hello there...'&D
    mppause 8
    mpechoat $n &cPrison Sergeant Thomes looks you over carefully.&D
    mppause 10
    mpechoat $n &CPrison Sergeant Thomes says, 'You look like you could hold your own.'&D
    mppause 3
    mpechoat $n &CPrison Sergeant Thomes says, 'Interested in working at the Paleon Prison?'&D
    mppause 5
    mpechoat $n &cType &WSAY YES&c to accept the task.&D
  else
    mppause 2
    nod $n
  endif
endif
~
|
#16036
Corporal Aames ~
Corporal Aames~
A muscular human male dressed in a blue and gold uniform is standing here.
~
The corporal appears to be nervous or jittery moving throughout the prison.
~
0
Clanname none~
0
0
131075 4194304 0 C
90 0 0 1d1+28000 3d4+10
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 7
90 0 41 0 0 0 48 2
#16037
dark elf undertaker Vicar~
Dark Elf Vicar~
A ragged looking dark elf is starring defiantly at you.
~
The elf seems to have a thousand yard stare.  His clothing has a terrible smell that come from it.
~
0
Clanname none~
0
0
131107 512 -1000 C
15 0 0 1d1+350 1d1+1
0 0 0 0 0 
0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 1
8 0 0 0 0 0 48 2050
#16038
orc Jarkal~
Orc Jarkal~
A half naked orc with a two handed club stands here.
~
The orc has nothing on but a loin cloth, and appears to have many scars on his body.
~
0
Clanname none~
0
0
33 512 -1000 C
12 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
6 3 0 0 1 1 1
6 0 41 0 0 0 48 2
#16039
paleon guard marta intersection corridors~
Marta~
A paleon guard stands at the ready here.
~
The guard is wearing a leather armored suit and has the paleon crest on his badge.
~
0
Clanname none~
0
0
131075 4194304 1000 C
50 0 0 1d1+10000 0d0+0
0 0 0 0 0 
0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
50 0 41 0 0 0 48 2
> greet_prog 100~
if quest(Thomes) == 1
mppause 3
tell $n Greetings friend...
mppause 12
tell $n The hour is dire for us, I fear.
mppause 20
tell $n I hear you are going to try to stop the riot in Alpha Corridor.
mppause 10
tell $n If I were you, I'd try taking out the scouts for them, and then go after the leader.
mppause 15
tell $n After you healed some that is.
mppause 12
tell $n Well enough small talk, let me get the gate for you.
mppause 8
emote jingles his keys with a shakey hand, as he unlocks the gate.
mpopenpassage 16063 16070 6
mppause 2
mpforce $n ne
mpat $n emote escorts you through the gate.
mppause 1
mpat $n mpforce $n look
mpclosepassage 16063 6
else
if quest(Thomes) == 4
mppause 2
say Word is spreading about your skills $n.
mppause 8
tell $n Be careful in Bravo Corridor though.
emote jingles his keys with a shakey hand, as he unlocks the gate.
mpopenpassage 16500 16071 7
mppause 2
mpforce $n nw
mpat $n emote escorts you through the gate.
mppause 1
mpat $n mpforce $n look
mpclosepassage 16500 7
endif
else
mppause 1
nod $n
endif
~
|
#16040
Assist~
a newly created Assist~
Some god abandoned a newly created Assist here.
~
~
0
Clanname none~
0
0
1073741825 4194306 0 C
101 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
> all_greet_prog 100~
if quest(Thomes) == 1
mpmload 16039 1
mppause 1
mpforce 16039 say The riot is this way follow me!!
mpforce 16039 ne
else
mppause 1
endif
~
|
#16043
blacksmith tier repair repairs~
Blacksmith Tier~
A heavily muscled blacksmith is standing here.
~
A heavily muscled blacksmith is standing here. The blacksmith has rough
features and a shiny bald head, gleaming with sweat. His drooping eyes
regard his domain with placid, yet attentive glance. Wearing the rough
garb typical of craftsmen, Tier's heavily muscled build and the burn scars
on his bulky arms leave no question as to his profession. In one hand, he
wields a powerful hammer for smithing.
~
1
Clanname none~
0
0
1073741825 4194304 0 C
90 0 -200 1d10000+30000 0d0+0
0 0 0 0 0 
0
115 115 0
25 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 8
90 90 0 0 0 0 304 524291
> all_greet_prog 100~
mppause 5
if quest(paleon) == 2
  mpechoat $n &cAs you walk in you see the Blacksmith with terrible puss filled lesions on his body.
  mppause 8
  mpechoat $n &cBlacksmith Tier struggles mightly finishing up with newly forged sword, 
  mpechoat $n &cand then looks up at you.  Even in his terrible condition he smiles as
  mpechoat $n &che greets you.
  mppause 15
  mpechoat $n &CBlacksmith Tier struggles as he says, 'Don't mind my condition, are 
  mpechoat $n &Cyou hear to complete your citizenship?
  mpechoat $n &Chint:&c Type &WSAY CONDITION&c or &WSAY CITIZENSHIP&c.
endif
if quest(paleon) == 6
  mpechoat $n &CBlacksmith Tier says, 'Very good, we are serious when it comes to
  mpechoat $n &Cgiving the title of citizen.
  mppause 10
  mpquest $n paleon 7
  mpcity $n 'paleon city'
  mpechoat $n &CBlacksmith Tier says, 'Now find Captain Karnae in Paleon and tell him
  mpechoat $n &WCITIZEN&C he will explain your duties.'
endif
~
> speech_prog condition~
mppause 5
if quest(paleon) == 2
    mpechoat $n &CBlacksmith Tier struggles as he says, 'I was cursed during the Kirwood 
    mpechoat $n &CBattle by a Throng Necromancer.  The only chance I have of being free
    mpechoat $n &Cof this curse is meeting the Royal Magician Kolak, but what chance 
    mpechoat $n &Chave I?  He is always fighting the battle.  Last I heard he was at
    mpechoat $n &CLoramoor City meeting the elves to go over strategy.'
    mppause 20
    mpat 4 look
    mppause 20
    mpechoat $n &CBlacksmith Tier stutters saying, 'Yooou say you would like to help me?
    mpechoat $n &CMy family would be most appreciative.  My work and income has been
    mpechoat $n &Csuffering mightily.  Loramoor is northeast of Paleon City.'
    mpquest $n paleon 3
endif
~
> speech_prog citizenship~
mppause 5
if quest(paleon) == 2
    mpechoat $n &CBlacksmith Tier struggles as he says, 'I'm afraid that is not
    mpechoat $n &Cthe choice we look for in a Paleon Citizen.'
    mpquest $n paleon 4
    mppause 5
    mpechoat $n &cBlacksmith Tier suddenly shimmers as the lesions illusion is dispelled.
    mppause 8
    mpechoat $n &CBlacksmith Tier says, 'We have to be sure in who we take as citizens.
    mpechoat $n &CWe are not excluding you yet, we do believe in giving people a second
    mpechoat $n &Cchance in life.  Although this task is going to be more ardous then
    mpechoat $n &Cthe other would have been.  Head north to the arctic and find the 
    mpechoat $n &CDwarf Gladan in the Ice Cavern.'
endif
~
|
#16044
dying guard lanak~
the dying guard Lanak~
A dying guard is laying half dead here.
~
This guard's armor has gone through hell. It is heavily dented and even
broken here and there. Streaks of brownish hair can be seen sticking
out his visor, the hair is glued together with blood from the many
gashes he received in his face. Large wounds in face and body are
leaking blood. 
~
0
Clanname none~
0
0
131075 4194304 0 C
1 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
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
if quest(Thomes) == 4
  mppause 2
  mpechoat $n &cLanak gurgles some blood in recognition of you.&D
  mppause 5
  mpechoat $n &CLanak says, 'Get out of here, there are too many, go find the Captain of Paleon and tell him to send help!'&D
  mpquest $n Thomes 5
  mpechoat $n &cLanak gasps his last breath and blood spurts out of his mouth and ears.&D
else
  mpechoat $n &cLanak is breathing uneasily and blood spurts out of his mouth.&D
endif
~
|
#16045
common citizen paleon male~
a citizen of Paleon~
A common citizen wanders around, peeking in the stores.
~
The citizen looks like he takes good care of herself. His hair is tidy 
and he looks clean. He has a pale complexion and is garbed in simple 
clothes of average quality. 

~
1
Clanname none~
0
0
65 0 300 C
12 0 0 0d0+100 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 0
0 0 1823 0 0 0 48 0
#16046
Reiver Coin Tosser~
Reiver the Coin Tosser~
Reiver the Coin Tosser is waiting for you to bet on his next flip.
~
The coin tosser is wearing gawdy gold pants, and a silver colored shirt here.
~
0
Clanname none~
0
0
3 4194312 0 C
102 0 0 0d0+10000 6d100+200
0 0 0 0 0 
0
115 115 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 371462883 34324245
> act_prog 'gives you 1000 gold coins.'~
mppause 5
mpechoat $n &CReiver the Coin Tosser says, 'My GOODNESS, $n! That is a WAY, WAY too much! It only costs 10 gold coins to play!!'&D
mppause 5
give 1000 gold $n
mppause 5
~
> act_prog 'gives you 100 gold coins.'~
mppause 5
mpechoat $n &CReiver the Coin Tosser says, 'My GOODNESS, $n! That is FAR too much! It only costs 10 gold coins to play!'&D
mppause 5
give 100 gold $n
mppause 5
~
> rand_prog 5~
if rand (5)
  mpechoat $n &CReiver the Coin Tosser says, 'The Prize Pot doubles &Revery&C correct guess!'&D
else
  if rand (5)
    mpechoat $n &CReiver the Coin Tosser syas, '&WSAY STOP&C to withdraw your winnings.'&D
  else
    if rand (5)
      mpechoat $n &CReiver the Coin Tosser says, 'Give me 10 gold coins to play!'&D
    else
      mpechoat $n &CReiver the Coin Tosser says, 'Win up to a &WMaximum Jackpot&C 1,280 gold coins !!'&D
    endif
  endif
endif
~
> act_prog 'gives you 10 gold coins.'~
if ovnumcarry (16205) == 0
  mpoload 16205
  if goldamt($i) < 2000
    mpwithdraw 2000
  endif
  mpechoat $n &CReiver the Coin Tosser says, 'Heads or tails?'&D
  mppause 10
else
  mppause 10
  mpechoat $n &CReiver the Coin Tosser says, 'You have given me the gold already! &WSAY HEADS&C or &WTAILS&C now!'&D
  mppause 10
  give 10 gold $n
  mppause 10
endif
~
> speech_prog tails~
if ovnumcarry (16205) == 0
  mppause 10
  mpechoat $n &CReiver the Coin Tosser says, 'Give me 10 gold coins first!'&D
  mppause 10
else
  mppause 10
  mpechoat $n &cReiver the Coin Tosser flips the coin...&D
  mppause 10
  if rand (50)
    mpechoat $n &cThe coin shows &WTAILS&c.&D
    mpoload 16205
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, 'Congratulations $n, you won this round!'&D
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, '&WSAY HEADS&C or &TAILS&C for the next flip or &WSAY STOP&C to collect your winnings!'&D
    mppause 10
  else
    mppause 10
    mpechoat $n &cThe coin shows &WHEADS&c.&D
    mpjunk all
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, '&RSorry $n, you lost this round!&C'&D
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, '&rThe Prize Pot has been emptied!&C'&D
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, 'Give me another 10 gold coins to try again!'&D
    mppause 10
  endif
endif
~
> speech_prog heads~
if ovnumcarry (16205) == 0
  mppause 10
  mpechoat $n &CReiver the Coin Tosser says, 'Give me 10 gold coins first!'&D
  mppause 10
else
  mppause 10
  mpechoat $n &cReiver the Coin Tosser flips the coin...&D
  mppause 10
  if rand (50)
    mpechoat $n &cThe coin shows &WHEADS&c.&D
    mppause 10
    mpoload 16205
    mpechoat $n &CReiver the Coin Tosser says, 'Congratulations $n, you won this round!'&D
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, '&WSAY HEADS&C or &WTAILS&C for the next flip or &WSAY STOP&C to collect your winnings!'&D
    mppause 10
  else
    mppause 10
    mpechoat $n &cThe coin shows &WTAILS&c.&D
    mpjunk all
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, '&RSorry $n, you lost this round!&C'&D
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, '&rPrize Pot has been emptied!&C'&D
    mppause 10
    mpechoat $n &CReiver the Coin Tosser says, 'Give me another 10 gold coins to try again!'&D
    mppause 10
  endif
endif
~
> speech_prog stop~
mppause 10
if goldamt($i) < 2000
  mpwithdraw 2000
endif
if ovnumcarry (16205) == 0
  mpechoat $n &CReiver the Coin Tosser says, 'Stop WHAT $n? There is NO money in the Prize Pot!'&D
  mppause 10
else
  mppause 10
  if ovnumcarry (16205) == 1
    mpechoat $n &CReiver the Coin Tosser says, 'What a chicken you are $n! &OCluck! Cluck! Cluck!&C'&D
    mppause 10
    give 10 gold $n
    mppause 10
  else
    mppause 10
    if ovnumcarry (16205) == 2
      mpechoat $n &CReiver the Coin Tosser says, '&zI guess you just don't have the GUTS to continue, $n!'&D
      mppause 10
      give 20 gold $n
      mppause 10
    else
      mppause 10
      if ovnumcarry (16205) == 3
        mpechoat $n &CReiver the Coin Tosser says, '&GHere is 40 gold coins, $n. Pulled out just a bit early, though, don't you think?&C'&D
        mppause 10
        give 40 gold $n
        mppause 10
      else
        mppause 10
        if ovnumcarry (16205) == 4
          mpechoat $n &CReiver the Coin Tosser says, 'Here is 80 gold coins, $n. Not bad, but you could have done a LOT better!'&D
          mppause 10
          give 80 gold $n
          mppause 10
        else
          mppause 10
          if ovnumcarry (16205) == 5
            mpechoat $n &CReiver the Coin Tosser says, '&WCongratulations $n. Pretty good! Could have done better, if you held in there, though!&C'&D
            mppause 10
            give 160 gold $n
            mppause 10
          else
            mppause 10
            if ovnumcarry (16205) == 6
              mpechoat $n &CReiver the Coin Tosser says, 'WOW $n! Great! &WBut, only &CTWO &Wmore guesses and you'd have had the JACKPOT!&C'&D
              mppause 10
              give 320 gold $n
              mppause 10
            else
              mppause 10
              if ovnumcarry (16205) == 7
                mpechoat $n &CReiver the Coin Tosser says, 'SUPER $n! &WBut only &RONE &Wmore correct guess would have given you the JACKPOT!&C'&D
                mppause 10
                give 640 gold $n
                mppause 10
                Yell $n has just won 640 gold coins at the Coin Flip Parlor at the Owl's Roost Tavern!
                mppause 10
              else
                mppause 10
                if ovnumcarry (16205) == 8
                  mpechoat $n &CReiver the Coin Tosser says, '&WFANTASTIC $n! You have won the maximum &Y1,280 gold coin &RJACKPOT!!&C'&D
                  mppause 10
                  give 1280 gold $n
                  mppause 10
                  yell $n has just won the MAXIMUM 1,280 gold coin Jackpot at Coin Flip Parlor at the Owls Roost Tavern!
                endif
              endif
            endif
          endif
        endif
      endif 
    endif
  endif
endif
mpjunk all
mppause 10
mpechoat $n &CReiver the Coin Tosser says, 'Give me another 10 gold coins to try again!'&D
~
|
#16047
cat patchy~
a cute patchy stray cat~
A cute patchy stray cat is frolicking curiously here.
~
The cat has white and black blotches of patches on it's fur.
~
0
Clanname none~
0
0
67108865 0 0 C
2 0 0 0d0+20 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
27 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> rand_prog 1~
meow Malachi
~
> act_prog 'Tavern Keeper Malachi reaches down and gently pets the cute patchy stray cat.'~
if rand (100)
mppause 10
emote purrs deeply and licks Malachi's hand with a quick pink tongue.
mppause 10
endif
~
|
#16048
common citizen paleon female~
a citizen of Paleon~
A common citizen walks through town.
~
The citizen looks clean and tidy. She has black straight hair and wears 
glasses. She carries a bag with groceries in her worn hands. Her clothing 
is simple and tidy. 

~
1
Clanname none~
0
0
65 0 300 C
8 0 0 0d0+30 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 1823 0 0 0 48 0
#16049
sly thief shadowy figure silhouette humanoid~
a shadowy figure~
The silhouette of a humanoid stands hidden in the shadows.
~
The thief is wearing dark clothing that is unassuming.  He appears to take everything in with knowing eyes.
~
0
Clanname none~
0
0
1075838977 65536 0 C
17 0 0 0d0+400 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 1855 0 0 0 1584 524291
#16050
stealthy thief humanoid~
a shadowy figure~
A sly thief stealthily mingles in the crowd.
~
This quicking acting pick pocket has a way about him of innocently bumping into citizens, while relieving them of their purse.
~
0
Clanname none~
0
0
1075838977 65536 0 C
17 0 0 0d0+400 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 1855 0 0 0 1584 524291
#16051
sly thief hidden~
a shadowy figure~
You sense someone lurking about.
~
This well dressed thief appears to be casing a building to see how easy it would be to break into.
~
0
Clanname none~
0
0
1075838977 65536 0 C
17 0 0 0d0+400 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 1855 0 0 0 1584 524291
#16052
stray dog~
a stray~
A stray dog is sniffing things.
~
The dog's fur shows abuse and neglect. She has a bald spot on her left 
side, a festering wound is visible. She's so skinny that almost her ribs 
can be counted through the thin and filthy fur that covers her body. She 
has small earshells and soft brown eyes. Her nose looks wet and the fur on 
her left paw is clotted with blood and filth. Now and then she yelps a 
little. 

~
0
Clanname none~
0
0
1 0 0 C
4 0 0 0d0+22 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
28 4 0 0 65536 1 0
0 0 67121 0 0 0 0 0
> rand_prog 2~
if rand(5)
if rand(10)
em starts waggling with her short tail rapidly as she sniffs something while her excitement about it grows.
else
if rand(10)
em yelps softly as if wanting to draw some attention.
else
if rand(10)
em sits down and scratches furiously behind her right ear with her front paw.
else
if rand(10)
em is licking her wounded paw in a vain attempt to clean it.
else
em quietly looks at passing two-footers with her mellow brown eyes.
endif
endif
endif
endif
endif
~
> act_prog 'pet you lovingly.'~
if rand(50)
em rubs her body around your legs and appears to enjoy kindness shown.
else
em waggles her tail excitedly as you pet her. 
endif
mppause 4
mpechoat $n The stray licks your hand in gratitude.
lick $n
~
> fight_prog 3~
bark $n
mppause 5
bark
mppause 3
mpechoat $n The stray lunges in an attempt to bite you.
if rand(10)
mpechoat $n With the little strength she has, The stray tenaciously holds onto your arm.
mpdamage $n 22
else
if rand(10)
mpechoat $n With the little strength she has, The stray tenaciously holds onto your leg.
mpdamage $n 13
else
mpechoat $n The stray is too weak and hungry, she missed her target.
endif
endif
~
|
#16053
poor old man peddler~
a peddler~
A poor peddler is standing here, trying to support his meager existence.
~
This greying man is dressed in nothing more than short torn pants, a 
ragged grey shirt and some cloth wrapped around his feet. His brown eyes 
are sunken in his sickly pale face. His hands are very wrinkled and his 
veins are like threads laying visible under the skin. His voice sounds 
harsh, and he coughs alot. His eyes look pleading. 

