#0 The Void~ You step out into ...... You don't think that you are not floating in nothing. ~ 0 8 1 D4 void~ ~ 0 -1 3001 S #1 The Void~ You don't think that you are not floating in nothing. ~ 0 8 1 S #2 Limbo~ You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. There is a "No Tipping" notice pinned to the darkness. ~ 0 8 1 S #3 A totally empty room~ The walls are completely bare...no nothing at all in the room. ....wierd ~ 1 8 0 D4 You do not see that here. ~ ~ 0 0 3048 S #5 Swiftest's Fabulous Palace~ You stand in awe before the great palace of the great, great, great god, Swiftest. Your breath is taken away by the sheer grandeur, the astounding elegance embodied in such a fine semblence of Heaven. ~ 0 2060 1 D4 ~ ~ 0 0 3001 S #6 Swiftest's Private Chambers~ From here, the sounds of the outside world die down to a murmur. You feel at peace in this room. The furniture can only be described as dreamy, as you see a white cloud--shaped like a very comfy sofa--float lazily by. The soft light streams from above from a singular point and spreads smoothly in distinct colorful rays dancing and mixing together. ~ 0 2572 1 D0 ~ ~ 0 0 3001 D5 ~ ~ 0 0 5 S #200 Entrance to Mud School~ This is the entrance to the MERCIndustries Mud School. There is a BIG SIGN on one of the walls. PLEASE read the sign. (type the words 'read sign' to read it). There are exits south to the arena, down to the temple, and north to Mud School. If you don't know where to go, go north (type 'north'). ~ 2 12 0 D5 You see the Temple of Midgaard. ~ ~ 0 0 3001 D0 You see the doorway into the Mud School Building. ~ ~ 0 0 257 D2 You see the one way door into the Arena of Mud School. ~ door~ 1 -1 234 E sign~ Hi. Welcome to Mud School. If you are SURE you don't want to continue with your training, just go back down. If you want to continue, go north (type 'north'). All the instructions in this school will be in the form of signs, so don't forget to read any of them! Now, for those who DO know how to play mud, go through mud school anyway, so you can get our fabulous eq along the way. Don't worry, this area is quite short. Finally, for those who just want to go to the Arena, it is south of you. ~ S #201 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The only exit is to the west. A small plague is on the wall. ~ 2 12 0 D3 You see one way door into another room. ~ door~ 1 -1 202 E plaque~ This zone (Mud School) is created by Hatchet for any MERC Mud. copyright 1992 ~ E sign~ To start you off, here is some equipment. On the floor should be a sword, a dagger, a mace, and a vest and a shield. To pick them off the floor, type 'get all'. This allows you to pick up everything off the floor that you are able to. Now, to wear something, type wear <something>. For example, you can type 'wear vest' to wear the vest. For convenience, you can type 'wear all' to wear all that you can. Conversely, for the case of picking things on the floor, you can type 'get <something>' and you would pick that object up. To wield a weapon, type 'wield <weapon>', i.e., <weapon> is the weapon you want to wield. If you are a thief, type 'wield dagger'. If cleric, type 'wield mace'. If warrior or mage, type 'wield sword'. Now, for the quiz. You are currently carrying more items than you need. To see your list of inventory, type 'inventory'. Now, you don't need the other weapons. Question, how do you DROP the unnecessary items???? After you have finished this lesson, open the door west by typing 'open door west' and go west. ~ S #202 The Center Room~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. Exits lead in ALL directions. ~ 2 12 0 D0 You see the room north that will lead you to the next section. ~ ~ 0 0 203 D1 You see a room. ~ ~ 0 0 206 D2 You see a room. ~ ~ 0 0 205 D3 You see a room. ~ ~ 0 0 204 D5 You see a room. ~ ~ 0 0 207 D4 You see a room. ~ ~ 0 0 208 E sign~ Welcome to the next station. Here, you will learn to go in all possible locations. As you've seen, some rooms don't lead back to where they arrived from. For example, if you were to go back east, you would not arrive to the room where you got your nice weapons and armor. Now, the directions you can possible go to in any room are: North, South, West, East, Up, and Down. Of course, some rooms don't have all those exits available. To find out which exits are obvious, type the word 'exits'. This would tell you all the obvious exits. Now, there are times that some doors are closed or locked or secret. Then, you would have to notice clues, or try going in that direction. If there is any type of door in that direction, it will tell you so. So, try going into all of the directions, but when you are done, go north from here, open the door, and continue on. ~ S #203 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. Exits lead north and south. ~ 2 12 0 D0 You see the next station ahead. ~ door~ 1 -1 209 D2 You see the central room. ~ ~ 0 0 202 E sign~ Since you are here, let us have another lesson. You can see the statistics on yourself by typing 'score'. Do that right now. At 10th level and above, you get to see more about yourself, like your attributes and to hit bonuses. You can now also learn more about this mud and its gods. Type 'wizlist' to see the list of gods on this mud!!! ~ S #204 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The only exit is east. ~ 2 12 0 D1 You see the central room. ~ ~ 0 0 202 E sign~ Just go east to the central room. ~ S #205 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The only exit is north. ~ 2 12 0 D0 You see the central room. ~ ~ 0 0 202 E sign~ Just go north to the central room. ~ S #206 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The only exit is west. ~ 2 12 0 D3 You see the central room. ~ ~ 0 0 202 E sign~ Just go west to the central room. ~ S #207 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The only exit is up. ~ 2 12 0 D4 You see the central room. ~ ~ 0 0 202 E sign~ Just go up to the central room. ~ S #208 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The only exit is down. ~ 2 12 0 D5 You see the central room. ~ ~ 0 0 202 E sign~ Just go down to the central room. ~ S #209 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. Exits reach west and down. ~ 2 12 0 D5 You see a cage. ~ ~ 0 0 210 D3 You see the next station of Mud School. ~ door~ 1 -1 211 E sign~ Welcome to the next portion of Mud School. Here, you will learn about combat. Now, the first lesson about combat is to know who to fight. To do this, you can type 'consider <monster>', <monster> being the monster you want to con- sider fighting. Now, the messages you get when you consider them should be obvious in meaning, so I won't explain them to you. There is a monster in the room down. He is VERY powerful, and fighting him would be very hard. Your goal is to learn how to flee from him, not to fight him! So when you go in, type 'hit blob', since blob is his name. But since you won't be able to defeat him, type 'flee' to flee from him. If you successfully flee from him, you stop combat! Okay, when you are ready, go down. After you flee, you will be back in this room. When you are ready to go on to the next station, open door west, and go west. Oh, get the lantern and hold it, by typing 'hold lantern'. ~ S #210 The CAGE~ You are in a smelly cage. Strangely, the walls are still clean! You see a sign here. The only exit is up. ~ 2 8 0 D4 You see a safe room up. ~ ~ 0 0 209 E sign~ Remember, DON'T fight the blob to the finish!!!!! Just type 'hit blob', then when you are fighting, type 'flee', until you flee and are out of here. ~ S #211 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The only exit is down. ~ 2 12 0 D5 You see the combat hall. ~ ~ 0 0 212 E sign~ Welcome to the next station. Here, you will actually fight real monsters, without fleeing!!! Here, you would want to kill every mob, since they might hold some equipment you would want to have. To start, go down. ~ S #212 The Cage room~ You are in the cage room. All around are 4 cages. Light fluoresces off the ceiling in soft white tones. Of course, there is a BIG sign on the wall. Remember, since there is more than one door, type 'open door <direction>', where direction is the one you want opened. Exits lead into the cardinal directions plus down. ~ 2 12 0 D0 You see the aggressive monster inside! ~ door~ 1 -1 213 D1 You see the unmodified monster inside! ~ door~ 1 -1 216 D2 You see the wimpy monster inside! ~ door~ 1 -1 215 D3 You see the aggressive wimpy monster inside! ~ door~ 1 -1 214 D5 You see the next station below. ~ door~ 1 -1 217 E sign~ Welcome to the next station of Mud School. Here, you will attack monsters of all types. In the north one, there is an aggressive monster. That means that he will attack you even if you don't initiate combat! To the east is a regular monster. He won't attack unless you attack, and he won't flee for his life. To the south is a wimpy monster. He will try to flee if you hurt him too much. To the west is an aggressive wimpy monster. He will only initiate combat if you are either sleeping or hurt badly. Also, if he is hurt badly, he will flee. Now, since we are talking about sleeping, this is how you sleep. You type 'sleep'. When you are sleep, you regenerate move, hit, and mana points fastest. However, you are not aware of your surroundings. You can REST, and that is better, since you are more aware, but you regenerate less than sleeping. Either way is faster than standing. To wake up, just WAKE. To STAND, well, it should be obvious by now. Now, after you kill the monsters, look in their corpses. Do this by either 'look in corpse' or 'examine corpse'. Then, if you see something, type 'get <something> corpse' or, if you want to get it all, 'get all corpse'. You want to do that, since they usually hold some good equipment. Now, when you are done with all 4 monsters, go down to the next station. Remember, between combat, rest or sleep to recover lost hit points and mana! ~ S #213 A Cage~ You are in a cage. Blood and gore is everywhere. The keepers must be lax in the upkeep here! There is a sign on the wall. The only exit is south. ~ 2 8 0 D2 You see the Cage Room. ~ door~ 1 -1 212 E sign~ There is an aggressive monster in this room! Kill him and get out of here fast! Don't forget to kill the other monsters too! And don't forget to loot the corpse! ~ S #214 A Cage~ You are in a cage. Blood and gore is everywhere. The keepers must be lax in the upkeep here! There is a sign on the wall. The only exit is east. ~ 2 8 0 D1 You see the Cage Room. ~ door~ 1 -1 212 E sign~ There is a wimpy aggressive monster in this room! Kill him and get out of here fast! Don't forget to kill the other monsters too! And don't forget to loot the corpse! ~ S #215 A Cage~ You are in a cage. Blood and gore is everywhere. The keepers must be lax in the upkeep here! There is a sign on the wall. The only exit is north. ~ 2 8 0 D0 You see the Cage Room. ~ door~ 1 -1 212 E sign~ There is a wimpy monster in this room! Just kill him and loot him. Don't forget to kill the other monsters too! ~ S #216 A Cage~ You are in a cage. Blood and gore is everywhere. The keepers must be lax in the upkeep here! There is a sign on the wall. The only exit is west. ~ 2 8 0 D3 You see the Cage Room. ~ door~ 1 -1 212 E sign~ There is a monster in this room! Kill him and be done with it. Don't forget to kill the other monsters too! Don't forget to loot the corpse. ~ S #217 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. Find your own exit here. ~ 2 12 0 D4 You see the Cage room. ~ door~ 1 -1 212 D2 You see the Shop. ~ ~ 0 0 218 D1 You see the next station of Mud School. ~ door~ 1 -1 219 E sign~ Welcome. By now, you must be hungry and thirsty. And, since you have accumu- lated some money in your last battles. (Hopefully, if not, it's not too late to go back up there and killing the poor monsters.) To the south is a store. To see what there is to buy, type 'list' in that room. To buy something, type 'buy <something>' You can also possibly sell something. To find, out, type 'value <something>', making sure that that <something> is in your inventory, and not worn or wielded or in a bag. Then, type 'sell <something>' to sell it. Note that not all stores sell or buy at the same prices. You would like to buy in that store: 1 bag, 1 skin, and about 5 breads. To save time with typing, for bread, you can type 'buy bread', then at the next prompt, '!'. The '!' means to redo whatever you just typed in your last command. So, okay, go south and buy those things. After that, you would like to EAT bread and DRINK skins. After that, put them in your bags by 'put <item> bag'. You can also TAKE items out in the same way. To see what's in a bag, type 'examine bag', or you can LOOK in the bag. After that, FIND your next exit. (try looking or bumping into directions) ~ S #218 The Store in Mud School~ You are in a cramped room. Stacked neatly on shelves everywhere are items and packages. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The only exit is north. ~ 2 8 0 D0 You see the only exit out of here. ~ ~ 0 0 217 E sign~ The sign reads: Buy - Buy something from the storekeeper. List - The storekeeper will tell you what's for sale. Value - The storekeeper will tell you how much he will give to you for that item. Sell - Sell that item to the storekeeper. ~ S #219 A Room in Mud School~ You are in a square white room. The walls are all blank, with no windows. Light fluoresces off the ceiling in soft white tones. Of course, there is a sign on the wall. The exits are north and west, with a door to the east. ~ 2 12 0 D3 You see the room you just came from. ~ door~ 1 -1 217 D0 You see a darkened room inside. ~ ~ 0 0 220 D1 You see the next station of Mud School. ~ door~ 2 214 221 E sign~ Welcome to this station. North of you is a dark room. Hopefully, you have picked up the lantern earlier, and you are still holding it!!! If not, you have to go back to the store and buy one, since you need to defeat the monster north of here. The monster holds the key. After you do so, come back here, and continue east to the next Station. While you are here, you might want to know about yourself, by typing SCORE, and by EXAMINEing yourself. You can see who else is on this mud by typing WHO. Also, if you want to talk to them, SHOUT so everyone can hear, or TELL <person>, which is a one to one communica- tion. Please don't shout too much, or people will be upset. Now, once you get the key, UNLOCK the door east, and OPEN the door east to continue your training. ~ S #220 The Darkened Room~ This room was purposefully darkened so that you would need to hold on to a light source to go through. The walls are, of course, blank, and white. The only exit is south. ~ 2 9 0 D2 You see the room that you have come from. ~ ~ 0 0 219 S #221 The End of Mud School!!!~ This is a very bright room, with a marble pedestal in the center. Behind the pedestal stands a person cloaked in Silver. Tapestries flow from every wall, and you feel very happy to be here right now. There is a big sign here. The only exit is on the other side of the gate north of you. ~ 2 8 0 D0 You see the Arena ahead. ~ gate~ 1 -1 222 E sign~ Welcome! You have passed to the last stage of Mud School, the graduation! Take the diploma and the MERCENARY War Banner on the pedestal, and may it help you in your quest for peace in this world! Since you might still want to practice your swordsmanship and such before going to the real world, you can go NORTH to the ARENA, to battle our small monsters. However, do NOT attack other players. Doing so will result in YOUR death, since we will seek you out and kill you. Since you are here, let's give you one last lesson. Commands like HELP, NEWS, CREDITS, and WIZLIST will probably give you more information about this game, while INFO, IDEA, BUG, and TYPO help you give US information about this game. To know more about these, type 'help <command>', where <command> is the command you want to know about. Have fun! And don't daudle here, since I'm sure the next student will arrive soon, and I don't want you getting in that student's way. Now, run along and go to the arena north of here. ~ S #222 South Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D3 ~ ~ 0 0 223 D0 ~ ~ 0 0 229 D1 ~ ~ 0 0 225 D4 You see the EXIT. ~ ~ 0 0 247 S #223 South Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D3 ~ ~ 0 0 224 D0 ~ ~ 0 0 228 D1 ~ ~ 0 0 222 D4 You see the EXIT. ~ ~ 0 0 247 S #224 South West Corner of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 227 D1 ~ ~ 0 0 223 D4 You see the EXIT. ~ ~ 0 0 247 S #225 South Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D3 ~ ~ 0 0 222 D0 ~ ~ 0 0 230 D1 ~ ~ 0 0 226 D4 You see the EXIT. ~ ~ 0 0 247 S #226 South East Corner of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 231 D3 ~ ~ 0 0 225 D4 You see the EXIT. ~ ~ 0 0 247 S #227 West Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 232 D1 ~ ~ 0 0 228 D2 ~ ~ 0 0 224 D4 You see the EXIT. ~ ~ 0 0 247 S #228 Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 233 D1 ~ ~ 0 0 229 D2 ~ ~ 0 0 223 D3 ~ ~ 0 0 227 D4 You see the EXIT. ~ ~ 0 0 247 S #229 Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 234 D1 ~ ~ 0 0 230 D2 ~ ~ 0 0 222 D3 ~ ~ 0 0 228 D4 You see the EXIT. ~ ~ 0 0 247 S #230 Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 235 D1 ~ ~ 0 0 231 D2 ~ ~ 0 0 225 D3 ~ ~ 0 0 229 D4 You see the EXIT. ~ ~ 0 0 247 S #231 East Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 236 D2 ~ ~ 0 0 226 D3 ~ ~ 0 0 230 D4 You see the EXIT. ~ ~ 0 0 247 S #232 West Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 237 D1 ~ ~ 0 0 233 D2 ~ ~ 0 0 227 D4 You see the EXIT. ~ ~ 0 0 247 S #233 Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 238 D1 ~ ~ 0 0 234 D2 ~ ~ 0 0 228 D3 ~ ~ 0 0 232 D4 You see the EXIT. ~ ~ 0 0 247 S #234 Center of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. There is a BIG SIGN here. ~ 2 8 0 D0 ~ ~ 0 0 239 D1 ~ ~ 0 0 235 D2 ~ ~ 0 0 229 D3 ~ ~ 0 0 233 D4 You see the EXIT. ~ ~ 0 0 247 D5 You see a dark murky dungeon below. ~ grate~ 1 -1 248 E sign~ Those with high bravery or low senses of cautiousness might wish to go below to the Dungeon. However, know that there are aggressive monsters down there, and there is no quick escape back out of here when you are in the dungeon. ~ S #235 Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 240 D1 ~ ~ 0 0 236 D2 ~ ~ 0 0 230 D3 ~ ~ 0 0 234 D4 You see the EXIT. ~ ~ 0 0 247 S #236 East Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 241 D2 ~ ~ 0 0 231 D3 ~ ~ 0 0 235 D4 You see the EXIT. ~ ~ 0 0 247 S #237 West Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 242 D1 ~ ~ 0 0 238 D2 ~ ~ 0 0 232 D4 You see the EXIT. ~ ~ 0 0 247 S #238 Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 243 D1 ~ ~ 0 0 239 D2 ~ ~ 0 0 233 D3 ~ ~ 0 0 237 D4 You see the EXIT. ~ ~ 0 0 247 S #239 Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 244 D1 ~ ~ 0 0 240 D2 ~ ~ 0 0 234 D3 ~ ~ 0 0 238 D4 You see the EXIT. ~ ~ 0 0 247 S #240 Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 245 D1 ~ ~ 0 0 241 D2 ~ ~ 0 0 235 D3 ~ ~ 0 0 239 D4 You see the EXIT. ~ ~ 0 0 247 S #241 East Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D0 ~ ~ 0 0 246 D2 ~ ~ 0 0 236 D3 ~ ~ 0 0 240 D4 You see the EXIT. ~ ~ 0 0 247 S #242 North West Corner of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D1 ~ ~ 0 0 243 D2 ~ ~ 0 0 237 D4 You see the EXIT. ~ ~ 0 0 247 S #243 North Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D1 ~ ~ 0 0 244 D2 ~ ~ 0 0 238 D3 ~ ~ 0 0 242 D4 You see the EXIT. ~ ~ 0 0 247 S #244 North Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D1 ~ ~ 0 0 245 D2 ~ ~ 0 0 239 D3 ~ ~ 0 0 243 D4 You see the EXIT. ~ ~ 0 0 247 S #245 North Wall of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D1 ~ ~ 0 0 246 D2 ~ ~ 0 0 240 D3 ~ ~ 0 0 244 D4 You see the EXIT. ~ ~ 0 0 247 S #246 North East Corner of Arena~ You are in the Arena. Remember, if you wish to get out of this Arena, just go up. Ceilings can barely seen in this huge Arena. You feel as if you are being watched by some divine being. ~ 2 8 0 D2 ~ ~ 0 0 241 D3 ~ ~ 0 0 245 D4 You see the EXIT. ~ ~ 0 0 247 S #247 Perching on a small beam.