~
0
Clanname none~
0
0
65 0 300 C
8 0 0 0d0+30 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 0
0 0 1823 0 0 0 48 0
> greet_prog 30~
if sex($n) == 1
  mpechoat $n &CA peddler speaks with a rough voice, 'Sir, could I interest you in my wares?'&D
else
  if sex($n) == 2
    mpechoat $n &CA peddler speaks with a rough voice, 'Ma'am, could I interest you in my wares?'&D
  else
    mpechoat $n &CA peddler speaks with a rough voice, 'Pardon me. Could I interest you in my wares?'&D
  endif
endif
~
> act_prog 'pats you on your back.'~
mppause 3
mpechoat $n &cThe old man looks up, tears in his eyes from the coughing fit, uttering small words that resemble 'Thank ye'.&D
mppause 3
mpechoat $n &cA peddler fishes a square piece of cloth from the pocket of his torn pants and wipes his face.&D
mppause 5
~
> rand_prog 2~
cough
mppause 3
mpe The old man doubles over, coughing hard as if he's about to drop dead on this very spot ...
~
> act_prog 'gives you 1000 silver coins.'~
mppause 5
mpechoat $n &cThe old man looks up at you in amazement and looks speechless...&D
mppause 3
if sex($n) == 2
  mpechoat $n &cThe old man's eyes look suspiciously wet as he starts thanking you over and over again.&D
  mpechoat $n &cThe old man's rough voice is lowered when he bends over to your ear, and starts whispering.&D
  whisper $n I wish to repay you for your kindness. I once heard two gentlemen speaking of the following ...
  whisper $n Apparently there is an old druid that lives in the forest. It is said that he pays well for chores done.
else
  mpechoat $n &cThe old man's eyes look suspiciously wet as he starts thanking you over and over again.&D
  whisper $n I wish to repay you for your kindness. I once heard two gentlemen speaking of the following ...
  whisper $n Apparently someone tried to rob the old druid in the forest for his treasure. He managed to pull a prank on them. The robbers went to the old frog and said teasingly 'Ribbit' ... 
  mpechoat $n &cA peddler chuckles about something said in private.&D
  whisper $n Anyways, visit the old druid, he might have something for you. But be polite, or you end up as frog feed too!
endif
smile
mpechoat $n &CA peddler says, 'Now I can go buy groceries, and feed my wife and children.'&D
mppause 3
mpechoat $n &CA peddler says, 'Fish, vegetables and bread. Perhaps even some sweets for the kids!'&D
mppause 2
beam
mpechoat $n &CA peddler says, 'I can't thank you enough!'&D
mpechoat $n &cA peddler wraps up his belongings and makes haste towards the stores.&D
~
> time_prog 5~
if inroom($n) == 16000
  d
  mppause 3
  em stalls his limited selection of wares on the ground before him.
  mppause 2
endif
~
> time_prog 16~
sigh
em looks at the unsold wares in his possession.
mppause 3
sigh
mppause 3
em counts the little money he earned today.
mppause 3
em mutters to himself about a small bread and some leftover meat he might get from the butcher.
mppause 4
em wraps up his belongings in the cloth on which they were stalled out, and slings the bundle over his left shoulder.
mppause 3
n;s;e;w
mpgoto 16000
~
> speech_prog greetings~
mppause 5
mpechoat $n &cA peddler looks up and a toothless grin is presented.&D
if sex($n) == 2
  mpechoat $n &CA peddler says, 'And a fine day it is, m'lady.'&D
else
  mpechoat $n &CA peddler says, 'Ain't it a gorgeous day, m'lord?'&D
endif
mppause 3
mpechoat $n &cA peddler reorganizes his wares as someone walks by, trying to draw the attention to them.&D
~
|
#16054
warrington shopkeeper~
Shopkeeper Warrington~
A short, stout, very clean shaven man stands here behind a counter.
~
A well dressed man.  Warrington is wearing green pants, and a well kept white shirt.
~
0
Clanname none~
0
0
67108867 138412064 0 C
20 0 0 0d0+750 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if ispc($n)
  mppause 5
  if rand(50)
    mpechoat $n &CShopkeeper Warrington says, 'Welcome to Warrington's Instruments. Top of the line merchandise available at any time.'&D
    if sex($n) <= 1
      mpechoat $n &CShopkeeper Warrington says, 'What can I do for you mate?'&D
    else
      mpechoat $n &CShopkeeper Warrington says, 'What can I do for you sheila?'&D
    endif
  else
    if rand(50)
      if mortcount(16253) >= 2
        mpechoat $n &cThe shop keeper mumbles something to one of his other customers.&D
      else
        mpechoat $n &cIn the process of oiling one of his drums, Warrington looks up and nods at you but then goes back to work.&D
      endif
    endif
  endif
endif
~
|
#16055
hardy hunter associate~
Hardy~
A lean man with scars all over his body is standing here.
~
The hunter walking around without a shirt, has hideous scars on his body from previous hunts.
~
0
Clanname none~
0
0
1073741827&32 0 0 C
35 0 0 0d0+3000 0d0+0
0 0 0 0 0 
0
115 115 0
25 13 13 25 25 13 25
0 0 0 0 0
0 6 0 0 1 1 8
103 103 9 9 128 0 524400 3
#16056
man bunk bouncer~
Bunk~
A big burly man stands here leaning against the wall to the north.
~
Dressed in a white and black striped shirt and leather trousers.  Bunk is a massive man with a handlebar mustache.
~
1
Clanname none~
0
0
3 138412064 0 C
35 0 0 0d0+1000 0d0+0
0 0 0 0 0 
0
115 115 0
25 13 13 13 17 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 9 0 0 0 80 3
> all_greet_prog 100~
mppause 4
mpechoat $n &cBunk silently draws a throwing dagger after stepping out of the shadows.
mppause 5
if quest(malevolentheart) == 2 )
  mpechoat $n &CBunk says, 'Well that is a start, but how do we know
  mpechoat $n &CBlademaster Symon didn't just sacrifice fifty men to get 
  mpechoat $n &Ca spy in place.  Your next task will truly show us.  I 
  mpechoat $n &Cwant you to go to Blademaster Symon.  He has a set of 
  mpechoat $n &Cplans we need to acquire.  Steal them and return here.'&D
  mpquest $n malevolentheart 3
endif
if quest(malevolentheart) < 1 )
  mpechoat $n &CBunk says, 'The fact that you found me here means you are 
  mpechoat $n &Ceither here to try to kill me, or you have been drawn to me 
  mpechoat $n &Cthrough malevolent thoughts, and want to my connections to
  mpechoat $n &Chelp you go over to the other side.'
  mpechoat $n &cType either &WSAY KILL &cor &WSAY DRAWN&c.&D
endif
~
> speech_prog dakar~
if quest(malevolentheart) == 5 )
  mppause 5
  mpechoat $n &CBunk says, 'Very well, may you find peace if it exists for
  mpechoat $n &Cone like you.'&D
  mphtown $n Dakar City
endif
~
> speech_prog forbidden~
if quest(malevolentheart) == 5 )
  mppause 5
  mpechoat $n Bunk &Csays, 'Very well, may you find peace if it exists for
  mpechoat $n one like you.'&D
  mphtown $n Forbidden City
endif
~
> act_prog p gives you a parchment of plans.~
if quest(malevolentheart) == 4 )
  mpechoat $n &CBunk says, 'Alright, I am convinced that you are sincere.'&D
  mpquest $n malevolentheart 5
  mpechoat $n &CBunk says, 'Which city do you wish to forsake Paleon for?'&D
  mpechoat $n &cType &WSAY DAKAR &cor &WSAY FORBIDDEN&c.&D
  mpat 4 drop plans
endif
~
> speech_prog kill~
mppause 5
mpechoat $n &CBunk says, 'I'm not an easy kill, that is why I have lasted
mpechoat $n &Cso long.  Die!&D
~
> speech_prog drawn~
mppause 5
mpechoat $n &CBunk says, 'Well, many spies have died pretending they want
mpechoat $n &Cto change.  We have developed a system of weeding them out.
mpechoat $n &CThe first task to ensure you're not a spy, is for you to kill
mpechoat $n &Cfifty gnomes from the Gnome Tower area.  Do that and come
mpechoat $n &Cback to see me.'&D
mpquest $n malevolentheart 1
~
|
#16057
drunkard Mealie~
Mealie~
A drunk sits at a bar drinking happily.
~
The old drunk sits at the bar drinking away not paying attention to 
anything around him. He wears just basic rags and has a medallion strung 
around his neck. 
~
1
Clanname none~
0
0
67108867 0 1000 C
99 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
25 13 13 25 25 13 13
0 0 0 0 0
1 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
if quest(sandblade) == 2
  peer $n
  mpechoat $n &CMealie says, 'I've been waiting for you, got something for you if you get something for me.'&D
  mppause 3
  mpechoat $n &cMealie pulls out a medallion and waves it around a bit before pocketing it.&D
  mppause 4
  mpechoat $n &CMealie says, 'Bring me a item called the amulet of the magi, and the medallion is yours, along with some information about where the next one is and the truth on how to assemble them.'&D
  mppause 4
  mpechoat $n &cMealie goes back to drinking his mead.&D
  mppause 3
  mpechoat $n &CMealie says, 'Come back and give it to me to get what you want.'&D
  mpquest $n sandblade 3
endif
~
> act_prog p gives you amulet of the magi.~
if quest(sandblade) == 3
  mppause 3
  mpechoat $n &CMealie says, 'OK, a deal is a deal, here.'&D
  mpoload 1652
  give water $n
  mppurge amulet
  mpechoat $n &CMealie says, 'Ok, now for the information part. I'm sure he told you the earth and water ones combine right? Well i did some research and that is wrong, its the fire and earth, and the water and wind, that combine, ok, last but not least of course...'&D
  chuckle
  mppause 5
  mpechoat $n &CMealie says, 'The next piece, the next medallion can be found near the spider swamp, look for an old shade, he'll tell you what's next. Now go away and let me drink... oh and good luck.'&D
  mpquest $n sandblade 4
else
  mpechoat $n &CMealie says, 'I don't want this, go away and let me drink!'&D
endif
~
|
#16058
human shopkeeper keeper shop william estrella~
Shopkeeper William Estrella~
A human shopkeeper is tending his wares here.
~
Old and crotchety, William Estrella is not a pleasant individual in the 
least. Adorned with homemade armor that looks more akin to a trash can, 
than to armor, he waddles around the shop making minor adjustments to how 
the armor is arranged. 
~
1
Clanname none~
0
0
131075&16384 4194432&2097152 -1000 C
80 0 0 0d0+7200 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 0 0 0 0 48 524291
> all_greet_prog 100~
mppause 4
mpechoat $n &CShopkeeper William Estrella says, 'I can buy or sell crafted items.'
~
> death_prog 100~
mpat 4 drop 500 gold
mpat 4 drop 5000 silver
mpat 4 drop 50000 copper
mpat 4 drop 50000 bronze
~
|
#16059
scholar herbert~
Scholar Herbert~
Scholar Herbert is here, dusting his precious books.
~
Old and wrinkled, this venerable soul will teach the languages to anyone 
willing. 
~
1
Clanname none~
0
0
1179651 0 0 C
1 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
0 2 0 0 109327 1 0
0 0 0 0 0 0 0 0
#16100
The Paleon Town Crier~
The Paleon Town Crier~
The Paleon Town Crier fervently reads over his notes.
~
A young lad, the crier is wearing the official paleon crier garb.
~
0
Clanname none~
0
0
1&32 503842992&4 1000 C
102 0 0 0d0+15000 9d100+900
0 0 0 0 0 
0
115 115 1
25 25 25 25 25 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 0 0 0 1250693491&1 34356951
> time_prog 8~
emote raises his magic golden bullhorn to his lips.
mppause 10
yell It is eight o'clock in the morning in Paleon and all is well.
~
> death_prog 100~
mpjunk all
~
|
#16101
yanker~
Yanker the High Stakes Magic Wheels Spinner~
Yanker the High Stakes Magic Wheels Spinner stands here waiting to help you play.
~
The yanker is wearing gawdy gold pants, and has a copper colored shirt on.
~
0
Clanname none~
0
0
3 8 0 C
103 0 0 0d0+10000 6d100+200
0 0 0 0 10000000 
0
115 115 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 371462883 34324245
> act_prog 'gives you 10 gold coins.'~
mpechoat $n &CYanker says, 'Sorry $n, It takes 100 gold coins to play, not 10!'&D
give 10 gold $n
~
> act_prog 'gives you 1000 gold coins.'~
mpechoat $n &CYanker says, 'My GOODNESS, $n! That is a WAY too much! It only costs 100 gold coins to play.'&D
give 1000 gold $n
~
> act_prog 'gives you 100 gold coins.'~
if ovnumcarry (16205) == 0
  mpoload 16205
  if goldamt($i) < 2000
    mpwithdraw 2000
  endif
  mppause 10
  mpechoat $n &cYanker puts the 100 gold coins in his purse and smiles.&D
  mppause 10
  mpechoat $n &CYanker says, 'Now simply SAY PULL when you are ready for me to start the wheels spinning.'&D
  mppause 10
  mpechoat $n &cYanker hangs on the large iron handle of the Magic Spinning Wheels Machine with both hands!&D
  mppause 10
else
  mppause 10
  mpechoat $n &CYanker says, 'You have given me the gold already! &WSAY PULL&C when you are ready!'&D
  mppause 10
  give 100 gold $n
  mppause 10
endif
~
> speech_prog pull~
if ovnumcarry (16205) == 0
  mppause 10
  mpechoat $n &CYanker says, 'Give me 100 gold coins first!'&D
else
  mpdelay $n 6
  mppause 5
  mpechoat $n &cYanker pulls the iron handle of the Magic Spinning Wheels Machine as hard as he can.&D
  mppause 5
  mpechoat $n &CYanker says, 'Here we go!'&D
  mppause 5
  mpechoat $n &CYanker says, 'Round and round and round she goes. Where she stops NOBODY knows!'&D
  mppause 5
  mpechoat $n &cThe first wheel slows down...&D
  mppause 5
  if rand (20)
    mpoload 16204
    mpechoat $n &CYanker says, 'The first slot stopped on a &YBANANA&C!'&D
  else
    mppause 5
    if rand (35)
      mpoload 16203
      mpechoat $n &CYanker says, 'The first slot stopped on an &RCHERRY&C!'&D
    else
      mppause 5
      if rand (45)
        mpoload 16202
        mpechoat $n &CYanker says, 'The first slot stopped on a &GAPPLE!'&D
      else
        mppause 5
        if rand (55)
          mpoload 16201
          mpechoat $n &CYanker says, 'The first slot stopped on a ANCHOR!'&D
        else
          mppause 5
          mpoload 16200
          mpechoat $n &CYanker says, 'The first slot stopped on a &WBLANK&C!'&D
        endif
      endif
    endif
  endif
  mppause 5
  mpechoat $n &cThe second wheel slows down...&D
  mppause 5
  if rand (20)
    mpoload 16204
    mpechoat $n &CYanker says, 'The second slot stopped on a &YBANANA&C!'&D
  else
    mppause 5
    if rand (35)
      mpoload 16203
      mpechoat $n &CYanker says, 'The second slot stopped on an &RCHERRY&C!'&D
    else
      mppause 5
      if rand (45)
        mpoload 16202
        mpechoat $n &CYanker says, 'The second slot stopped on a &GAPPLE&C!'&D
      else
        mppause 5
        if rand (55)
          mpoload 16201
          mpechoat $n &CYanker says, 'The second slot stopped on a ANCHOR!'&D
        else
          mppause 5
          mpoload 16200
          mpechoat $n &CYanker says, 'The second slot stopped on a &WBLANK&C!'&D
        endif
      endif
    endif
  endif
  mppause 5
  mpechoat $n &cThe third wheel slows down...&D
  mppause 5
  if rand (20)
    mpoload 16204
    mpechoat $n &CYanker says, 'The third slot stopped on a &YBANANA&C!'&D
  else
    mppause 5
    if rand (35)
      mpoload 16203
      mpechoat $n &CYanker says, 'The third slot stopped on an &RCHERRY&C!'&D
    else
      mppause 5
      if rand (45)
        mpoload 16202
        mpechoat $n &CYanker says, 'The third slot stopped on a &GAPPLE&C!'&D
      else
        mppause 5
        if rand (55)
          mpoload 16201
          mpechoat $n &CYanker says, 'The third slot stopped on a ANCHOR!'&D
        else 
          mppause 5
          mpoload 16200
          mpechoat $n &CYanker says, 'The third slot stopped on a &WBLANK&C!'&D
        endif
      endif
    endif
  endif
  mppause 5
  if ovnumcarry (16200) == 3
    mpechoat $n &CYanker says, 'THREE &WBLANKS&C!! Money returned as a consolation prize.'&D
    give 100 gold $n
  else
    if ovnumcarry (16200) > 0
      mpechoat $n &CYanker says, 'Sorry $n, try again!'&D
    else
      if ovnumcarry (16201) == 3
        mpechoat $n &CYanker says, 'THREE ANCHORS !!  Congratulations, $n! You win &Y500 gold coins&C!'&D
        give 500 gold $n
      else
        if ovnumcarry (16201) > 0
          mpechoat $n &CYanker says, 'Sorry $n, try again!'&D
        else
          if ovnumcarry (16202) == 3
            mpechoat $n &CYanker says, 'THREE &RAPPLES&C!!  Congratulations, $n! You win &Y750 gold coins&C!'&D
            give 750 gold $n
          else
            if ovnumcarry (16203) == 3
              yell &C$n has just won the High Stakes Magic Spinning Wheels &Y1,000 gold coin &RMINI JACKPOT&C!!!&D
              mpechoat $n &CYanker says, 'THREE &RCHERRIES&C!!  Congratulations, $n! You win &Y1,000 gold coins&C!'&D
              give 1000 gold $n
            else
              if ovnumcarry (16204) == 3
                yell &C$n won the High Stakes Magic Spinning Wheels &Y2,000 gold coin &PGRAND JACKPOT&C!!!&D
                mpechoat $n &CYanker says, 'THREE &YBANANAS&C!!  Congratulations, $n! You win &Y2,000 gold coins&C!'&D
                give 2000 gold $n
              else
                mpechoat $n &CYanker says, 'THREE &YF&RR&GU&YI&RT&GS&C!! Congratulations, $n! You win &Y200 gold coins&C!'&D
                give 200 gold $n
              endif
            endif
          endif
        endif
      endif
    endif
  endif
endif
mpechoat $n &CYanker says, 'Give me 100 gold coins to try again!'&D
mpjunk all
~
|
#16102
Jasper gambler~
Gambler Jasper~
A tall pale faced human in long tunic is sitting at a table here.
~
The gambler is very pale in complexion almost appearing sickly.  He has
beads of sweat across his forehead.  His eyes seem to pierce through you.
~
0
Clanname none~
0
0
131075&2 4194304 0 C
100 0 0 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
0 3 0 0 1 1 0
0 0 41 0 0 0 113 34078979
> all_greet_prog 100~
mppause 2
mpechoat $n &CGambler Jasper says, 'Would you care to gamble playing Gralloc?'
mppause 4
mpechoat $n &CGambler Jasper says, 'Use the &WROLL&C command if your feeling lucky.
mppause 10
grin
~
> rand_prog 2~
mppause 3
emote rolls some dice rapidly between his fingers.
~
|
#16104
monk targas~
Targas, the monk~
An old wizened monk stands here, becoming one with nature.
~
A humble monk wearing sack cloth and carrying a oak staff stands here.
~
0
Clanname none~
0
0
537919491 6815912 1000 C
75 0 0 0d0+5500 0d0+0
0 0 0 0 0 
0
115 115 0
25 25 25 25 25 25 25
0 0 0 0 0
0 16 0 0 98486 1 0
0 0 0 0 0 0 67109488&3 33560587
> time_prog 19~
say Well, I've done enough nature bonding today, might as well go home and meditate.
mpe Old Man Targas, shuffles off into the woods.
mppause 3
mpgoto 4
mppause 2
say purge
~
> death_prog 100~
rem all
rem all
rem all
mpjunk all
if rand(5)
mpoload 16213
else
if rand(5)
mpoload 16214
else
if rand(5)
mpoload 16215
else
if rand(5)
mpoload 16216
else
if rand(2)
mpoload 16217
endif
endif
endif
endif
endif
~
> rand_prog 99~
if iswearing($n) == 16213
else
mpoload 16213
mpoload 16213
wear karate
wear karate
endif
if iswearing($n) == 16214
else
mpoload 16214
wear gi
endif
if iswearing($n) == 16215
else
mpoload 16215
wear robe
endif
if iswearing($i) == 16216
else
mpoload 16216
wear sandals
endif
~
> fight_prog 100~
if rand(10)
quiv
quiv
quiv
endif
if rand(10)
round
round
round
endif
if rand(2)
mpe _whi Targas, suddenly dips his head and utters a quick mantra.&D
mpe _whi When he lifts his head he loocks suddenly refreshed.
mprestore $i 2000
endif
if rand(5)
mea $n _whi Targas suddenly rushes at you with a strange look in his eye.
mer $n _whi Targas suddenly rushes at $n with a strange look in his eye.
say OPENING RENDO!!!
punch
punch
kick
knee
knee
round
round
quiv
quiv
ensnare $n
judo $n
judo $n
judo $n
mea $n _whi Rising from your entangled body, Targas' palms suddenly start glowing with an unearthly light.
mer $n _whi Rising from $n's entangled body, Targa's palms suddenly start glowing with an unearthly light.
say BUDDISHT PALM !!
mea $n _whi He slams his hands towards you with a quick thrust and the light lances off to strike you in the chest.
mer $n _whi He slams his hands towards $n with a quick thrust and the light lances off to strike $m in the chest.
mpdamage $n 250
endif
~
> speech_prog p learn~
say Oh My, Well there are several things I could teach you...
mppause 3
hrm
mppause 2
say Well, I do know how to speak, 'elven', 'dwarven', 'ogrian', 'orcish', 'trollese', 'goblic', and 'centaurian'.
mppause 6
say Just use &W'&Glanguage learn <language>&W'&D to learn how to speak any of these.
mppause 3
say Is there anything else, you would like me to teach you?
~
> all_greet_prog 100~
Say Hello my friend. Are you here to become one with nature with me?
smile
mppause 5
say Or are you here to &Glearn&D?
~
> time_prog 23~
say Well, I've done enough nature bonding today, might as well go home and meditate.
mpe Old Man Targas, shuffles off into the woods.
mppause 3
mpgoto 4
mppause 2
say purge
~
> time_prog 8~
say Well, I've done enough nature bonding today, might as well go home and meditate.
mpe Old Man Targas, shuffles off into the woods.
mppause 3
mpgoto 4
mppause 2
say purge
~
> time_prog 4~
say Well, I've done enough nature bonding today, might as well go home and meditate.
mpe Old Man Targas, shuffles off into the woods.
mppause 3
mpgoto 4
mppause 2
say purge
~
|
#16105
Token Collector~
The Token Collector~
The Token Collector is here looking to expand his token collection.
~
The collector is carrying a large bucket filled with tokens.   He is wearing a bright green shirt and a pair of yellow pants.
~
0
Clanname none~
0
0
65 4194432 1000 C
100 0 0 0d0+10000 9d100+900
0 0 0 0 0 
0
112 112 1
25 25 25 25 25 13 13
0 0 0 0 0
81 2 0 0 1 1 0
0 0 0 0 0 0 1250693491&1 34356951
> rand_prog 1~
if rand(20)
Yell Bring me Fourth of July Quest Tokens for prizes!
mppause 10
Yell Many prizes including Free Staff CR and Rename Certificates!
endif
~
> all_greet_prog 100~
mppause 10
mea $n Hello, $n! Do you have any Fourth of July Quest Tokens for me?
mppause 5
mea $n If so, give them to me one at at time and I will reward you!
~
> act_prog 'gives you a FOURTH OF JULY QUEST token.'~
if ispc($n)
if ovnumcarry (16218) == 1
mppause 8
mppause 8
say Thanks for the token, $n. Here is your prize.
mpjunk all
if rand (2)
mpoload 16225
shout &W$n has just won a FREE RENAME/REKEY Certificate!!!&D
give rename $n
else
if rand (10)
yell &Y$n has just won a FREE CR Certificate!&D
mpoload 16221
give CR $n
else
if rand (10)
mpoload 16223
give skyrocket $n
else
if rand (10)
mpoload 16220
give compass $n
else
if rand (20)
mpoload 16222
give broomstick $n
else
if rand (20)
mpoload 16224
give spyglass $n
else
if rand (10)
mpoload 16226
give sparkler $n
else
if rand (10)
mpoload 16227
give baloon $n
else
if rand (10)
mpoload16229
give balloon $n
else
mpoload 16228
give balloon $n
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
~
|
#16106
craftsman resizer Gerald~
Craftsman Gerald~
A tired old craftsman is standing here.
~
The craftsman has a thick leather apron hanging from his shoulders that is covered with dust.
~
1
Clanname none~
0
0
67239939&1024 138412064 0 C
50 0 0 1d1+20000 2d4+8
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 5
0 0 41 0 0 0 1344307200 2082
> all_greet_prog 100~
mppause 6
mpechoat $n &CCraftsman Gerald says, 'Greetings, I am the man who can resize equipment, if that is what you seek.'&D
~
|
#16108
lecherous old man dark cloak zealot~
a lecherous old man~
A lecherous old man hunched over in a dark cloak is scurrying about here.
~
The dark cloaked man has a leering gaze he levels on young females.
~
13
Clanname none~
0
0
65 4194304 -1000 C
30 0 0 0d0+850 0d0+0
0 0 0 0 0 
0
115 115 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
> all_greet_prog 100~
(null)~
|
#16109
trade skills guild master Baeralm~
Guild Master Baeralm~
A tall man dressed in finery clothing is sitting behind a desk here.
~
Dressed in bright colored clothing.  The guild master has a air of importances about himself.
~
1
Clanname none~
0
0
67239939 4194304 0 C
100 0 0 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
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if quest(trade) == 3
  mppause 6
  mpechoat $n &CGuild Master Baeralm says, 'Ahh yes, you did pay the fee.'&D
  mppause 8
  mpechoat $n &CGuild Master Baeralm says, 'Now you will need equipment, I do happen to sell it.'&D
  mppause 10
  mpechoat $n &CGuild Master Baeralm says, 'Also, if you're a blacksmith or jeweler, you need to mine ore in  
  mpechoat $n &Cthe wilderness.  There should be some ore sites near any mountains out there. Bakers   
  mpechoat $n &Ccan gather ingredients in various places in the wilderness where things grow. 
  mpechoat $n &CTanners must hunt their animals in the wild, and then return to tan them.'&D
  mpquest $n trade 4
else
  if quest(trade) > 3
    mppause 6
    nod $n
  else
    if quest(trade) == 1
      mppause 6
      mpechoat $n &CGuild Master Baeralm says, 'I cannot help you until you pay the City Manager 10 gold.'&D
    else
      mppause 6
      mpechoat $n &CGuild Master Baeralm says, 'Welcome to the Trade Skill Center.'&D
      mppause 10
      mpechoat $n &CGuild Master Baeralm says, 'The finest craftsman and women in Paleon are here.'&D
      mppause 20
      mpechoat $n &CGuild Master Baeralm says, 'Are you here to learn a craft?'&D
      mpechoat $n &cType &WSAY YES &cor go &WNORTH&c.&D
    endif
  endif
endif
~
> speech_prog yes~
mppause 6
mpechoat $n &CGuild Master Baeralm says, 'Very well which profession are you interested in?'
mppause 6
mpechoat $n &CGuild Master Baeralm says, 'We have Blacksmith, Baker, Carpenter, Jeweler and Tanner'
mpechoat $n &cType &WSAY &c<&WPROFESSION&c> that you would like to learn.
~
> speech_prog blacksmith~
mppause 6
mpechoat $n &CGuild Master Baeralm says, 'Very well, the first thing you need to do is pay for your apprentice card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Baeralm says, 'Find the City Manager, and pay him 10 gold.'
~
> speech_prog baker~
mppause 6
mpechoat $n &CGuild Master Baeralm says, 'Very well, the first thing you need to do is pay for your apprentice card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Baeralm says, 'Find the City Manager, and pay him 10 gold.'
~
> speech_prog jeweler~
mppause 6
mpechoat $n &CGuild Master Baeralm says, 'Very well, the first thing you need to do is pay for your apprentice card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Baeralm says, 'Find the City Manager, and pay him 10 gold.'
~
> speech_prog carpenter~
mppause 6
mpechoat $n &CGuild Master Baeralm says, 'Very well, the first thing you need to do is pay for your apprenticeship card.
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Baeralm says, 'Find the City Manager, and pay him 10 gold.'
~
> speech_prog tanner~
mppause 6
mpechoat $n &CGuild Master Baeralm says, 'Very well, the first thing you need to do is pay for your apprentice card.'
mpquest $n trade 1
mppause 8
mpechoat $n &CGuild Master Baeralm says, 'Find the City Manager, and pay him 10 gold.'
~
|
#16110
city manager pheltias~
City Manager Pheltias~
A worried looking city manager is sitting at a desk with lots of papers on it.
~
The city manager is dressed well in fine clothing.  He is wearing rings on every finger.
~
1
Clanname none~
0
0
1140981763 4194304 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 43791 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
mppause 6
if htown($n) == Paleon City
mpechoat $n &CCity Manager Pheltias says 'Are you here to apply for &WCITIZENSHIP&C or a &WTRADESKILL&C?'
endif
if quest(trade) > 2
mppause 4
mpechoat $n &WCity Manager Pheltias tells you, 'I could rip up your trade card and allow you try a different trade for 100 gold.'
endif
~
> speech_prog blacksmith~
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n blacksmith
  mppause 6
  mpechoat $n &CCity Manager Pheltias says, 'Return to the Tradeskill Center.'&D
else
  mpechoat $n &CCity Manager Pheltias says, 'Sorry, you didn't get the tradeskill information at the Center.'&D
endif
~
> speech_prog jeweler~
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n jeweler
  mppause 6
  mpechoat $n &CCity Manager Pheltias says, 'Return to the Tradeskill Center.'&D
else
  mpechoat $n &CCity Manager Pheltias says, 'Sorry, you didn't get the tradeskill information at the Center.'&D
endif
~
> speech_prog carpenter~
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n carpenter
  mppause 6
  mpechoat $n &CCity Manager Pheltias says, 'Return to the Tradeskill Center.'&D
else
  mpechoat $n &CCity Manager Pheltias says, 'Sorry, you didn't get the tradeskill information at the Center.'
endif
~
> speech_prog tanner~
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n tanner
  mppause 6
  mpechoat $n &CCity Manager Pheltias says, 'Return to the Tradeskill Center.'&D
else
  mpechoat $n &CCity Manager Pheltias says, 'Sorry, you didn't get the tradeskill information at the Center.'&D
endif
~
> speech_prog baker~
if quest(trade) == 2
  mpquest $n trade 3
  mptrade $n baker
  mppause 6
  mpechoat $n &CCity Manager Pheltias says, 'Return to the Tradeskill Center.'&D
else
  mpechoat $n &CCity Manager Pheltias says, 'Sorry, you didn't get the tradeskill information at the Center.'&D
endif
~
> act_prog p gives you 10 gold coins.~
mppause 6
if quest(trade) == 1
  mpechoat $n &CCity Manager Pheltias says, 'Can I help you with something, &WBLACKSMITH &Capplication? &WBAKER &Capplication? &WTANNER &Capplication?
  mpechoat $n &WCarpenter&C application? &WJeweler&C application?'&D
  mpechoat $n &CHint: &cTo obtain a profession, you must &WSAY <TRADENAME> &cto continue with the process.&D
  mpquest $n trade 2
else
  mpechoat $n &CCity Manager Pheltias says, 'I guess this is for taxes?'&D
endif
~
> act_prog p gives you 100 gold coins.~
mppause 6
if quest(trade) > 3
  mptrade $n trade
endif
~
> act_prog p gives you 100 silver coins.~
mppause 6
if quest(trade) == 1
  mpechoat $n &CCity Manager Pheltias says, 'Can I help you with something, &WBLACKSMITH &Capplication? &WBAKER &Capplication? &WTANNER &Capplication?
  mpechoat $n &WCarpenter&C application? &WJeweler&C application?'&D
  mpquest $n trade 2
else
  mpechoat $n &CCity Manager Pheltias says, 'I guess this is for taxes?'&D
endif
~
> act_prog p gives you 1000 bronze coins.~
mppause 6
if quest(trade) == 1
  mpechoat $n &CCity Manager Pheltias says, 'Can I help you with something, &WBLACKSMITH &Capplication? &WBAKER &Capplication? &WTANNER &Capplication?
  mpechoat $n &WCarpenter&C application? &WJeweler&C application?'&D
  mpquest $n trade 2
else
  mpechoat $n &CCity Manager Pheltias says, 'I guess this is for taxes?'&D
endif
~
> act_prog p gives you 10000 copper coins.~
mppause 6
if quest(trade) == 1
  mpechoat $n &CCity Manager Pheltias says, 'Can I help you with something, &WBLACKSMITH &Capplication? &WBAKER &Capplication? &WTANNER &Capplication?
  mpechoat $n &WCarpenter&C application? &WJeweler&C application?'&D
  mpquest $n trade 2
else
  mpechoat $n &CCity Manager Pheltias says, 'I guess this is for taxes?'&D
endif
~
> speech_prog tradeskill~
mppause 3
mpechoat $n &CCity Manager Pheltias says, 'It costs 10 gold to apply for a trade.'
~
> speech_prog citizenship~
mppause 3
if htown($n) == Paleon City
  mpechoat $n &CCity Manager Pheltias says, 'An endeavor that is worth praise. 
  mpechoat $n &CWhy my cousin is the Blade Master of Paleon City Symon.  When
  mpechoat $n &Cwe were young we both vowed to become citizens and serve.  
  mpechoat $n &CHis choice of service is more glorious than mine.  However,
  mpechoat $n &Cevery role as a citizen is important.'
  mppause 20
  mpechoat $n &CCity Manager Pheltias says, 'To be a citizen of Paleon City you
  mpechoat $n &Cmust perform a series of tasks designed to test your mettle, and
  mpechoat $n &Cyour core values.  Are you ready?'
else
  mpechoat $n &CCity Manager Pheltias says, 'I have heard of your kind becoming
  mpechoat $n &Ccitizens but this isn't the place we do that.'
endif
~
> speech_prog yes~
mppause 5
if htown($n) == Paleon City
mpechoat $n &CCity Manager Pheltias says, 'The first task is to see my
mpechoat $n &Ccousin Blade Master Symon.'
mpquest $n paleon 1
endif
~
|
#16111
auction animal handler petshop~
a animal handler~
An animal handler is standing here.
~
Dressed in simple leather garb the animal handler is wearing a straw hat.
~
1
Clanname none~
0
0
131075 0 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#16112
riding horse ~
a riding horse~
A beautiful manor riding horse stands here.
~
A strong, proud, and properly groomed riding horse meets your gaze.
~
5
Clanname none~
0
0
262401 40 200 C
1 0 1 9d3+20 3d3+2
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
82 3 0 0 1 1 0
0 0 66621 0 0 0 0 0
#16113
war horse~
a war horse~
A war horse is standing here.
~
The horse appears to be slightly suffering from lack of nutrition, but
is a sturdy beast for riding.
~
1
Clanname none~
0
0
262401 0 0 C
10 0 0 0d0+80 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
82 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#16114
a giant wolf~
a giant wolf~
A giant wolf is standing here.
~
The giant wolf has a grey colored fur coat, and giant massive claws.
~
13
Clanname none~
0
0
262401 0 0 C
50 0 0 0d0+2000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
82 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#16115
froghemoth frog giant~
a giant froghemoth~
A giant froghemoth is standing here.
~
The giant froghemoth has a slimy coating to it's thick hide.
~
9
Clanname none~
0
0
262401 0 0 C
100 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#16116
ghost of christmas~
ghost of christmas~
A Ghost of Christmas is standing here.
~
~
0
Clanname none~
0
0
1073872899 4259840 0 C
1 0 0 0d0+0 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if level($n) > 39
mpechoat $n &WWelcome stranger.  Being the holidays you may partake in the Christmas area for the month of December. Say &RSanta &Wby me to get transferred there.
mppause 8
mppause 6
mpechoat $n &WThis area is only available during December, and will be off limits afterwards.
endif
~
> speech_prog santa~
if level($n) > 39
mptrans $n 34001
mpat $n mpforce $n look
endif
~
|
#16123
helper~
You suddenly realize that ~
Some god abandoned a newly created last mob here.
~
~
0
Clanname none~
0
0
1075970051 4292610 0 C
108 0 0 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 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if quest(malevolentheart) == 3
mpoload 16240 1
drop plans
mppause 2
mpechoat $n &cAs you enter the room, you see Blade Master Symon get distracted
mpechoat $n &cby a new pupil.  He drops a piece of parchment he was holding
mpechoat $n &cto show the pupil a new move.
endif
~
|
#16124
Central~
a newly created spy~
Some god abandoned a newly created spy here.
~
~
0
Clanname none~
0
0
1082261507 4292610 0 C
104 0 0 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 4 0 0 1 1 0
0 0 0 0 0 0 0 0
#16125
phoenix~
a phoenix~
A phoenix is flying here.
~
The phoenix has flames covering it's body, while hovering in the air. 
~
9
Clanname none~
0
0
262401 524288 0 C
80 0 0 0d0+7200 0d0+0
0 0 0 0 0 
0
115 115 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
#16299
shopkeeper kegor~
Kegor~
An elderly human male stands here.
~
The shop keeper is wearing a bright green shirt and yellow tanned pants.
~
1
Clanname none~
0
0
67239943 4194304 600 C
30 0 0 1d1+5000 2d4+6
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
0 0 0 0 0 0 112 2
> all_greet_prog 100~
mpmset self gold 5000
mpmset self silver 5000
mpmset self copper 5000
mpmset self bronze 5000
mppause 2
Say Welcome to the Pawn Shop.
mppause 20
mpechoat $n &CKegor says, 'I sometimes sell things which you can see with the &WLIST&D
mpechoat $n &Ccommand.  Other times I buy things, which you use the &WSELL&C command.
~
|
#16300
undertaker Vicar~
Undertaker Vicar~
A pale faced man in black robes stands here.
~
The black robes of the undertaker has a foul odor to them.
~
0
Clanname none~
0
0
67239939&16 138412072 0 C
100 0 -300 0d0+-15536 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 8
100 100 0 0 0 0 67108912 33554434
> all_greet_prog 100~
mppause 2
mpechoat $n &CUndertaker Vicar says, 'If youse neeeds a corpse retrieved I can helps.'&D
mppause 10
if level($n) < 10 
  mpechoat $n &CUndertake Vicar says, 'Give me 10 copper coins and I'll get your corpse.'&D
endif
if level($n) == 10
or level($n) == 11
or level($n) == 12
or level($n) == 13
or level($n) == 14
or level($n) == 15
or level($n) == 16
or level($n) == 17
or level($n) == 18
or level($n) == 19
or level($n) == 20
  mpechoat $n &CUndertaker Vicar says, 'Give me 25 bronze coins and I'll get your corpse.'&D
endif
if level($n) == 21
or level($n) == 22
or level($n) == 23
or level($n) == 24
or level($n) == 25
or level($n) == 26
or level($n) == 27
or level($n) == 28
or level($n) == 29
or level($n) == 30
  mpechoat $n &CUndertaker Vicar says, 'Give me 5 gold coins and I'll get your corpse.'&D
endif
if level($n) > 30
  mpechoat $n &CUndertaker Vicar says, 'Give me 10 gold coins and I'll get your corpse.'&D
endif
~
> act_prog 'gives you 10 copper coins.'~
if level($n) < 10
  mpbodybag $n
  drop all
  mpclearbodies
  mpat 4 drop 10 copper coins
else
  mpechoat $n &CUndertaker Vicar says, 'That is not the price I told you.'&D
endif
~
> act_prog 'gives you 10 gold coins.'~
if level($n) > 30
  mpbodybag $n
  drop all
  mpclearbodies
  mpat 4 drop 10 gold coins
else
  mpechoat $n &CUndertaker Vicar says, 'That is not the price I told you.'&D
endif
~
> act_prog 'gives you 5 gold coins.'~
if level($n) == 21
or level($n) == 22
or level($n) == 23
or level($n) == 24
or level($n) == 25
or level($n) == 26
or level($n) == 27
or level($n) == 28
or level($n) == 29
or level($n) == 30
  mpbodybag $n
  drop all
  mpclearbodies
  mpat 4 drop 5 gold coins
else
  mpechoat $n &CUndertaker Vicar says, 'That is not the price I told you.'&D
endif
~
> act_prog 'gives you 25 bronze coins.'~
if level($n) == 10
or level($n) == 11
or level($n) == 12
or level($n) == 13
or level($n) == 14
or level($n) == 15
or level($n) == 16
or level($n) == 17
or level($n) == 18
or level($n) == 19
or level($n) == 20
  mpbodybag $n
  drop all
  mpclearbodies
  mpat 4 drop 25 bronze coins
else
  mpechoat $n &CUndertaker Vicar says, 'That is not the price I told you.'&D
endif
~
|
#0


#OBJECTS
#16000
paleon key brass~
an antiquated brass key~
An ornate brass key is here partially covered with leaves.~
~
18 0 1
0 0 0 0 0 0 0
1 1 0
4
0
0
0
0
0
S 3 0
E
16000 antiquated brass key paleon~
Large and heavy, this old brass key is at once unwieldy and outdated. The brass has been worn down in certain parts, though the ornate swirls decorating the key are still visible.
~
#16001
pool water spring~
a pool of spring water~
A large clear pool of spring water is centered in the platform here.~
~
25 134217728 0
10000 10 0 0 0 0 0
1 0 0
1
4
0
0
0
0
S 3 0
E
16001 pool spring water~
Sparkling and crystalline, this pool's cool azure water ripples gently. Encompassed by a vast bowl of white marble set into the Central Platform, the pool's ripples splash lightly against the shimmering gold-lined edge. 
~
#16002
platemail breastplate~
a platemail breastplate~
A platemail breastplate has been left here.~
~
9 0 9
20 20 0 0 0 20 0
10 5 0
1
8
0
0
0
0
S 3 0
E
16002 platemail breastplate~
The cool grey steel of the platemail give the breastplate a bright sheen. Although there are already a few scratches on the surface of the plates, this armor seems sturdy and well cared for. Paleon's emblem has been embossed into the center of the breastplate.
~
#16003
anklet green~
a jade green anklet~
A green colored anklet has been left here.~
~
9 0 2097153
2 2 0 0 0 2 0
1 2 0
2
9
0
0
0
0
S 0 0
E
16003 jade green anklet~
This jade anklet is a pale, marbled green. Polished to a smooth shine, it encircles the wearer's ankle comfortably as the surface facing the ankle is flat for a better fit. 
~
E
16003 jade green anklet~
This jade anklet is a pale, marbled green. Polished to a smooth shine, it encircles the wearer's ankle comfortably as the surface facing the ankle is flat for a better fit. Although a tad heavy, its cool surface seems to exude a sense of energy upon touch. 
~
E
16003 jade green anklet~
This jade anklet is a pale, marbled green. Polished to a smooth shine, it encircles the wearer's ankle comfortably as the surface facing the ankle is flat for a better fit. Its 
c
This jade anklet is a pale, marbled green. Polished to a smooth shine, it encircles the wearer's ankle comfortably as the surface facing the ankle is flat for a better fit. Although a tad heavy, its cool surface seems to exude a sense of energy upon touch. 
~
E
16003 jade green anklet~
This jade anklet is a pale, marbled green. Polished to a smooth shine, it encircles the wearer's ankle comfortably as the surface facing the ankle is flat for a better fit. Although a tad heavy, its cool surface seems to exude a sense of energy upon touch. 
~
A
14 50
#16004
dagger jonah~
Jonahs dagger~
A dagger has been left here.~
~
5 0 8193
10 1 5 6 2 0 1
2 22 2
4
8
0
0
0
0
S 3 0
E
16004 jonah dagger~
This small dagger looks newly forged. Its grip has been bound with soft amber leather, and its hilt is simple but sturdy. The pommel features a small red stone embedded into the silver-hued steel. 
~
#16005
ring hardiness blue~
a ring of hardiness~
A blue stoned ring has been left here.~
~
9 0 3
2 2 0 0 0 1 0
1 10 1
2
4
0
0
0
0
S 0 0
E
16005 ring hardiness~
This ring is a polished steel band with cobalt glass set into hollowed designs within the band. The designs form stylised waves rolling through the ring, which seem impervious to scratches and dents. Small sapphires set into the steel are of a pale cerulean hue, scattered about the wave designs almost like ocean spray. The metal is surprisingly warm to the touch and rests comfortably against the skin.
~
A
13 10
A
20 -5
#16006
wand returning~
a wand of returning~
A golden colored wand has been left here.~
~
3 8192 16385
10 10 10 -1 0 1 0
1 5 5
3
14
0
0
0
0
'word of recall'
S 0 0
E
wand returning 'wand of returning'~
This mithril wand is a shining white topped with a glassy blue orb. Upon the orb, a pair of wings stretch from the base to the top in a frosted design. The egg-sized orb glows gently with magic. If one peers closely, one can see images of their homeland fading into the orb.
~
E
16006 wand returning~
This wand of gold shines brightly in the light, topped with a glassy white orb which is specked with sparkling silver. Upon the orb, a pair of wings stretch form the base to the top in a frosted design. The egg-sized orb glows gently with magic. If one peers closely, one can see images of their homeland fading into the orb.
~
#16007
feather knowing~
a feather of knowing~
An orange feather has been left here.~
~
3 0 16385
10 15 15 -1 0 1 0
1 5 5
3
1
0
0
0
0
'identify'
S 0 0
E
16007 feather knowing~
Resembling a flight pinion, this angular white feather tapers to a fine point at its end forming an elegant curve. Along its gently curved front, glowing glyphs flow, overlapping each other every now and then in a strange yet mesmerising pattern. 
~
#16008
red potion bottle~
a red potion bottle~
A red potion bottle has been left here.~
~
10 0 16385
10 -1 -1 -1 0 1 0
1 5 0
3
3
0
0
0
0
'cure critical' 'NONE' 'NONE'
S 3 0
E
16008 red potion bottle~
This small round bottle has a distinct apple shape to it, and contains a clear red liquid which sloshes around inside, enough for a single quaff. Its short neck, stopped by a tan cork, has a tag tied about it reading 'QUAFF ME'.
~
#16009
potion calming~
a potion of calming~
A blue potion bottle has been left here.~
~
10 0 16385
0 -1 -1 -1 0 0 0
1 0 0
1
0
0
0
0
0
'NONE' 'NONE' 'NONE'
S 3 0
E
16009 potion calming~
Pale blue liquid with a slight emerald hue swirls peacefully within a perfectly round bottle. A white cork stops the long neck located at the top of the bottle. Light and thin, this fragile bottle fits easily into the palm of one's hand, though carrying by its neck would be easiest.
~
#16010
blue amulet necklace~
a blue amulet necklace~
An amulet necklace has been left here.~
~
9 0 5
2 2 0 0 0 1 0
2 0 0
3
4
0
0
0
0
S 0 0
E
16010 blue amulet necklace~
An azure amulet of rounded agate hangs from a long chain. The stone has swirls of varying blues crossing its surface, and these patterns seem to shift and change with the light. The top of the amulet features a small silver cap fashioned into a bellflower surrounding the agate.
~
A
12 10
#16011
vial green~
a green vial~
A green vial has been left here.~
~
10 0&32 16385
30 -1 -1 -1 96 10 0
1 2 5
2
9
0
0
0
0
'heal' 'NONE' 'NONE'
S 3 0
E
16011 green vial health~
This slender vial of fine crystal holds a mint green liquid which gives off a melon scent. The pyramidal vial is square at the bottom but tapers upwards, and clear angular designs decorate its sides. The white stopper has a tag attached to it reading &G'QUAFF ME'&D.
~
#16012
creek water~
creek water~
A small creek of flowing water is here.~
~
25 0 0
20 20 0 0 0 0 0
1 0 0
1
4
0
0
0
0
S 3 0
E
16012 creek water~
This clear water smells faintly of algae and fish. In fact, a few flashes indicate minnows swimming in it. Upon its surface, some water striders skim across quickly in search of food.
~
#16013
chainmail vest~
a chainmail vest~
A chainmail vest has been left here.~
~
9 8192 9
5 5 0 0 0 5 0
8 10 1
2
8
0
0
0
0
S 0 0
E
16013 chainmail vest~
This chainmail vest fits snugly about the body and seems to provide adequate defense against harm. Made crudely, the vest seems at least to be hardy, though not of the best craftsmanship. It looks to be a bit heavy for the younger adventurers.
~
#16014
paleon crested kite shield~
A kite shield with the paleon crest~
A paleon crested kite shield has been left there.~
~
9 0 513
5 5 0 0 0 8 0
10 5 0
2
4
0
0
0
0
S 0 0
#16015
hooded lantern~
a hooded lantern~
A hooded lantern has been left here.~
~
1 0 16385
0 0 10 0 0 0 0
3 20 2
3
2
0
0
0
0
S 3 0
#16016
iron spear~
an iron spear~
An iron spear has been left here.~
~
5 0 8193
10 3 10 2 10 0 0
6 60 6
2
13
0
0
0
0
S 0 0
#16017
chainmail leggings~
a pair of chainmail leggings~
A pair of chainmail leggings has been left here.~
~
9 0 33
5 5 0 0 0 5 0
8 40 4
2
8
0
0
0
0
S 0 0
#16018
leather boots~
a newly created leather boots~
Some god dropped a newly created leather boots here.~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16019
iron spiked mace~
an iron spiked mace~
An iron spiked mace has been left here.~
~
5 0 8193
10 1 5 4 5 1 0
4 20 2
3
13
0
0
0
0
S 0 0
#16020
iron longsword~
an iron longsword~
An iron longsword has been left here.~
~
5 0 8193
10 1 5 1 1 1 0
4 20 2
3
13
0
0
0
0
S 0 0
#16021
iron hand axe~
an iron hand axe~
An iron hand axe has been left here.~
~
5 0 8193
10 1 5 3 9 1 0
4 20 2
3
13
0
0
0
0
S 0 0
#16022
frayed whip~
a frayed whip~
A frayed whip has been left here.~
~
5 0 8193
10 1 5 5 3 1 0
2 20 2
3
13
0
0
0
0
S 0 0
#16023
stout oak staff~
a stout oak staff~
A stout oak staff has been left here.~
~
5 0 8193
10 1 5 4 11 1 0
5 25 2
3
1
0
0
0
0
S 0 0
#16024
bamboo blowgun~
a bamboo blowgun~
A bamboo blowgun has been left here.~
~
56 0 262145
10 1 4 3 7 2 2
1 15 1
3
1
0
0
0
0
S 0 0
#16025
small dart~
a small dart~
A small dart has been left here.~
~
57 0 16385
10 1 5 6 2 0 0
1 3 2
4
2
0
0
0
0
S 0 0
#16026
velvet sling pouch~
a red velvet dart sling pouch~
A red velvet pouch has been left here.~
~
58 0 1
10 0 0 0 0 0 0
1 80 8
3
6
0
0
0
0
S 0 0
#16027
iron lance~
an iron lance~
An iron lance has been left here.~
~
5 0 8193
10 20 35 6 12 35 0
1 240 10
3
13
0
0
0
0
S 0 0
#16028
short bow~
a short bow~
A short bow has been left here.~
~
56 0 262145
10 1 4 6 6 1 1
8 50 5
3
1
0
0
0
0
S 0 0
#16029
wooden arrow~
a wooden arrow~
A wooden arrow has been left here.~
~
57 0 16385
10 1 5 6 1 0 0
1 6 2
4
1
0
0
0
0
S 0 0
#16030
leather quiver~
a leather quiver~
A leather quiver has been left here.~
~
58 0 524289
51 0 0 0 0 0 0
1 100 10
3
1
0
0
0
0
S 0 0
#16031
thick leather leggings~
a pair of thick leather leggings~
A pair of thick leather leggings has been left here.~
~
9 0 0
5 5 0 0 0 1 0
3 25 2
3
1
0
0
0
0
S 3 0
#16032
leather padded vest~
a leather padded vest~
A leather padded vest has been left here.~
~
9 0 9
8 8 0 0 0 1 0
8 80 8
3
1
0
0
0
0
S 0 0
#16033
pill healing~
a pill of healing~
A strange looking pill has been left here.~
~
26 0 1
1 -1 -1 -1 1 0 0
1 25 2
2
5
0
0
0
0
'NONE' 'NONE' 'NONE'
S 3 0
#16034
jalaxsa ointment~
some jalaxsa ointment~
A small pile of crushed herb has been left here.~
~
60 0 16385
1 3 3 1 -1 -1 -1
1 20 2
2
11
0
0
0
0
'word of recall' 'NONE'
S 3 0
#16035
crystal light~
a light crystal~
A small crystal has been left here.~
~
1 1 16385
0 0 24 0 0 0 0
1 25 2
3
14
0
0
0
0
S 3 0
#16036
knowledge parchment~
a knowledge parchment~
A strange looking parchment is here.~
~
2 0 16385
1 -1 -1 -1 0 1 0
1 85 8
2
1
0
0
0
0
'identify' 'NONE' 'NONE'
S 3 0
#16037
silver key~
a silver key~
A silver key was left here.~
~
18 0 16385
0 0 0 0 0 0 0
1 0 0
1
8
0
0
0
0
S 3 0
#16038
leather water flask~
a leather water flask~
A leather flask has been left here.~
~
17 0 16385
30 30 0 0 0 0 0
1 20 2
4
1
0
0
0
0
S 3 0
#16039
red apple~
a red apple~
A red apple has been left here.~
%s bite into$q $p.~
19 0 16385
5 0 0 0 0 0 0
1 10 1
4
3
0
0
0
0
S 3 0
#16040
wild deer jerky~
a rolled up packet of wild deer jerky~
A rolled up packet of wild deer jerky is here.~
%s chomp down on$q $p.~
19 0 16385
12 0 0 0 0 0 0
1 50 5
4
1
0
0
0
0
S 3 0
#16041
loyalty paleon pass~
a paleon loyalty pass~
A small piece of parchment lies here.~
~
47 0 16385
0 0 0 0 0 0 0
1 0 0
1
8
0
0
0
0
S 3 0
#16042
Gravens Dining Menu~
a dining menu~
A long piece of parchment has been left here.~
~
47 0 16385
0 0 0 0 0 0 0
1 0 0
1
5
0
0
0
0
S 3 0
E
menu dining~
&CGraven's Tavern Fine Dining&c