~ You realize that you have bumped your head on a beam while going up from the Temple of Midgaard! You must have dreamed of all this Mud School stuff! Just go back down to the Temple. ~ 2 12 0 D5 You see the Temple of Midgaard. ~ ~ 0 0 3001 S #248 The Center of the Dungeon~ You are in the center of a large room. A faint light from above shows that the floors are all covered with slime. A feeling of dread comes over you as you notice that this is NOT a great place to go. Exits go in all directions. Of special note is the one that brings you back up!!! ~ 2 8 0 D4 You see safety! ~ grate~ 1 -1 234 D0 You see the north wall. ~ ~ 0 0 250 D1 You see the east wall. ~ ~ 0 0 253 D2 You see the south wall. ~ ~ 0 0 255 D3 You see the west wall. ~ ~ 0 0 252 S #249 The North West Corner of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 2 9 0 D1 You see the north wall. ~ ~ 0 0 250 D2 You see the south wall. ~ ~ 0 0 252 S #250 The North Wall of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 2 9 0 D1 You see the north east corner. ~ ~ 0 0 251 D2 You see the center of the dungeon.. ~ ~ 0 0 248 D3 You see the north west corner. ~ ~ 0 0 249 S #251 The North East Corner of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 2 9 0 D2 You see the east wall. ~ ~ 0 0 253 D3 You see the north wall. ~ ~ 0 0 250 S #252 The West Wall of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 2 9 0 D0 You see the north west corner. ~ ~ 0 0 249 D1 You see the center of the dungeon.. ~ ~ 0 0 248 D2 You see the south west corner. ~ ~ 0 0 254 S #253 The East Wall of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 2 9 0 D0 You see the north east corner. ~ ~ 0 0 251 D2 You see the south east corner. ~ ~ 0 0 256 D3 You see the center of the dungeon. ~ ~ 0 0 248 S #254 The South West Corner of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 2 9 0 D0 You see the north wall. ~ ~ 0 0 252 D1 You see the south wall. ~ ~ 0 0 255 S #255 The South Wall of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 2 9 0 D0 You see the center of the dungeon. ~ ~ 0 0 248 D1 You see the south east corner. ~ ~ 0 0 256 D3 You see the south west corner. ~ ~ 0 0 254 S #256 The South East Corner of the Dungeon~ You are against a wall in the dungeon. It is quite dark here. The lack of any windows in the area explains the smell around you. ~ 2 9 0 D0 You see the east wall. ~ ~ 0 0 253 D3 You see the south wall. ~ ~ 0 0 255 S #257 A Room in Mud School~ You are in a room in Mud School. Pastels cover these walls, due to Hatchet's mood for the day. To the west is Furey's Training Room, and to the east is Hatchet's Guild Room. North of you is the next Station of Mud School. There is another sign on the wall. ~ 2 0 1 D0 You see the next station of Mud School. ~ door~ 1 -1 201 D1 You see Hatchet's Guild Room. Go there to practice your skills. ~ ~ 0 0 259 D2 You see the entrance to Mud School. ~ ~ 0 0 200 D3 You see Furey's Training Room. Go there to train your attributes. ~ ~ 0 0 258 E sign~ Welcome to the pre-station of Mud School. To the west is Furey's Training Room. There you will find an adept of Furey, who will help you train your attributes. To find out your attributes, type 'score'. More info about training will be on the sign in that room. To the east is Hatchet's Guild room. There you will find a priest of Hatchet, who will help you practice your skills and spells. To find out your skill and spell abilities, type 'practice'. More info about practicing will be on the sign in that room. After you have trained and practiced, go back here and go north by opening the door north of you (open door north). If you came just to practice or train, you can go back south afterwards. ~ S #258 Furey's Training Room~ You are in Furey's training room. Around you are all sorts of physical and mental training tools. The whole room is filled with magic, holiness, and sweat. There is a sign on the wall. ~ 2 0 1 D1 You see the room you came from, and the room you should go to. ~ ~ 0 0 257 E sign~ Welcome to Furey's training room. Here you can train your attributes. To train an attribute, you need enough practices. To find out how many practice points you have, type 'train' while you are in this room. To train for a specific attribute, type 'train <attr>' where attr is the first 3 letters of the attribute you want increased. It costs 3 practice to increase your prime attribute (the one you started out with a 16) one point up, and 5 practices to increase any other attribute. No attribute can be above 18. Make sure you save some practices, so you can practice skills and spells at Hatchet's Guild Room east 2 rooms from you. ~ S #259 Hatchet's Guild Room~ You are in a room filled with weapons, books, and many combat dummies, some cut and stabbed many times, others burnt to a crisp. The room is filled with sweat and an aura of magic. There is a sign on the wall. ~ 2 0 1 D3 You see the room you came from and the room you should go to. ~ ~ 0 0 257 E sign~ Welcome to Hatchet's Guild Room. Here you will learn your skills and spells. In order to practice them, you need available practices. To find out what spells and skills you can practice and the available practices, type 'practice'. Then, to practice the specific skill, type practice <skill>, where skill is the skill or spell you wish to practice. Practicing increases the amount you know of that spell or skill, up to a certain maximum. When you have practiced all you wish to practice, go west twice to train your attributes, or west and north to continue mudschool. Remember, you need practices to train for attribute increase also, so save some practices for that (don't use them all for skills and spells). ~ S #299 MUD SCHOOL backup room~ Don't go in here. ~ 2 0 1 S #300 Path in the plains~ You are walking on a path situated in the rough plains. You feel the strong winds blow through your hair as you study the beautifull landscaping here. The path continues east, north and west leads to plains and you see the path around Midgaard to the south. ~ 3 0 2 D0 You see the grassy plains. ~ ~ 0 -1 315 D1 You notice nothing special, except that the path in the plains continues. ~ ~ 0 -1 301 D2 Towards the south you notice the citywall of Midgaard. ~ ~ 0 -1 3904 D3 You see the grassy plains. ~ ~ 0 -1 316 S #301 Path in the plains~ You are walking on a path situated in the rough plains. You feel the strong winds blow through your hair as you study the beautifull landscaping here. The path continues east and west. ~ 3 0 2 D1 You notice nothing special, except that the path in the plains continues. ~ ~ 0 -1 302 D3 You notice nothing special, except that the path in the plains continues. ~ ~ 0 -1 300 S #302 Path in the plains~ You are walking on a path situated in the rough plains. You feel the strong winds blow through your hair as you study the beautifull landscaping here. The path continues north and west. ~ 3 0 2 D0 You notice nothing special, except that the path in the plains continues. ~ ~ 0 -1 303 D3 You notice nothing special, except that the path in the plains continues. ~ ~ 0 -1 301 S #303 Path in the plains~ You are walking on a path situated in the rough plains. You feel the strong winds blow through your hair as you study the beautifull landscaping here. The path leads north and south. To the east and the west you have the grassy plains. ~ 3 0 2 D0 You notice nothing special, except that the path in the plains continues. ~ ~ 0 -1 304 D1 To the east you notice the grassy plains. ~ ~ 0 -1 317 D2 You notice nothing special, except that the path in the plains continues. ~ ~ 0 -1 302 D3 To the west you can see more of the beautifull grassy plains. ~ ~ 0 -1 315 S #304 Path in the plains~ You are walking on a path situated in the rough plains. You feel the strong winds blow through your hair as you study the beautifull landscaping here. The Path leads north and south. ~ 3 0 2 D0 The path continues north as small foothills begins to appear. ~ ~ 0 -1 305 D2 The path leads south towards the town. ~ ~ 0 -1 303 S #305 Path in the plains~ You are walking on a path situated in the rough plains. You feel the strong winds blow through your hair as you watch the beautifull landscaping here. To the east and west you see the grassy plains. The path extends into small foothills to the north and also continues south. ~ 3 0 2 D0 The path continues into the small foothills. ~ ~ 0 -1 306 D1 You see the grassy plains here. ~ ~ 0 -1 321 D2 The path continues towards Midgaard. ~ ~ 0 -1 304 D3 You see the grassy plains here. ~ ~ 0 -1 320 S #306 Path in foothills~ You are on the path leading through the small foothills. The wind blow through your hair as you study the beautifull landscaping here. From the north you sense a certain freshness. The path continues east and south. You smell freshness from north. ~ 3 0 2 D0 You see grassy plains and perhaps some crystal clear water. ~ ~ 0 -1 326 D1 The path continues towards east here. ~ ~ 0 -1 307 D2 The path in the plains wind through the small foothills. ~ ~ 0 -1 305 S #307 Path in foothills~ You are walking on a path situated in the small foothills. The winds are more than average here but it feels nice. You can follow the path east or west. ~ 3 0 2 D1 The path continues in the foothills ~ ~ 0 -1 308 D3 To the west the path takes a bend southwards. ~ ~ 0 -1 306 S #308 Path in the foothills~ You are walking on a narrow path in the foothills. You feel the strong winds blow through your hair as you study the beautifull landscaping here. The path goes north and west. ~ 3 0 2 D0 The narrow path through the foothils turns left here. ~ ~ 0 -1 309 D3 To the west you can see the path continues. ~ ~ 0 -1 307 S #309 Path in the foothills~ You are walking on a path situated in foothills. To the west you sense a certain freshness and the path continues south and east. ~ 3 0 2 D1 You see the path continues in the foothills. ~ ~ 0 -1 310 D2 You see the path continues in the foothills. ~ ~ 0 -1 308 D3 You see grassy plains and perhaps some crystal clear water. ~ ~ 0 -1 326 S #310 Path in the foothills~ You are walking on a long path in the east-west direction. The surroundings are green, vegitated foothills. You are able to force your way through some dense plants to the north. ~ 3 0 2 D0 You can't really see much through the vegitation on the foothills. ~ ~ 0 -1 327 D1 To the east you notice that the path continues towards a T-intersection. ~ ~ 0 -1 311 D3 You just see the path through the foothills. ~ ~ 0 -1 309 S #311 Path in the foothills~ You are walking on the long, narrow path through the foothills. To your east you see a T-intersection and to the west the path continues far. ~ 3 0 2 D1 You can go to the T-intersection this way. ~ ~ 0 -1 312 D3 You can see the long path through the plains. ~ ~ 0 -1 310 S #312 The path intersection~ You are standing on an intersection between 3 path's. To the west you can follow a long, narrow path through the foothills. To the north a wide path leads to the Village of Ofcol and an ancient path leads towards the south. ~ 3 0 2 D0 The wide road to Ofcol runs here. ~ ~ 0 -1 313 D2 Here is a partially hidden, ancient looking path. ~ ~ 0 -1 332 D3 You can see the long narrow path running through the foothills. ~ ~ 0 -1 311 S #313 Road to Ofcol~ You are walking on a wide road with trail marks on it. To the north you can the the village of Ofcol and to the south there is the T-intersection. You can enter the foothills towards west, as the foothills to your east are way to steep for you to climb. ~ 3 0 2 D0 The road continues towards Ofcol. ~ ~ 0 -1 314 D2 You can see the T-intersection in the souther direction. ~ ~ 0 -1 312 D3 You think you can climb these foothills. ~ ~ 0 -1 327 S #314 Outside Ofcol~ You are standing outside the village of Ofcol. The village looks very small, but still a nice and safe place to stay. You may enter the city to the north or journey towards the T-intersection in the southern direction. ~ 3 0 2 D0 You notice a sign saying : Stranger we welcome you to the peaceful city of Ofcol. ~ ~ 0 -1 5550 D2 Here you see the road go towards the intersection. ~ ~ 0 -1 313 S #315 Gallow hill~ You walk in the grassy plains. On this little hill you can see two gallows, with rotting human tissue hanging from the robe. There is a sign here. ~ 3 0 4 D0 The plains extend far to the north. ~ ~ 0 -1 320 D1 To the east you can see a small path in the plains. ~ ~ 0 -1 303 D2 To the south you can see a small path in the plains. ~ ~ 0 -1 300 D3 The plains extend far to the west. ~ ~ 0 -1 318 E sign~ The sign says: Loyal citizens of Midgaard. These are the earthly remains of the two heretics 'Dim' and 'Gamma' of this world. Having forged them- selves to immortality, they called upon themselves the anger of the implementators. Let this be a lesson too all ..... -- the Powers that Be. ~ S #316 Grassy plains~ You walk in the grassy plains among the herbs which grow here. The wind is strong and rough. Far to the north you can see the foothills and further on mountainpeaks are visible. ~ 3 0 4 D0 The plains extend far to the north. ~ ~ 0 -1 318 D1 When you look to the east you notice at small path. ~ ~ 0 -1 300 D2 To the south you can see the city of Midgaard. ~ ~ 0 -1 -1 D3 The plains is gradually replaced with light forrest in this direction. ~ ~ 0 -1 -1 S #317 Grassy plains~ You walk in the grassy plains among the herbs which grow here. The wind is strong and rough. Far to the north you can see the foothills and further on mountainpeaks are visible. City of Midgaard is to the south but so are some VERY steep slopes. ~ 3 0 4 D0 The plains extend far to the north. ~ ~ 0 -1 321 D1 The plains extend far to the east. ~ ~ 0 -1 338 D2 Some VERY steep slopes prevent you from going this way, it might kill you. ~ ~ 0 -1 345 D3 A small path is running through the plains. ~ ~ 0 -1 303 S #318 Grassy plains~ You walk in the beautifull grassy plains. The wind is strong and rough. Far to the north you can see the foothills and further on mountainpeaks are visible. ~ 3 0 4 D0 The plains extend far to the north. ~ ~ 0 -1 319 D1 The plains extend far to the east. ~ ~ 0 -1 315 D2 The plains extend far to the south. ~ ~ 0 -1 316 D3 The plains is gradually replaced with light forrest in this direction. ~ ~ 0 -1 -1 S #319 Grassy plains~ You walk in the grassy plains among the herbs which grow here. The wind is strong and rough. To the north you can see the foothills and just behind mountainpeaks are visible. ~ 3 0 4 D0 To the north, the plains extend into small foothills, behind a small hill you notice something.... ~ ~ 0 -1 330 D1 The plains extend far to the east. ~ ~ 0 -1 320 D2 The plains extend far to the south. ~ ~ 0 -1 318 D3 The plains is gradually replaced with light forrest in this direction. ~ ~ 0 -1 -1 S #320 Grassy plains~ You walk in some grassy plains. The wind is strong and rough. To the north you can see the foothills and further on mountainpeaks are visible. ~ 3 0 4 D0 The plains extend into small foothills to the north. ~ ~ 0 -1 322 D1 East of here you see a winding path in the plains. ~ ~ 0 -1 305 D2 The plains extend far to the south. ~ ~ 0 -1 315 D3 The plains extend far to the west. ~ ~ 0 -1 319 S #321 Grassy plains~ You walk in the grassy plains. The wind is fairly strong. ~ 3 0 4 D1 The plains extend far to the east. ~ ~ 0 -1 338 D2 The plains extend far to the south. ~ ~ 0 -1 317 D3 A small path is running through the plains. ~ ~ 0 -1 305 S #322 Grassy foothills~ You walk in the grassy Foothills north of the plains. The wind is rough. To the north you can see foothills and just behind them mountainpeaks are visible. ~ 3 0 4 D0 The small foothills extend info foothills far to the north. ~ ~ 0 -1 324 D1 East of here the foothills are lower, you notice a small pool. ~ ~ 0 -1 326 D2 The small foothills extend into plains far to the south. ~ ~ 0 -1 320 D3 The small foothills extend far to the west. ~ ~ 0 -1 330 S #323 The steep foothills~ You walk in the steep foothills. It is rather hard to move here. To the north you can see the mountains. Several pinetrees is growing here, making the place look dark and evil. ~ 3 0 4 D0 The mountains block your way. ~ ~ 0 -1 -1 D1 The foothills extend far to the east. ~ ~ 0 -1 324 D2 The foothills extend far down to the south, In the horizon you can see the City of Midgaard. ~ ~ 0 -1 330 D3 To the west mountains block your way. ~ ~ 0 -1 -1 E pine tree trees pines~ You notice nothing special about the pines, it just so ... quiet here. ~ E mountains~ The mountains seems dark and allmost alive, as they contrast against the sky. ~ S #324 The steep foothills~ You are walking in the steep foothills. It is rather hard to move here. To the north you can see the mountains towering over you. Several pinetrees grow here ~ 3 0 4 D0 The mountains block you way to the north there is NO way you can make it that way. ~ ~ 0 -1 -1 D1 The foothills extend far to the east. ~ ~ 0 -1 325 D2 The foothills extend downwards to the south. In the horizon you can see the City Of Midgaard. ~ ~ 0 -1 322 D3 The foothills extend far to the west. ~ ~ 0 -1 323 E mountains~ The mountains seems dark and allmost alive, as they contrast against the sky. ~ E pine tree trees pines~ The all too quiet trees suggest that something roams theese woods..... ~ S #325 The steep foothills~ You are walking in the steep foothills. It is rather hard to move here. Further to the north you can see the mountains towering over you. Several pinetrees grow here. ~ 3 0 4 D0 The mountains block you way to the north there is NO way you can make it that way. ~ ~ 0 -1 -1 D1 The foothills extend into smaller hills far to the east. ~ ~ 0 -1 327 D2 A steep slope runs down to a small pool here. ~ ~ 0 -1 326 D3 The foothills extend far to the west. ~ ~ 0 -1 324 S #326 The pool in the foothills~ You are standing by a pool in the small foothills, It is of crystal clear wather and icily cold for some reason. A steep slope rises up into the foothills to the north. Behind them ... the mountains. ~ 3 0 4 D0 It looks like quite a climb... ~ ~ 0 -1 325 D1 To the east you notice a small path in the foothills. ~ ~ 0 -1 309 D2 To the south a path winds its way south into the plains. ~ ~ 0 -1 306 D3 The foothills extend far to the west. ~ ~ 0 -1 322 E pool~ The pool is crytal clear, but as you look into it you notice that you can't see the bottom of it ... it must be pretty deep. ~ S #327 The foothills~ You are walking in some foothills. It is rather hard to move here. Further to the north you can see the mountains towering over you. Several pinetrees grow here. ~ 3 0 4 D0 The mountains block you way to the north there is NO way you can make it that way. ~ ~ 0 -1 -1 D1 To the east you notice a small path in the foothills. ~ ~ 0 -1 313 D2 To the south a steep slope runs down to a small path in the foothills. ~ ~ 0 -1 310 D3 The foothills extend far to the west. ~ ~ 0 -1 325 S #330 In front of hut in foothills~ You are standing in the foothills. To the west, well hidden among the small foothills and pines, you see a small hut. To the