Today's Specials Are.....
&C
Bowl of stew..............25 copper
Leg of Turkey.............50 copper
Freshly baked bread loaf..30 copper
A wheel of cheese.........22 copper
A mug of ale..............20 copper
A glass of wine...........10 bronze

To recieve the item just......
give barmaid <amount>  of the item.

~
#16043
dining table~
a dining table~
A large oak dining table is in the center of the room.~
~
12 1073741824 0
10 10000 39 0 0 0 0
1 0 0
1
1
0
0
0
0
S 3 0
#16044
oak chair ~
an oak chair~
A dozen oak chairs are near the dining table here.~
~
12 1073741824 0
10 10000 39 0 0 0 0
1 0 0
1
1
0
0
0
0
S 3 0
#16045
bowl stew~
a bowl of stew~
Some god dropped a newly created bowl stew here.~
~
19 0 16385
5 0 0 0 0 0 0
1 25 2
4
13
0
0
0
0
S 3 0
#16046
leg turkey~
a turkey leg~
Some god dropped a newly created leg turkey here.~
~
19 0 16385
5 0 0 0 0 0 0
1 50 5
4
1
0
0
0
0
S 3 0
#16047
loaf bread~
a loaf of bread~
Some god dropped a newly created loaf bread here.~
~
19 0 16385
5 0 0 0 0 0 0
1 30 3
4
1
0
0
0
0
S 3 0
#16048
cheese wheel~
a wheel of cheese~
A wheel of cheese was left here.~
~
19 0 16385
10 0 0 0 0 0 0
1 22 2
4
14
0
0
0
0
S 3 0
#16049
mug dark ale~
a mug of dark ale~
A mug of dark ale has been left here.~
~
17 0 16385
6 6 4 0 0 5 0
1 15 2
4
13
0
0
0
0
S 3 0
#16050
glass wine~
a glass of wine~
A glass of liquid has been left here.~
~
17 8192 16385
6 6 2 0 0 8 0
1 26 1
4
3
0
0
0
0
S 3 0
#16051
spiked gloves~
a pair of spiked gloves~
A pair of spiked gloves is here.~
~
5 0 8192
10 5 8 6 4 3 0
1 4 0
2
2
0
0
0
0
S 0 0
#16052
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16053
silver sign~
a silver sign~
&WAn eyecatching silver sign hovers here in midair.&D~
~
12 1073741825 0
0 0 0 0 0 0 0
1 0 0
1
5
0
0
0
0
S 0 0
E
news~
Current Paleon news:

Rumors are that the Paleon Atheneum will be stocking new books soon! -Anon.

I am in the midst of redesigning the appearance of some products, please check back now and then. Also, I might be holding a discount sale in the near future, stay tuned for a set time! -Amelia

Come check out the newest mount I am selling before they are all sold out! -Paleon Animal Handler


------- Public Announcement --------
If you want to add a piece of news to this board, please send a personal note to Rene, who has been appointed in charge of public proceedings of Paleon.
---------------------------
~
E
silver sign~
This faintly glowing sign is ornately crafted from gleaming silver with a border of intricate filigree.

[To read its contents, please READ NEWS]
~
#16054
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16055
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16056
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16057
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16058
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16059
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16060
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16061
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16062
amulet completion~
amulet of completion~
A amulet of completion has been left here.~
~
9 0 5
0 0 0 0 0 0 0
1 20 2
4
14
0
0
0
0
S 3 0
#16063
earrings silver~
a pair of silver earrings~
A pair of silver earrings has been dropped here.~
~
9 0 65537
2 2 0 0 0 1 0
1 0 0
1
8
0
0
0
0
S 0 0
#16064
tanned gloves~
a pair of tanned gloves~
A pair of tanned gloves has been left here.~
~
9 0 129
2 2 0 0 0 1 0
1 30 3
3
1
0
0
0
0
S 0 0
#16065
hemp belt~
a blue hemp belt~
A blue hemp belt has been left here.~
~
9 0 2049
2 2 0 0 0 1 0
1 25 2
3
4
0
0
0
0
S 0 0
#16066
rusty visor~
a rusty visor~
A rusty visor has been left here.~
~
9 1073741824 131073
60 60 0 0 0 0 0
1 0 0
1
6
0
0
0
0
S 3 0
#16067
leather anklets~
a pair of leather anklets~
A pair of leather anklets has been left here.~
~
9 1073741824 2097153
60 60 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 3 0
#16068
tanned cloak~
a tanned cloak~
A tanned cloak has been left here.~
~
9 0 1025
2 2 0 0 0 1 0
1 25 2
4
1
0
0
0
0
S 0 0
#16069
studded leather gloves~
a pair of studded leather gloves~
A pair of studded leather gloves has been left here.~
~
9 0 129
2 2 0 0 0 1 0
1 5 0
2
7
0
0
0
0
S 0 0
#16070
studded leather pants~
studded leather pants~
A pair of studded leather pants is here.~
~
9 0 33
2 2 0 0 0 1 0
5 200 20
3
7
0
0
0
0
S 0 0
#16071
leather saddle bag~
a leather saddle bag~
A leather saddle bag has been left here.~
~
15 0 16385
700 0 0 12 0 1 0
4 80 5
2
1
0
0
0
0
S 0 0
#16072
iron neck guard piece~
an iron neck guard piece ~
An iron neck guard piece is here.~
~
9 0 5
2 2 0 0 0 2 0
3 5 0
2
13
0
0
0
0
S 0 0
#16073
iron helm~
an iron helm~
An iron helm has been left here.~
~
9 0 17
2 2 0 0 0 2 0
3 2 0
2
13
0
0
0
0
S 0 0
#16074
crimson wool cape~
a crimson wool cape~
A crimson wool cape has been left here.~
~
9 0 1025
2 2 0 0 0 1 0
2 25 2
3
3
0
0
0
0
S 0 0
E
16074 crimson wool cape~
This woolen cape is warm and soft, comfortable for even the most sensitive skin. Dragons have been embroidered in white thread upon the back of this red cape, entwined with one another to form a circular motif.
~
#16075
polished full platemail~
a set of polished full platemail~
A set of polished full platemail lays here.~
~
9 0 9
50 50 0 0 0 70 0
20 100 10
1
8
0
0
0
0
S 0 0
#16076
polished two handed sword~
a polished two handed sword~
A polished two handed sword is laying here.~
~
5 0 8193
10 97 119 1 0 70 60
10 50 5
1
8
0
0
0
0
S 0 0
A
19 14
#16077
silver palace key~
a palace key~
A silver colored key has been left here.~
~
18 0 16385
0 0 0 0 0 0 0
1 0 0
1
8
0
0
0
0
S 0 0
#16078
battle mask~
a battle mask~
A strange looking mask has been left here.~
~
9 0 1048577
2 2 0 0 0 1 0
1 0 0
2
13
0
0
0
0
S 0 0
A
26 512
#16079
master key~
a master key~
A large bronze key has been left here.~
~
9 0 16385
60 60 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 3 0
#16080
giant property bin~
a giant property bin~
A giant property bin is attached to the wall here.~
~
15 0 0
1000 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16081
club~
a two handed club~
A two handed club has been left here.~
~
5 0 8193
4 135 170 4 4 0 0
10 25 2
2
1
0
0
0
0
S 0 0
#16082
iron helmet~
an iron helmet~
An iron helmet has been left here.~
~
9 0 17
10 10 0 0 0 10 0
3 0 0
1
0
0
0
0
0
S 0 0
A
18 2
#16083
an obsidian dagger~
an obsidian dagger~
A dagger crafted from obsidian is here.~
~
5 266 8193
10 25 50 6 2 50 0
5 100 10
1
7
0
0
0
0
S 0 0
A
13 20
A
19 5
A
18 4
A
5 2
#16084
glowing blue potion~
a glowing blue potion~
A glowing blue potion has been left here.~
~
10 0&32 16385
45 -1 -1 -1 0 5 0
1 4 2
2
4
0
0
0
0
'restore mana' 'NONE' 'NONE'
S 3 0
E
16084 blue potion bottle~
Crafted into the shape of a water droplet, this potion's bottle is made of a clear aquamarine-hued glass. Small and delicate, it only contains enough ocean blue liquid for a single quaff, but feels weighty in one's hand. The cold liquid glows with an iridescent radiance.
~
#16085
tumbler whiskey~
a tumbler of whiskey~
Someone left a tumbler of whiskey here.~
~
17 8192 16385
5 5 5 0 0 10 0
1 61 15
4
1
0
0
0
0
S 3 0
#16086
large jar mead~
a large jar of mead~
A large jar of mead has been left here.~
~
17 8192 16385
8 8 16 0 0 7 0
5 23 2
4
1
0
0
0
0
S 3 0
#16087
mug grog~
a mug of grog~
A mug of grog has been carefully set here.~
~
17 0 16385
10 10 17 0 0 6 0
1 17 1
4
0
0
0
0
0
S 3 0
#16088
glass lemonade~
a frosty glass of lemonade~
A glass of lemonade has been left here.~
~
17 0 16385
5 5 6 0 0 2 0
1 11 1
4
14
0
0
0
0
S 3 0
#16089
weightlifter cocktail~
a weightlifter cocktail~
Someone dropped a weightlifter cocktail here.~
~
17 0 16385
1 1 8 0 129 20 0
1 157 15
4
4
0
0
0
0
S 3 0
#16090
flask chilled blood~
a flask of chilled blood~
Someone left a flask with red liquid in it here.~
~
17 0 16385
3 3 13 0 0 3 0
1 19 1
4
6
0
0
0
0
S 3 0
#16091
sign~
A HUGE SIGN~
A large sign is attached to the wall above the bar.~
~
12 0 0
0 0 0 0 0 0 0
1 1 0
4
14
0
0
0
0
S 3 0
E
sign~
&R                      UNDER CONSTRUCTION&D
&W
The proprietor of the new Owl's Roost Tavern apologizes for any 
inconvenience arrising from our frantic construction efforts, but, 
submitting to the pressures of popular demand he has decided to open the 
establishment for your entertainment and refreshment even as it is 
continuing to be built, renovated, and decorated. 

All involved hope that you enjoy your visit here even through the 
construction phase of the tavern. Features to be added include a minstrel 
and private room rentals including fast recovery beds and other 
conveniences and entertainments. 

Thanks go out to Ilyessa, Samael, Ashugar and Infamous for suggestions and 
ideas regarding what would be interesting to include in this Tavern. 
&D
~
#16092
plaque~
a newly created plaque~
A golden plaque is prominently placed on the wall here.~
~
12 1073741824 0
0 0 0 0 0 0 0
1 1 0
4
14
0
0
0
0
S 3 0
E
plaque~
(null)~
#16093
pigskin drum~
a small pigskin drum~
A small, hollow, wooden tube with a pigskin stretched over it is here.~
~
68 0&32 16385
4 0 0 7 1 70 0
6 5 0
1
10
0
0
0
0
S 0 0
E
pigskin drum~
the drum is made of the cheapest materials around, a peice of pine and 
some pigskin with hemp rope to secure the skin to the base. The only 
decorations are what barely passes as a childs carvings into the wood and 
the words "Made in Paleon" etched into the lower rim of the wood. 
~
#16094
beaten brass trumpet~
a beaten brass trumpet~
An old trumpet made from cheap beaten brass lies on the floor.~
~
68 0&32 16385
3 0 0 7 1 50 0
2 50 5
2
1
0
0
0
0
S 0 0
E
beaten brass trumpet~
This trumpet is of poor quality, made from cheap brass that has been
heated and beaten into submission to barely form an instrument. It
is obviously not the work of a skilled instrument maker.
~
#16095
pickled sausage~
a fat and juicy pickled sausage~
Someone must have dropped a fat and juicy pickled sausage here.~
$s face almost pulls inside out as $e eat$q a pickled sausage.~
19 8192 1
10 10 0 0 0 2 0
1 24 2
4
0
0
0
0
0
S 3 0
#16096
dry salted fish~
a large twist of dry salted fish~
Someone must have dropped some salted fish here.~
$e squint$q $s eyes as $e tear$q into some dry salted fish.~
19 8192 1
10 10 0 0 0 2 0
1 25 1
4
0
0
0
0
0
S 3 0
#16097
wedge blueberry pie~
a wedge of blueberry pie~
Someone must have dropped a wedge of blueberry pie here.~
Blueberries drool down $s chin as $e gobble$q down a wedge of pie.~
19 8192 1
10 10 0 0 0 1 0
1 27 1
4
7
0
0
0
0
S 3 0
#16100
ouch~
a magic golden bullhorn~
If you are reading this then this item is BUGGED ... Please report it to STAFF.~
~
5 8 8193
0 50 100 4 5 102 0
30 236 23
1
14
0
0
0
0
S 3 0
A
19 200
A
18 200
#16101
table~
a gaming table~
A gaming table with a felt covered top is here.~
~
12 0 0
8 2000 36 0 0 0 0
1 1 0
4
1
0
0
0
0
S 3 0
#16102
steel dagger~
a steel dagger~
A steel dagger has been left here.~
~
5 0 8193
0 5 15 2 2 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
dagger~
The dagger appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16103
steel broadsword~
a steel broadsword~
A steel broadsword has been left here.~
~
5 0 8193
0 5 15 1 1 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
broadsword~
The broadsword appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16104
steel katana~
a steel katana~
A steel katana has been left here.~
~
5 0 8193
0 5 15 1 1 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
katana~
The katana appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16105
steel claymore~
a steel claymore~
A steel claymore has been left here.~
~
5 0 8193
0 17 25 1 0 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
claymore~
The claymore appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16106
steel rapier~
a steel rapier~
A steel rapier has been left here.~
~
5 0 8193
0 5 15 6 1 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
rapier~
The rapier appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16107
steel-shod quarterstaff ~
a steel-shod quarterstaff ~
A steel-shod quarterstaff has been left here.~
~
5 0 8193
0 5 15 4 11 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
quarterstaff~
The quarterstaff appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16108
black-leather scourge~
a black-leather scourge~
A black-leather scourge has been left here.~
~
5 0 8193
0 5 15 5 3 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
scourge~
The scourge appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16109
steel war axe~
a steel war axe~
A steel war axe has been left here.~
~
5 0 8193
0 5 15 3 9 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
axe~
The axe appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16110
steel-tipped spetum~
a steel-tipped spetum~
A steel-tipped spetum has been left here.~
~
5 0 8193
0 5 15 0 10 15 80
1 103 10
4
13
0
0
0
0
S 0 0
E
spetum~
The spetum appears to be well made and has the crest of paleon city on it.
~
A
18 3
A
19 3
#16200
BLAT~
BLAT~
BLAT SLOT TOKEN~
~
13 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16201
ANCT~
ANCT~
ANCT SLOT TOKEN~
~
13 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16202
APPT~
APPT~
APPT SLOT TOKEN~
~
13 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16203
CHET~
CHET~
CHET SLOT TOKEN~
~
13 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16204
BANT~
BANT~
BANT SLOT TOKEN~
~
13 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16205
COUT~
COUT~
COUT SLOT TOKEN~
~
13 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16206
carrot food~
a juicy carrot~
There is a carrot laying here.~
%s act$q like a rabbit, the way $e eat$q the carrot!~
19 0 1
3 0 0 0 0 0 0
1 1 0
4
1
0
0
0
0
S 3 0
E
carrot~
The carrot appears more or less clean. It has a healthy orange colour and 
doesn't look wrinkled or dried out. 
~
#16207
piece wood~
a piece of wood~
A block of wood is laying here.~
~
9 0 16385
5 5 0 0 0 0 0
1 1 0
4
0
0
0
0
0
S 3 0
E
wood~
It's a rectangular piece of oak wood. It appears not rotten.
~
#16208
herb flower yellow~
yellow dried flowers~
A bundle of yellow dried flowers is bound together.~
~
32 0 16385
0 5 2 0 0 0 0
1 964 96
4
0
0
0
0
0
S 3 0
E
flower bundle~
Several stems with tiny yellow petals are bound together with a piece of 
string. They crumble easily and have no distinct smell. 
~
E
flowers~
Several stems with tiny yellow petals are bound together with a piece of 
string. They crumble easily and have no distinct smell. 
~
#16209
bottle dye~
a bottle of dye~
A bottle of dye has been left here.~
~
71 0 16385
0 0 0 0 0 1 0
1 1 0
4
13
0
0
0
0
S 0 0
#16210
Casino Sign~
Casino Sign~
A sign is hanging on the wall.~
~
12 0 0
0 0 0 0 0 0 0
1 1489 148
4
14
0
0
0
0
S 3 0
E
sign~
&W
The gambling games in this Casino were designed and programmed by Greetmir 
who gratefully ackowledges and thanks a long lost friend, Delphir who not 
only contributed the skeleton of the programs for the Magic Spinning 
Wheels and the Coin Flip Parlor, but also contributed ideas for the 
Lottery Ticket Puller. Profuse thanks go out to him, wherever he is and 
also to the players here that so happily were guinea pigs during the 
testing phase. All contributions we greatly appreciated. 

~
#16211
Magic Spinning Wheels Sign Instructions Payout~
Magic Spinning Wheels Sign~
A large sign is on the wall here entitled Instructions and Payout Table.~
~
12 0 0
0 0 0 0 0 0 0
1 1 0
4
14
0
0
0
0
S 3 0
E
sign instructions payout~
&W
Magic Spinning Wheels Instructions and Payout Table

&wThis high stakes game costs 100 gold coins to play. Although great 
lengths have been taken to try to help you not give the wrong amount to 
Yanker to play, we are not responsible if you do and will not entertain 
any reimbursement appeals for wrong amounts given. 
To play simply type GIVE 100 GOLD YANKER 

&WPayout Table&w

&w&WBLANK&w &wX 3 .... 100 gold coins
&YF&RR&GU&YI&RT &wX 3 .... 200 gold coins
&CANCHOR &wX 3 ... 500 gold coins
&GAPPLE &wX 3 .... 750 gold coins
&RCHERRY &wX 3 ... 1,000 gold coins
&YBANANA &wX 3 ... 2,000 gold coins

~
E
sign instructions payout~
&WMagic Spinning Wheels Instructions&w

This high stakes game costs 100,000 copper coins (the equivalent to 100 
gold coins) to play. Although great lengths have been taken to try to help 
you not give the wrong amount to Yanker to play, we are not responsible if 
you do and will not entertain any reimbursement appeals for wrong amounts 
given to him. Simply type GIVE 100000 COPPER YANKER to spin the magic wheels. 

&WPayout Table&w

&wBLANK &wX 3 ..... 100,000 copper coins
&YF&RR&GU&YI&RT &wX 3 .... 200,000 copper coins
&CANCHOR &wX 3 ... 500,000 copper coins
&GAPPLE &wX 3 .... 750,000 copper coins
&RCHERRY &wX 3 ... 1,000,000 copper coins
&YBANANA &wX 3 ... 2,000,000 copper coins

~
#16212
Coin Flip Parlor Sign~
Coin Flip Parlor Sign~
A sign is on the north wall stating Coin Flip Parlor Rules.~
~
12 0 0
0 0 0 0 0 0 0
1 1 0
4
14
0
0
0
0
S 3 0
E
sign~
&W
Coin Flip Parlor Rules
&w
You must GIVE 10 GOLD REIVER to begin playing in the Coin Flip Parlor. He
will then ask you to choose heads or tails and you should do so in a SAY. 
After you SAY HEADS or SAY TAILS, Reiver will flip the coin with a precise 
FIFTY percent chance of landing on either side. 

After each flip of the coin Reiver will give you a choice to either SAY 
STOP or or call it again for another flip where the next pot will be 
double. The prize pot will grow exponentially doubling each time you make 
a correct guess as to the outcome of the flip up to a &WJackpot&w of 
&Y1,280 gold &wcoins if you should guess the outcome of the flip eight 
times in succession. Remember you may SAY STOP at any time and collect. 

&WPrize Pot Payout Table for the Coin Flip Parlor&D

&w1 flip correct = &Y10 gold coins&w.
2 flips correct = &Y20 gold coins&w.
3 flips correct = &Y40 gold coins&w.
4 flips correct = &Y80 gold coins&w.
5 flips correct = &Y160 gold coins&w.
6 flips correct = &Y320 gold coins&w.
7 flips correct = &Y640 gold coins&w.
8 flips correct = &Y1,280 gold coins&w!
~
#16213
karate fist handwrap~
a karate fist handwrap~
A long thin white peice of cloth lies here blowing in the wind.~
~
9 8448 4097 1
55 55 0 0 0 0 0
1 162 16
1
5
0
0
0
0
S 3 0
A
1 5
A
18 10
A
19 10
#16214
masters karate gi~
An orange gi~
An orange gi lies here.~
~
9 0 9 32
60 60 0 0 0 0 0
1 152 15
1
1
0
0
0
0
S 3 0
A
25 5
A
18 10
A
19 10
#16215
masters robes~
A master's robes~
A set of orange and burgandy robes.~
~
9 524288 9 64
55 55 0 0 0 0 0
1 160 16
1
1
0
0
0
0
S 3 0
A
5 5
A
18 10
A
19 10
#16216
bamboo sandals~
A pair of bamboo sandals~
A small pair of baamboo sands has been left here.~
~
9 524288 65 64
55 55 0 0 0 0 0
1 163 16
1
1
0
0
0
0
S 3 0
A
2 5
A
18 10
A
19 10
#16217
steel karate handwraps~
some steel karate handwraps~
A long, thin, sheet of steel lies here untouched.~
~
9 524288 4224 3
55 55 0 0 0 0 0
1 147 14
1
8
0
0
0
0
S 3 0
A
1 5
A
2 -2
A
3 3
A
18 5
A
19 5
#16218
FOURTH JULY token~
a FOURTH OF JULY QUEST token~
Someone must have dropped a FOURTH OF JULY QUEST token here.~
~
8 -2147483648 16385
0 0 0 0 0 1 0
1 6 0
1
14
0
0
0
0
S 3 0
#16219
chocolate basket nuts~
a chocolate basket filled with sugared nuts~
Someone must have dropped a chocolate basket full of sugared nuts here.




































~
~
19 0 1
5 12 0 0 0 2 0
1 18 1
4
13
0
0
0
0
S 3 0
> use_prog 100~
mer $n $n throws the sugar-coated nuts in the air and catches them in
mer $n $s mouth. $n then breaks down the chocolate basket and
mer $n eats it all before it melts without offering any to you!
mea $n The sweet aroma of dark chocolate assaults your nostrils and
mea $n you decide to first eat the sugar-coated nuts inside and
mea $n then break the basket down and eat it before it melts.
~
|
#16220
compass~
a finely crafted magical compass~
Someone must have dropped a finely crafted magical compass here.~
~
9 0 16385
2 2 0 0 0 2 0
1 58 5
4
0
0
0
0
0
S 3 0
A
26 2097152
> remove_prog 100~
mea $n &CFine! Get your donkey lost then! See if I care! Whadda loser!&D
mea $n &BYou float back down to the ground.&D
~
> wear_prog 100~
mea $n &CYahoo! Let's go! I will keep you from getting lost!&D
mea $n &BYou float up to just above the ground.&D
mppause 50
if rand(20)
mea $n &CGo NORTH you airhead! Don't you have ANY sense of direction?&D
else
if rand(25)
mea $n &CDon't you think its about time that you went SOUTH?&D
else
if rand(33)
mea $n &CEAST is where you should be going now. EAST!&D
else
if rand(50)
mea $n &CIf you had ANY brains, you would be going WEST about now!&D
else
mea $n &CDo you even have a CLUE where you are going? What a moron you are!&D
endif
endif
endif
endif
mppause 50
if rand(20)
mea $n &CGo NORTH you airhead! Don't you have ANY sense of direction?&D
else
if rand(25)
mea $n &CDon't you think its about time that you went SOUTH?&D
else
if rand(33)
mea $n &CEAST is where you should be going now. EAST!&D
else
if rand(50)
mea $n &CIf you had ANY brains, you would be going WEST about now!&D
else
mea $n &CDo you even have a CLUE where you are going? What a moron you are!&D
endif
endif
endif
endif
mppause 50
if rand(20)
mea $n &CGo NORTH you airhead! Don't you have ANY sense of direction?&D
else
if rand(25)
mea $n &CDon't you think its about time that you went SOUTH?&D
else
if rand(33)
mea $n &CEAST is where you should be going now. EAST!&D
else
if rand(50)
mea $n &CIf you had ANY brains, you would be going WEST about now!&D
else
mea $n &CDo you even have a CLUE where you are going? What a moron you are!&D
endif
endif
endif
endif
mppause 50
if rand(20)
mea $n &CGo NORTH you airhead! Don't you have ANY sense of direction?&D
else
if rand(25)
mea $n &CDon't you think its about time that you went SOUTH?&D
else
if rand(33)
mea $n &CEAST is where you should be going now. EAST!&D
else
if rand(50)
mea $n &CIf you had ANY brains, you would be going WEST about now!&D
else
mea $n &CDo you even have a CLUE where you are going? What a moron you are!&D
endif
endif
endif
endif
~
|
#16221
Certificate Free Staff CR~
a Certificate good for 1 (ONE) Free Staff Corpse Recovery~
Someone must have dropped a Certificate good for 1 (ONE) Free Staff Corpse Recovery here.




































~
~
8 0 1
0 0 0 0 0 2 0
1 6 0
1
10
0
0
0
0
S 3 0
#16222
witch's broomstick~
a witch's broomstick~
Someone must have dropped a witch's broomstick here.




































~
~
9 0 16385
2 2 0 0 0 2 0
1 55 5
4
4
0
0
0
0
S 3 0
A
26 524288
> wear_prog 100~
mea $n &BYou rise into the air as light as a feather.&D
~
> remove_prog 100~
mea $n &BYou slowly drift back down to the ground.&D
~
|
#16223
skyrocket~
a skyrocket~
Someone must have dropped a skyrocket here.




































~
~
8 0 1
0 0 0 0 0 2 0
1 1 0
4
0
0
0
0
0
S 3 0
> drop_prog 100~
mpechozone &Y With a Burst of Holy Energies the Skyrocket ignites!
mppause 8
if rand(10)
mpechozone &W What? A dud?!
mpechozone &W That really sucks!
endif
mppause 8
mpechozone &W You can hear a burning fuse nearby, what's gonna happen?
mppause 8
mpechozone &O Without notice a Skyrocket leaps into the sky!
mppause 8
mpechozone &W bzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzit!
mppause 8
mpechozone &C The Skyrocket explodes overhead. What color is it gonna be?
mppause 8
if rand(33)
mpechozone &B ----------------------------BOOM----------------------------
mppause 8
mpechozone &B ----------------------------BOOM----------------------------
mpechozone &B ----------------------------BOOM----------------------------
mppause 10
mpechozone &B ----------------------------BOOM----------------------------
mppause 8
mpechozone }W                             BANG!&D
mppause 8
mpechozone &w bzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzertbzzzzzzz    *POP*&D
else
if rand(50)
mpechozone &R ----------------------------BOOM----------------------------
mppause 8
mpechozone &R ----------------------------BOOM----------------------------
mpechozone &R ----------------------------BOOM----------------------------
mppause 10
mpechozone &R ----------------------------BOOM----------------------------
mppause 8
mpechozone }W                             BANG!&D
mppause 8
mpechozone &w bzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzertbzzzzzzz    *POP*&D
else
mpechozone &Y ----------------------------BOOM----------------------------
mppause 8
mpechozone &Y ----------------------------BOOM----------------------------
mpechozone &Y ----------------------------BOOM----------------------------
mppause 10
mpechozone &Y ----------------------------BOOM----------------------------
mppause 8
mpechozone }W                             BANG!&D
mppause 8
mpechozone &w bzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzertbzzzzzzz    *POP*&D
endif
mppause 6
if rand(50)
mpechozone &O wwwwwwwwwwzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz ...
mppause 8
mpechozone &W ****************************************************
mpechozone &W * * ******************************************** * *
mpechozone &W * * ******************************************** * *
mpechozone &W * * *****************  BOOM  ******************* * *
mpechozone &W * * ******************************************** * *
mpechozone &W * * ******************************************** * *
mpechozone &W ****************************************************&D
endif
mppause 10
mpechozone &z Ashes fall to the ground ... maybe the display is over!&D
endif
purge skyrocket
~
|
#16224
pirate's spyglass~
a pirate's spyglass~
Someone must have dropped a pirate's spyglass here.




































~
~
3 0 16385
10 15 15 -1 0 2 0
1 5 0
3
4
0
0
0
0
'identify'
S 3 0
#16225
Certificate Free Rename/Rekey~
a Certificate good for ONE (1) Free Object Rename/Rekey~
Someone must have dropped a Certificate good for 1 (ONE) Free Staff Corpse Recovery here.




































Someone must have dropped a Certificate good for ONE (1) Free Object Rename/Rekey here.




































~
~
8 0 1
0 0 0 0 0 2 0
1 6 0
1
10
0
0
0
0
S 0 0
E
rename certificate~
You may only use ONE Rename/Rekey Certificate per character per event!
Should you get more than one, the others shall be good for 5 Glory.
~
#16226
Fourth July sparkler~
a Fourth of July sparkler~
Someone must have dropped a Fourth of July sparkler here.




































~
~
8 0 16385
0 0 0 0 0 2 0
1 10 1
1
0
0
0
0
0
S 3 0
> wear_prog 100~
mppause 5
mpecho &OA Fourth of July sparkler sizzles ... then ignites!&D
mppause 5
mpecho &WA Fourth of July sparkler thows a shower of sparks into the air!&D
mppause 8
mpecho &WA Fourth of July sparkler thows a shower of sparks into the air!&D
mppause 8
mpecho &WA Fourth of July sparkler thows a shower of sparks into the air!&D
mppause 8
mpecho &WA Fourth of July sparkler thows a shower of sparks into the air!&D
mppause 8
mpecho &WA Fourth of July sparkler thows a shower of sparks into the air!&D
mppause 8
mpecho &WA Fourth of July sparkler thows a shower of sparks into the air!&D
mppause 8
mpecho &rA Fourth of July sparkler fizzles out and burns your fingers!&D
mpforce $n rem sparkler
mpforce $n drop sparkler
purge sparkler
~
|
#16227
Red Balloon~
a RED Fourth of July balloon~
Someone left a RED Fourth of July balloon floating here.~
~
13 0 16385
0 0 0 0 0 2 0
1 0 0
4
3
0
0
0
0
S 3 0
> wear_prog 100~
mppause 40
mpecho &wA &RRED Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &RRED Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &RRED Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &RRED Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &RRED Fourth of July balloon &wbobs in the air currents.&D
~
|
#16228
Blue Balloon~
a BLUE Fourth of July balloon~
Someone left a BLUE Fourth of July balloon floating here.~
~
13 0 16385
0 0 0 0 0 2 0
1 0 0
4
4
0
0
0
0
S 3 0
> wear_prog 100~
mppause 40
mpecho &wA &BBLUE Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &BBLUE Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &BBLUE Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &BBLUE Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &BBLUE Fourth of July balloon &wbobs in the air currents.&D
~
|
#16229
White Balloon~
a WHITE Fourth of July balloon~
Someone left a WHITE Fourth of July balloon floating here.~
~
13 0 16385
0 0 0 0 0 2 0
1 0 0
4
5
0
0
0
0
S 3 0
> wear_prog 100~
mppause 40
mpecho &wA &WWHITE Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &WWHITE Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &WWHITE Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &WWHITE Fourth of July balloon &wbobs in the air currents.&D
mppause 40
mpecho &wA &WWHITE Fourth of July balloon &wbobs in the air currents.&D
~
|
#16230
white long sleeved shirt~
a white long sleeved shirt~
A white long sleeved shirt lies here fluttering softly.~
~
9 0 9 8
10 10 0 0 0 15 0
1 1 0
4
5
0
0
0
0
S 0 0
#16231
leather moccasins~
a pair of leather moccasins~
A pair of leather moccasins sits here covered in dirt.~
~
9 0 65 16
10 10 0 0 0 15 0
1 102 10
4
0
0
0
0
0
S 0 0
#16232
pick axe~
a pick axe~
A pick axe has been left here.~
%s enjoy$q $p~
73 0 16385
8 0 0 0 0 1 0
5 20 2
3
13
0
0
0
0
S 0 0
#16233
forge~
a iron cast forge~
An iron cast forge covered in soot is mounted to the floor here.~
~
78 0 0
0 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
#16234
coal~
several coal pieces~
Several coal pieces have been left here.~
~
75 0 1
0 0 0 0 0 0 0
1 10 1
3
13
0
0
0
0
S 0 0
#16235
oven~
a iron cast oven~
An iron cast oven is mounted to the floor here.~
~
74 0 0
0 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
#16236
jar odor neutralizer powder~
a jar of odor neutralizer powder~
A jar of odor neutralizer powder has been left here.~
~
60 0&32 1
20 3 3 1 -1 0 -1
1 10 1
1
5
0
0
0
0
'noscent' 'NONE'
S 0 0
#16237
jar odor enhancing powder~
a jar of odor enhancing powder~
A jar of odor enhancing powder has been left here.~
~
60 0&32 1
50 10 10 1 -1 0 -1
1 10 1
1
5
0
0
0
0
'easy victim' 'NONE'
S 0 0
#16238
flint stone~
a flint stone~
A flint stone has been left here.~
~
48 0 16385
0 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 0 0
#16239
blessed potion~
a blessed potion of cures~
A potion of cures has been left here.~
~
10 0 1
10 -1 -1 -1 0 0 0
1 10 1
2
5
0
0
0
0
'cure affliction' 'NONE' 'NONE'
S 0 0
#16240
plans parchment~
a parchment of plans~
A parchment of plans has been left here.~
~
47 0 1
0 0 0 0 0 0 0
1 1 0
4
1
0
0
0
0
S 0 0
> get_prog 100~
mpquest $n malevolentheart 4
~
|
#16241
Pauldrons City~
A set of pauldrons with emblems on the side~
A set of pauldrons with emblems on the side has been left here.~
~
9 0 67108865
20 20 0 0 0 20 0
1 139 13
3
5
0
0
0
0
S 0 0
E
pauldrons~
The emblem is the crest of Paleon City.  With the words
Truth Honor and Freedom inscribed on it.
~
A
18 5
A
19 5
A
17 -25
#16242
kit~
an inventors kit~
An inventors kit has been left here.~
~
82 0 1
0 0 0 0 0 0 0
2 5 0
2
0
0
0
0
0
S 0 0
E
kit 'inventor kit'~
The inventor kit appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your kit holds type look in kit.
~
#16243
miner bag~
a miner's bag~
A miner's bag has been left here.~
~
79 0 1
0 0 0 0 0 0 0
1 4 0
4
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
S 0 0
E
miner bag 'miner bag'~
The miner bag appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your bag holds type look in bag.
~
#16244
baker bag~
a baker's bag~
A baker's bag has been left here.~
~
80 0 1
0 0 0 0 0 0 0
1 25 2
4
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
S 0 0
E
baker bag 'baker bag'~
The baker bag appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your bag holds type look in bag.
~
#16245
hunter bag~
a hunter's bag~
A hunter's bag has been left here.~
~
81 0 1
0 0 0 0 0 0 0
1 4 0
4
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
S 0 0
E
hunter bag 'hunter bag'~
The hunter bag appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your bag holds type look in bag.
~
#16246
lumber sled~
a lumber sled~
A lumber sled has been left here.~
~
79 0 1
500 0 0 0 0 0 0
1 4 0
4
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
S 0 0
E
miner bag 'miner bag'~
The miner bag appears to be very tiny in size, but when you look into it the bottom cannot be seen.
To see how many of what item your bag holds type look in bag.
~
#16247
herbal broth~
a herbal broth~
A herbal broth has been left here.~
~
10 0 16385
10 -1 -1 -1 0 1 0
1 5 0
3
3
0
0
0
0
'remove curse' 'NONE' 'NONE'
S 0 0
E
broth~
The herbal broth is milky colored and there are many herbs floating within it.
~
#16284
steel gullet guard~
a steel gullet guard~
A shiny gullet guard made from steel is lying here.~
~
9 259 5
5 5 0 0 0 6 0
3 150 15
1
8
0
0
0
0
S 0 0
A
18 4
A
19 3
A
1 1
A
17 -3
#16285
rune~
a rune~
A magical rune has been left here.~
~
41 0 16385
0 0 0 0 0 1 0
1 11 1
4
8
0
0
0
0
S 0 0
E
16285 rune~
A small pebble of hematite polished to a bright gleam bears an ancient rune on it, carved into the stone. The hematite's steel gray surface shines with iridescent highlights, distinctly separating it from a normal stone. It feels heavy and warm when held. 
~
#16286
woodwind flute~
a small woodwind flute~
A small flute made entirely out of wood is lying here.~
~
68 8192&32 16385
1 0 0 5 1 10 0
1 50 5
3
2
0
0
0
0
S 0 0
#16287
ivory flute~
a small flute~
A small flute made entirely out of ivory lies here.~
~
68 8192&32 16385
1 0 12 9 1 22 0
1 95 10
3
5
0
0
0
0
S 0 0
#16288
gutstring harp~
a gutstring harp~
A harp made out of intestines lies here.~
~
68 0&32 16385
2 0 0 7 1 30 0
1 5 0
2
10
0
0
0
0
S 0 0
#16289
hair harp~
a hair harp~
A harp made out of long golden strands of hair lies here.~
~
68 8192&32 16385
2 0 0 9 1 35 0
1 25 2
2
14
0
0
0
0
S 0 0
#16290
leather pants~
a newly created leather pants~
Some god dropped a newly created leather pants here.~
~
13 1073741824 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16291
lap guitar zither~
a zither~
A lap guitar made of cracked wood cracked with age rests quietly here.~
~
68 0&32 16385
2 0 0 65 5 45 0
1 500 50
4
0
0
0
0
0
S 0 0
#16292
twinkle scimitar~
A long scimitar that twinkles in the moonlight is here.~
Some god dropped a newly created twinkle scimitar here.~
~
5 1 8193
0 15 30 1 1 33 100
1 212 23
3
14
0
0
0
0
S 0 0
#16293
wood axe~
a wood cutters axe~
A axe used for cutting wood lays on its side here.~
~
5 0 8193
0 1 5 3 9 2 0
6 38 3
4
1
0
0
0
0
S 0 0
E
axe~
The axe has a solid oak handle for gripping the axe securely, the edge seems well tended.
~
#16297
zeplin figurine~
Zeplin's Figurine~
A Figurine of the Immortal Zeplin~
~
41 0 1
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16298
key silver~
a silver key~
A silver key was left here.~
~
18 1073741824 16385
0 0 0 0 0 0 0
1 0 0
1
8
0
0
0
0
S 3 0
#16299
giant showcase case~
a giant showcase ~
A huge showcase is in the center of the room.~
~
15 1073741824 0
10 13 16298 0 0 0 0
1 0 0
1
0
0
0
0
0
S 3 0
#16300
portal stone portalstone~
portal stone~
A portal stone is embedded in the ground here.~
~
72 0 0
0 0 0 0 0 0 0
1 1 0
4
13
0
0
0
0
S 3 0
E
16300 portal stone portalstone~
This smooth, black stone feels warm to the touch and seems to be of a glass material. Inside its transparent, dark depths, a faint flame flickers erratically. Miniscule gold specks dust the surface of the portal stone and shimmer entrancingly. Gold letters form the word 'ACTIVATE' on the top of the stone. &Y Type 'activate' to activate the stone.
~
#0