north you can see the foothills, and some pineforrest. Further on mountainpeaks are visible. ~ 3 0 4 D0 The steep foothills seems hard to climb ~ ~ 0 -1 323 D1 The foothills extend far to the east. ~ ~ 0 -1 322 D2 To the south the foothills extend into plains far to the south. ~ ~ 0 -1 319 D3 You see a small crumbled Hut here, must be a hermit living here. ~ ~ 2 -1 331 S #331 Hermits hut~ You are inside the hermits hut. It is rather old, but serves it purpose It keeps its habitant from the rough winds and dangerous beasts of the plains and foothills. There is a small fireplace here. ~ 3 8 0 D1 Through the door you can see the foothills. ~ ~ 2 -1 330 E fireplace~ This is your typical fireplace, the hermit probably use it to cook on. ~ S #332 The ancient path~ You are moving on an ancient path. The path is slightly covered with leaves and twitches. To the north you can see the T-crossing and the path continues south. ~ 3 0 3 D0 As you look to the north you see a T-intersection. ~ ~ 0 -1 312 D2 The ancient path continues through the plains. ~ ~ 0 -1 333 S #333 The ancient path~ You are standing on the ancient path which runs in the north- south direction. The path is hardly visible here but still it has clear markings of it's where abouts. You can follow the path north or south. ~ 3 0 3 D0 You see the ancient path. ~ ~ 0 -1 332 D2 You trace the path carefully and se no immediate dangers. ~ ~ 0 -1 334 S #334 The ancient path~ You are standing on the ancient path which runs in the north- south direction. You can follow the path north or south where it takes a turn eastwards. ~ 3 0 3 D0 You see the ancient path. ~ ~ 0 -1 333 D2 You trace the path carefully and se no immidiate dangers. ~ ~ 0 -1 335 S #335 The ancient path~ The Path runs north and east from here. You notice some well hidden markers, placed along the side of the path. ~ 3 0 3 D0 You see the ancient path winding it's way north from here. Looks safe. ~ ~ 0 -1 334 D1 Further ahead you see a bridge over a small creak. ~ ~ 0 -1 336 E markers~ The markers seems like normal stones, but the way they are arranged makes you think there is something special about them. ~ S #336 The wooden bridge~ You have stepped upon a wooden bridge. It looks old but also faily safe to cross. It is made of a tree-sort you haven't seen around as ar as you know. ~ 3 0 2 D1 The path continues, further ahead you notice some rock formations. ~ ~ 0 -1 337 D3 The ancient path leads west and turns north further ahead. ~ ~ 0 -1 335 E rock formation formations~ The rock formations are made of 7 huge, monolith like stones, placed in a symbolic circle. You notice it's possible to enter the ring. ~ S #337 The ancient path~ You find yourself located between the bridge and the rock formations. As you approach the formations you begin to realize the true size of them, about 15 ft tall and almost perfect rectangular shape. You feel impressed with the awesome sight. ~ 3 0 3 D1 To the east you enter the ring of stones. You wonder if it's safe. ~ ~ 0 -1 339 D3 To the west the ancient path leads across the wooden bridge. ~ ~ 0 -1 336 E rock formation formations~ The rock formations are made of 7 huge, monolith like stones, placed in a symbolic circle. You notice it's possible to enter the ring. ~ S #338 Grassy plains~ You walk in the grassy plains among the herbs which grow here. The wind is strong and rough. Far to the north you can see the foothills and further on mountainpeaks are visible. VERY steep, and dangerous slopes is just south and east of here. To the east you notice some sort of stoneformation and further away you can just see some mountains which must be famous Moria. ~ 3 0 4 D0 The plains extend far to the north. ~ ~ 0 -1 321 D1 Some VERY steep slopes prevent you from going this way, it might kill you. ~ ~ 0 -1 345 D2 Some VERY steep slopes prevent you from going this way, it might kill you. ~ ~ 0 -1 345 D3 The plains extend far to the east. ~ ~ 0 -1 317 S #339 The Stones of G'harne~ You are in the center of 7, 15 ft tall monolith like black stones. In the center of the ring formed by the monolith you can't help noticing a big sacrifice altar. The ground is covered with dirt, but the altar shows no sign of such. West of here is the ancient path. ~ 3 0 2 D3 You see the ancient path and the wooden bridge here. ~ ~ 0 -1 337 D5 You see a tunnel down there. ~ ~ 0 -1 340 E stones g'harne monolith~ The giant stones are made of a material you haven't seen before. It resembles black marble, but somehow feels different. The stones of G'harne towers above you in a height of 15 ft. ~ E altar sacrifice~ You move closer to examine the sacrifice altar of G'harne. The altar is about 3 ft high, 10 ft long and 4 ft wide. It has engraved pictures of death rituals and horrifying worms. ~ E death rituals worms engraving picture~ The pictures are depicting evil rituals. You see druid's pouring blood over herbs on an alter like this one. There are people calling giant worms into existance with dark spells and other doom like symbols. ~ S #340 Dark smelly tunnels~ You are standing in a gloomy tunnel leading south and west, right under the altar of G'harne. The walls are covered with a smelly slime and small rotting pieces of a meat like substance, fills the air with an unbearable stench. You might be able to force your way up into fresh air from here. ~ 3 265 0 D2 ~ ~ 0 -1 341 D3 ~ ~ 0 -1 342 D4 You welcome the sight of fresh air. ~ ~ 0 -1 339 E meat rotting slime substance~ You try to examine the substance closer, but must refrain from this as all you really want to do is puke. You puke. ~ S #341 Dead end of tunnel~ The tunnel comes to an abrupt end here. It simply looks like it hasn't been excavated further. North of here the tunnel makes a turn east. ~ 3 265 0 D0 ~ ~ 0 -1 340 S #342 Dark smelly tunnels~ You are standing in a gloomy tunnel leading east and west, The walls are covered with a smelly slime and small rotting pieces of a meat like substance, fills the air with an unbearable stench. ~ 3 265 0 D1 The tunnel continues in this direction. ~ ~ 0 -1 340 D3 The tunnel continues in this direction. ~ ~ 0 -1 343 E meat rotting slime substance~ You try to examine the substance closer, but must refrain from this as all you really want to do is puke. You puke. ~ S #343 Dark smelly tunnels~ You are standing in a small smelly tunnel under the plains. The smell is growing stronger to the west, so is the density of the slime and other undeterminable substances.... ~ 3 256 0 D1 The unberable stench is less intensive in this direction. ~ ~ 0 -1 342 D3 The tunnel seems to extend into some kind of cave........ ~ ~ 0 -1 344 E slime substance~ BWADR! ... ~ S #344 The Hall of G'harne~ You stand in the hall of G'harne. The walls are dressed with strange carving, symbolising human sacrifice and people worshipping giant worms. Disgusting slime and gore are also very dominant in your view of this room. ~ 3 265 0 D1 It looks like a good idear just to run in this direction.... ~ ~ 0 -1 343 E slime gore~ You puke. ~ S #345 Steep slope~ You try too climb down the slope. > You slip! You fall and tumble..... You hit your head HARD. You massacre your head to small pieces. You die..... You've fallen, and you can't get up!!! ~ 3 4 2 S #400 The Front of the Inn~ You are standing on a well-worn path which opens into a clearing. An old, wooden building is here with smoke billowing from its chimney. A painted sign is visible on the porch to the west. You could go north or south around the building or leave this place and return to the forest. ~ 4 0 3 D0 You can go north around the inn. ~ ~ 0 0 401 D1 Back through the trees to the Miden'Nir. ~ ~ 0 0 3505 D2 You can go south around the inn. ~ ~ 0 0 402 D3 The front door of the warm, friendly inn beckons. ~ ~ 0 0 404 E sign~ The sign reads: The Woodsman Bed, Breakfast, Good Conversation ~ S #401 North of the Inn~ You are standing north of the inn. Things don't look much different from this angle, though there is a window to the south if youd like to peek inside. The air here is filled with smells of smoke and cooking. East, the front porch is waiting for you... or you can see if there is a back door. ~ 4 0 3 D1 This way takes you to the front of the Inn. ~ ~ 0 0 400 D3 This way will lead you behind the inn. ~ ~ 0 0 410 S #402 South of the Inn~ You are standing south of the inn. The noise from within is quite loud, but consists mainly of boisterous conversation. You could easily go north and enter through the front door, or west and to the rear of the establishment. From a tiny trail leading south, you hear a muffled cry. ~ 4 0 3 D0 This way leads to the front of the inn. ~ ~ 0 0 400 D3 This way leads to the back of the inn. ~ ~ 0 0 403 D2 You hear a muffled cry, but cannot see the source! ~ ~ 0 0 405 S #403 Behind the Inn~ You now stand behind the inn. The smell here is not so pleasant as the keeper and his help throw a good deal of garbage here. A couple of piles of rubbish arre to the west, but you will smell the worse for meddling there. As a clean alternative, you can go north or east around the inn. ~ 4 0 3 D0 You can go around the inn this way. ~ ~ 0 0 410 D1 You can go around the inn this way. ~ ~ 0 0 402 D3 Only rats and fool adventurers play in garbage. ~ ~ 0 0 408 S #404 The Woodsman~ You are in the common room of the Woodsman. A thin haze of smoke sits in the air here. People are all about eating, drinking, but mostly just talking in as loud a voice as possible. Everything seems quite friendly. The bar is just north of here. To the east, you catch a glimpse of a man waving for you to come to him. If you'd rather have your own table, one is just being vacated to the south. ~ 4 0 1 D0 The bar is here, manned by the jolly innkeeper. ~ ~ 0 0 406 D1 You can leave now and return to fresher air. ~ ~ 0 0 400 D2 An empty table is a rare commodity. ~ ~ 0 0 409 D3 A man, clad in a rustic cloak is waving to you. ~ ~ 0 0 407 S #405 The Ambush Point~ This is a overgrown foot-trail south of the inn. It leads west, but you would be hard pressed to follow it far. A young boy sits here on the dirt, nursing his many bruises and cuts. He looks glad to see you. ~ 4 0 3 D0 The inn lies to the north, its occupants oblivious to this scene. ~ ~ 0 0 402 D3 Far in the distance, two horsemen escape on this trail. ~ ~ 0 0 411 S #406 The Bar~ Many people sit here, enjoying the food, drink and hospitaity of the innkeeper. If you do not like the reguars here, you can leave south and retrun to the common room. As you look at the various drinks and dishes other people have, the innkeeper comes up to you, smiles and gives a hardy, "What may I do for you stranger?" ~ 4 0 1 D2 You may retreat south back to the common room. ~ ~ 0 0 404 E innkeeper keeper bartender~ This man smiles at you and seems quite happy. You reaize that you can talk to him by typing 'look at <word>' where word is a one word topic you'd like to discuss. ~ E name~ He seems delighted that you want to talk to him. "My name is Andros." ~ E job work~ "Why I am the Innkeeper, of course." Andros chuckles. ~ E slavers trouble~ Andros frowns, "Well to be quite honest, we've been having a bit of trouble with some slavers lately. They've been taking the children. The poor bard's niece was their latest prize." ~ E boy child children ambush~ "Oh no, they tried to take Billy!! Damn them, haven't they got enough of our children? They are nothing but a bunch of slavers. I'd thought they'd left for good." ~ E bard man~ Andros points to the southwest corner of the bar. "Thats the poor man, he's been looking for his niece for weeks now. I know they have her, but no one we know can track those good for nothing bandits. So, we offered a reward, but alas, no one has claimed." ~ E reward payment~ "Oh yes, no less than 10000 coins. I put up half myself. Anything to help a friend. To collect, you have to get the niece, see me and enter the command n." ~ S #407 The Bard's Table~ A melancholy man sits here in a dirty cloak and boots. He is nursing a liquor so strong you can smell it from where you are standing. He motions you to sit with him and share his sad tale. ~ 4 0 1 D1 You are able to leave this man in his misery by going east. ~ ~ 0 0 404 E bard man melancholy~ He looks sad, as of he has just borne a great loss. Also, by the condition of his clothes, you can tell he has been travelling a long time through rough terrain. ~ E name~ He sighs, "My name is Rescuer, but I am afraid it is a deceiving name." ~ E job profession work~ "I used to be a traveling bard, but now I can only search for my poor missing niece." ~ E niece missing~ "She was taken, nearly ten days ago, by the slavers." ~ E slavers taken~ "Yes, they took her on a trail just south of here. I tracked them to an abandoned house, but her abductors were nowhere to be found." ~ E house hideout~ "There is a run down house to the west of here. I thought it was the slaver hideout, but it seems I was wrong. Hope is lost, the slavers can be many miles distant by now. I wish someone could help me find her." ~ E reward find help payment~ "I am offering a good reward for anyone that can bring her to me. See the innkeeper for details." ~ S #408 Garbage dump~ You stand knee deep in garbage. YECH!!! It smells terrible and who knows what vermin live in these piles of filth... ~ 4 0 3 D1 You can return to cleaner lands this way. ~ ~ 0 0 403 S #409 A Quieter section of the Inn~ There seems to be no one in this end of the Woodsman, probably a safe place to rest and lick your wounds... ~ 4 0 3 D0 Back to the main Inn. ~ ~ 0 0 404 S #410 Behind the Inn~ You are behind the inn still. You can go to the north of the inn by going east, or you can go south around the inn the other way. ~ 4 0 3 D1 You can go around the inn this way. ~ ~ 0 0 401 D2 You can go around the inn this way. ~ ~ 0 0 403 S #411 A dead end trail~ Wherever those horsemen went they aren't here. Maybe they had supernatural help... ~ 4 0 3 D1 Back to ambush point. ~ ~ 0 0 405 S #1001 In the air...~ You are flying! Currently you are about 40 meters above the ground north of the city. It seems like you can see forever! ~ 30 0 9 D0 Gusting winds blow from this direction. ~ ~ 0 0 1001 D1 More of the same. ~ ~ 0 0 1006 D2 More of the same. ~ ~ 0 0 1002 D3 Gusting winds blow from this direction. ~ ~ 0 0 1001 D4 More of the same. ~ ~ 0 0 1021 S #1002 In the air...~ You are flying! Currently you are about 20 meters above the inside wall of West Midgaard. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1001 D1 More of the same. ~ ~ 0 0 1007 D2 More of the same. ~ ~ 0 0 1003 D3 Gusting winds are coming from that direction. ~ ~ 0 0 1002 D4 More of the same. ~ ~ 0 0 1022 S #1003 In the air...~ You are flying! Currently you are about 20 meters above the west gate of Midgaard. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1002 D1 More of the same. ~ ~ 0 0 1008 D2 More of the same. ~ ~ 0 0 1004 D3 Gusting winds are coming from that direction. ~ ~ 0 0 1003 D4 More of the same. ~ ~ 0 0 1023 S #1004 In the air...~ You are flying! Currently you are about 40 meters above Wall Road. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1003 D1 More of the same. ~ ~ 0 0 1009 D2 More of the same. ~ ~ 0 0 1005 D3 Gusting winds are soming from this direction. ~ ~ 0 0 1004 D4 More of the same. ~ ~ 0 0 1024 S #1005 In the air...~ You are flying! Currently you are about 40 meters above Wall Road. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1004 D1 More of the same. ~ ~ 0 0 1010 D2 Gusting winds are coming from that direction. ~ ~ 0 0 1005 D3 Gusting winds are coming from that direction. ~ ~ 0 0 1005 D4 More of the same. ~ ~ 0 0 1025 S #1006 In the air...~ You are flying! Currently you are about 40 meters above the ground north of Midgaard. It seems like you can see forever! ~ 30 0 9 D0 Gusting winds blow from the north. ~ ~ 0 0 1006 D1 More of the same. ~ ~ 0 0 1011 D2 More of the same. ~ ~ 0 0 1007 D3 More of the same. ~ ~ 0 0 1001 D4 More of the same. ~ ~ 0 0 1026 S #1007 In the air...~ You are flying! Currently you are about 20 meters above the magic shop. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1006 D1 More of the same. ~ ~ 0 0 1012 D2 More of the same. ~ ~ 0 0 1008 D3 More of the same. ~ ~ 0 0 1002 D4 More of the same. ~ ~ 0 0 1027 S #1008 In the air...~ You are flying! Currently you are about 40 meters above Main Street. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1007 D1 More of the same. ~ ~ 0 0 1013 D2 More of the same. ~ ~ 0 0 1009 D3 More of the same. ~ ~ 0 0 1003 D4 More of the same. ~ ~ 0 0 1028 S #1009 In the air...~ You are flying! Currently you are about 20 meters above the Mage Guild Hall It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1008 D1 More of the same. ~ ~ 0 0 1014 D2 More of the same. ~ ~ 0 0 1010 D3 More of the same. ~ ~ 0 0 1004 D4 More of the same. ~ ~ 0 0 1029 S #1010 In the air...~ You are flying! Currently you are about 40 meters above Poor Alley. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1009 D1 More of the same. ~ ~ 0 0 1015 D2 Gusting winds come from the south. ~ ~ 0 0 1010 D3 More of the same. ~ ~ 0 0 1005 D4 More of the same. ~ ~ 0 0 1030 S #1011 In the air...~ You are flying! Currently you are about 40 meters above the ground north of Midgaard. It seems like you can see forever! ~ 30 0 9 D0 Gusting winds come from the north. ~ ~ 0 0 1011 D1 More of the same. ~ ~ 0 0 1016 D2 More of the same. ~ ~ 0 0 1012 D3 More of the same. ~ ~ 0 0 1006 D4 More of the same. ~ ~ 0 0 1031 S #1012 In the air...~ You are flying! Currently you are about 20 meters above the bakery. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1011 D1 More of the same. ~ ~ 0 0 1017 D2 More of the same. ~ ~ 0 0 1013 D3 More of the same. ~ ~ 0 0 1007 D4 More of the same. ~ ~ 0 0 1032 S #1013 In the air...~ You are flying! Currently you are about 40 meters above Main Street. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1012 D1 More of the same. ~ ~ 0 0 1018 D2 More of the same. ~ ~ 0 0 1014 D3 More of the same. ~ ~ 0 0 1008 D4 More of the same. ~ ~ 0 0 1033 S #1014 In the air...~ You are flying! Currently you are about 20 meters above Armoury. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1013 D1 More of the same. ~ ~ 0 0 1019 D2 More of the same. ~ ~ 0 0 1015 D3 More of the same. ~ ~ 0 0 1009 D4 More of the same. ~ ~ 0 0 1034 S #1015 In the air...~ You are flying! Currently you are about 40 meters above Poor Alley. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1014 D1 More of the same. ~ ~ 0 0 1020 D2 Gusting winds come from the south. ~ ~ 0 0 1015 D3 More of the same. ~ ~ 0 0 1010 D4 More of the same. ~ ~ 0 0 1035 S #1016 In the air...~ You are flying! Currently you are about 10 meters above the temple spire of Midgaard It seems like you can see forever! ~ 30 0 9 D0 Gusting winds come from the north. ~ ~ 0 0 1016 D1 Gusting winds come from the east. ~ ~ 0 0 1016 D2 More of the same. ~ ~ 0 0 1017 D3 More of the same. ~ ~ 0 0 1011 D4 More of the same. ~ ~ 0 0 1036 S #1017 In the air...~ You are flying! Currently you are about 40 meters above the Temple Square. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1016 D1 Gusting winds come from the east. ~ ~ 0 0 1017 D2 More of the same. ~ ~ 0 0 1018 D3 More of the same. ~ ~ 0 0 1012 D4 More of the same. ~ ~ 0 0 1037 D5 More of the same ~ ~ 0 0 3057 S #1018 In the air...~ You are flying! Currently you are about 40 meters above Market Square. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1017 D1 Gusting winds come from the east. ~ ~ 0 0 1018 D2 More of the same. ~ ~ 0 0 1019 D3 More of the same. ~ ~ 0 0 1013 D4 More of the same. ~ ~ 0 0 1038 S #1019 In the air...