#ROOMS
#16000
Program-Used Room~
~
~
1 1073741828 1
S
#16001
Within the Mighty Walls~
~
The street is made up of interlocking red clay bricks.  The city walls
are made up of giant slabs of stone.  There is a massive oak gate to
the west.  A large hooded lantern has been mounted to each side of the
gate.  The blue and gold colors of Paleon City are displayed here.
~
1 1048576 1
D1
~
~
0 -1 16002
D3
~
massive gate~
8389671 16000 16122
R M 0 16005 1 16001
  R E 0 16002 1 5
  R G 0 16000 1
R D 0 16001 3 2
S
#16002
The Intersection of Alliance Road, and Lawful Road~
~
There is a street made up interlocking red clay bricks that intersects
the north road of broken old cobblestones.  A drain system at the edges
of the streets allows waste, and rain water to enter the sewer.  There
are large poles with hooded lanterns mounted to them.
~
1 1048576 1
D0
~
~
0 -1 16114
D1
~
~
0 -1 16003
D2
~
~
0 -1 16030
D3
~
~
0 -1 16001
D5
~
sewer grate~
16777219 -1 8355
R D 0 16002 5 1
S
#16003
Alliance Road~
~
There are a series of interlocking red clay bricks making up the street.
There are a few drains along the street sides for waste and rain water.
A few large beams are set up with hooded lanterns mounted to them.  The
street is covered with assorted stains across the length of it.
~
1 1048576 1
D1
~
~
0 -1 16004
D3
~
~
0 -1 16002
R M 0 16000 2 16003
S
#16004
Alliance Road~
~
Interlocking red clay bricks make up this street.  Drains that are along
the sides of the street are for waste, and rain water.  Hooded lanterns
are mounted to beams that have been set at different intervals.  A few
small damaged bricks have been pulled up from the ground.
~
1 1048576 1
D0
~
~
0 -1 500
D1
~
~
0 -1 16005
D3
~
~
0 -1 16003
R M 0 16026 1 16004
S
#16005
Alliance Road~
~
The street is made up of interlocking red clay bricks.  There are drains
along the street for waste, and rain water.  Wooden beams have been set
up at intervals for hooded lanterns that are mounted to them.  There are
stains along the road, and small debris is littered here.
~
1 1048576 1
D1
~
~
0 -1 16006
D3
~
~
0 -1 16004
R M 0 16045 1 16005
S
#16006
Western Central Platform~
~
&OThe edge of an oak platform is here.  The platform continues to the east.
There are small pots that have been built into the platform for flowers.
A large beam has been placed at intervals with hooded lanterns mounted to
them.  There are various stains and debris on the platform.
~
1 1048576 1
D1
~
~
0 -1 16007
D3
~
~
0 -1 16005
S
#16007
Within the Central Platform~
~
&OAn oak wooden platform encases a pool of water. There are small pots 
that have been built into the platform for flowers. Two massive beams hold 
hooded lanterns on each side of the pool. A street sign is posted on the 
left beam, declaring this place the "Central Platform". The platform has 
some different colored stains. 
~
1 1311744 1
D0
~
~
0 -1 16016
D1
~
~
0 -1 16008
D2
~
~
0 -1 16093
D3
~
~
0 -1 16006
D4
~
~
0 -1 54000
D5
~
sewer grate~
16777219 -1 8350
R M 0 16124 1 16007
R O 0 16001 1 16007
R O 0 16053 1 16007
R D 0 16007 5 1
S
#16008
The East Central Platform~
~
&OThe wooden platform extends to the east, and west.  There are small pots
that have been built into the platform for flowers.  Wooden beams have
been set at intervals with hooded lanterns mounted to them.  A series
of assorted stains run along the length of the platform.
~
1 1048576 1
D0
~
~
0 -1 16259
D1
~
~
0 -1 16009
D3
~
~
0 -1 16007
S
#16009
Eastern Central Platform~
~
&OAt the edge of a wooden platform.  Small pots have been built into the
platform for flowers.  There are wooden beams set at intervals that have
hooded lanterns mounted to them.  The street is made up of interlocking
clay red bricks.  A drain is in place for waste, and rain water.
~
1 1048576 1
D1
~
~
0 -1 16018
D3
~
~
0 -1 16008
S
#16010
William Estrella's Craft Shop~
~
&gAlong each of the walls, a huge display of various crafted items can be 
seen. A large glass counter is found in the back, with an old, miserly, 
individual carefully counting coins. Inside the glass counter a number of 
crafted trinkets are on display for purchase. 
~
1 8 0
D3
~
~
0 -1 16174
R M 0 16058 1 16010
S
#16011
Maekans Supply Shop~
~
The room has shelving built on all walls with various displays for sale.
There is a beautiful red, and gold rug that is centered on the floor.  A
large hooded lantern is located at opposite sides the shop.  There are
a few chairs, and tables set up throughout the shop.
~
1 8 1
D1
~
door~
3 -1 16105
D5
~
trap door~
16779271 -1 8399
R M 0 16011 1 16011
  R G 0 16209 1
  R G 0 16071 1
  R G 0 16068 1
  R G 0 33 1
  R G 0 16238 1
  R G 0 16015 1
  R G 0 16038 1
  R G 0 16040 1
  R G 0 16048 1
R D 0 16011 1 1
R D 0 16011 5 2
S
#16013
A Stone Slabbed Room~
~
The room is constructed out of solid slabs of stone, that have been 
motared together. There are a few tapestries hanging from the walls, and 
the opposite corner walls, have hooded lanterns mounted to them.  There
is a blue, and gold large rug centered in the floor.
~
1 8 1
D2
~
~
0 -1 16015
D3
~
door~
3 -1 16037
R M 0 16014 1 16013
  R G 0 16083 1
  R G 0 16027 1
  R G 0 16016 1
  R G 0 16284 1
  R G 0 16024 1
  R G 0 125 1
  R G 0 16022 1
  R G 0 16028 1
  R G 0 16023 1
  R G 0 16021 1
  R G 0 16020 1
  R G 0 16019 1
  R G 0 16030 1
  R G 0 16026 1
  R G 0 91 1
  R G 0 16025 1
  R G 0 16029 1
R D 0 16013 3 1
S
#16015
A Large Circular Room~
~
The vast room is made out of large stone slabs, that have been chiseled
into a curved shape for the circular room.  There are many tables, and
shelves set up for displays.  Large hooded lanterns set up on tables on
both sides of the room.  A red carpet covers the floor.
~
1 8 1
D0
~
~
0 -1 16013
D7
~
door~
3 -1 16037
R M 0 16015 1 16015
  R G 0 16241 1
  R G 0 16014 1
  R G 0 16013 1
  R G 0 16017 1
  R G 0 16073 1
  R G 0 16072 1
R D 0 16015 7 1
S
#16016
North Central Platform~
~
&OThe wooden platform edges the street.  The street is made up of red clay
interlocking bricks.  There are flower pots built into the platform that
have a variety of flowers in them.  Large beams are posted at intervals
with hooded lanterns.  Small drains let rain and waste flow.
~
1 1048576 1
D0
~
~
0 -1 16022
D2
~
~
0 -1 16007
D4
~
~
0 -1 16121
R M 0 16000 2 16016
R O 0 16300 1 16016
S
#16018
Alliance Road~
~
The street is made up of interlocking red clay bricks.  A wooden platform
meets the street to the west, and extends onward.  There are beams set
at intervals with hooded lanterns attached to them.  A series of small
drains along the street allow waste, and rainwater to flow. To the South
is Kegor's Pawn Shop.
~
1 1048576 1
D1
~
~
0 -1 16019
D2
~
~
1 -1 16299
D3
~
~
0 -1 16009
R D 0 16018 2 0
S
#16019
The Intersection of Alliance Road and Serenity Street~
~
The intersection of streets are both made up of interlocking red clay
bricks.  The massive walls, and gate of the city are to the east.  There
are wooden beams with hooded lanterns mounted to them at set intervals.
Small drains allow waste, and rainwater to flow through.
~
1 1048576 1
D0
~
~
0 -1 16119
D1
~
~
0 -1 16020
D3
~
~
0 -1 16018
D5
~
sewer grate~
16777219 -1 8360
R D 0 16019 5 1
S
#16020
Within the Mighty Walls~
~
The city walls are made up of giant stone slabs, and encircle the city.
The street is made up of interlocking red clay bricks.  There are large
hooded lanterns mounted to either side of the oak gate.  Small drains
allow waste, and river water to flow.
~
1 1048576 1
D1
~
massive gate~
8389671 16000 16141
D3
~
~
0 -1 16019
R M 0 16006 1 16020
  R E 0 16002 1 5
  R G 0 16000 1
R D 0 16020 1 2
S
#16021
A Large Rectangular Room~
~
The massive room is covered with multi colored displays of leather.  There
are stations in the rear of shop set up for dying leather items different
colors.  Large hooded lanterns are mounted to the walls of the shop.  Two
large green rugs cover the center of the floor.
~
1 8 1
D3
~
door~
3 -1 16093
R M 0 16017 1 16021
  R G 0 16065 1
  R G 0 16069 1
  R G 0 16064 1
  R G 0 16068 1
  R G 0 16070 1
R D 0 16021 3 1
S
#16022
Traders Way~
~
A large court house is to the east.  There is a large variety of planted
flowers in the yard around the court house.  The street is made up of
interlocking red clay bricks.  Two large wooden beams are on both sides
of the court house with hooded lanterns attached to them.
~
1 1048576 1
D0
~
~
0 -1 16109
D2
~
~
0 -1 16016
S
#16030
Lawful Road~
~
The street is lined with houses on both ends.  Some of the houses have
a variety of small trees, and plants in their yards.  Red clay bricks
that are interlocking make up the street.  Wooden beams are set before
each house with a hooded lantern.  Small drains are along the street.
~
1 1048576 1
D0
~
~
0 -1 16002
D1
~
door~
16777219 -1 16059
D8
~
~
0 -1 16033
R D 0 16030 1 1
S
#16033
Freedom Lane~
~
Several houses line both sides of the street.  Red clay bricks that are
interlocking make up the street.  In front of each house is a wooden beam
with attached hooded lanterns.  There are small drains on both sides of
the street that allow rain water, and waste to flow.
~
1 1048576 1
D7
~
~
0 -1 16030
D8
~
~
0 -1 16054
S
#16034
Mob Staging Area~
~
~
1 4 1
S
#16035
In the Hay Loft~
~
The floor is covered with stacks of hay wrapped neatly in twine. The walls 
are standard pine boards that form the support for this small barn. There 
is a wooden ladder that leads down to the ground below. A few stacks of 
hay have been rearranged to make a sleeping area. 
~
1 8 1
D5
~
~
0 -1 16036
S
#16036
Within the Horse Stable~
~
The building is a large stable with four stalls for horses, and a wooden
ladder that leads up to the hay loft above.  There is a large water bin
that extends across all four stalls.  The wall has some pitch forks that
are attached to it.  The air is dusty with loose bits of hay.
~
1 8 1
D1
~
door~
3 -1 16037
D4
~
~
0 -1 16035
R M 0 16001 1 16036
  R G 0 16084 1
  R G 0 16040 1
  R G 0 16074 1
  R G 0 16074 1
R D 0 16036 1 1
S
#16037
Traders Way~
~
The street is made up of broken old cobble stones. The sides of the street
is edged with marble. Several large poles with hooded lanterns are spaced
out along the length of the street. There are large stains of various colors
throughout the length of the street.
~
1 1048576 1
D0
~
~
0 -1 16105
D1
~
door~
3 -1 16013
D2
~
~
0 -1 16068
D3
~
door~
3 -1 16036
D8
~
door~
3 -1 16015
R D 0 16037 1 1
R D 0 16037 3 1
R D 0 16037 8 1
S
#16042
Lawful Road~
~
Down the length of street houses line both sides, most of the houses
look almost identical to the next. The street is made up of red clay
interlocking bricks. Some wooden beams have been set at intervals, and 
attached to hooded lanterns. A few small drains line the streets sides. 
~
1 1048576 1
D6
~
~
0 -1 16084
D9
~
~
0 -1 16103
S
#16043
A Narrow Entry Way~
~
The entry has many small paintings hanging from the walls.  A large hooded
lantern is suspended from the ceiling.  The floor is made up of stout oak
beams.  There is a red, and gold rug that is centered in the floor.  A
small book shelf is against the northern walls with books cluttered in it.
~
1 8 1
D1
~
door~
3 -1 16054
R M 0 16010 1 16043
R D 0 16043 1 1
S
#16049
The Main Room of the Owl's Roost Tavern~
~
Thick newly-varnished chestnut panels enclose the main room of the tavern. 
Glass sconces hang along the walls, illuminating a number of decorative 
paintings. Spanning the length of the back wall is an old chestnut bar, 
its wooden surface polished to a high sheen.Wooden tables, chairs, and 
stools are scattered throughout the room. The ceiling is very high and the 
thick wooden beams and rafters are in partial darkness well above the bar. 
The southeast and southwest corners of the room are curtained off.
~
1 8 0
D1
~
~
3 -1 16251
D3
~
~
35 -1 16068
D4
~
~
0 -1 16260
D8
~
~
2048 -1 16254
D9
~
~
2048 -1 16255
R M 0 16002 1 16049
  R G 0 16089 1
  R G 0 16085 1
  R G 0 16050 1
  R G 0 16086 1
  R G 0 16049 1
  R G 0 16090 1
  R G 0 16095 1
  R G 0 16088 1
  R G 0 16096 1
  R G 0 16097 1
R M 0 16057 1 16049
R M 0 16048 1 16049
R D 0 16049 1 1
R D 0 16049 3 1
S
#16051
The Intersection of Alliance Road and Traders Way~
~
The west street intersecting Serenity Street is made up of broken old cobble
stones.  The cobble stones meet smoothly with the interlocking red clay
bricks of Serenity Street.  There is a large beam with a hooded lantern
mounted to it.  A small drain allows waste and rain water to flow.
~
1 0 1
D0
~
~
0 -1 16005
D2
~
~
0 -1 16093
S
#16054
Freedom Lane~
~
There are houses along both sides of the street.  The street is made up
of red clay bricks that interlock.  Wooden beams are set at intervals
with hooded lanterns mounted to them.  There are small drains along the
street sides that allow rain, and waste to flow.
~
1 1048576 1
D3
~
door~
3 -1 16043
D7
~
~
0 -1 16033
D8
~
~
0 -1 16064
R D 0 16054 3 1
S
#16059
Entry to Paleon Prison~
~
The walls are made up of interlocking bricks. They are decorated with the 
blue and gold standards of Paleon. Large hooded lanterns are mounted to 
each wall. The floor is made out of solid stone slabs, and has a large 
black rug that is centered on it. 
~
1 8 0
D1
~
~
0 -1 16060
D3
~
door~
3 -1 16030
R M 0 16035 1 16059
  R G 0 16079 1
R D 0 16059 3 1
S
#16060
Receiving and Discharge Room~
~
The massive room has a cold stone slab floor. There are interlocking 
bricks that make up the walls, and they have hooded lanterns mounted to 
them. A large oak desk is against the north wall. There is a large sign 
that hangs above the desk. A small drunk tank is to the south. 
~
1 8 0
D0
~
oak door~
3 -1 16062
D3
~
~
0 -1 16059
D5
~
iron gate~
7 16079 16500
R M 0 16036 1 16060
R D 0 16060 0 1
R D 0 16060 5 2
E
sign~
Paleon City Prison

All new prisoners will submit to a full strip and search, where their

property will be secured until they are released.

Warden Garack
~
S
#16061
Serenity Street~
~
The street is made up of red clay bricks that are interlocking.  Wooden
beams set about at intervals have hooded lanterns that have been attached
to them.  There is a sewer system along the street sides that collects
rain water, and waste.  There are various stains along the street.
~
1 1048576 1
D7
~
~
0 -1 16099
D8
~
~
0 -1 16111
S
#16062
Strip and Search Room~
~
The room is empty, besides a wooden built in shelf, that holds a series of
old tunics, and sandles.  The walls are made out of interlocking bricks.
The floor is made out of solid stone slab.  There are various stains that
streak the walls.  A hooded lantern is mounted by the doorway.
~
1 8 0
D2
~
oak door~
3 -1 16060
R O 0 16080 1 16062
R D 0 16062 2 1
S
#16064
The Intersection of Affluence Lane and Freedom Lane~
~
The streets intersecting each other are both made up of red clay bricks
that interlock.  There are several houses that line the street to the
northwest on both sides.  Posts at set intervals have hooded lanterns
mounted to them.  Small drains allow waste and rainfall to flow.
~
1 1048576 1
D1
~
~
0 -1 16065
D7
~
~
0 -1 16054
S
#16065
Affluence Lane~
~
A mansion like house is to the north.  The street is made up of red clay
bricks that interlock.  Several posts at intervals have hooded lanterns
mounted to them.  Small drains are on both sides of the street to allow
waste, and rain water to flow.
~
1 1048576 1
D1
~
~
0 -1 16066
D3
~
~
0 -1 16064
S
#16066
Affluence Lane~
~
Red clay bricks that interlock make up the street.  There are houses
along the sides of the street.  There are posts at intervals that 
have hooded lanterns attached to them.  A series of small drains are
along the side of the street for waste, and rain water.
~
1 1048576 1
D1
~
~
0 -1 16067
D3
~
~
0 -1 16065
S
#16067
Affluence Lane~
~
The street is made up of red clay bricks that interlock.  Wooden beams are
set at intervals with hooded lanterns attached to them.  There is a large
sign that hangs on the building to the south.  Small drains along the side
of the street will allow waste and rain water to flow.
~
1 1048576 1
D0
~
door~
3 -1 16243
D1
~
~
0 -1 16068
D2
~
oak door~
3 -1 16073
D3
~
~
0 -1 16066
R D 0 16067 0 1
R D 0 16067 2 1
E
sign~
Paleon Center of Warfare

Learn the dance of death, learn the basics of the magical arts.

~
S
#16068
Affluence Lane~
~
Interlocking red clay bricks make up the street.  Large wooden beams are
set at intervals with hooded lanterns mounted to them.  There are small
drains along the sides of the street, that allow waste and rain water
to flow.  Several buildings line the street.
~
1 1048576 1
D0
~
~
0 -1 16037
D1
~
~
33 -1 16049
D2
~
barn door~
3 -1 16174
D3
~
~
0 -1 16067
D5
~
sewer grate~
16777219 -1 8364
R D 0 16068 1 0
R D 0 16068 2 1
R D 0 16068 5 1
S
#16073
Center of Warfare~
~
The room has solid stone slabs for the floor, and walls.  There is locked
weapon racks mounted to each corner of the room.  A large flag on the 
south wall has the blue and gold colors of Paleon City.  Each wall has
hooded lanterns mounted to it.  Red stains are on the floor.
~
1 8 0
D0
~
oak door~
3 -1 16067
R M 0 16007 1 16073
R M 0 16123 1 16073
R D 0 16073 0 1
S
#16078
A Smithy Workshop~
~
The workstation has a large forge in the rear. There is an anvil mounted to 
the floor next to the forge. Several types of bending and shaping tools 
are hanging from the walls. A few hooded lanterns provide the lighting 
within the room. 
~
1 16396 0
D3
~
~
0 -1 16229
D4
~
~
0 -1 16090
R O 0 16233 1 16078
S
#16079
A Smithy Workshop~
~
The workstation has a large forge in the rear. There is an anvil mounted to 
the floor next to the forge. Several types of bending and shaping tools 
are hanging from the walls. A few hooded lanterns provide the lighting 
within the room. 
~
1 16396 0
D1
~
~
0 -1 16229
D4
~
~
0 -1 16089
R O 0 16233 1 16079
S
#16083
Paleon City Bank~
~
The large building has a massive iron locked chest that is embedded to
the floor in the rear of the building.  An iron bar gate leads to the
locked chest.  There are beautiful tapestries that hang from the walls.
Several hooded lanterns are mounted to the walls.
~
1 268435468 1
D1
~
door~
3 -1 16093
R M 0 16009 1 16083
R D 0 16083 1 1
S
#16084
The Intersection of Hour Glass Avenue and Lawful Road~
~
The southwest street joining the intersection is made up of interlocking
red clay bricks.  The east street is made up of broken old cobble stones.
There is a large wooden pole mounted in the intersection edge that has a
hooded lantern attached to it.  A small drain allows waste to flow.
~
1 1048576 1
D1
~
~
0 -1 16113
D9
~
~
0 -1 16042
S
#16085
Intersection of Hour Glass Avenue and Traders Way~
~
A large temple is to the east.  The street has buildings along both sides
of it.  Old broken cobble stones make up the street.  Small drains line
both sides of the street to allow rain water and waste to flow.  A wooden
pole has been set in front of each building with a hooded lantern attached.
~
1 1048576 1
D0
~
~
0 -1 16242
D1
~
~
0 -1 16086
D2
~
~
0 -1 16109
D3
~
~
0 -1 16112
S
#16086
Hour Glass Avenue~
~
An elegant temple is to the south.  There is an arched statue in front
of the doorway.  Broken old cobble stones make up the street.  A large
drain is on the north side of the street to allow rain water and waste
to flow.  A hooded lantern is mounted to the statue.
~
1 1048576 1
D1
~
~
0 -1 16087
D2
~
double doors~
3 -1 16096
D3
~
~
0 -1 16085
R D 0 16086 2 1
E
statue~
This statue has been lovingly handcarved whole from a single block of 
limestone, evident in the attention to detail and angle. It portrays a 
young, elfin girl with wings and a halo upon her head. Her arms are 
stretched out in an offer of aid or supplication. A brass oil lantern has 
been hooked over one of her hands. 
~
S
#16087
Hour Glass Avenue~
~
There are small buildings on both sides of the street.  Broken old cobble
stones make up the street.  Before each building a large wooden beam is
placed with a hooded lantern mounted to it.  There is a series of small
drains that line the street to allow rain water, and waste to flow.
~
1 1048576 1
D1
~
~
0 -1 16099
D3
~
~
0 -1 16086
S
#16089
A Culinary Room~
~
There are cabinets all along the walls. A few side tables are setup in key 
positions. A medium size wood stove is against the far wall. There are 
many pots and pans hanging from the ceiling. A couple hooded lanterns 
provide lighting within the room. 
~
1 16396 0
D1
~
~
0 -1 16176
D4
~
~
0 -1 16117
D5
~
~
0 -1 16079
R O 0 16235 1 16089
S
#16090
A Culinary Room~
~
There are cabinets all along the walls. A few side tables are setup in key 
positions. A medium size wood stove is against the far wall. There are 
many pots and pans hanging from the ceiling. A couple hooded lanterns 
provide lighting within the room. 
~
1 16396 0
D3
~
~
0 -1 16176
D4
~
~
0 -1 16116
D5
~
~
0 -1 16078
R O 0 16235 1 16090
S
#16093
Traders Way~
~
&gBroken old cobble stones that have been laid down intersecting each 
other make up the street intersection. There are sewage drains on the 
sides to drain waste, and rain water. Wooden posts have been set, and 
mounted with hooded lanterns. A large sign hangs from the north building. 
~
1 1048576 1
D0
~
~
0 -1 16007
D1
~
door~
3 -1 16021
D2
~
~
0 -1 16105
D3
~
door~
3 -1 16083
R D 0 16093 1 1
R D 0 16093 3 1
E
sign~
Traders Way
-----------

Paleon Bank ..... West
Leatherworking .. East
Supply Store .... Southwest
Potion Supplies . Southeast
~
E
sgn~
~
S
#16094
Garden of Tranquility~
~
The western half of the room is made up of two sections of beautifully
maintained gardens.  There are many different types of flowers, plants,
and small trees growing within the gardens.  There is a small pond that
has been centered between the gardens.
~
1 8 1
D1
~
~
0 -1 16096
R M 0 16004 1 16094
S
#16095
Garden of Recovery~
~
The entire room is made up of one large garden of flowers, and plants.
There are three wooden benches in the center of the room.  A large chain
from the ceiling holds a circular platform with a hooded lantern in the
center of it.  The ground is made up of stone slabs.
~
1 8 1
D3
~
~
0 -1 16096
R M 0 16300 1 16095
S
#16096
Within the Temple of Light~
~
The room is very clean inside.  There are small shelves set up along the
walls for donations.  Large elegant tapestries are hanging from the walls.
A small table is in the center of the room with a hooded lantern on top of
it.  The ground is made up of large slabs of stone.
~
1 8 1
D0
~
double doors~
3 -1 16086
D1
~
~
0 -1 16095
D2
~
~
0 -1 16107
D3
~
~
0 -1 16094
R D 0 16096 0 1
S
#16097
The Trader's Animal Auction~
~
The massive tent has a large connecting wing to another tent where the
animals are stored in separate stalls.  Large stacks of hay, and barding
are along the walls.  A small oak desk is in the center of the room.
~
1 4108 1
D3
~
door~
3 -1 16119
R M 0 16111 1 16097
R D 0 16097 3 1
S
#16098
The Big Tent~
~
~
1 3145748 1
R M 0 16112 1 16098
R M 0 16113 1 16098
R M 0 16114 1 16098
R M 0 16125 1 16098
R M 0 16115 1 16098
S
#16099
Intersection of Serenity Street and Hourglass Avenue~
~
The intersection of both streets are made up of red clay interlocking
bricks.  There is a pole on both sides of the intersection with hooded
lanterns mounted to it.  A series of small drains allow the rain water
and waste to flow into the sewer system below.
~
1 1048576 1
D3
~
~
0 -1 16087
D8
~
~
0 -1 16061
S
#16103
Lawful Road~
~
Several houses line both sides of the street.  Wooden beams are set up
at intervals with hooded lanterns attached to them.  Red clay bricks
that are interlocking make up the street.  There are small drains that
are on both sides of the street to allow rain water, and waste to flow.
~
1 1048576 1
D6
~
~
0 -1 16042
D9
~
~
0 -1 16114
S
#16105
Traders Way~
~
The street is made up of broken old cobble stones.  A small angle on the
edges leads sewage and rain water down into the sewer drains.  There
are posts set up at certain intervals with hooded lanterns mounted to
them for lighting.  Various stains are on the street.
~
1 1048576 1
D0
~
~
0 -1 16093
D1
~
door~
3 -1 16106
D2
~
~
0 -1 16037
D3
~
door~
3 -1 16011
R D 0 16105 1 1
R D 0 16105 3 1
S
#16106
A Small Room with Multicolored Tapestries~
~
The room is filled with tapestries of various colors, and textures.  A
series of shelves line the walls.  There are two stands that are opposite
sides of the room with hooded lanterns on them.  There is a beautiful rug
that lays across the center of the floor.
~
1 8 1
D3
~
door~
1 -1 16105
D5
~
trap door~
16779267 -1 8365
R M 0 16008 1 16106
  R G 0 16011 1
  R G 0 35 1
  R G 0 16084 1
  R G 0 40033 1
  R G 0 99 1
  R G 0 16007 1
  R G 0 16247 1
  R G 0 16008 1
  R G 0 16285 1
  R G 0 16006 1
  R G 0 34 1
  R G 0 16237 1
  R G 0 16236 1
R D 0 16106 3 0
R D 0 16106 5 1
S
#16107
Altar of Light~
~
A beautifully engraved golden altar is against the south wall.  It has a
light blue fabric with purple edging draped across the center of it.  A
hooded lantern is mounted to the east, and west walls.  There is a dark
blue rug centered over the stone slab floor.
~
1 263176 1
D0
~
~
0 -1 16096
R M 0 16003 1 16107
> act_prog p swears: @*&^%@*&!~
if race($n) == Demon
mppause 5
say Get thee to HELL!
mptrans $n 30083
mppause 3
mpat 30083 mpforce $n emote arrives in a blue fire!
mpat 30083 mpforce $n look
endif
~
> pre_enter_prog 100~
if isimmort($n)
mppause 3
else
if htown($n) != Paleon City
mpat $n mpechoat $n &WA wall of force shimmers as you attempt to go south, blocking your path.
abort
endif
endif
~
|
S
#16109
Traders Way~
~
There are houses that line both sides of the street. Red clay bricks that 
are interlocking make up the street. Wooden posts with hooded lanterns 
attached to them are posted at each house. There are small drains that 
allow rain water, and waste to flow to the sewer. 
~
1 1048576 1
D0
~
~
0 -1 16085
D1
~
~
0 -1 16240
D2
~
~
0 -1 16022
D3
~
~
3 -1 16253
R D 0 16109 3 1
S
#16111
Serenity Street~
~
The street has buildings on both sides of it, and is made up of red clay
interlocking bricks.  A Wooden beam is set before each building and has
a hooded lantern mounted to it.  There are small drains on both sides of
the street that allow rain water, and waste to flow.
~
1 1048576 1
D2
~
~
0 -1 16119
D3
~
door~
1 -1 16241
D7
~
~
0 -1 16061
R D 0 16111 3 0
S
#16112
Hour Glass Avenue~
~
There are small buildings on both sides of the street.  Broken old cobble
stones make up the street.  Before each building a large wooden beam is
placed with a hooded lantern mounted to it.  There is a series of small
drains that line the street to allow rain water, and waste to flow.
~
1 0 1
D1
~
~
0 -1 16085
D3
~
~
0 -1 16113
S
#16113
Hour Glass Avenue~
~
There are small buildings on both sides of the street.  Broken old cobble
stones make up the street.  Before each building a large wooden beam is
placed with a hooded lantern mounted to it.  There is a series of small
drains that line the street to allow rain water, and waste to flow.
~
1 0 1
D1
~
~
0 -1 16112
D3
~
~
0 -1 16084
S
#16114
Lawful Road~
~
A large building used as the city jail is to the east.  There are several
varieties of flowers planted in yard surrounding the jail.  A few wooden
beams around the jail are set up with hooded lanterns mounted.  A small
drain allows waste, and rain water to flow into the sewer.
~
1 1048576 1
D2
~
~
0 -1 16002
D6
~
~
0 -1 16103
S
#16115
A Tannery Room~
~
&gThere are shelves along the walls. A few side tables are setup with 
various size mixing bowls. Bottles with various liquids are within the 
shelves. A few hooded lanterns are mounted to the walls to provide 
lighting within the room. 
~
1 16396 0
D1
~
~
0 -1 16116
D3
~
~
0 -1 16117
D5
~
~
0 -1 16176
S
#16116
A Tannery Room~
~
There are shelves along the walls. A few side tables are setup with 
various size mixing bowels. Bottles with various liquids are within the 
shelves. A few hooded lanterns are mounted to the walls to provide 
lighting within the room. 
~
1 16396 0
D3
~
~
0 -1 16115
D5
~
~
0 -1 16090
S
#16117
A Tannery Room~
~
There are shelves along the walls. A few side tables are setup with 
various size mixing bowels. Bottles with various liquids are within the 
shelves. A few hooded lanterns are mounted to the walls to provide 
lighting within the room. 
~
1 16396 0
D1
~
~
0 -1 16115
D5
~
~
0 -1 16089
S
#16119
Serenity Street~
~
There are small buildings that border both sides of the street.  Red clay
bricks that are interlocking make up the street.  At intervals there are
wooden beams that have hooded lanterns mounted to them.  Small drains
are on both sides of the street to allow waste, and rain water to flow.
~
1 1048576 1
D0
~
~
0 -1 16111
D1
~
door~
3 -1 16097
D2
~
~
0 -1 16019
R D 0 16119 1 1
S
#16121
Reception Hall~
~
The halls walls are covered with lavish tapestries.  There are two large
hooded lanterns mounted to the walls.  A long blue, and gold rug has been
centered on the floor.  The standard of Paleon hangs on the west wall.  A
series of chairs are located against the walls.
~
1 8 1 0 0 0 150
D0
~
~
0 -1 16160
D1
~
~
0 -1 16264
D2
~
double door~
3 -1 16175
D5
~
~
0 -1 16016
R M 0 16028 1 16121
  R E 0 16075 1 5
  R E 0 16076 1 16
R D 0 16121 2 1
S
#16122
Before the Massive Gate~
~
The great stone walls of paleon city meet at the massive oak gate.  There
are large hooded lanterns that have been mounted to the stone walls on both
sides of the gate.  A giant sign is embedded in the stone above the gate.
The surrounding country to the city slopes downward.
~
1 0 1
D0
~
~
0 -1 16159
D1
~
massive gate~
8389665 16000 16001
D2
~
~
0 -1 16123
D3
~
~
0 -1 16173
R M 0 16013 1 16122
  R G 0 16000 1
R D 0 16122 1 0
E
sign~
@-------------------@
      PALEON CITY
@-------------------@
~
S
#16123
A Small Trail~
~
The trail edges the bottom of the hill, that leads up to the massive city
walls.  There are various plants, and trees along the edge of the trail.
A pile of small rocks is on the west side of the trail.  A small forest
is to the west of the trail.  The ocean harbor is to the south.
~
1 0 1
D0
~
~
0 -1 16122
D2
~
~
0 -1 16124
D7
~
~
0 -1 16173
S
#16124
Next to A large Hill~
~
A worn down trail that goes around the hill below the massive city walls
extends to the north and south.  A fallen oak tree is almost in the trail
here.  A small forest is to the west.  There are animal tracks leading
south on the trail.  The ocean harbor is to the south.
~
1 0 1
D0
~
~
0 -1 16123
D2
~
~
0 -1 16125
S
#16125
Above the Harbor~
~
The trail at the bottom of a hill has the mighty city walls above, and a
vast ocean harbor below.  A series of bushes jut out from the hillside
below.  There are a few tree stumps are next to the walls.  As the trail
extends to the southeast it disappears around the bend.
~
1 0 1
D0
~
~
0 -1 16124
D8
~
~
0 -1 16126
S
#16126
An Apple Orchard~
~
The massive stone slabbed walls of the city are on top of the hillside.
The trail curves downward into a small apple orchard.  There are some
rotted apples laying on the ground.  Various animal tracks, and droppings
litter the ground here.  A large rock is just south of the trail.
~
1 0 1
D7
~
~
0 -1 16125
D8
~
~
0 -1 16127
S
#16127
At a Mudslide~
~
There a long gouge in the land as it appears something caused a mudslide
up at the city walls, and all the way down into the harbor below.  A
path has been excavated through the slide for carts.  There are a few
pine trees along the side of the trail here.
~
1 0 1
D7
~
~
0 -1 16126
D8
~
~
0 -1 16128
S
#16128
Amidst Thickening Foliage~
~
The city walls are almost not visible through a thickening of foliage 
around the trail.  Small tangle vines, bushes, and pine trees cluster
around the trail.  A few trees are south of the trail, but the harbor
is not obscured in any way.  Some animal tracks are on the trail.
~
1 0 1
D7
~
~
0 -1 16127
D8
~
~
0 -1 16129
S
#16129
Partially Collapsed Trail~
~
The trail here has collapsed into the harbor below, and a new pathway
has been cut out of the foliage, and excavated in the ground so that
travelers can go around the collapsed section.  There are large rocks
that jut out from the water below the collapsed trail.
~
1 0 1
D7
~
~
0 -1 16128
D8
~
~
0 -1 16130
S
#16130
Braced Section of Trail~
~
There are iron rods, and large stone slabs that have been used to reinforce
the strength of the trail at this spot.  A few scattered trees, and some
wild bushes obscure the view of the city walls above.  The massive harbor
below extends outward into the vast ocean.
~
1 0 1
D1
~
~
0 -1 16131
D7
~
~
0 -1 16129
S
#16131
Before a Massive Boulder~
~
The boulder left a large gouge in the hillside leading to the city walls,
and has stopped just above the harbor.  The ground that the boulder tore
up, has been excavated to allow the trail to continue.  There are small
bushes growing up, and about the boulder itself.
~
1 0 1
D1
~
~
0 -1 16132
D3
~
~
0 -1 16130
S
#16132
Behind the Massive City Walls~
~
A massive sewer grate has a stone slab slide that leads down the hillside 
and into the harbor allowing rain water, and waste to flow. A small iron 
square has been placed over the top of it, to allow those traveling the 
trail to continue unimpeded. The grate is connected to the city walls. 
~
1 0 1
D1
~
~
0 -1 16133
D3
~
~
0 -1 16131
S
#16133
Next to a Docking Station~
~
The trail expands in size, and all foliage has been removed.  The sides
of the trail are now reinforced with iron, and stones.  A large docking
station is just to the east, where ships from the harbor can dock, and
exchange goods.  There is small stone barracks at the station.
~
1 0 1
D1
~
~
0 -1 16134
D3
~
~
0 -1 16132
S
#16134
Docking Station~
~
The trail comes to the dock, that extends out into the harbor side.  A
small stone barracks has been erected here.  There are some small shops
along the dock for trade.  A few wagons, and horses are secured by the
barracks for transporting all goods.
~
1 0 1
D3
~
~
0 -1 16133
D6
~
~
0 -1 16135
S
#16135
Harbor Road~
~
The trail has been improved into a road, with gravel placed thickly down.
Small stone slabs are in place on both sides of the road for edging to
keep the gravel in place.  All foliage has been cut down.  A docking
station is to the southwest.
~
1 0 1
D6
~
~
0 -1 16136
D9
~
~
0 -1 16134
S
#16136
Harbor Road~
~
Thick gravel makes up this road that leads towards the city wall gates.
There are small stone slabs that have been put on both sides of the road
to keep the gravel edged in.  Small stumps are all that remain of the
surrounding foliage here.  A few ruts are in the road.
~
1 0 1
D6
~
~
0 -1 16137
D9
~
~
0 -1 16135
S
#16137
Harbor Road~
~
The road is made up of thick gravel, and leads toward the mighty city
gates.  The sides of the road have small stone slabs edged around them
to keep the gravel in.  All foliage has been cut down around the road.
The massive harbor to the south leads into the ocean.
~
1 0 1
D0
~
~
0 -1 16138
D9
~
~
0 -1 16136
S
#16138
Harbor Road~
~
Thick gravel makes up the road, that leads into the city gates.  There
are small stone slabs that have been used as edging to keep the gravel
in place.  All wild foliage has been cut down.  There is a small garden
of flowers carefully maintained along the edge of the road.
~
1 0 1
D0
~
~
0 -1 16139
D2
~
~
0 -1 16137
S
#16139
Harbor Road~
~
The road is made up of thick gravel, and leads straight towards the city
gates.  It has been edged with small stone slabs to stop the gravel from
getting thrown off the road side.  Wild foliage has been cut down.  There
is a small garden of flowers along the road side carefully maintained.
There is a small sewer grate partially hidden behind bushes.
~
1 0 1
D0
~
~
0 -1 16140
D2
~
~
0 -1 16138
D5
~
sewer grate~
2049 -1 8380
R D 0 16139 5 0
S
#16140
Harbor Road~
~
Thick gravel makes up the road that leads towards the city gates.  The
gate is just north of here.  The road sides have been edged with small
stone slabs to keep the gravel in.  A small garden of flowers that is
carefully maintained borders the road side.
~
1 0 1
D0
~
~
0 -1 16141
D2
~
~
0 -1 16139
D6
~
~
0 -1 3503
S
#16141
Next to the Massive Gates~
~
The gravel road ends at the gates, and turns into a trail again to the
north.  The massive city walls are made out of large stone slabs, and
join up at the gates.  There are two large hooded lanterns mounted on
both sides of the gate.  A large forest is to the east of the city.
~
1 0 1
D0
~
~
0 -1 16142
D1
~
~
0 -1 3503
D2
~
~
0 -1 16140
D3
~
massive gate~
8389671 16000 16020
R M 0 16012 1 16141
  R G 0 16000 1
R D 0 16141 3 2
S
#16142
Along a Small Trail~
~
The trail has small shrubbery, and trees along its edges.  The massive
city walls edge the eastern side of it.  There are animal tracks along
the trail.  A few wild flowers grow here and there.  A large forest is
to the east of here, and fills the eastern horizon.
~
1 0 1
D0
~
~
0 -1 16143
D2
~
~
0 -1 16141
D8
~
~
0 -1 3503
S
#16143
Beside a Tree Stump~
~
A massive tree stump is along the edge of the trail.  It is hollowed out
and some small critter has taken it as a lair.  The massive walls of the
city are to the west.  An assorted large of vegetation grows along the
side of the trail.  There is a massive forest to the east.
~
1 0 1
D0
~
~
0 -1 16144
D2
~
~
0 -1 16142
S
#16144
Raspberry Vines~
~
A vast stretch of wild raspberry vines stretches outward here.  They have
been cut back to allow the trail to go through.  The massive walls of
the city are to the west.  A few small pine trees are along the trails
sides.  A massive forest is to the east.
~
1 0 1
D2
~
~
0 -1 16143
D7
~
~
0 -1 16145
S
#16145
In the Center of Raspberry Vines~
~
Centered amoung a long stretch of raspberry vines that extends to the
northwest, and southeast.  The vines have been cut back from the trail.
The massive city walls are to the west.  There is a small pile of rocks
to the east of here.  A few weeds jut up out of the vines.
~
1 0 1
D7
~
~
0 -1 16146
D8
~
~
0 -1 16144
S
#16146
Raspberry Vines~
~
Within a series of raspberry vines.  The vines extend to the southeast.
They have been cut back for the trail.  The massive city walls are to
the west.  Some hard wood trees are to the north of here.  There are a
series of small weeds, and trees that jut up out of the vines.
~
1 0 1
D7
~
~
0 -1 16147
D8
~
~
0 -1 16145
S
#16147
The Trail Widens~
~
There a mass of wild raspberry vines to the southeast.  The trail has 
widened here.  There are small bushes on both sides of the trail.  A
few small pine trees are to the north of the trail.  The city walls 
are to the west.  A few weeds, and wild flowers grow here.
~
1 0 1
D7
~
~
0 -1 16148
D8
~
~
0 -1 16146
S
#16148
Beside a Large Willow Tree~
~
A massive willow tree leans over the trail with its many branches.  A
series of pine trees, and small shrubbery is to the north.  The walls of
the city are to the southwest.  A few wild flowers, and bushes are along
the side of the trail.  Animal tracks lead into the woods.
~
1 0 1
D3
~
~
0 -1 16149
D8
~
~
0 -1 16147
S
#16149
Abandoned Camp Site~
~
The remains of a camp fire, and trash from some adventurers remains just
to the east of the trail.  There are several small pine trees around
the trail.  A series of wild flowers grow here and there.  A variety
of animal tracks and droppings litter the surround area.
~
1 0 1
D1
~
~
0 -1 16148
D3
~
~
0 -1 16265
> time_prog 15~
if rand(25)
if mobinroom(16104) > 0
else
mpe An old man wearing an orange gi and handwraps shuffles in fron the forest and stands here gazing at the sky.
mpmload 16104
endif
endif
~
> time_prog 20~
if rand(25)
if mobinroom(16104) > 0
else
mpe An old man wearing an orange gi and handwraps shuffles in fron the forest and stands here gazing at the sky.
mpmload 16104
endif
endif
~
> time_prog 5~
if rand(25)
if mobinroom(16104) > 0
else
mpe An old man wearing an orange gi and handwraps shuffles in fron the forest and stands here gazing at the sky.
mpmload 16104
endif
endif
~
> time_prog 11~
if rand(25)
if mobinroom(16104) > 0
else
mpe An old man wearing an orange gi and handwraps shuffles in fron the forest and stands here gazing at the sky.
mpmload 16104
endif
endif
~
|
S
#16150
Beside a Large Boulder~
~
A massive boulder embedded in the ground is here, surrounded by a series
of wild weeds, and shrubs.  A few pine trees are to the north.  There is
a large ant hill by the boulder that comes up into a small hill.  The
city walls are to the south of here.
~
1 0 11
D2
~
massive gate~
8389671 16000 16242
D11
~
~
0 -1 42300
R D 0 16150 2 2
S
#16151
A Water Creek~
~
A small creek flows next to the trail here.  There is a path across the
creek that is littered with animal tracks, and droppings.  There are small
rocks, and weeds that are inside the creek.  A few small fish swim in the
creek.  The city walls are to the south.
~
1 0 1
D1
~
~
0 -1 16265
D3
~
~
0 -1 16152
R O 0 16012 1 16151
S
#16152
A Cherry Tree~
~
A massive cherry tree borders the corner of the trail here.  The tree has
been engraved on the trunk with some initials.  There are several small
cherry trees growing beside it.  A few wild flowers, and bushes are along
the sides of the trail.  The city walls are to the southeast.
~
1 0 1
D1
~
~
0 -1 16151
D9
~
~
0 -1 16153
S
#16153
Within the High Grass~
~
Very tall grass is along this hillside, but kept back from the walls of
the city, and cut down for the trail to pass through.  There are several
pine trees growing throughout the grass.  A few places in the grass are
meaded down where some animal layed down in it.
~
1 0 1
D6
~
~
0 -1 16152
D9
~
~
0 -1 16154
S
#16154
In the High Grass~
~
Surrounded by tall grass on this hillside, the trail cannot be made out
from the walls.  The grass is cut back well away from the walls.  There
are seveal pine trees within the grass.  A small trail has been created
from animals that runs diagonal through the trail.
~
1 0 1
D6
~
~
0 -1 16153
D9
~
~
0 -1 16155
S
#16155
Before the High Grass~
~
The ground next to the tall grass is infested with many giant ant hills.
The grass is cut back well before the city walls, and is cut through for
the trail itself to pass through.  There are several pine trees within
it.  A few wild flowers grow along the side the trail.
~
1 0 1
D6
~
~
0 -1 16154
D9
~
~
0 -1 16156
S
#16156
A Large Hole~
~
A large hole has been burrowed down by the trail here.  Some creature
may have made a lair here.  There are animal tracks all around the hole
and some small bones are scattered about.  A few pine trees are to the
west of here.  Several different wild flowers grow nearby.
~
1 0 1
D2
~
~
0 -1 16157
D6
~
~
0 -1 16155
S
#16157
Broken Down Cart~
~
The trail nears a broken down old cart, that has been drug off the side
of the trail.  The wheels are broken, and cart is picked clean, and is
nothing but rotting wood.  There is a forest to the west of here.  The
city walls are to the east of here.
~
1 0 1
D0
~
~
0 -1 16156
D2
~
~
0 -1 16158
S
#16158
Twisted White Birch Trees~
~
There are two giant white birch trees next to the trail, that have twisted
themselves together.  The trail has a few wild flowers growing on the east
edge of it.  There is a large forest to the west.  Several small animal
tracks litter the area.  The city walls are to the east.
~
1 0 1
D0
~
~
0 -1 16157
D2
~
~
0 -1 16159
S
#16159
A Small Trail~
~
The trail edges away from the city walls, and slopes down on the hillside.
There are a variety of small wild flowers that grow on the eastern side
of the trail.  There are small bushes, and weeds here and there.  A large
forest is to the west.  The city walls are to the east.
~
1 0 1
D0
~
~
0 -1 16158
D2
~
~
0 -1 16122
D9
~
~
0 -1 16173
S
#16160
Eastern Garden~
~
The garden extends far to the east and west. There are a variety of 
flowers plants, and trees throughout it. Several small water fountains, 
and ponds are within it. There are many beautiful statues made of marble 
here. A trail made of cobble stone leads through the garden. 
~
1 8 1
D0
~
~
0 -1 16161
D2
~
~
0 -1 16121
R M 0 16034 1 16160
S
#16161
Reception Hall~
~
The room has large stone slabs for the floor, and a blue and gold rug that
has been centered on it.  There are beautiful paintings hanging from the
walls.  Large hooded lanterns are mounted to the walls.  Lavish oak trim
decorates the ceiling and door frames.
~
1 8 1
D2
~
~
0 -1 16160
D3
~
door~
8389671 16077 16162
R M 0 16029 1 16161
  R E 0 16075 1 5
  R E 0 16076 1 16
  R G 0 16077 1
R M 0 16030 1 16161
  R E 0 16076 1 16
  R E 0 16075 1 5
R D 0 16161 3 2
S
#16162
A Hallway~
~
The hallway is decorated with elaborate paintings along the walls, and very
intricate wood trimmings.  There are mounted hooded lanterns hanging from
the ceiling.  A beautiful blue, and gold thick rug runs down the length of
the hallway.  A large tapestry hangs from the south wall.
~
1 8 1
D0
~
door~
3 -1 16163
D1
~
door~
7 16077 16161
D2
~
double doors~
3 -1 16166
D3
~
~
0 -1 16164
R D 0 16162 0 1
R D 0 16162 1 2
R D 0 16162 2 1
S
#16163
Guest Bedroom~
~
The room is vast in size.  The walls are covered with intricate wooden 
carvings.  Beautiful tapestries, and paintings hang from the walls.  A
large closet is against the west wall.  There is a hooded lantern that
hangs from the ceiling.  A large bed is against the north wall.
~
1 8 1
D2
~
door~
3 -1 16162
R D 0 16163 2 1
S
#16164
A Hallway~
~
The entire length of hall is decorated with elaborate paintings, and very
intricate wood trimmings.  Hooded lanterns are mounted to the ceiling.  A
beautiful blue, and gold thick rug runs down the entire length of the hall.
Several tapestries are on the south wall.
~
1 8 1
D0
~
door~
3 -1 16165
D1
~
~
0 -1 16162
R D 0 16164 0 1
S
#16165
A Bedroom~
~
The walls are covered with rich tapestries each tapestry is mostly blue, or
gold in alternating colors for the standards of paleon.  A hooded lantern
is mounted from the ceiling.  A large wooden dresser is against the west
wall.  There is a large bed against the north wall.
~
1 8 1
D2
~
door~
3 -1 16164
R D 0 16165 2 1
S
#16166
The Foyer~
~
The room has beautiful tapestries, and paintings along the wall.  There is
an elaborate oak shelving system on all sides of the walls, that houses
a multitude of plants, and flowers.  A hooded lantern is mounted to the
ceiling.  The floor has a richly thick red rug centered in it.
~
1 8 1
D0
~
double doors~
3 -1 16162
D3
~
door~
3 -1 16167
R D 0 16166 0 1
R D 0 16166 3 1
S
#16167
Audience Chamber~
~
The vast chamber is circular shaped, and has many oak benches along the 
east wall.  There is a large podium, and several high back chairs behind
it centered next to the west wall.  Elaborate paintings decorate the walls.
There are several hooded lanterns hanging from the ceiling.
~
1 8 1
D1
~
door~
3 -1 16166
D3
~
door~
3 -1 16168
R D 0 16167 1 1
R D 0 16167 3 1
S
#16168
Grand Hall~
~
The massive hall has a multitude of paintings, and tapestries that are 
hanging from the walls.  There is elaborate wood trimmings throughout the
hall.  A series of hooded lanterns hang from the ceiling.  There are two
beautiful multiple colored rugs centered in the floor.
~
1 8 1
D0
~
door~
3 -1 16169
D1
~
door~
3 -1 16167
D3
~
double doors~
3 -1 16171
R D 0 16168 0 1
R D 0 16168 1 1
R D 0 16168 3 1
S
#16169
The Dining Room~
~
The massive room is large enough for the grand dining table, and large high
backed chairs along the sides of the walls.  There are rich tapestries that
hang from the walls in there.  Golden plates with hooded lanterns on them
are suspended from the ceiling.  A large blue rug is centered in the room.
~
1 8 1
D0
~
door~
3 -1 16170
D2
~
door~
3 -1 16168
R D 0 16169 0 1
R D 0 16169 2 1
S
#16170
The Kitchen~
~
The giant sized room is lined with wooden shelves across the walls for
storage.  There are several chests in the room.  A massive water basin is
against the north wall.  A large golden plate with a hooded lantern on it
is suspended from the ceiling.  A blue rug is centered on the floor.
~
1 8 1
D2
~
door~
3 -1 16169
R D 0 16170 2 1
S
#16171
Throne Room~
~
The vast chamber is covered with gold gilded trimmings along the intricate 
wood workings. There are beautiful paintings, and tapestries hanging from 
the walls. Golden plates with hooded lanterns on them are suspended from 
the ceiling. A beautiful blue rug is centered in the room. 
~
1 8 1
D1
~
double doors~
3 -1 16168
D2
~
door~
3 -1 16172
R M 0 16031 1 16171
R D 0 16171 1 1
R D 0 16171 2 1
S
#16172
Master Bedroom~
~
The large room has a variety of paintings, and tapestries hanging from the
walls.  There are intricate wood workings that make up the trimmings and
the bed posts to the massive bed.  A large golden plate is suspended from
the ceiling with a hooded lantern.  A plush blue rug is on the floor.
~
1 8 1
D0
~
door~
3 -1 16171
R D 0 16172 0 1
S
#16173
Outskirts of Paleon City~
~
To the east a massive gate can be seen built into the wall that surrounds
the city of Paleon.  The roadway travelling off to the west leads into the
peace and quiet of the wilderness leaving behind the confusion of shops, bars
and market places.
~
1 0 11
D1
~
~
0 -1 16122
D6
~
~
0 -1 16159
D8
~
~
0 -1 16123
D11
~
~
0 -1 42300
S
#16174
Trade Skill Centre~
~
The barn door entrance to the facility expands on the vastness of the 
building.  The floor is made up of long oak planks.  There are hooded
lanterns hanging from the ceilings to provide lighting.  A small oak
desk is in the center of this room.
~
1 8 0 0 0 0 120
D0
~
barn door~
1 -1 16068
D1
~
~
0 -1 16010
D2
~
~
0 -1 16176
R M 0 16109 1 16174
  R G 0 16293 1
  R G 0 16232 1
  R G 0 16244 1
  R G 0 16245 1
  R G 0 16246 1
  R G 0 16243 1
  R G 0 16234 1
R D 0 16174 0 0
> pre_enter_prog 100~
if istagged($n, trade)
break
  else
if quest(trade) == 2
  mpechoat $n &CGuild Master Baeralm says, 'You forgot to tell the Manager what craft you wanted.  Return to him.'
mpforce $n n
endif
endif
~
|
S
#16175
Office of City Manager~
~
The floor is made up of carefully crafted marble stones. There are elegant 
paintings decorating the walls. A large blue and red rug is centered in 
the floor. A few hooded lanterns are mounted to the walls for lighting. A 
large oak desk is against the far wall. 
~
1 12 0
D0
~
double door~
3 -1 16121
R M 0 16110 1 16175
R D 0 16175 0 1
S
#16176
A Culinary Room~
~
There are cabinets all along the walls. A few side tables are setup in key 
positions. A medium size wood stove is against the far wall. There are 
many pots and pans hanging from the ceiling. A couple hooded lanterns 
provide lighting within the room. 
~
1 16396 0
D0
~
~
0 -1 16174
D1
~
~
0 -1 16090
D3
~
~
0 -1 16089
D4
~
~
0 -1 16115
D5
~
~
0 -1 16229
R O 0 16235 1 16176
S
#16229
A Smithy Workshop~
~
The workstation has a large forge in the rear. There is an anvil mounted to 
the floor next to the forge. Several types of bending and shaping tools 
are hanging from the walls. A few hooded lanterns provide the lighting 
within the room. 
~
1 16396 0
D1
~
~
0 -1 16078
D3
~
~
0 -1 16079
D4
~
~
0 -1 16176
R O 0 16233 1 16229
S
#16240
A Short Alleyway~
~
The alley is very narrow, and there are a few stacks of trash piled up 
along the sides obscuring visibility. There is no exit other then the way 
into the alley. The walls are made out of bricks. 
~
1 4 1
D3
~
~
0 -1 16109
R M 0 16056 1 16240
S
#16241
Paleon City Library~
~
There are many shelves along the walls, and filling the rooms interior
completely filled with books of all sorts.  Hooded lanterns are mounted
to the walls, and attached to tables to provide lighting.  Small oak
chairs are scattered around different tables.
~
1 4 1
D1
~
door~
1 -1 16111
D3
~
~
0 -1 4650
R D 0 16241 1 0
S
#16242
Massive Northern Gate~
~
The giant city walls of Paleon City meet at the northern gate.  The northern
gate is twice the size of the east, and west gates.  There are small stairs
on either side of the gate that lead up to a walkway for dropping pitch, and
shooting arrows down upon unwanted guests.
~
1 1048576 1
D0
~
massive gate~
25166887 -1 16150
D2
~
~
0 -1 16085
R D 0 16242 0 2
S
#16243
Master Blacksmiths~
~
The dusty room is covered in metallic shavings.  There are three massive
anvils that are anchored in the center of the room, in front of a large
brick covered fire place.  Various tools are hanging from the walls as
well as examples of completed works.
~
1 12 0
D2
~
door~
3 -1 16067
R M 0 16043 1 16243
R D 0 16243 2 1
S
#16251
The East Meeting Room~
~
Here there is a large walnut banquet table surrounded with chairs to 
accomodate many guests. It is very comfortable and is intended for friends 
to gather and discuss whatever topics of the day that seem to catch the 
fancy of the group at the time. There are high ceilings with dark beams 
and rafters above, as in the Main Room of the Tavern. 
~
1 8 0
D3
~
~
3 -1 16049
R D 0 16251 3 1
S
#16252
The West Meeting Room~
~
Here there is a large walnut banquet table surrounded with chairs to 
accomodate many guests. It is very comfortable and is intended for friends 
to gather and discuss whatever topics of the day that seem to catch the 
fancy of the group at the time. There are high ceilings with dark beams 
and rafters above, as in the Main Room of the Tavern. 
~
1 12 0
S
#16253
Warrington's Instruments~
~
The walls are lined with instruments of every kind from harps to flutes to 
guitars and even a digiridoo. The presentation chamber is clean, spacious 
and very organized. A straight cherry counter lines one wall behind which 
are hung the very best instruments each one tagged with a price. 
~
1 1073741828 0
D1
~
~
3 -1 16109
R M 0 16054 1 16253
  R G 0 16093 1
  R G 0 16094 1
  R G 0 16291 1
  R G 0 16289 1
  R G 0 16288 1
  R G 0 16287 1
  R E 0 16231 1 8
  R E 0 16230 1 5
  R G 0 16286 1
  R E 0 16070 1 7
R D 0 16253 1 1
S
#16254
The Dark Southeast Corner of the Tavern Main Room~
~
Here is a little quiet curtained corner to allow for less hectic 
discussion or clandestine discussions without so many others looking over 
your shoulder and interrupting or disturbing your conversation. 
~
1 1073741832 1
D7
~
~
0 -1 16049
S
#16255
The Dark Southwest Corner of the Tavern Main Room~
~
Here is a little quiet curtained corner to allow for less hectic 
discussion or clandestine discussions without so many others looking over 
your shoulder and interrupting or disturbing your conversation. 
~
1 1073741832 1
D6
~
~
0 -1 16049
S
#16256
The Exponentional Medium Stakes Coin Flip Parlor~
~
This room is the domain of Reiver the expert Medium Stakes Coin Tosser.
The floor here is covered with plush carpeting and has subdued lighting
and muted colours on the walls. There is a square table in the middle of
the room covered with thick scarlet felt and having short sidewalls.
~
1 520 0
D1
~
~
3 -1 16260
R M 0 16046 1 16256
R O 0 16212 1 16256
R D 0 16256 1 1
E
sign~
~
S
#16259
Equipment Re-sizing Shop ~
~
The room is filled with tapestries of various colors, and textures. A 
series of shelves line the walls. There are two stands that are opposite 
sides of the room with hooded lanterns on them. There is a beautiful rug 
that lays across the center of the floor 
~
1 4 0
D2
~
~
0 -1 16008
R M 0 16106 1 16259
S
#16260
The First Floor Landing~
~
This is a brightly lit room from hooded lanterns that are mounted on the 
walls. A few richly made tapestries hang from the walls. A plush red and 
gold trimmed rug is centered on the floor. There are a few tables and 
chairs in the room. 
~
1 12 0
D1
~
door~
3 -1 16262
D2
~
~
3 -1 16261
D3
~
~
3 -1 16256
D5
~
~
0 -1 16049
R O 0 16210 1 16260
R D 0 16260 1 1
R D 0 16260 2 1
R D 0 16260 3 1
S
#16261
The High Stakes Magic Spinning Wheels Room~
~
This amazing device works along the same principals as used with draw 
bridges that are opened and close using wooden cogs, gears and shafts, but 
much more complicated in design. This room is well lit making it easy to
see the delicate craftsmanship of the interlocking parts. Fine engraving on
the iron handle of this machine reads, "Hand crafted by Blacksmith Tier."
~
1 524 0
D0
~
~
3 -1 16260
R M 0 16101 1 16261
R O 0 16211 1 16261
R D 0 16261 0 1
S
#16262
A Large Loft~
~
The floor is made out of solid pine planks that are interlocked. A hooded 
lantern is mounted to the wall on both sides of the room. A large sign is 
posted on the rear wall. Beautiful blue and purple tapestries are hanging 
from the north and south walls. 
~
1 12 0
D3
~
door~
3 -1 16260
R M 0 16102 1 16262
R O 0 16101 1 16262
R D 0 16262 3 1
E
sign~
The loft is non tavern sponsored gambling.  Those who gamble here are on
their own and the tavern will not be held responsible.