~ You are flying! Currently you are about 40 meters above Market and Commons. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1018 D1 Gusting winds come from the east. ~ ~ 0 0 1019 D2 More of the same. ~ ~ 0 0 1020 D3 More of the same. ~ ~ 0 0 1014 D4 More of the same. ~ ~ 0 0 1039 S #1020 In the air...~ You are flying! Currently you are about 40 meters above ground, overlooking the Common Square. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1019 D1 Gusting winds come from the east. ~ ~ 0 0 1020 D2 Gusting winds come from the south. ~ ~ 0 0 1020 D3 More of the same. ~ ~ 0 0 1015 D4 More of the same. ~ ~ 0 0 1040 S #1021 In the air...~ You are flying! Currently you are about 60 meters above the ground just north of Midgaard. It seems like you can see forever! ~ 30 0 9 D0 Gusting winds come from the north. ~ ~ 0 0 1021 D1 More of the same. ~ ~ 0 0 1026 D2 More of the same. ~ ~ 0 0 1022 D3 Gusting winds come from the west. ~ ~ 0 0 1021 D4 Gusting winds come from above. ~ ~ 0 0 1021 D5 More of the same. ~ ~ 0 0 1001 S #1022 In the air...~ You are flying! Currently you are about 40 meters above the west gate of midgaard. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1021 D1 More of the same. ~ ~ 0 0 1027 D2 More of the same. ~ ~ 0 0 1023 D3 Gusting winds come from the west. ~ ~ 0 0 1022 D4 Gusting winds come from above. ~ ~ 0 0 1022 D5 More of the same. ~ ~ 0 0 1002 S #1023 In the air...~ You are flying! Currently you are about 60 meters above west gate of Midgaard. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1022 D1 More of the same. ~ ~ 0 0 1028 D2 More of the same. ~ ~ 0 0 1024 D3 Gusting winds come from the west. ~ ~ 0 0 1023 D4 Gusting winds come from above. ~ ~ 0 0 1023 D5 More of the same. ~ ~ 0 0 1003 S #1024 In the air...~ You are flying! Currently you are about 60 meters above wall road. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1023 D1 More of the same. ~ ~ 0 0 1029 D2 More of the same. ~ ~ 0 0 1025 D3 Gusting winds come from the west. ~ ~ 0 0 1024 D4 Gusting winds come from above. ~ ~ 0 0 1024 D5 More of the same. ~ ~ 0 0 1004 S #1025 In the air...~ You are flying! Currently you are about 60 meters above wall road. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1024 D1 More of the same. ~ ~ 0 0 1030 D2 Gusting winds come from the south. ~ ~ 0 0 1025 D3 Gusting winds come from the west. ~ ~ 0 0 1025 D4 Gusting winds come from above. ~ ~ 0 0 1025 D5 More of the same. ~ ~ 0 0 1005 S #1026 In the air...~ You are flying! Currently you are about 60 meters above the ground north of Midgaard. It seems like you can see forever! ~ 30 0 9 D0 Gusting winds come from the north. ~ ~ 0 0 1026 D1 More of the same. ~ ~ 0 0 1031 D2 More of the same. ~ ~ 0 0 1027 D3 More of the same. ~ ~ 0 0 1021 D4 Gusting winds come from above. ~ ~ 0 0 1026 D5 More of the same. ~ ~ 0 0 1006 S #1027 In the air...~ You are flying! Currently you are about 40 meters above the magic shop. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1026 D1 More of the same. ~ ~ 0 0 1032 D2 More of the same. ~ ~ 0 0 1028 D3 More of the same. ~ ~ 0 0 1022 D4 Gusting winds come from above. ~ ~ 0 0 1027 D5 More of the same. ~ ~ 0 0 1007 S #1028 In the air...~ You are flying! Currently you are about 60 meters above main street. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1027 D1 More of the same. ~ ~ 0 0 1033 D2 More of the same. ~ ~ 0 0 1029 D3 More of the same. ~ ~ 0 0 1023 D4 Gusting winds come from above. ~ ~ 0 0 1028 S #1029 In the air...~ You are flying! Currently you are about 40 meters above the mage guild. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1028 D1 More of the same. ~ ~ 0 0 1034 D2 More of the same. ~ ~ 0 0 1030 D3 More of the same. ~ ~ 0 0 1024 D4 Gusting winds come from above. ~ ~ 0 0 1029 D5 More of the same. ~ ~ 0 0 1009 S #1030 In the air...~ You are flying! Currently you are about 60 meters above poor alley. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1029 D1 More of the same. ~ ~ 0 0 1035 D2 Gusting winds come from the south. ~ ~ 0 0 1030 D3 More of the same. ~ ~ 0 0 1025 D4 Gusting winds come from above. ~ ~ 0 0 1030 D5 More of the same. ~ ~ 0 0 1010 S #1031 In the air...~ You are flying! Currently you are about 60 meters above the ground north of midnaard. It seems like you can see forever! ~ 30 0 9 D0 Gusting winds come from the north. ~ ~ 0 0 1031 D1 More of the same. ~ ~ 0 0 1036 D2 More of the same. ~ ~ 0 0 1032 D3 More of the same. ~ ~ 0 0 1026 D4 Gusting winds come from above. ~ ~ 0 0 1031 D5 More of the same. ~ ~ 0 0 1011 S #1032 In the air...~ You are flying! Currently you are about 40 meters above bakery and cleric guild. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1031 D1 More of the same. ~ ~ 0 0 1037 D2 More of the same. ~ ~ 0 0 1033 D3 More of the same. ~ ~ 0 0 1027 D4 Gusting winds come from above. ~ ~ 0 0 1032 D5 More of the same. ~ ~ 0 0 1012 S #1033 In the air...~ You are flying! Currently you are about 60 meters above main street. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1032 D1 More of the same. ~ ~ 0 0 1038 D2 More of the same. ~ ~ 0 0 1034 D3 More of the same. ~ ~ 0 0 1028 D4 Gusting winds come from above. ~ ~ 0 0 1033 D5 More of the same. ~ ~ 0 0 1013 S #1034 In the air...~ You are flying! Currently you are about 40 meters above the armoury. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1033 D1 More of the same. ~ ~ 0 0 1039 D2 More of the same. ~ ~ 0 0 1035 D3 More of the same. ~ ~ 0 0 1029 D4 Gusting winds come from above. ~ ~ 0 0 1034 D5 More of the same. ~ ~ 0 0 1014 S #1035 In the air...~ You are flying! Currently you are about 60 meters above poor alley. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1034 D1 More of the same. ~ ~ 0 0 1040 D2 Gusting winds come from the south. ~ ~ 0 0 1035 D3 More of the same. ~ ~ 0 0 1030 D4 Gusting winds come from above. ~ ~ 0 0 1035 D5 More of the same. ~ ~ 0 0 1015 S #1036 In the air...~ You are flying! Currently you are about 30 meters above the temple spire. It seems like you can see forever! ~ 30 0 9 D0 Gusting winds come from the north. ~ ~ 0 0 1036 D1 Gusting winds come from the east. ~ ~ 0 0 1036 D2 More of the same. ~ ~ 0 0 1037 D3 More of the same. ~ ~ 0 0 1031 D4 Gusting winds come from above. ~ ~ 0 0 1036 D5 More of the same. ~ ~ 0 0 1016 S #1037 In the air...~ You are flying! Currently you are about 60 meters above the temple square. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1036 D1 Gusting winds come from the east. ~ ~ 0 0 1037 D2 More of the same. ~ ~ 0 0 1038 D3 More of the same. ~ ~ 0 0 1032 D4 Gusting winds come from above. ~ ~ 0 0 1037 D5 More of the same. ~ ~ 0 0 1017 S #1038 In the air...~ You are flying! Currently you are about 60 meters above market square. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1037 D1 Gusting winds come from the east. ~ ~ 0 0 1038 D2 More of the same. ~ ~ 0 0 1039 D3 More of the same. ~ ~ 0 0 1033 D4 Gusting winds come from above. ~ ~ 0 0 1038 D5 More of the same. ~ ~ 0 0 1018 S #1039 In the air...~ You are flying! Currently you are about 60 meters above market square and commons square. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1038 D1 Gusting winds come from the east. ~ ~ 0 0 1039 D2 More of the same. ~ ~ 0 0 1040 D3 More of the same. ~ ~ 0 0 1034 D4 Gusting winds come from above. ~ ~ 0 0 1039 D5 More of the same. ~ ~ 0 0 1019 S #1040 In the air...~ You are flying! Currently you are about 60 meters above commoners square and the dump. It seems like you can see forever! ~ 30 0 9 D0 More of the same. ~ ~ 0 0 1039 D1 Gusting winds come from the east. ~ ~ 0 0 1040 D2 Gusting winds come from the south. ~ ~ 0 0 1040 D3 More of the same. ~ ~ 0 0 1035 D4 Gusting winds come from above. ~ ~ 0 0 1040 D5 More of the same. ~ ~ 0 0 1020 S #1200 The Chat Room~ You are lounging in a quiet cosy parlour, warmed by a gentle magical fire which twinkles happily in a warm fireplace. There are no doors out. Clearly the owner of this room needs none. ~ 0 520 0 S #1201 Moses' Hangout~ You see here a cozy little room with a fireplace. You can tell it is Moses' room by the two stone tablets and a bible on a small ledge near the fireplace. This room was designed for total relaxation. You can watch television, listen to the stereo, even soak in a hot tub. There is a bell here for the butler. ~ 0 520 0 S #1202 The centre of the universe.~ You are at the centre of the universe, everything is filled with bright light in all colors. You feel time and space no longer exist here. Exits fill the room in all 42 dimensions, leading everywhere. The only exit in your dimension unfortunatly leads right back here. ~ 0 520 0 S #1300 Entrance to the Shadow Grove~ Before you, the grove of shadows lies. Giant grey trees are all that can be seen through the thick shadows. A great sense of both power and menace permeates the surrounding area. You have a strange urge to turn back and go the way you've come. A small path leads north into the shadows and back south to the road. ~ 13 4 3 D2 ~ ~ 0 -1 6137 D0 The shadows cloud your vision. ~ ~ 0 -1 1301 S #1301 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1302 D1 The shadows obscure you vision. ~ ~ 0 -1 1303 D2 The shadows obscure your vision. ~ ~ 0 -1 -1 D3 The shadows obscure your vision. ~ ~ 0 -1 1304 S #1302 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1301 D1 The shadows obscure your vision. ~ ~ 0 -1 1304 D2 The shadows obscure your vision. ~ ~ 0 -1 1305 D3 The shadows obscure your vision. ~ ~ 0 -1 1303 S #1303 The Shadow Grove~ You are inside the shadow grove. Giant trees seem the glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1304 D2 The shadows obscure your vision. ~ ~ 0 -1 1301 D3 The shadows obscure your vision. ~ ~ 0 -1 1302 S #1304 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 -1 D1 The shadows obscure your vision. ~ ~ 0 -1 1302 D2 The shadows obscure your vision. ~ ~ 0 -1 1301 D3 The shadows obscure your vision. ~ ~ 0 -1 1303 S #1305 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1302 D1 The shadows obscure your vision. ~ ~ 0 -1 1304 D2 The shadows obscure your vision. ~ ~ 0 -1 1306 D3 The shadows obscure your vision. ~ ~ 0 -1 1303 S #1306 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1305 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1307 D3 The shadows obscure your vision. ~ ~ 0 -1 1301 S #1307 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1306 D1 The shadows obscure your vision. ~ ~ 0 -1 1308 D2 The shadows obscure your vision. ~ ~ 0 -1 1309 D3 The shadows obscure your vision. ~ ~ 0 -1 1310 S #1308 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1305 D1 The shadows obscure your vision. ~ ~ 0 -1 1303 D2 The shadows obscure your vision. ~ ~ 0 -1 1309 D3 The shadows obscure your vision. ~ ~ 0 -1 -1 S #1309 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All directions lead into shadows, you are very confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1308 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 D2 The shadows obscure your vision. ~ ~ 0 -1 1306 D3 The shadows obscure your vision. ~ ~ 0 -1 1301 S #1310 The Shadow Grove~ You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits save one lead into shadows, you are a little confused. ~ 13 1 3 D0 The shadows obscure your vision. ~ ~ 0 -1 1307 D1 The shadows obscure your vision. ~ ~ 0 -1 -1 D2 The shadows part to reveal a small clearing. ~ ~ 0 -1 1311 D3 The shadows obscure your vision. ~ ~ 0 -1 1302 S #1311 A small clearing.~ You are in a small clearing in the shadow grove. There is chared grass underfoot, and the signs of fire here and there. It is almost as if the plant life shuns this spot. The shadowy mist hovers all around, obscuring your view into the grove. A small path leads north to some shadowy structure. All other exits are shrouded in shadowy mist. ~ 13 1 3 D0 You can barely make out some sort of building to the north. ~ ~ 0 -1 1312 D1 The shadows obscure your vision. ~ ~ 0 -1 1307 D2 The shadows obscure your vision. ~ ~ 0 -1 1303 D3 The shadows obscure your vision. ~ ~ 0 -1 -1 S #1312 Entrance to the High Tower~ You have reached the entrance to the high tower of sorcerery. The tower looms above you at an incredible height. It seems to disappear into the storm clouds above. A diamond gate is to the north, guarded by a huge golem. The trail back south has disappeared behind you. ~ 13 8 0 D0 The diamond gate looks incredibly strong. ~ gate diamond~ 0 -1 1313 S #1313 Inside the High Tower of Sorcerery~ You are inside the high tower of sorcery. The sight is truly amazing. From here, it is obvious that somehow, the tower is much larger on the inside than it is on the outside. Young mages walk about, completely oblivious to your presence. Exits lead north to the common room, west to the dinning room, east to a plain hallway and back south through the gate. ~ 13 8 0 D0 The common room looks quite busy and noisy. ~ ~ 0 -1 1314 D1 ~ ~ 0 -1 1315 D2 ~ diamond gate~ 0 -1 1312 D3 ~ ~ 0 -1 1316 S #1314 Common Room~ You are in the common room. There are many apprentice warlocks here talking and resting, playing games, comparing notes. Obviously they are taking a break from their rigorous studies. There are benches, tables and a small water fountain here, otherwise the room is quite unremarkable. Exits lead off in all directions. ~ 13 8 0 D0 ~ ~ 0 -1 1317 D1 The mages bar can be seen to the east. ~ ~ 0 -1 1318 D2 ~ ~ 0 -1 1313 D3 ~ ~ 0 -1 1319 S #1315 The Hallway~ You are in a long hallway, it seems rather unremarkable. The hallway continues east and back west. ~ 13 8 0 D1 ~ ~ 0 -1 1330 D3 ~ ~ 0 -1 1313 S #1316 Dinning Room~ You are in the dinning area of the student mages. From the number of tables and chairs here, you can see that this room could easilly seat several hundred people. It is oddly deserted here, obviously not meal time. Exits lead west to the kitchen, and back east. ~ 13 8 0 D1 ~ ~ 0 -1 1313 D3 ~ door wooden~ 1 -1 1320 S #1317 Dark Hallway~ You are in a dark hallway. It is apparent that this area is seldom used by the regular occupants of the tower. Dust covers the floors here. The faint outline of a trapdoor can be seen in the dust. ~ 13 9 0 D2 ~ ~ 0 -1 1314 D5 ~ trapdoor~ 1 -1 1321 S #1318 Mages Tavern~ You are in mages tavern. The air is smokey and filled with the smells of foriegn food and drink. The other patrons pay you little heed, as they obviously have more interesting things to contemplate. Strick the bartender is here waiting to take your order. The only exit leads back west. ~ 13 8 0 D3 ~ ~ 0 -1 1314 S #1319 The Magic Shop~ You are in the High Tower's store of magic. Tatorious stands behind the counter, selling all sorts of herbs, parchment and other reagents used in magical studies. The only exit leads back east to the common room. ~ 13 8 0 D1 ~ ~ 0 -1 1314 S #1320 the kitchen~ You are in a small kitchen. All the usual kitchen type utensils and equipment is here, including some not so usual ones. Among the later, a huge black oven against one wall, it must be at least 12 feet high. Opposite the oven is an equally enormous meat locker, large enough to comfortably store several hapless adventurers no doubt. In the middle of the room, hanging in mid-air is a spice rack. ~ 13 8 0 D1 ~ door wooden~ 1 -1 1316 S #1321 Below the trapdoor~ You are below the trapdoor. It is very dark and dusty here, very little light filters through from above. A faint sound of dripping water can be heard in the distance below. A rope ladder leads down. ~ 13 9 0 D4 ~ trapdoor~ 1 -1 1317 D5 ~ ~ 0 -1 1322 S #1322 A damp intersection~ You are in a damp intersection of what seems to be the basement of the tower. The sound of running water can be heard comming from the south, other than that, an almost tangable stillness fills the air. Passages lead off in all directions, and a ladder leads up. ~ 13 9 0 D0 ~ ~ 0 -1 1323 D1 A faint light can be seen in the distance up the east passage. ~ ~ 0 -1 1324 D2 ~ ~ 0 -1 1325 D3 ~ ~ 0 -1 1326 D4 ~ ~ 0 -1 1321 S #1323 A dark passage~ You are at the end of a dark passage which ends in a stout wooden door. Other then through the door, the only apparent exit is back the way you came. ~ 13 9 0 D0 ~ oak door~ 1 1323 1327 D2 ~ ~ 0 -1 1322 S #1324 A dark passage~ You are at the end of a dark passage. A half opened door is to the east, shedding soft light around the edges. Faint snoring sounds can be heard behind the door. Exits lead east through the door, or back west. ~ 13 9 0 D1 ~ door~ 1 -1 1328 D3 ~ ~ 0 -1 1322 S #1325 The stagnant pool~ You are at the edge of a stagnant pool of water. The smell here is quite nauseating. This is apparently where the denizens of the tower dispose of their garbage. Faint gurgling can be heard from benieth the surface of the pool. Exits lead back north, or perhaps for the very adventurous, down into the pool. ~ 13 9 0 D0 ~ ~ 0 -1 1322 D5 No light penetrates the gloom of the stagnant pool. ~ ~ 0 -1 1329 S #1326 A dark passage~ You are in a dark passage, which comes to an abrubt stop at what appears to be a cave-in to the west. It is certainly unpassable, and perhaps quite dangerous just being this close. The only exit leads back east. ~ 13 9 0 D1 ~ ~ 0 -1 1322 S #1327 A dark cell~ You are in a dark cell. Straw and dirt cover the floors here, it is very dark. Someone, or something seems to be chained to the far wall. The only exit is back south. ~ 13 9 0 D2 ~ oak door~ 1 -1 1323 S #1328 The Jailor's office~ You are in the Jailor's office. It is rather messy here. Judging by the sleeping form of the Jailor on duty, you can surmise that very few, if any prisoners survive long enough to spend much time in these dank dungeons. The only exit leads back west. ~ 13 8 0 D3 ~ door~ 1 -1 1324 S #1329 Below the stagnant pool~ As you dive beneith the putrid waters, you feel a strong tug and a whirlpool drags you under. You are sucked into blackness and you feel your lungs begining to burst from lack of oxygen! Just as you feel your life fading, you notice a change in direction, and start to float to the surface. ~ 13 9 0 D4 ~ ~ 0 -1 3001 S #1330 The hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D1 ~ ~ 0 -1 1331 D3 ~ ~ 0 -1 1315 D0 ~ door wooden~ 1 -1 1332 D2 ~ door wooden~ 1 -1 1333 S #1331 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D0 ~ door wooden~ 1 -1 1334 D1 ~ door wooden~ 1 -1 1336 D2 ~ door wooden~ 1 -1 1335 D3 ~ ~ 0 -1 1330 S #1332 A store room~ You are in a small store room. Assorted junk is piled on shelves or leaning against walls. The only apparent exit it back south. ~ 13 9 0 D2 ~ door wooden~ 1 -1 1330 S #1333 A broom closet~ You are in a dark broom closet. Many straw brooms and other cleaning intruments have been left here, apparently unused (perhaps the maid quit?). The only exit leads back north to the hallway. ~ 13 9 0 D0 ~ door wooden~ 1 -1 1330 S #1334 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D1 ~ door wooden~ 1 -1 1337 D0 ~ ~ 0 -1 1338 D2 ~ door wooden~ 1 -1 1331 E walls wall~ The walls shed a warm light ~ S #1335 Guardians chamber~ You are in the chamber of the tower guardians. It is rather sparesely furnished, but then again the odd occupants dont look to need furiture. Here and there a disembodied pair of hands or eyes flits about. ~ 13 8 0 D0 ~ door wooden~ 1 -1 1331 S #1336 A guest bedroom~ You are in a small guest bedroom. A small cot is in one corner, and a dusty mirror on one wall, other than that the room looks quite bare, and unused. The only apparent exit leads back west to the hallway. ~ 13 8 0 D3 ~ door wooden~ 1 -1 1331 E mirror~ Why, someone seems to be looking back at you from the other side! ~ S #1337 