Malachi
~
S
#16264
Hall of Languages~
~
&gAlong the walls various parchments hang in their exquisite-looking 
frames. Upon closer inspection, each parchment is written in a different 
language. At the far end of the room, a scholarly looking gentlemen is 
tending to many old and dusty books. 
~
1 1073741824 1
D3
~
~
0 -1 16121
R M 0 16059 1 16264
S
#16265
Underneath the City Walls~
~
There are iron rods, and large stone slabs that have been used to reinforce
the strength of the trail at this spot.  A few scattered trees, and some
wild bushes obscure the view of the city walls above.  
~
1 1073741824 1
D1
~
~
0 -1 16149
D3
~
~
0 -1 16151
S
#16298
An Octagon Training Room~
~
This massive room is made out of solid stone blocks. There is a pile of 
straw in the center of the floor. A few empty weapon racks are against the 
far wall. Hooded lanterns are mounted to the walls to provide lighting. 
~
1 1073741836 0
D0
~
~
16777216 -1 16066
S
#16299
The Pawn Shop~
~
The floor is made out of interlocking bricks. There is a large blue rug 
centered on the floor here. All along the walls are wooden shelves with 
displays setup on them. A hooded lantern is suspended from the ceiling for 
lighting. A large oak desk is at the rear of the shop. 
~
1 1036 1
D0
~
~
1 -1 16018
R M 0 16299 1 16299
R D 0 16299 0 0
E
rug~
The rug is rather worn, but appears to be made of good quality. There is a 
diamond design that zigzags across the rug. 
~
E
displays~
The displays are setup in various positions to show the best features of 
the products that are being displayed. 
~
E
desk~
The oak desk has a multitude of papers scattered about the top of it. 
There is a sign on it that reads pay here. 
~
S
#16300
Rider and horse prog room~
~
Room for prog to load up 
~
1 0 1
D0
~
~
0 -1 16020
> time_prog 21~
mppurge
~
> time_prog 9~
mppurge
~
> time_prog 20~
mpmload 16032 20
mpmload 16033 20
mpat 16300 mpforce rider n
mpat 16300 mpforce horse n
mppause 4
mpat 16020 mpforce 16033 mount horse
mpat 16020 mpforce 16033 wave guard
mppause 4
mpat 16020 mpforce rider w
mppause 10
mpat 16019 mpforce rider emote whistles a travelers tune.
mpat 16019 mpforce rider w
mppause 10
mpat 16018 mpforce rider emote whistles a travelers tune.
mpat 16018 mpforce rider w
mppause 10
mpat 16009 mpforce rider emote whistles a travelers tune.
mpat 16009 mpforce rider w
mppause 10
mpat 16008 mpforce rider emote whistles a travelers tune.
mpat 16008 mpforce rider w
mppause 10
mpat 16007 mpforce rider emote whistles a travelers tune.
mpat 16007 mpforce rider nw
mppause 10
mpat 16014 mpforce rider emote whistles a travelers tune.
mpat 16014 mpforce rider nw
mppause 10
mpat 16105 mpforce rider emote hands some goods to the +
supplies boy for his delivery.
mppause 5
mpat 16105 mpforce rider say Lets go home girl.
mpat 16105 mpforce rider mpgoto 4
mpat 16105 mpforce carriage mpgoto 4
~
> time_prog 8~
mpmload 16032 20
mpmload 16033 20
mpat 16300 mpforce rider n
mpat 16300 mpforce horse n
mppause 4
mpat 16020 mpforce 16033 mount horse
mpat 16020 mpforce 16033 wave guard
mppause 4
mpat 16020 mpforce rider w
mppause 10
mpat 16019 mpforce rider emote whistles a travelers tune.
mpat 16019 mpforce rider w
mppause 10
mpat 16018 mpforce rider emote whistles a travelers tune.
mpat 16018 mpforce rider w
mppause 10
mpat 16009 mpforce rider emote whistles a travelers tune.
mpat 16009 mpforce rider w
mppause 10
mpat 16008 mpforce rider emote whistles a travelers tune.
mpat 16008 mpforce rider w
mppause 10
mpat 16007 mpforce rider emote whistles a travelers tune.
mpat 16007 mpforce rider nw
mppause 10
mpat 16014 mpforce rider emote whistles a travelers tune.
mpat 16014 mpforce rider nw
mppause 10
mpat 16105 mpforce rider emote hands some goods to the +
supplies boy for his delivery.
mppause 5
mpat 16105 mpforce rider say Lets go home girl.
mpat 16105 mpforce rider mpgoto 4
mpat 16105 mpforce carriage mpgoto 4
~
|
S
#0


#SHOPS
 16002    0  0  0  0  0   120  50         0 23    ; Tavern Keeper Malachi
 16008    0  0  0  0  0   120  90         0 23    ; Shop Keeper Amelia
 16011    0  0  0  0  0   120  90         0 23    ; Maekan
 16014    0  0  0  0  0   120  90         0 23    ; Shopkeeper Lorax
 16015    0  0  0  0  0   120  90         0 23    ; Shopkeeper Vaekon
 16017    0  0  0  0  0   120  90         0 23    ; Shopkeeper Warren
 16053    0  0  0  0  0   120  90         0 16    ; a peddler
 16054    0  0  0  0  0   120  90         0 23    ; Shopkeeper Warrington
 16058   19 17  9  5  0   120  90         0 23    ; Shopkeeper William Estrella
 16109    0  0  0  0  0   120  90         0 23    ; Guild Master Baeralm
 16111    0  0  0  0  0   120  90         0 23    ; a animal handler
 16299    5  9  3  4  8   150  10         0 23    ; Kegor
0


#REPAIRS
 16016    5  9 15         100   1         0 23    ; Blacksmith Fegora
 16043    5  9 15         100   1         0 23    ; Blacksmith Tier
0


#SPECIALS
M  16003 spec_cast_adept
M  16012 spec_guard
M  16013 spec_guard
M  16049 spec_thief
M  16050 spec_thief
M  16051 spec_thief
S


#$