A guest bedroom~ You are in a comfortable looking bedroom. A small globe of magical energy floats overhead, providing light. A small cot is in one corner looking ever so comfortable, so comfortable in fact ...someone is sleeping in it. The only apparent exit leads back west to the hallway. ~ 13 8 0 D3 ~ door wooden~ 1 -1 1334 S #1338 A hallway~ You are in a long hallway leading from the south. The walls emit a faint magical glow which provides enough light to see by. Stairs lead up to the next level and the hallway leads back south. ~ 13 8 0 D1 ~ door wooden~ 1 -1 1339 D2 ~ ~ 0 -1 1334 D4 ~ ~ 0 -1 1340 S #1339 The burnt room~ You are in what looks to have once been a guest bed room. The walls are blackened and burnt by what you could only immagine to be magical fire. There is no sign of the previous occupant, undoubtedly he left in a hurry. The only exit leads back west to the hallway. ~ 13 9 0 D3 ~ door charred~ 1 -1 1338 S #1340 A hallway~ You are in a long hallway leading west from here. The walls emit a faint magical glow which provides enough light to see by. Some faint moonlight can be seen in the culdesac to the east. The hallway continues west and stairs lead down to the level below. ~ 13 8 0 D0 ~ door oak~ 1 -1 1342 D1 Faint moonlight can be seen to the east ~ ~ 0 -1 1341 D3 ~ ~ 0 -1 1343 D5 ~ ~ 0 -1 1338 S #1341 A culdesac~ You are in a small culdesac. A window to the east is letting in moonlight and a pleasant breeze. Through it, the surrounding country side can be seen. The only apparent exit leads back west to the hallway. ~ 13 8 0 D3 ~ ~ 0 -1 1340 E window east~ Stretching out as far as the eye can see is a canopy of dark tree tops which can only be the Haon-Dor-Dark Forest. A faint light in the distance to the northeast marks what is probably the city of midgaard. ~ S #1342 The Apprentice's Barracks~ You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrosed in magical study, or practicing a feable cantrip. Cots line the walls, and the room continues west. ~ 13 8 0 D2 ~ door oak~ 1 -1 1340 D3 ~ ~ 0 -1 1344 S #1343 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a door to the north, and the hallway continues west or back east. ~ 13 8 0 D0 ~ door oak~ 1 -1 1344 D1 ~ ~ 0 -1 1340 D3 ~ ~ 0 -1 1345 S #1344 The Apprentice's barracks~ You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrosed in magical study, or practicing a feable cantrip. Cots line the walls, and the room continues east. ~ 13 8 0 D1 ~ ~ 0 -1 1342 D2 ~ door oak~ 1 -1 1343 S #1345 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. Flashes of light can be seen under the doorway to the north. ~ 13 8 0 D0 A flash of blue light momentarily lights up the doors outline ~ door oak~ 1 -1 1346 D1 ~ ~ 0 -1 1343 D3 ~ ~ 0 -1 1347 S #1346 The apprentice's workshop~ You are in a small workshop. Writting implements and parchment are strewn about on a few worktables. In the far corner several young mages have a small kitten cornered and seem to be testing spells upon it. The only apparent exit leads back south to the hallway. ~ 13 8 0 D2 ~ door oak~ 1 -1 1345 S #1347 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and back east. ~ 13 8 0 D1 ~ ~ 0 -1 1345 D2 ~ ~ 0 -1 1348 S #1348 The hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. There is a closed metal door to the west. ~ 13 8 0 D0 ~ ~ 0 -1 1347 D2 ~ ~ 0 -1 1350 D3 ~ door metal~ 1 -1 1349 S #1349 A classroom~ You are in a large classroom filled with bored looking students of the art. The instructor stops in his lecture on the fine uses of magic missile at your entry and lunges to attack you. The only apparent exit is back east to the hallway. ~ 13 8 0 D1 ~ door metal~ 1 -1 1348 S #1350 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D0 ~ ~ 0 -1 1348 D2 ~ ~ 0 -1 1351 D3 ~ door metal~ 1 -1 1352 S #1351 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D0 ~ ~ 0 -1 1350 D2 ~ ~ 0 -1 1353 D3 ~ door metal~ 1 -1 1354 S #1352 An empty classroom~ You are in an empty classroom. Some strange sigils are written on a blackboard which is floating in the air here. Other than a few desks, it is bare of furnishings. The only apparent exit leads back east to the hallway. ~ 13 8 0 D1 ~ door metal~ 1 -1 1350 S #1353 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and north. ~ 13 8 0 D0 ~ ~ 0 -1 1351 D1 ~ ~ 0 -1 1355 S #1354 An empty classroom~ You are in an apparently empty classroom. A strange feeling of being watched comes over you, and you hear the faint russle of robes. The only apparent exit is back east to the hallway. ~ 13 8 0 D1 ~ door metal~ 1 -1 1351 S #1355 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A sturdy iron door can be seen to the south. ~ 13 8 0 D1 ~ ~ 0 -1 1356 D2 ~ door sturdy iron~ 1 -1 1357 D3 ~ ~ 0 -1 1353 S #1356 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a large oaken door to the south. ~ 13 8 0 D1 ~ ~ 0 -1 1358 D2 ~ door large oaken~ 1 -1 1359 D3 ~ ~ 0 -1 1355 S #1357 The ampitheatre~ You are in a small ampitheatre. Rows of comfortable looking chairs circle a large podium. The echos of your footsteps seem very loud here. The only apparent exit leads north to the hallway. ~ 13 8 0 D0 ~ door sturdy iron~ 1 -1 1355 S #1358 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow providing enough light to see by. A small door can be seen to the south. ~ 13 8 0 D1 ~ ~ 0 -1 1360 D2 ~ door small~ 1 -1 1361 D3 ~ ~ 0 -1 1356 S #1359 The training room~ You are in a large training room. It is filled with battle scared manikins , and many other devices used in the practice of fighting. ~ 13 8 0 D0 ~ door~ 1 -1 1356 S #1360 A bend in the hallway~ You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west. ~ 13 8 0 D0 ~ ~ 0 -1 1362 D3 ~ ~ 0 -1 1358 S #1361 A dueling room~ You are in a large room used for duals arcane. The walls, ceiling and floor all bare the scars of many firey spells, but still look quite strong and hold fast. The only exit leads north to the hallway. ~ 13 8 0 D0 ~ door small~ 1 -1 1358 S #1362 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A doorway can be seen to the east. ~ 13 8 0 D0 ~ ~ 0 -1 1363 D1 ~ door~ 1 -1 1364 D2 ~ ~ 0 -1 1360 S #1363 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which privides enough light to see by. A wooden door can been seen to the east. ~ 13 8 0 D0 ~ ~ 0 -1 1366 D1 ~ door wooden~ 1 -1 1365 D2 ~ ~ 0 -1 1362 S #1364 The spellmaster's lounge~ You are in a large comfortable looking lounge. Off duty spell teachers are here relaxing in their idle time. A large coffee machine is against the far wall. The only apparent exit leads back west to the hallway. ~ 13 8 0 D3 ~ door wooden~ 1 -1 1362 S #1365 A bedroom~ You are in a large, plush bedroom. The owner is obviously someone of high standing in the magical community here. An ice mirror is on one wall, and a scrying globe sit on a stand in the middle of the room. An enormous bed can be seen floating about a meter above the floor. The only exit leads back west to the hallway. ~ 13 8 0 D3 ~ door wooden~ 1 -1 1363 S #1366 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow providing enough light to see by. A glass door can be seen to the east. ~ 13 8 0 D0 ~ ~ 0 -1 1368 D1 ~ door glass~ 1 -1 1367 D2 ~ ~ 0 -1 1363 S #1367 The study~ You are in a small, well kept study. Ancient tomes are on shelves on the walls, A huge table sits in the middle of the room, with maps weighted down upon it. The only light source here comes from an interestingly non- magical oil lamp. The only apparent exit leads back west to the hallway. ~ 13 8 0 D3 ~ door glass~ 1 -1 1366 S #1368 Below the stairs~ You are at the end of a long hallway. The walls emit a faint magical glow which provides enough light to see by. A lesser guardian is here keeping silent watch on the entrance to the levels above. Stairs lead up and the hallway continutes back south. ~ 13 8 0 D2 ~ ~ 0 -1 1366 D4 ~ ~ 0 -1 1369 S #1369 Atop the stairway~ You are atop a stairway. The halls here look quite a bit less used than those below. Obviously access to these magic filled corridors is limmited to those of the upper eschelon of mages. The walls here emit a faint blue magical aura which provides some light. The hallway leads west from here and the stairs go down. ~ 13 8 0 D3 ~ ~ 0 -1 1370 D5 ~ ~ 0 -1 1368 S #1370 A hallway~ You are in a long hallway stretching east and west. The walls here emit a faint magical energy providing enough light to see by. There is a thick looking wooden door to the north. ~ 13 8 0 D0 ~ door wooden~ 1 -1 1371 D1 ~ ~ 0 -1 1369 D3 ~ ~ 0 -1 1372 S #1371 A small office~ You are in a small office. It looks like a caligropher's study, there are quills, inkpots and parchments all about on desks and worktables. A section to the west seems to be curtained off, but the flicker of a candle can be seen through the curtain. ~ 13 8 0 D2 ~ door wooden~ 1 -1 1370 D3 ~ curtain~ 1 -1 1373 S #1372 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D1 ~ ~ 0 -1 1370 D3 ~ ~ 0 -1 1374 S #1373 The master scribe's workshop~ You are in the workshop of the tower's master scribe. Many half finished scrolls lay on the writing table in the center of the room. A giant candle flickering with soft blue flames provides the only light here. The only apparent exit is the way you came in. ~ 13 8 0 D1 ~ curtain~ 1 -1 1371 S #1374 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A half closed door can be seen to the north. ~ 13 8 0 D0 A dark room can be seen through the half opened door ~ door wooden~ 1 -1 1375 D1 ~ ~ 0 -1 1372 D3 ~ ~ 0 -1 1376 S #1375 A store room~ You are in a small dark store room. A few common items are stacked upon the shelves here, but very little looks interesting. ~ 13 9 0 D2 ~ door wooden~ 1 -1 1374 S #1376 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and east from here. ~ 13 8 0 D1 ~ ~ 0 -1 1374 D2 ~ ~ 0 -1 1377 S #1377 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. An iron bound door can be seen to the west. ~ 13 8 0 D0 ~ ~ 0 -1 1376 D2 ~ ~ 0 -1 1378 D3 ~ door iron~ 1 -1 1379 S #1378 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. The sharp sound of metal on metal can be heard to the west. ~ 13 8 0 D0 ~ ~ 0 -1 1377 D2 ~ ~ 0 -1 1380 D3 ~ door iron~ 1 -1 1381 S #1379 A store room~ You are in a large store room. Bins of ores, minerals and other rare materials are here along with many neatly stacked piles of precious metals. A large cabinet with sigils of warding is bolted to one wall. The ring of metal on metal can be heard to the south. ~ 13 8 0 D1 ~ door iron~ 1 -1 1377 D2 ~ ~ 0 -1 1381 S #1380 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D0 ~ ~ 0 -1 1378 D2 ~ ~ 0 -1 1383 S #1381 A very hot room~ You are in a very hot room. Against one wall is a large forge, magical fires crackle within and heavy blue smoke pours into a vent in the cieling. A rune encrusted mithril anvil is in the center of the room, looking well used and other tools of metalurgy hang on a rack which floats about three meters in the air of its own force. ~ 13 8 0 D0 ~ ~ 1 -1 1379 D1 ~ door iron~ 1 -1 1378 D2 ~ door ~ 1 -1 1382 D4 ~ vent~ 1 -1 1412 S #1382 The master Enchanter's chamber~ You have entered the master enchanter's chamber. Upon all the walls here are racks of finely crafted weapons. A huge chest with a glowing lock is set to one side. Several unfinished looking blades rest atop a small work table. ~ 13 8 0 D0 ~ door~ 1 -1 1381 S #1383 A bend in the hallway~ You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east. ~ 13 8 0 D0 ~ ~ 0 -1 1380 D1 ~ ~ 0 -1 1384 S #1384 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A steel door can be seen to the south. ~ 13 8 0 D1 ~ ~ 0 -1 1385 D2 ~ door steel~ 1 -1 1386 D3 ~ ~ 0 -1 1383 S #1385 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D1 ~ ~ 0 -1 1387 D3 ~ ~ 0 -1 1384 S #1386 A laboratory~ You are in a small laboratory. Many strange instruments, vials, bottles and some scrawled notes are piled about a workbench. This room is very untidy, looking almost abandoned, or used by a madman. The only apparent exits are east and north. ~ 13 8 0 D0 ~ door steel~ 1 -1 1384 D1 ~ ~ 0 -1 1388 S #1387 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. You can see a steel door to the south. ~ 13 8 0 D1 ~ ~ 0 -1 1389 D2 ~ door steel~ 1 -1 1390 D3 ~ ~ 0 -1 1385 S #1388 The Mad Alchemist's woorkroom~ You are in the workroom of The Mad Alchemist. Bubbling braizers, long glass tubes and scores of oddly shaped vials and bottles are everywhere. It is incredibly messy here, crushed glass and other trash litter the floor. The only apparent exit is the one you entered by. ~ 13 8 0 D3 ~ ~ 0 -1 1386 S #1389 A bend in the hallway~ You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west. ~ 13 8 0 D0 ~ ~ 0 -1 1391 D3 ~ ~ 0 -1 1387 S #1390 The pentagram chamber~ You are in a large room with a five pointed star etched into the floor. A crackling energy field can be seen to the south, it looks quite dangerous. ~ 13 8 0 D0 ~ door steel~ 1 -1 1387 D2 The energy field crackles and glows, nothing seems to be beyond ~ ~ 0 -1 1392 S #1391 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A bronze door can be seen to the east. ~ 13 8 0 D0 ~ ~ 0 -1 1393 D1 ~ door bronze~ 1 -1 1394 D2 ~ ~ 0 -1 1389 S #1392 Inside the energy field~ You feel a stomach twisting sensation as you enter the energy field, suddenly you dont think you are where you were. You are very confused. ~ 13 8 0 D0 You cant see anything through the energy field ~ ~ 0 -1 4115 D1 You cant see anything through the energy field ~ ~ 0 -1 7429 D2 You cant see anything through the energy field ~ ~ 0 -1 5120 D3 You cant see anything through the energy field ~ ~ 0 -1 3001 D4 You cant see anything through the energy field ~ ~ 0 -1 5250 D5 You cant see anything through the energy field ~ ~ 0 -1 6137 S #1393 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A bronze door can be seen to the east. ~ 13 8 0 D0 ~ ~ 0 -1 1396 D1 ~ door bronze~ 1 -1 1395 D2 ~ ~ 0 -1 1391 S #1394 An empty room~ You are in an empty room. It is both quiet and comfortable here, it looks like a safe place to rest. ~ 13 12 0 D3 ~ door bronze~ 1 -1 1391 S #1395 The charm master's chamber~ You are in the chambers of the tower's master of charm. Some straw and dirt litters the floor here, it looks to have been recently used by wild animals. Strange sounds can be heard through the bars to the north. ~ 13 8 0 D0 ~ cage bars~ 1 -1 1397 D3 ~ door bronze~ 1 -1 1393 S #1396 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 13 8 0 D0 ~ ~ 0 -1 1398 D2 ~ ~ 0 -1 1393 S #1397 The animal pens~ You are in the animal pens. Many caged animals are here looking unhappy. Obviously they are destined to be enslaved, or used in some cruel magical experimentation. ~ 13 8 0 D2 ~ cage bars~ 1 -1 1395 S #1398 The end of the hallway~ You are at the end of a long north-south hallway. The walls emit a faint magical glow which provies enough light to see by. Stairs here lead up to the next level, and the hallway continues south. ~ 13 8 0 D2 ~ ~ 0 -1 1396 D4 ~ ~ 0 -1 1399 S #1399 Atop the stairway~ You are atop the stairway to the upper levels of the high tower. The walls emit a faint magical glow which provides enough light to see by. A hallway leads west from here, and the stairs lead down. ~ 13 8 0 D3 ~ ~ 0 -1 1400 D5 ~ ~ 0 -1 1398 S #1400 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north. ~ 14 8 0 D0 ~ door silver~ 1 -1 1401 D1 ~ ~ 0 -1 1399 D3 ~ ~ 0 -1 1404 S #1401 A store room~ You are in a large store room. Raw materials are neatly bundled and piled here and here. Many freshly cut staves rods and wands of different sizes are here. You can see a silver door to the west. ~ 14 8 0 D2 ~ door silver~ 1 -1 1400 D3 ~ door silver~ 1 -1 1402 S #1402 The master spellbinder's chamber~ You are in the chambers of the master spell binder. Unlike other work shops of similar nature, this one is without furnishings or tools. The spell binder obviously needs none for the working of his art. A silver door can be seen to the west. ~ 14 8 0 D1 ~ door silver~ 1 -1 1401 D3 ~ door silver~ 1 -1 1403 S #1403 The spellbinder's cache~ You have discovered the cache of the master spell binder. There are three very large silver chased cabinets here, other than that, the room is bare. A silver door can be seen to the south. ~ 14 8 0 D1 ~ door silver~ 1 -1 1402 D2 ~ door silver~ 1 -1 1405 S #1404 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 14 8 0 D1 ~ ~ 0 -1 1400 D3 ~ ~ 0 -1 1405 S #1405 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north. ~ 14 8 0 D0 ~ door silver~ 1 -1 1403 D1 ~ ~ 0 -1 1404 D3 ~ ~ 0 -1 1406 S #1406 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and south. ~ 14 8 0 D1 ~ ~ 0 -1 1405 D2 ~ ~ 0 -1 1407 S #1407 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 14 8 0 D0 ~ ~ 0 -1 1406 D2 ~ ~ 0 -1 1408 S #1408 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A rusty old door can be seen to the west. ~ 14 8 0 D0 ~ ~ 0 -1 1407 D2 ~ ~ 0 -1 1413 D3 ~ door rusty~ 1 -1 1409 S #1409 The golem master's workshop~ You are in the golem master's workshop. A few unfinished looking humanoid forms of different make are here, some moving some not. The animated forms lunge to attack you. ~ 14 8 0 D0 ~ ~ 0 -1 1410 D1 ~ door rusty~ 1 -1 1408 D2 ~ ~ 0 -1 1411 D5 ~ trapdoor~ 1 -1 1412 S #1410 A store room~ You are in a small store room. Large chunks of clay, stone, wood and many other raw materials are here. ~ 14 8 0 D2 ~ ~ 0 -1 1409 S #1411 The golem chamber~ You are in the golem chamber. Golems made of every immaginable material are here, ranging in size from a handspan to nearly the cieling. They all seem to be sleeping. ~ 14 8 0 D0 ~ ~ 0 -1 1409 S #1412 It is very dark here...~ It is very dark here... ~ 14 9 0 D4 ~ trapdoor~ 1 -1 1409 D5 ~ vent~ 1 -1 1481 S #1413 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 14 8 0 D0 ~ ~ 0 -1 1408 D2 ~ ~ 0 -1 1414 S #1414 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east from here. ~ 14 8 0 D0 ~ ~ 0 -1 1413 D1 ~ ~ 0 -1 1415 S #1415 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. ~ 14 8 0 D1 ~ ~ 0 -1 1416 D3 ~ ~ 0 -1 1414 S #1416 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provies enough light to see by. An emerald door can be seen to the south. ~ 14 8 0 D1 ~ ~ 0 -1 1419 D2 ~ door emerald~ 1 -1 1417 D3 ~ ~ 0 -1 1415 S #1417 The master of illusion's chamber~ You are in the chamber of the master of illusions. The walls here are every changing in color and texture, as if they were reforming before your very eyes. Many splenderous treasures lie all around in heaps and piles, or at least they seem to be treasures... ~ 14 8 0 D0 ~ door emerald~ 1 -1 1416 D3 ~ ~ 0 -1 1418 S #1418 A bedroom~ You are in the bedroom of the master of illusions. Strange looking items and artifacts float here and there in the air. The ripples of strong magic can be felt everywhere. The room seems much larger than it looks... ~ 14 8 0 D0 ~ ~ 0 -1 -1 D1 ~ ~ 0 -1 1417 D3 ~ ~ 0 -1 -1 D2 ~ ~ 0 -1 -1 S #1419 A hallway~ You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A glass door can be seen to the south. ~ 14 8 0 D1 ~ ~ 0 -1 1421 D2 ~ door glass~ 1 -1 1420 D3 ~ ~ 0 -1 1416 S #1420 The meditation chamber~ You are in a meditation chamber. It is very silent here, in fact you can not even hear your own footsteps. You feel very peaceful. ~ 14 524 0 D0 ~ door glass~ 1 -1 1419 S #1421 A bend in the hallway~ You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west from here. ~ 14 8 0 D0 ~ ~ 0 -1 1422 D3 ~ ~ 0 -1 1419 S #1422 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A blackened door can be seen to the east. ~ 14 8 0 D0 ~ ~ 0 -1 1426 D1 ~ door black~ 1 -1 1423 D2 ~ ~ 0 -1 1421 S #1423 A dark room~ You are in a large dark room. The air here seems quite stale, and a sense of extreme dread comes over you. The stench of rotten flesh seems to be wafting in from the open doorway to the north. ~ 14 9 0 D0 ~ ~ 0 -1 1424 D3 ~ door black~ 1 -1 1422 S #1424 A dark room~ You are in a large dark room. The stench here makes you gag and wretch. There are body parts and half rotted corpses strewn about with complete abandon. Several operating tables with still forms that resemble nothing you've ever seen alive are here. Tortured screams can be heard from the north. ~ 14 9 0 D0 Upon gazing northwards, you are filled with deep dread ~ ~ 0 -1 1425 D2 ~ ~ 0 -1 1423 S #1425 The Necromancer's Lair~ You are in the lair of the evil Necromancer. Undead minions of all types, human and otherwise stand here waiting to do their master's bidding. Some glowing arcane sigils have been etched into walls and floor, no doubt to protect the evil master from his own ungodly creations. ~ 14 9 0 D2 ~ ~ 0 -1 1424 S #1426 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 14 8 0 D0 ~ ~ 0 -1 1427 D2 ~ ~ 0 -1 1422 S #1427 A hallway~ You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. ~ 14 8 0 D0 ~ ~ 0 -1 1428 D2 ~ ~ 0 -1 1426 S #1428 The end of the hallway~ You are at the end of a long hallway. The walls here glow with a faint magical energy which provides plenty of light. Stairs lead up to the next level here and the hallway continues south. ~ 14 8 0 D2 ~ ~ 0 -1 1427 D4 ~ ~ 0 -1 1429 S #1429 A corridor~ You are at the east end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor it self were alive. ~ 14 8 0 D3 ~ ~ 0 -1 1430 D5 ~ ~ 0 -1 1428 S #1430 A corridor~ You are in a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 14 8 0 D1 ~ ~ 0 -1 1429 D3 ~ ~ 0 -1 1431 S #1431 A bend in the corridor~ You are at a bend in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 14 8 0 D1 ~ ~ 0 -1 1430 D2 ~ ~ 0 -1 1432 S #1432 A corridor~ You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 14 8 0 D0 ~ ~ 0 -1 1431 D2 ~ ~ 0 -1 1433 S #1433 An intersection~ You are at an intersection in the corridor. The obsidian walled halls lead off in every direction from here, pulsing with the power of their ancient runes. ~ 14 8 0 D0 ~ ~ 0 -1 1432 D1 ~ ~ 0 -1 1434 D2 ~ ~ 0 -1 1446 D3 ~ ~ 0 -1 1436 S #1434 A corridor~ You are at the end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. A darkened door is to the east. Tendrils of mist cling to the floor here, they seem to be seeping from under the door. ~ 14 8 0 D1 ~ door black~ 1 -1 1435 D3 ~ ~ 0 -1 1433 S #1435 The scrying chamber~ You are in the scying chamber of the high tower of sorcerery. It is here that arcane rituals are performed to enable those of the art to look in upon denizons throughout the world and spy out their darkest secrets. A huge black cauldrin is in the center of the room, bubbling and gurgling, it pours forth a constant stream of smokey fog into the air about you. Here and there on stands of different sizes are crystal balls and oddly shaped mirrors. ~ 14 9 0 D3 ~ door black~ 1 -1 1434 S #1436 A corridor~ You have reached an end in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. The sound of snoring can barely be heard through the door to the west. ~ 14 8 0 D1 ~ ~ 0 -1 1433 D3 ~ door wooden~ 1 -1 1437 S #1437 The entrance to the library~ You are in the entrance to the great library of magic. A giant desk is here, covered with books parchments and scrolls. Long shelves loaded with row upon row of books stretch out in every direction as far as the eye can see. ~ 14 8 0 D0 ~ ~ 0 -1 1439 D1 ~ ~ 0 -1 1436 D2 All you can see are books ~ ~ 0 -1 1440 D3 All you can see are books ~ ~ 0 -1 1438 S #1438 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 14 8 0 D0 ~ ~ 0 -1 1441 D1 ~ ~ 0 -1 1437 D2 ~ ~ 0 -1 1442 D3 ~ ~ 0 -1 1443 S #1439 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 14 8 0 D0 ~ ~ 0 -1 1440 D1 ~ ~ 0 -1 1442 D2 ~ ~ 0 -1 1437 D3 ~ ~ 0 -1 1441 S #1440 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 14 8 0 D0 ~ ~ 0 -1 1437 D1 ~ ~ 0 -1 1441 D2 ~ ~ 0 -1 1439 D3 ~ ~ 0 -1 1442 S #1441 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 14 8 0 D0 ~ ~ 0 -1 1442 D1 ~ ~ 0 -1 1439 D2 ~ ~ 0 -1 1438 D3 ~ ~ 0 -1 1440 S #1442 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 14 8 0 D0 ~ ~ 0 -1 1438 D1 ~ ~ 0 -1 1440 D2 ~ ~ 0 -1 1441 D3 ~ ~ 0 -1 1439 S #1443 In the library~ You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existance before your untrained eyes. It is very quiet here. ~ 14 8 0 D1 ~ ~ 0 -1 1438 D3 ~ ~ 0 -1 1444 S #1444 Between the shelves~ You are in the great library of magic. The shelves seem uncomfortably close here, you can barely manuver between them. The musty smell is still strong, and the elusive books still hover just out of reach. A faint flicker of light can barely be made out to the north. ~ 14 8 0 D0 ~ ~ 0 -1 1445 D1 ~ ~ 0 -1 1443 S #1445 The reading room~ You are in a small room completely devoid of furnishings. The only thing here is an enormous tome, lying face open on the floor. The great book looks both heavy and ancient. Its jewel encrusted bindings are well worn as the bark of a tree. Spidery writings seem to crawls across the pages, totally uncomprehensible to your mortal eye. Something seems to be wedged between the pages. ~ 14 8 0 D2 ~ ~ 0 -1 1444 S #1446 A corridor~ You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive. ~ 14 8 0 D0 ~ ~ 0 -1 1433 D2 ~ ~ 0 -1 1447 S #1447 The end of the corridor~ You are at the end of a long corridor. The obsidian walls come to an abrupt halt at the edge of a golden archway here. The hum of power is so strong it nearly numbs your body. The archway lies before you, glowing and pulsing with energy. ~ 14 8 0 D0 ~ ~ 0 -1 1446 D2 ~ ~ 0 -1 1448 S #1448 The arched entrance~ You feel a slight tingle as you pass through the archway, as if the living magical energies here had infused your body, found it wanting and left. The intense glow from the arch above you is almost blinding. Through the light you can barely makeout a stairway leading up. ~ 14 8 0 D0 ~ ~ 0 -1 1447 D4 ~ ~ 0 -1 1449 S #1449 The landing~ You are on a small landing in the middle of a long stairway leading up. Your senses seem dulled here, no sound or smell can be detected at all, and the only thing you can see in any direction is endless stairway. ~ 14 8 0 D5 ~ ~ 0 -1 1448 D4 ~ ~ 0 -1 1450 S #1450 An intersection~ You are at an intersection of several hallways. You feel as if strange mystical forces are pushing and pulling at each other from all around you. The sensation of being trapped, in the middle is almost tangible in the air here. A grey tiled hallway leads south, black tiled east, white tiled west, and a multi-colored hallway swirling with patterns that remain just barely unrecognizeable is to the north. ~ 14 8 0 D0 ~ ~ 0 -1 1473 D1 ~ ~ 0 -1 1458 D2 ~ ~ 0 -1 1451 D3 ~ ~ 0 -1 1465 D5 ~ ~ 0 -1 1449 S #1451 A grey tiled hallway~ You are in a grey tiled hallway leading north and south. Dim balls of energy float here and there sheding a warm light, and showing the way. A feeling of peace and balance comes over you. ~ 14 8 0 D0 ~ ~ 0 -1 1450 D2 ~ ~ 0 -1 1452 S #1452 A grey tiled hallway~ You are in a grey tiled hallway leading north and south. Dim balls of energy float here and there shedding a warm light, and showing the way. A feeling of peace and balance comes over you. Large grey metal double doors can be seen to the south. ~ 14 8 0 D0 ~ ~ 0 -1 1451 D2 ~ door grey~ 1 -1 1453 S #1453 The antechamber~ You are in the antechamber of the master magician of the grey light. A feeling of strong magic floats in the air about you, almost as if you could taste the power held within these walls. Once your eyes adjust to the semi-light, you can make out a larger room to the south. ~ 14 8 0 D0 ~ door grey~ 1 -1 1452 D2 ~ ~ 0 -1 1454 S #1454 The main chamber~ A feeling of tranquility comes over you as you enter the main chamber of neutrality. Some artifacts are hung on the walls here, or set on stands. The room in general looks both comfortable and official. Probably where the master of neutrality holds audience. ~ 14 8 0 D0 ~ ~ 0 -1 1453 D1 ~ ~ 0 -1 1456 D2 ~ ~ 0 -1 1457 D3 ~ ~ 0 -1 1455 S #1455 The study~ You are in a large study. Shelves filled with many books or arcane knowledge are on every wall. A large oaken desk is in the center, with many parchments and scrolls on it. The most notable thing in the room is a small set of scales, which floats about eye level. In perfect balance, the scales are no doubt a sign of the master's neutrality. ~ 14 8 0 D1 ~ ~ 0 -1 1454 S #1456 A closet~ You are in a small closet. It is filled with many cloaks, and some other apparel. ~ 14 9 0 D3 ~ ~ 0 -1 1454 S #1457 A bedroom~ You are in the bedroom of the master magician of neutrality. Curtained windows can be seen on the south wall. A large comfortable looking bed takes up most of the room. ~ 14 8 0 D0 ~ ~ 0 -1 1454 S #1458 A dark hallway~ You are in a long dark hallway leading east and west. Not much can be seen in the unnatural darkness here, but you get a deep sense of dread the further you go. ~ 14 9 0 D3 ~ ~ 0 -1 1450 D1 ~ ~ 0 -1 1459 S #1459 A dark hallway~ You are in a long dark hallway leading east and west. Not much can be seen in the unnatural darkness here, but you get a deep sense of dread the further you go. ~ 14 9 0 D1 ~ ~ 0 -1 1460 D3 ~ ~ 0 -1 1458 S #1460 The end of the hallway~ You are at the end of a long dark hallway. The darkness here is almost tangable in its thickness. A deep sense of fear and loathing comes over you. A pair of obsidian doors can be seen to the east. ~ 14 9 0 D1 ~ door obsidian~ 1 -1 1461 D3 ~ ~ 0 -1 1459 S #1461 The chamber of darkness~ You are in a vast chamber. The walls fade into darkness, leaving you with a very vague idea of the actual size of the room. Swirling here and there in the dark, are patches of pure black which seem to suck in your light and leave it that much darker here. ~ 14 9 0 D0 ~ ~ 0 -1 1462 D2 ~ ~ 0 -1 1463 D1 ~ ~ 0 -1 1464 D3 ~ door obsidian~ 1 -1 1460 S #1462 It is very dark here...~ It is very dark here... ~ 14 9 0 D2 ~ ~ 0 -1 1461 S #1463 Torture chamber~ You are in an ill lit chamber. Intruments of torture hang from a rack on the wall, they seem to quiver with anticipation of a victim as if they had a mind of their own. An operating table is here, though it is bare. An extreme feeling of evil permeates the entire area. ~ 14 9 0 D0 ~ ~ 0 -1 1461 S #1464 The inner chamber~ You are in a small dark chamber. Upon the walls are glowing sigils of dark power, scrawled and traced in an evil language no longer known to most of this plane of existance. There is an obsidian altar here which seem to glow, but does not shed any light, in fact it seems to be taking light in. ~ 14 9 0 D3 ~ ~ 0 -1 1461 S #1465 A bright hallway~ You are in a long well lit hallway leading east and west. The walls here are a milky white color, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. ~ 14 8 0 D1 ~ ~ 0 -1 1450 D3 ~ ~ 0 -1 1466 S #1466 A bright hallway~ You are in a long well lit hallway leading east and west. The walls here are a milky white color, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. A huge set of double doors in finely worked ivory can be seen to the west. ~ 14 8 0 D1 ~ ~ 0 -1 1465 D3 ~ door ivory~ 1 -1 1467 S #1467 An antechamber~ You are in a small antechamber. It is well lit here, though the source of light cannot be seen. It is almost as if the room itself exudes a warm glow of goodness. A larger chamber can be seen to the west, but you do not feel worthy to pass into it. ~ 14 8 0 D1 ~ door ivory~ 1 -1 1466 D3 ~ ~ 0 -1 1469 S #1469 The chamber of the white light~ You are in a vast chamber, its walls floor and ceiling are of an unknown metalic material, the brightest white, almost blindingly stark. A flickering flame is in the center of the room, seeming to feed off of darkness and cleansing the room of any evil. You feel a slight tug at your being as the flame flickers towards you. ~ 14 0 0 D0 ~ ~ 0 -1 1470 D2 ~ ~ 0 -1 1471 D1 ~ ~ 0 -1 1467 D3 ~ ~ 0 -1 1472 S #1470 The meditation chamber~ You are in a small meditation chamber. White silk cushions are everywhere, looking very comfortable. You get an easy peaceful feeling of relaxation here, almost making you want to lie down and fall asleep. ~ 14 8 0 D2 ~ ~ 0 -1 1469 S #1471 A study~ You are in a spacious study. It is extremely tidy here, to an almost antisceptic nature. One would wonder how anyone could study without a mess all around them, the master of this chamber obviously can. ~ 14 8 0 D0 ~ ~ 0 -1 1469 S #1472 A closet~ You are in a small closet. Cloaks and vests hang from hooks in the wall, and a few old boots are all that can be seen here. Rather featureless. ~ 14 9 0 D1 ~ ~ 0 -1 1469 S #1473 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge grey metal door blocks the way north, it looks quite sturdy. ~ 14 8 0 D0 ~ door metal grey~ 2 1473 1474 D2 ~ ~ 0 -1 1450 S #1474 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge black obsidian door blocks the way north, it looks quite sturdy. ~ 14 8 0 D0 ~ door obsidian black~ 2 1474 1475 D2 ~ door metal grey~ 2 1473 1473 S #1475 A wide hallway~ You are in a large hallway, wide enough to accomodate several people standing abreast. The floor here is a swirl of multicolored paterns, in constant motion. A huge white ivory door blocks the way north, it looks quite sturdy. ~ 14 8 0 D0 ~ door ivory white~ 2 1475 1476 D2 ~ door obsidian black~ 2 1474 1474 S #1476 The entranceway~ You are at the entrance to the audience chamber of the grand master of magic. Beautiful tapestries displaying the ancient masters of lore are on the walls, and the floor is covered with a plush multicolored carpet, which seems to rustle and move at the touch of your boots. ~ 14 8 0 D0 ~ ~ 0 -1 1477 D2 ~ door white ivory~ 2 1475 1475 S #1477 The audience chamber~ You are in a large chamber. Small bolts of energy leap from wall to wall, crackling with power. The floor is a swirl of indeterminable colors and paterns ever changing. Bright bursts of color seem to explode into the air and fade again at random times. All this splender plays about and draws attention to a large throne in the center of the room, it seems to be cut from a single enormous emerald. ~ 14 8 0 D0 ~ ~ 0 -1 1480 D1 ~ ~ 0 -1 1478 D2 ~ ~ 0 -1 1476 D3 ~ ~ 0 -1 1479 E throne~ The giant emerald is flawless, and must be incredibly valuable. ~ S #1478 A dressing room~ You are in a plush dressing room. Fine garments of many styles and some outlandish colors hang from a rack suspended in mid air at eye level. The only other interesting feature in the room is a large silver mirror on a finely crafted gold stand. ~ 14 8 0 D3 ~ ~ 0 -1 1477 S #1479 The library~ You are in a small cozy looking library. A few well made books sit atop shelves which span every wall. A large oaken writing table is in the center of the room with odd papers and parchments on it. The illumination here, to your supprise is a quite un-magical oil lamp. ~ 14 8 0 D1 ~ ~ 0 -1 1477 S #1480 The altar~ You are in a small chapel designed around a beautifully crafted golden altar. Many icons to lesser dieties line the room, but it is obvious by one glance at the symbols on the altar, that this room was designed for the worship of Mystra, the goddess of magic. ~ 14 8 0 D1 ~ door secret~ 1 -1 1481 D2 ~ ~ 0 -1 1477 D3 ~ door secret~ 1 -1 1482 S #1481 The treasury~ You are in a small chamber, the stale air here is testiment to the fact that it has gone undisturbed for many years. ~ 14 8 0 D3 ~ door secret~ 1 -1 1480 S #1482 A passage~ You are in a small dark passage, which would be unremarkable if not for the fact that it ends in a blindling blue light to the west. On hooks set into the wall here there hangs several travel worthy cloaks, and a small leather backpack. It looks as if someone has prepared this room to be used in the event speedy evacuation. ~ 14 9 0 D3 ~ ~ 0 -1 1483 S #1483 In the light~ You seem to be floating in a magical energy field, though you cannot see the source of the energy, you can feel its power pushing at you from all sides, completely negating the effects of gravity. An imperfection in the uniform blue can be seen overhead, it might be an exit. ~ 14 8 0 D4 ~ ~ 0 -1 3001 S #1499 Skylar's Hideout~ You are in a small, very messy room. An unmade bed is against one wall, and books and papers cover every available flat surface. Empty beer cans lie here and there, discarded with total abandon. A few overfull ashtrays can be seen on a desk. ~ 14 524 0 D5 You can see mortals pitifully begging for help below ~ grate~ 1 -1 3001 S #2001 North entrance to the catacombs~ You are almost suprised to see a tunnel leading off to the south into utter darkness. The floorboards above you dont seems to have been moved in a long time, yet you sense there is life down here. A beam of light from the opening above you falls upon a message that has been scrawled on the wall here, perhaps a very long time ago. The message reads: Adventure for the strong yet calculating Death for the weak and shallow Treasure for the smart and lucky Death for the stupid and acursed An ancient Glyph above the entrance keeps monsters from wandering up from the catacombs. ~ 20 4 1 D2 ~ ~ 0 -1 2002 D4 ~ floorboards boards~ 1 -1 6524 S #2002 North/south tunnel~ This part of the catacombs looked roughly hewn and man-made. There is a large cross painted on the floor of the tunnel.To the south it seems maybe a bit lighter for some odd reason. To the north a ray of light comes in from a hole in the ceiling. ~ 20 264 0 D0 ~ ~ 0 -1 2001 D2 ~ ~ 0 -1 2007 E cross paint floor~ The cross is a Templar's cross. It seems to have had a fresh coat of paint recently.~ S #2003 Weapon training area~ This is a place to keep up on there weapon skills. Much of the equipment looks old and worn but upon furthur inspection seems quite sturdy in fact. ~ 20 264 0 D1 ~ ~ 0 -1 2004 D2 ~ ~ 0 -1 2008 S #2004 Prayer training area~ The templar's curious mix of religion and fighting is evident here. A central painting depicts a cross composed of swords. The elders teach the ancient art of prayer to the young pages. ~ 20 264 0 D3 ~ ~ 0 -1 2003 D1 ~ ~ 0 -1 2005 S #2005 Junction of hallways~ Training facilities are evident to the west. To the south lies a hallway which has doors every couple of feet, looks like living quarters of some sort. To the east the tunnel leads back into the natural catacombs. ~ 20 264 0 D3 ~ ~ 0 -1 2004 D1 ~ ~ 0 -1 2006 D2 ~ ~ 0 -1 2010 S #2006 Hallway~ The hallway takes on a more indoor look to the west. To the east it looks awfully dark. ~ 20 268 0 D3 ~ ~ 0 -1 2005 D1 ~ ~ 0 -1 2007 S #2007 Intersection~ The tunnel continues to the north and the south, becoming less hewn and more natural to the south. A passageway lined with paneling leads west. ~ 20 264 0 D3 ~ ~ 0 -1 2006 D2 ~ ~ 0 -1 2012 D0 ~ ~ 0 -1 2002 S #2008 Pages' sleeping quarters~ Several bunk beds are lined up across the room. It looks rather spartan and there is little evidence of toys or games. Most of the desks are filled with books and papers of little interest. ~ 20 264 0 D1 ~ ~ 0 -1 2009 D0 ~ ~ 0 -1 2003 S #2009 Templar Knights sleeping quarters~ This is a huge room which is filled wall to wall with beds. Apparently all the low level knights all sleep in this one room. A door on the south wall is labelled "Elders only!". ~ 20 264 0 D3 ~ ~ 0 -1 2008 D2 ~ ~ 0 -1 2013 S #2010 N/S hallway~ The hallway leads north an south. A door leads to a templar's room to the east. The decoration looks rather sparse here. ~ 20 264 0 D1 ~ ~ 0 -1 2011 D2 ~ ~ 0 0 2014 D0 ~ ~ 0 -1 2005 S #2011 A Middle-aged templar's room~ This is a room furnished in a room becoming a low level templar scribe. No real amenities but better than a communal sleeping quarters. As far as you can tell he would be a rank equivalent to a Sargeant. ~ 20 264 0 D3 ~ ~ 0 -1 2010 S #2012 Humid, damp tunnel~ As the tunnel leads south it gets more humid and damp. Moss covers the walls and ferns even grow in the cracks here and there. To the north it seems much more sterile. ~ 20 265 2 D2 ~ ~ 0 -1 2019 D0 ~ ~ 0 -1 2007 S #2013 Administration room~ The elders gather here to discuss training strategies and count their loot. You notice papers which look like important secret documents lying around. An escape passage leads west. ~ 20 264 0 D3 ~ ~ 0 -1 2069 D2 ~ ~ 0 -1 2016 D0 ~ ~ 0 -1 2009 E papers documents secrets~ It seems that the loot comes from raids on the towns in the surrounding areas above ground. From the documents it seems that the pages and trainees are kidnapped from the villages too! ~ S #2014 N/S hallway~ The hallway continues to become more important-looking as you wander south. A room to the east looks rather more pleasent that some of the others. ~ 20 264 0 D1 ~ ~ 0 -1 2015 D2 ~ ~ 0 -1 2017 D0 ~ ~ 0 -1 2010 S #2015 Mid-level leader's room~ A rather nice looking room considering the drab conditions down here. Through all the signs of decoration you can still see evidence of water leaks. ~ 20 264 0 D3 ~ ~ 0 -1 2014 S #2016 Mess hall~ The a huge table with an immaculate white table cloth stretches way off to the south. The room is kept immaculately clean by the nights themselves. They truly belive thaat cleanliness is next to godliness. ~ 20 264 0 D2 ~ ~ 0 -1 2023 D0 ~ ~ 0 -1 2013 S #2017 N/S hallway~ The hallway continues norht and south. A peculiar kind of glow seems to come from somewhere furthur along the hallway to the south. The room to the east looks like the lap of luxury. ~ 20 264 0 D1 ~ ~ 0 -1 2018 D2 ~ ~ 0 -1 2024 D0 ~ ~ 0 -1 2014 S #2018 High officer's room~ First thing you notice in this room is the pleasant aroma of cedar. All the paneling in the room is made of fine cedar. A painting of an elegant knight hangs on the wall. ~ 20 264 0 D3 ~ ~ 0 -1 2017 E painting elegant knight~ Something oddly familiar about the knight. He carries a glowing sword with a silvery blade. ~ S #2019 Mossy intersection~ There is a turn off to the passage here. The main passage leads north and south. To the south it seems to get impossibly darker. To the east you hear... birds? A small rivulet of water seeps in from the passage east. The air is very humid and damp here. ~ 20 265 2 D1 ~ ~ 0 -1 2020 D2 ~ ~ 0 -1 2026 D0 ~ ~ 0 -1 2012 S #2020 The holy grove~ A small grove of birches grow seem to grow from solid rock. You hear birds singing but try as you might you cant see any. A strange glow emanates from a place somewhere to the southeast in the grove. ~ 20 520 3 D3 ~ ~ 0 -1 2019 D1 ~ ~ 0 -1 2021 S #2021 The holy grove~ The trees seem real enough even though they take root in solid rock. You hear other small animals scampering through the light undergrowth yet you see nothing. The grove continues south, east and west. An out of place passage way for some reason heads north. ~ 20 520 3 D3 ~ ~ 0 -1 2020 D1 ~ ~ 0 -1 2022 D2 ~ ~ 0 -1 2027 D0 ~ ~ 0 -1 2068 S #2022 The holy grove~ The grove continues west and south. The glow is roughly to the south somewhere. ~ 20 520 3 D3 ~ ~ 0 -1 2021 D2 ~ ~ 0 -1 2028 S #2023 Mess hall~ "mess" isnt exactly the best word to describe this room. On the contrary, it is immacultly clean. A very long table stretches way off to the north. A hallway is to the east. ~ 20 264 0 D1 ~ ~ 0 -1 2024 D0 ~ ~ 0 -1 2016 S #2024 End of a hallway~ You hear voices coming from a room to the west. the hallway goes north. To the east lies a room which seems to glow with power and piety. ~ 20 264 0 D3 ~ ~ 0 -1 2023 D1 ~ ~ 0 -1 2025 D0 ~ ~ 0 -1 2017 S #2025 Grand Templar's room~ All the items in this room look ancient yet strangly very powerfull and rich. There is an aura of great holiness about the room. ~ 20 264 0 D3 ~ ~ 0 -1 2024 S #2026 Very dark passage~ This room is so dark that even powerful magic lights seems to barely illuminate the ground in front of you. If its possible it seems even darker to the south. The passage also leads back north. ~ 20 265 2 D2 ~ ~ 0 -1 2030 D0 ~ ~ 0 -1 2019 S #2027 The holy grove~ The grove continues north and east. To the east a strange humming can barely be heard. ~ 20 520 3 D1 ~ ~ 0 -1 2028 D0 ~ ~ 0 -1 2021 S #2028 The holy grove~ All of a sudden all the mysterious sounds of the grove stop. Or perhaps its just the strange humming and glowing from a clearing to the south drowning out everything else. There is a sort of magical forcefield door to the south. ~ 20 520 3 D3 ~ ~ 0 -1 2027 D2 a glowing forcefield with a small circular hole in it. ~ glow glowing field forcefield door~ 2 2001 2032 D0 ~ ~ 0 -1 2022 S #2029 Very dark caveway~ This room is so very dark that no one is quite sure whats in it, so there's nothing really to describe except maybe the powerful sense of evil coming from the east and the almost overcoming urge to run to the west. ~ 20 265 2 D3 ~ ~ 0 -1 2033 D1 ~ ~ 0 -1 2030 S #2030 Deep within the catacombs~ It stinks like a lair in here. A rotten smell of humanoid flesh lingers. You stuble over what you think are corpses in the utter darkness. You sense a evil growl from somewhere in the room. maybe everywhere in the room. . .. ~ 20 9 5 D3 ~ ~ 0 -1 2029 D1 ~ ~ 0 -1 2031 D0 ~ ~ 0 -1 2026 S #2031 Very dark cavern~ The cavern is hard to describe due to the extreme magical darkness. Probing with a light source seems to reveal nothing but more darkness. ~ 20 9 5 D3 ~ ~ 0 -1 2030 D2 ~ ~ 0 -1 2034 S #2032 The holy place~ A glowing stone lies in the center of the clearing. You recognize it as the stone of the Excalibur. The strange humming glowing makes it difficult to see if the Excalibur is there or not. Might want to take a closer look if possible. ~ 20 520 3 D0 a glowing forcefield with a small circular hole in it. ~ glow glowing field forcefield door~ 2 2001 2028 S #2033 Misty passageway~ Warm mist swirl about you making you feel threatened as well as protected at the same time. The swirling mist makes it tough to tell directions quite clearly, but youd seem to be able to go north or south. The mist gets denser to the south. ~ 20 265 2 D2 ~ ~ 0 -1 2042 D0 ~ ~ 0 -1 2029 S #2034 Intersection of caverns~ Caverns head north, south and east from this peculiar spot. Medium sized caverns from the east and the north join to form a huge cavern heading south. The walls of the cavern are made of a bizzarre mixture of many shiny crystals. ~ 20 9 5 D1 ~ ~ 0 -1 2035 D2 ~ ~ 0 -1 2044 D0 ~ ~ 0 -1 2031 S #2035 Enterance to the burial grounds~ You have entered what appears to be a burial ground of sorts. The templars buried their dead here. Chills go down your spine as you feel something watching you. You hear the random groan of a ghost, the howl of a wraith, and the dry clanking of bones. ~ 20 9 5 D3 ~ ~ 0 -1 2034 D1 ~ ~ 0 -1 2036 S #2036 The burial grounds~ Random tombs to unknown warriors were lain in rows as far as the eye can see. To your horror many of the graves are empty and desecrated. A gap in the rows of tombs leads south and there are more graves to the east and west. ~ 20 9 5 D3 ~ ~ 0 -1 2035 D1 ~ ~ 0 -1 2037 D2 ~ ~ 0 -1 2045 S #2037 The burial grounds~ It seems as if many of the warriors could not stop fighting even in death. They fight amongst eachother and flail at any living being that would wander near. ~ 20 9 5 D3 ~ ~ 0 -1 2036 D1 ~ ~ 0 -1 2038 S #2038 The burial grounds~ Legions of skeletal warriors wander by and battle the enemy even in death. Old battlelines have been forgotten and new ones made. Its a gruesome scene. ~ 20 9 5 D3 ~ ~ 0 -1 2037 D1 ~ ~ 0 -1 2039 S #2039 New graves~ The tombs in this section seem somewhat more recent. Rotting zombie warriors groan and wail with blank stares. You hear sounds of digging off a bit to the south. ~ 20 9 5 D3 ~ ~ 0 -1 2038 D2 ~ ~ 0 -1 2047 S #2040 Misty cavern~ A chilling icy mist swirl about you. The dampness and warmth has become bitter cold. The walls of the cavern are several feet thick with ice here. An icy wind blows from the south. ~ 20 265 2 D1 ~ ~ 0 -1 2041 D2 ~ ~ 0 -1 2048 S #2041 Misty cavern~ The temperature is a pleasant and mild here. This is due to a warm wind blowing in from the east and a chilly breeze blowing in from the west. The updrafts create bizzarre icy-steamy mists which dance along the walls. ~ 20 265 2 D3 ~ ~ 0 -1 2040 D1 ~ ~ 0 -1 2042 S #2042 Mist cavern~ A warm wind blows in from the east. The air is still stifling hot in here dispite the breeze. The mist seems thick enough to be alive. . . ~ 20 265 2 D3 ~ ~ 0 -1 2041 D1 ~ ~ 0 -1 2043 D0 ~ ~ 0 -1 2033 S #2043 Waterfall of mist~ River of hot mist pour down in a cascade from a hole in the cavern. It falls like water down from the heights like a waterfall and creates beautiful swirls. It causes a hot wind to flow west. ~ 20 265 2 D3 ~ ~ 0 -1 2042 E hole height waterfall cascade~ The hole is much too high up for you to reach. ~ S #2044 Huge multicolored tunnel~ The tunnel leads north and south. To the south there is an odd twinkling phenonmenum. ~ 20 265 2 D2 ~ ~ 0 -1 2050 D0 ~ ~ 0 -1 2034 S #2045 Desolate ruins~ Several mosoleums used to grace the way here but these have been defiled. And most have been torn down and burned by looters. Some still seem to be intact to the south. To the northwest is a seeming field of tombs of soldiers, now a battleground for the undead. ~ 20 9 5 D2 ~ ~ 0 -1 2051 S #2046 Curators place~ The undertaker, the historian and the curator used to be here. Now they too have joined the legions of the undead. From the looks of the place they seem to have starved to death. Rickety stairs head down into a sort of basement. ~ 20 9 4 D5 ~ ~ 0 -1 2052 D1 ~ ~ 0 -1 2047 E stairs basement~ Suprisingly the stairs look sturdy enough. ~ S #2047 Fresh graves~ Graves of recent casualties lie here. Even the most recent don't seem to have been left undisturbed. You hear sounds of digging in progress furthur to the south. ~ 20 9 4 D3 ~ ~ 0 -1 2046 D2 ~ ~ 0 -1 2053 D0 ~ ~ 0 -1 2039 S #2048 Twisty cavern~ The way twist this way and that and its all you can do to keep your head from spinning. The air is very cold here and layers of ice on the wall. The sounds of metal on ice echo through the cavern. A side passage leads east and the main passage goes north and south. ~ 20 265 2 D1 ~ ~ 0 -1 2049 D2 ~ ~ 0 -1 2056 D0 ~ ~ 0 -1 2040 S #2049 Striped tunnel~ The walls of the tunnels have many briliant colors in them from the various veins of crystals running in them. An odd twinkling comes from the east. ~ 20 265 2 D3 ~ ~ 0 -1 2048 D1 ~ ~ 0 -1 2050 S #2050 Prism cave~ The roof of this cave peaks over a hundred feet high making it one of the biggest in the catacombs. Crystals of every color cast prismatic sprays of light everywhere. The light from your lamp causes almost a blinding flare of brilliance as more light is added to the multi-colored twinkling phenomenum that exists here. This is also the lair of the fabled and feared Prism Dragon. ~ 20 8 5 D3 ~ ~ 0 -1 2049 D1 ~ ~ 0 -1 2058 D2 ~ ~ 0 -1 2057 D0 ~ ~ 0 -1 2044 S #2051 Ruined monument~ A monument to a famous king once stood here. Not much is left to even signify that is was here at all. A building of some sort can be entered through a basement to the east. The southern gate of the grounds is to the south. ~ 20 9 4 D1 ~ ~ 0 -1 2052 D2 ~ ~ 0 -1 2054 D0 ~ ~ 0 -1 2045 S #2052 Basement~ Its dark and it smells like. ...BATS down here! All you see is a swirl of the darkness and lots of scraching bats madly flailing around. A set of stairs go up into the building and a broken window leads west. ~ 20 9 4 D4 ~ ~ 0 -1 2046 D3 ~ ~ 0 -1 2051 S #2053 Fresh graves~ The graves here seem very recent. You notice many signs of digging and defilement. There are piles of fresh bodies here awaiting burial. A strange sense of evil magic from the south makes the hairs on the back of your neck to stand on end! ~ 20 9 4 D2 ~ ~ 0 -1 2055 D0 ~ ~ 0 -1 2047 S #2054 Southern gate~ A rusty gate here no longer keeps anyone out or in. You see a lonely E/W passage to the south. A little used trail winds east through a crack in the wall. ~ 20 9 2 D1 ~ ~ 0 -1 2067 D2 ~ ~ 0 -1 2059 D0 ~ ~ 0 -1 2051 S #2055 Scene of gastly horror~ An army of undead creatures of all types are lined up patiently. Their leader is an evil demonoid necromancer. His plans to use his army of undead to take over the world seem about ready to get underway. ~ 20 9 5 D2 ~ ~ 0 -1 2062 D0 ~ ~ 0 -1 2053 S #2056 Twisty passage~ The passage bends north and east here. To the east your not certain what lies ahead due to all the twists and turns youve made. To the north is seems cold. ~ 20 265 2 D1 ~ ~ 0 -1 2057 D0 ~ ~ 0 -1 2048 S #2057 Cross of caverns~ A little-used cavern enters from the south. A passage twists away to the west. An odd twinkling comes from the cave to the north. ~ 20 265 2 D3 ~ ~ 0 -1 2056 D2 ~ ~ 0 -1 2066 D0 ~ ~ 0 -1 2050 S #2058 Lonely tunnel~ Something indescribable makes you feel lonesome and sad here. Its just a feeling you get from this tunnel. The tunnel heads north and east. ~ 20 265 2 D1 ~ ~ 0 -1 2059 D0 ~ ~ 0 -1 2050 S #2059 Lonely tunnel~ Something indescribable makes you feel lonesome and sad here. You see a gate to a burial gorund to the north. This lonesome tunnel sighs along west and east. ~ 20 265 2 D3 ~ ~ 0 -1 2058 D1 ~ ~ 0 -1 2060 D0 ~ ~ 0 -1 2054 S #2060 Bend in the lonely tunnel~ Something indescribable makes you feel lonesome and sad here. The tunnel bends west and south. ~ 20 265 2 D3 ~ ~ 0 -1 2059 D2 ~ ~ 0 -1 2061 S #2061 Lonely tunnel~ Something indescribable makes you feel lonesome and sad here. The very walls of the tunnel seems to groan. to the north the tunnel bends and east is an intersection. ~ 20 265 2 D1 ~ ~ 0 -1 2062 D0 ~ ~ 0 -1 2060 S #2062 Intersection~ To the north you enter the burial grounds. a trail of blood leads that direction. Also you feel an ominous sense of evil magic from there. The tunnel to the west creaks and sighs as if alive. To the south you smell a hint of fresh air. ~ 20 265 2 D3 ~ ~ 0 -1 2061 D2 ~ ~ 0 -1 2063 D0 ~ ~ 0 -1 2055 S #2063 Tunnel~ The tunnel heads north and south. North you see an intersection and far to the south you sense light and smell a fresh breeze. ~ 20 265 2 D2 ~ ~ 0 -1 2064 D0 ~ ~ 0 -1 2062 S #2064 Tunnel~ The tunnel slopes noticibly down to the north and you sense the surface could be reached to the south. ~ 20 265 2 D2 ~ ~ 0 -1 2065 D0 ~ ~ 0 -1 2063 S #2065 Southern entrance to the catacombs~ Through a trapdoor above you streams light. Through a doorway to the south streams darkness. A message has been scrawled upon the wall here. The message reads: Adventure for the strong yet calculating Death for the weak and shallow Treasure for the smart and lucky Death for the stupid and acursed An ancient Glyph above the entrance keeps monsters from wandering up from the catacombs. ~ 20 4 2 D4 ~ floorboards boards~ 1 -1 6527 D0 ~ ~ 0 -1 2064 S #2066 Unknown passage~ Oh dear you seem to have lost your way. You look back from wence you came but theres no exit there anymore. There are exits in other directions but you have a feeling that you are hopelessly lost. ~ 20 269 2 D1 ~ ~ 0 -1 2067 D2 ~ ~ 0 -1 2068 S #2067 Unknown passage~ Oh dear you seem to have lost your way. You look back from wence you came but theres no exit there anymore. There are exits in other directions but you have a feeling that you are hopelessly lost. ~ 20 269 2 D3 ~ ~ 0 -1 2066 D2 ~ ~ 0 -1 2069 S #2068 Unknown passage~ Oh dear you seem to have lost your way. You look back from wence you came but theres no exit there anymore. There are exits in other directions but you have a feeling that you are hopelessly lost. ~ 20 269 2 D1 ~ ~ 0 -1 2069 D0 ~ ~ 0 -1 2066 S #2069 Unknown passage~ Oh dear you seem to have lost your way. You look back from wence you came but theres no exit there anymore. There are exits in other directions but you have a feeling that you are hopelessly lost. ~ 20 269 2 D3 ~ ~ 0 -1 2068 D0 ~ ~ 0 -1 2067 S #2101 A Dark Alleyway~ The walls of the alleyway have been spraypainted over many times over the years. One section of grafitti actually looks legible, it says: This section has ben designed for levels 5 through 10 If you are above level 15 please don't expect much fun. If you are below level 5 enter at your own risk. Another section of grafitti says "Trolls Rule!" There is a boulevard to the east and Wall Road East is to the west. ~ 21 5 1 D3 ~ ~ 0 -1 2172 D1 ~ ~ 0 -1 2102 S #2102 Beginning of White Dragon Boulevard~ This section of town has been overrun by the Troll gang. Even the police stay out of here for fear of being brutalized. This was once a nice lower-middleclass neighborhood, but know the gangs run the streets. All the shops and homes have been boarded up and abandoned. An alleyway is to the west and the street continues east. An over- grown lot is to the south. ~ 21 0 1 D1 ~ ~ 0 -1 2103 D2 ~ ~ 0 -1 2109 D3 ~ ~ 0 -1 2101 S #2103 Along White Dragon Boulevard~ Everywhere you look you see signs of recent violence. Patches of blood lie everywhere and broken sticks and abandoned knifes are strewn here and there. An over-grown lot is to the south. White Dragon Boulevard leads east and west. ~ 21 0 1 D1 ~ ~ 0 -1 2104 D2 ~ ~ 0 -1 2110 D3 ~ ~ 0 -1 2102 S #2104 White Dragon Boulevard at Armory~ Only gang memebers dare wander the streets here. What used to be the armory lies to the south. White Dragon Boulevard leads east and west. ~ 21 0 1 D1 ~ ~ 0 -1 2105 D2 ~ ~ 0 -1 2111 D3 ~ ~ 0 -1 2103 S #2105 White Dragon Blvd.~ Black Dragon Avenue used to run south from here but the way has been blocked by the toppling of a building into the street. White Dragon boulevard continues east and west. ~ 21 0 1 D1 ~ ~ 0 -1 2106 D3 ~ ~ 0 -1 2104 S #2106 Corner of Ice and White Dragon~ Ice Dragon Way leads south from here. It used to run the whole length of the neighborhood and way lined with beautiful crystal sculptures. White Dragon boulevard leads east and west from here. ~ 21 0 1 D1 ~ ~ 0 -1 2107 D2 ~ ~ 0 -1 2113 D3 ~ ~ 0 -1 2105 S #2107 White Dragon Boulevard~ A once majestic inn with a white marble fascade lies to the south. Unfortunately, it has fallen into disrepair and decay. You can continue east or west. ~ 21 0 1 D1 ~ ~ 0 -1 2108 D3 ~ ~ 0 -1 2106 S #2108 Corner of Bronze and White Dragon~ This is the north-east corner of the neighborhood. White Dragon boulevard heads west and Bronze Dragon street heads south. ~ 21 0 1 D2 ~ ~ 0 -1 2115 D3 ~ ~ 0 -1 2107 S #2109 An over-grown lot~ A huge building was going to be built here, but they gave the project up when violence took over the town. Now it is just a weed-strewn plot of land. The lot continues east and there is a road north. ~ 21 0 2 D0 ~ ~ 0 -1 2102 D1 ~ ~ 0 -1 2110 S #2110 East end of an over-grown plot of land~ This was planned to be a park, but the developer was scared out of town by the gang. Now it is just a dusty square of land. The park was started to the south. The lot continues west and there is a street to the north. ~ 21 0 2 D0 ~ ~ 0 -1 2103 D2 ~ ~ 0 -1 2116 D3 ~ ~ 0 -1 2109 S #2111 Armory~ Well actually, this is what USED to be the armory. The equipment has all been stolen or broken beyond repair. The back wall of the building has been bashed down, allowing you to go south. White Dragon Boulevard is north. ~ 21 8 1 D0 ~ ~ 0 -1 2104 D2 ~ ~ 0 -1 2117 S #2112 A Bend in the Way~ Ice Dragon Way bends east and south from here. You notice a lot of blood dried into the dirt here. ~ 21 0 1 D1 ~ ~ 0 -1 2113 D2 ~ ~ 0 -1 2118 S #2113 Ice Dragon Bend~ Ice Dragon Way bends to the north and west here. There are footprints here. They seem to indicate a large struggle took place here recently. What used to be the town Magic shop is to the east. ~ 21 0 1 D0 ~ ~ 0 -1 2106 D1 ~ ~ 0 -1 2114 D3 ~ ~ 0 -1 2112 S #2114 The remains of the magic shop~ The wizard was tough but he couldn't take on 50 of them at once. So he died and they took all his stuff and used it on their fellowmen. The front door leads west back out to the street. There is a back door leading to another street to the east. ~ 21 8 1 D1 ~ ~ 0 -1 2115 D3 ~ ~ 0 -1 2113 S #2115 Bronze Dragon Street at wizard's back door~ Bronze Dragon street goes north and south. The back door to what remains of the magic shop is west. ~ 21 0 1 D0 ~ ~ 0 -1 2108 D2 ~ ~ 0 -1 2120 D3 ~ ~ 0 -1 2114 S #2116 Dracolich Plaza~ They began construction of a pleasant plaza here. You wouldn't have known it though if i hadn't told you. It has been renamed in honor of the Dragon gang's idol, the Dracolich. It has become sort of a training ground. There is a short cut to the east and an overgrown lot of land to the north. ~ 21 0 2 D0 ~ ~ 0 -1 2110 D1 ~ ~ 0 -1 2117 S #2117 Shortcut~ This is a shortcut between Dracolich Plaza and the center of town. Dracolich Plaza is to the west and the shortcut continues south. ~ 21 0 1 D0 ~ ~ 0 -1 2111 D2 ~ ~ 0 -1 2121 D3 ~ ~ 0 -1 2116 S #2118 Ice Dragon Way~ Several smashed crystal statues line the Way here. You begin to wonder who smashed them, and with what. The Way bends out of sight to the north and continues south. To the east is a courtyard. ~ 21 0 1 D0 ~ ~ 0 -1 2112 D1 ~ ~ 0 -1 2119 D2 ~ ~ 0 -1 2122 S #2119 Courtyard North~ Once it was the courtyard of a beautiful building complex. But alas, someone forgot to water the plants and they all died. Then again, you wonder how many people have died here too. The courtyard extends to the south and there is a road to the west. ~ 21 8 1 D2 ~ ~ 0 -1 2123 D3 ~ ~ 0 -1 2118 S #2120 Bronze Dragon Street~ There used to be a gate out to the east here which led to distant lands. The gate has rusted permanently shut. The street goes north and south. ~ 21 0 1 D0 ~ ~ 0 -1 2115 D2 ~ ~ 0 -1 2125 S #2121 Shortcut~ The shortcut extends north. There is a street to the east. ~ 21 0 1 D0 ~ ~ 0 -1 2117 D1 ~ ~ 0 -1 2122 S #2122 Ice Dragon Way~ The Way continues north and intersects with Yellow Dragon Avenue to the south. For some reason, you somehow realize that there is a shortcut to the west that leads to Dracolich Plaza. ~ 21 0 1 D0 ~ ~ 0 -1 2118 D2 ~ ~ 0 -1 2127 D3 ~ ~ 0 -1 2121 S #2123 Courtyard South~ Once full of lush green plants, it is now barren of growth. A set of stairs used to extend up to a suite of rooms but the set is missing stairs 3-15. The courtyard extends north and there is a street to the south. ~ 21 8 1 D0 ~ ~ 0 -1 2119 D2 ~ ~ 0 -1 2128 S #2124 Old Abandoned Warehouse~ Once the center of a lucratice storage business, it has fallen to disrepair like everything else. It is now the hideout of the Dragon gang. The gang leader runs his reign of terror from here. There is a wooden door barely on the hinges to the east. ~ 21 9 1 D1 ~ wooden door east~ 1 -1 2125 S #2125 Bronze Dragon Street at Warehouse~ The street runs north and south. There is an old wooden door leading to a warehouse to the west. The warehouse LOOKS abandoned. . . ~ 21 0 1 D0 ~ ~ 0 -1 2120 D2 ~ ~ 0 -1 2130 D3 ~ wooden door west~ 1 -1 2124 S #2126 Yellow Dragon Road~ Yellow Dragon Road is the southern boundary of Troll Territory. The road extends east. You enter "no-man's land" to the south. ~ 21 0 1 D1 ~ ~ 0 -1 2127 D2 ~ ~ 0 -1 2131 S #2127 Yellow Dragon Road~ The road runs east and west. Ice Dragon Way leads north from here. ~ 21 0 1 D0 ~ ~ 0 -1 2122 D1 ~ ~ 0 -1 2128 D3 ~ ~ 0 -1 2126 S #2128 Yellow Dragon Road~ The roads continues east and west. There is a courtyard to the north. You enter "no man's land" to the south. ~ 21 0 1 D0 ~ ~ 0 -1 2123 D1 ~ ~ 0 -1 2129 D2 ~ ~ 0 -1 2133 D3 ~ ~ 0 -1 2127 S #2129 Yellow Dragon Road~ There is a barred window to the north. There appears to be a light coming from the cracks around it. The road extends east and west from here. Or you can enter "no man's land" south from here. ~ 21 0 1 D1 ~ ~ 0 -1 2130 D2 ~ ~ 0 -1 2134 D3 ~ ~ 0 -1 2128 S #2130 Yellow Dragon Road~ Bronze Dragon Street intersects here and runs north. Yellow Dragon ends here but continues to the west. ~ 21 0 1 D0 ~ ~ 0 -1 2125 D3 ~ ~ 0 -1 2129 S #2131 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues south and east; or there is a street to the north. ~ 21 0 5 D0 ~ ~ 0 -1 2126 D1 ~ ~ 0 -1 2132 D2 ~ ~ 0 -1 2136 S #2132 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues south east and west. ~ 21 0 5 D1 ~ ~ 0 -1 2133 D2 ~ ~ 0 -1 2137 D3 ~ ~ 0 -1 2131 S #2133 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues south, east and west; or there is a street to the north. ~ 21 0 5 D0 ~ ~ 0 -1 2128 D1 ~ ~ 0 -1 2134 D2 ~ ~ 0 -1 2138 D3 ~ ~ 0 -1 2132 S #2134 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues south, east, and west; or there is a street to the north. ~ 21 0 5 D0 ~ ~ 0 -1 2129 D1 ~ ~ 0 -1 2135 D2 ~ ~ 0 -1 2139 D3 ~ ~ 0 -1 2133 S #2135 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues south and west. ~ 21 0 5 D2 ~ ~ 0 -1 2140 D3 ~ ~ 0 -1 2134 S #2136 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues north and east; or there is a street to the south. ~ 21 0 5 D0 ~ ~ 0 -1 2131 D1 ~ ~ 0 -1 2137 D2 ~ ~ 0 -1 2141 S #2137 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues north, east and west. ~ 21 0 5 D0 ~ ~ 0 -1 2132 D1 ~ ~ 0 -1 2138 D3 ~ ~ 0 -1 2136 S #2138 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues north, east, and west; or there is a street to the south. ~ 21 0 5 D0 ~ ~ 0 -1 2133 D1 ~ ~ 0 -1 2139 D2 ~ ~ 0 -1 2143 D3 ~ ~ 0 -1 2137 S #2139 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues north, east, and west. ~ 21 0 5 D0 ~ ~ 0 -1 2134 D1 ~ ~ 0 -1 2140 D3 ~ ~ 0 -1 2138 S #2140 NO MAN'S LAND~ This is the section of town between the two gang's territories. This is usually where the violence starts. No Man's land continues south and west; or there is a street to the south. ~ 21 0 5 D0 ~ ~ 0 -1 2135 D2 ~ ~ 0 -1 2145 D3 ~ ~ 0 -1 2139 S #2141 Bend in Hector Street~ Hector street bends to the east and the south here. "No Man's Land" entrance is to the north. ~ 21 0 1 D0 ~ ~ 0 -1 2136 D1 ~ ~ 0 -1 2142 D2 ~ ~ 0 -1 2146 S #2142 Hector Street at Bakery~ Hector street runs east and west. The Bakery used to be to the south but the enterence is sealed off. Probably just a bunch of stale pies in there anyways. ~ 21 0 1 D1 ~ ~ 0 -1 2143 D3 ~ ~ 0 -1 2141 S #2143 Another corner of Hector and Achilles streets~ Achilles street heads to the south and Hector runs east and west. There is an entrance to "No Man's Land" to the north. On the southwest corner of this intersection, it looks like a building was recently burned down. ~ 21 0 1 D0 ~ ~ 0 -1 2138 D1 ~ ~ 0 -1 2144 D2 ~ ~ 0 -1 2147 D3 ~ ~ 0 -1 2142 S #2144 Hector Street at Jeweler~ Once a bright spot in the town, it now looks like one of the hardest hit by the violence. The building could collapse at any moment. The street continues east and west. ~ 21 0 1 D1 ~ ~ 0 -1 2145 D3 ~ ~ 0 -1 2143 S #2145 Corner of Ajax and Hector~ There is a grand fountain to the east but the water doesn't look good to drink. Ajax street heads south and Hector goes back west. "No Man's Land" is to the north. ~ 21 0 1 D0 ~ ~ 0 -1 2140 D2 ~ ~ 0 -1 2149 D3 ~ ~ 0 -1 2144 S #2146 Hector Street~ The street is full of garbage here. An odd building lies to the west, but you don't seem to be able to find a way into it. The street runs north and south here. ~ 21 0 1 D0 ~ ~ 0 -1 2141 D2 ~ ~ 0 -1 2150 S #2147 Achilles Avenue~ The town bards sang of the victory parades that used to pass along this route. It was once a major way through the center of town. The street goes south to a bend and north to an intersection. ~ 21 0 1 D0 ~ ~ 0 -1 2143 D2 ~ ~ 0 -1 2152 S #2148 A small ruined chapel~ This was a small temple built to honor the minor gods and goddesses. It is now desecrated by grafitti and vandalism. Perhaps its worst defilement is that it is the hangout of the Ogre gang. There is a street to the east thorugh a rusty metal door. ~ 21 9 1 D1 ~ rusted door metal~ 1 -1 2149 S #2149 Ajax Avenue at chapel~ The temple to honor the minor gods is through a rusty metal door to the west. The street continues north and south. You hear the muffled sounds of screams coming from the chapel. ~ 21 0 1 D0 ~ ~ 0 -1 2145 D2 ~ ~ 0 -1 2154 D3 ~ rusted door metal~ 1 -1 2148 S #2150 First intersection of Hector and Achilles~ There is a large statue here depicting a battle between two great warriors. You think it's odd that it has not been defiled, but then you sense a aura protecting it. Achilles runs east and south, while Hector heads out to the north. ~ 21 0 1 D0 ~ ~ 0 -1 2146 D1 ~ ~ 0 -1 2151 D2 ~ ~ 0 -1 2156 S #2151 Hector street~ A large open space, possibly a cemetery, lies to the south. There is a large wrought-iron fence with spikes on top which prevents you from entering the area. The street continues east and west. ~ 21 0 1 D1 ~ ~ 0 -1 2152 D3 ~ ~ 0 -1 2150 S #2152 A bend in the road~ Achilles Avenue bends to the north and west here. There is also a narrow alley to the south. ~ 21 0 1 D0 ~ ~ 0 -1 2147 D2 ~ ~ 0 -1 2157 D3 ~ ~ 0 -1 2151 S #2153 What is left of the weaponshop~ It doesn't even look like those punks gave the weaponsmith a proper burial. But what a going away present he seems to have received! Blood is splattered and dried all over the walls here. It looks like a great deal of carnage happened here. The way out to the east leads out onto a street. ~ 21 8 0 D1 ~ ~ 0 -1 2154 S #2154 Ajax street at Weaponshop (or whats left of it)~ The street goes north and south. The stables used to be to the east, but I bet all the horses are dead or gone. ~ 21 0 1 D0 ~ ~ 0 -1 2149 D2 ~ ~ 0 -1 2159 D3 ~ ~ 0 -1 2153 S #2155 Khan Park~ Not really a "park" as you and i would think of it but it seems queerly peaceful here in comparison to the rest of the area. There seems to be some kind of memorial to the great Mongol warrior Khan being crudely constructed here. There is a street to the east and another to the south. ~ 21 0 2 D1 ~ ~ 0 -1 2156 D2 ~ ~ 0 -1 2162 S #2156 Achilles avenue at entrance to park~ A ... park?! liest to the west. The street runs south to an intersection and curves to the north. ~ 21 0 1 D0 ~ ~ 0 -1 2150 D2 ~ ~ 0 -1 2163 D3 ~ ~ 0 -1 2155 S #2157 A bend in Ajax~ The roads bends south and east here. You barely notice a small alley leading north. Some kind of tunnel entrance is to the west but it has been crushed under its own weight. ~ 21 0 1 D0 ~ ~ 0 -1 2152 D1 ~ ~ 0 -1 2158 D2 ~ ~ 0 -1 2164 S #2158 Ajax street~ A once prideful guildhouse was on the northeast corner of this intersection. Most of the walls and ceiling have long since been demolished. An inn/pub is to the south. The street bends to the east or west. ~ 21 0 1 D1 ~ ~ 0 -1 2159 D2 ~ ~ 0 -1 2165 D3 ~ ~ 0 -1 2157 S #2159 Curve in the road~ The street goes north or west from here. A narrow street once headed southeast from here. ~ 21 0 1 D0 ~ ~ 0 -1 2154 D3 ~ ~ 0 -1 2158 S #2160 A wide alleyway~ The sides of the alleyway have been vandalized many times. One patch of grafitti actually looks readable: This section has been designed for levels 5 through 10 If you are above level 10 please don't expect much. If you are below level 5 enter at your own risk. In another spot it says "now entering Ogre territory..." A street lies to the west and a major road to the east. ~ 21 5 1 D1 ~ ~ 0 -1 2121 D3 ~ ~ 0 -1 2161 S #2161 Alexander Road~ You see many gang members walking around looking for fights to pick and things to break. It seems as if all of the other citizens have been run out of town. All the former homes are boarded up and uninhabitable. The road continues east and west. ~ 21 0 1 D1 ~ ~ 0 -1 2162 D3 ~ ~ 0 -1 2160 S #2162 Alexander Street at park entrance~ A park-looking area lies to the north and a passage between two buildings leads to another street to the south. ~ 21 0 1 D0 ~ ~ 0 -1 2155 D2 ~ ~ 0 -1 2166 D3 ~ ~ 0 -1 2161 S #2163 Achilles Avenue~ The Avenue Runs north and south. You sense you are deep within Ogre gang territory, and a chill goes up your spine. ~ 21 0 1 D0 ~ ~ 0 -1 2156 D2 ~ ~ 0 -1 2167 S #2164 Ajax Street~ You can see a sinister black wrought-iron fence to the west. You wonder if it's keeping you out, or the ghouls in? ~ 21 0 1 D0 ~ ~ 0 -1 2157 D2 ~ ~ 0 -1 2169 S #2165 The inn/pub~ The inn actually looks fairly functional despite its lack of repair. The boys come here to hoot it up and drink them selves into oblivion sometimes. It looks as if the beer is still on tap!!! A hallway leads south and you spy a street through the doorway to the north. ~ 21 8 0 D0 ~ ~ 0 -1 2158 D2 ~ ~ 0 -1 2170 S #2166 Solomon Street~ This street forms the southern boundary of Ogre territory. The street extends far to the east. There is also a pathway between buildings which leads to another street to the north. ~ 21 0 1 D0 ~ ~ 0 -1 2162 D1 ~ ~ 0 -1 2167 S #2167 Intersection of Achilles and Solomon~ Solomon street is to the east and west. The other part of the T is Achilles Avenue, starting here and winding to the north. ~ 21 0 1 D0 ~ ~ 0 -1 2163 D1 ~ ~ 0 -1 2168 D3 ~ ~ 0 -1 2166 S #2168 Solomon Street~ A wrought-iron fence blocks off what used to be an entrance to the cemetery here to the north. The evil just seems too strong to to consider entering. You feel you should stick with the "lesser" evils along the road to the east and west. ~ 21 0 1 D1 ~ ~ 0 -1 2169 D3 ~ ~ 0 -1 2167 S #2169 Intersection of Ajax and Solomon~ The two roads meet at a corner here. Ajax runs north and Solomon heads west. An inn/pub is through a back doorway to the east. ~ 21 0 1 D0 ~ ~ 0 -1 2164 D1 ~ ~ 0 -1 2170 D3 ~ ~ 0 -1 2168 S #2170 Hallway~ The hallway heads back north to the main part of the inn/pub. The stairs leading up to the guest roooms here do not seem advisable to climb. A doorway empties out into Solomon street to the west. ~ 21 9 0 D0 ~ ~ 0 -1 2165 D3 ~ ~ 0 -1 2169 S #2171 Wall Road~ The road extends south along the inside of the wall surrounding the city. You spy a city gate to the north. ~ 21 0 1 D0 ~ ~ 0 -1 3041 D2 ~ ~ 0 -1 2172 S #2172 Wall Road~ Wall road extends north along the inside of the city wall. A dark alley lies to the east. ~ 21 0 1 D0 ~ ~ 0 -1 2171 D1 ~ ~ 0 -1 2101 S #2801 Wastedump~ This room is filled with bone shards and fragments. Something (or things) very big lives here. A small plaque is on the wall. ~ 28 9 0 D2 You find the stench is stronger inside. ~ ~ 0 0 2803 D0 You reach civilization again. ~ ~ 0 0 6124 E plaque~ This zone (trollden) is created by MERC for any MERC Mud. copyright 1992 ~ S #2802 Troll's Larder~ This room has blood and grime all over the walls. You see maggots and other insects crawling up them. The resident is definitely uncivilized. Half-eaten and rotting body parts scatter the floor, each having its own colony of flies, worms, and maggots. ~ 28 9 0 D1 You welcome the fresh breeze coming from the east, but wrinkle your nose when the stench bears down on you once more. ~ ~ 0 0 2803 E Half-eaten body rotting corpse~ YUCK! You find worms crawling in and out this poor unfortunate former human. ~ S #2803 Troll's Living Room~ This small cave opens to the north, south, east, and west. You are overcome by the stench and consider turning around. ~ 28 9 0 D0 There is a trail of bone shards and fragments leading north. ~ ~ 0 0 2801 D1 Good God! You spy corpses all over the floor in there. It looks like a virtual graveyard in there. ~ ~ 0 0 2804 D2 Whoa! You reel back from the stench. You believe you have found the source of this bad smell. ~ ~ 0 0 2805 D3 You puke as you watch worms crawl between this room and the room west of here as they bore new holes into a corpse laying on the far wall of the west room. ~ ~ 0 0 2802 S #2804 The Playpen~ The walls are covered with blood (and body parts!?!?). Plastered on the far wall you see what looks like a human arm. A half-eaten body lies here with its chest ripped out. The predator seems disinterested in it. ~ 29 9 0 D3 You welcome the fresh breeze coming from the west, but wrinkle your nose when the stench bears down on you once more. ~ ~ 0 0 2803 E arm rotting~ This reminds you of what a baby would do to its formula during dinnertime, plastering it on the wall. ~ S #2805 Troll's Bedroom~ Obviously something REALLY big lives here. The stench is quite unbearable. There are piles and piles of rotten and half-eaten body parts of animals, orcs, (and humans?) strewn across the floor. There is a larger, more prominent pile of rotten parts over in a corner. It seems to have been flattened by something. ~ 28 13 5 D0 You welcome the fresh breeze coming from the north, but wrinkle your nose when the stench bears down on you once more. ~ ~ 0 0 2803 S #3001 The Temple Of Midgaard~ You are in the southern end of the temple hall in the Temple of Midgaard. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. Equally large steps lead UP through a small door into the ENTRANCE to MUD SCHOOL. (type 'up' to go to MUD SCHOOL.) A small plaque is on this wall. ~ 30 1036 0 D0 At the northern end of the temple hall is a statue and a huge altar. ~ ~ 0 -1 3054 D2 You look down the huge stone steps at the temple square below. ~ ~ 0 -1 3005 D4 You see the entrance to Mud School!!! Construction is over!!! Mud School is now open!!! ~ ~ 0 0 200 D5 You see the temple square. ~ ~ 0 -1 3005 E plaque~ This entire world has been integrated, modified, debugged, and enhanced by Hatchet, Kahn, and Furey of MERC Industries to be run by any MERC Mud. 1992 December 17 ~ S #3002 Cleric's Inner Sanctum~ This is the inner sanctum. A picture of the mighty Thor, is hanging on the wall, just above the altar which is set against the western wall. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 30 12 0 D1 You see your favorite place, the bar of divination. ~ ~ 0 -1 3003 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7026 S #3003 Cleric's Bar~ The bar is one of the finest in the land, lucky it is members only. Fine furniture is set all around the room. A small sign is hanging on the wall. ~ 30 12 0 D2 You see the entrance. ~ ~ 0 -1 3004 D3 You see the inner sanctum. ~ ~ 0 -1 3002 E sign~ The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialities, and tell the price of each. ~ S #3004 Entrance to Cleric's Guild~ The entrance hall is a small modest room, reflecting the true nature of the Clerics. The exit leads east to the temple square. A small entrance to the bar is in the northern wall. ~ 30 8 0 D0 You see the bar, richly decorated with really stylish furniture. ~ ~ 0 -1 3003 D1 You see the Temple Square. ~ ~ 0 -1 3005 S #3005 The Temple Square~ You are standing on the temple square. Huge marble steps lead up to the temple gate. The entrance to the Clerics Guild is to the west, and the old Grunting Boar Inn, is to the east. Just south of here you see the market square, the center of Midgaard. ~ 30 0 1 D0 You see the temple. ~ ~ 0 -1 3001 D1 You see the good old Grunting Boar Inn. ~ ~ 0 -1 3006 D2 You see the Market Square. ~ ~ 0 -1 3014 D3 You see the entrance to the Clerics Guild. ~ ~ 0 -1 3004 D4 You see the air. ~ ~ 0 -1 3057 S #3006 Entrance to the Grunting Boar Inn~ You are standing in the entrance hall of the Grunting Boar Inn. The hall has been wisely decorated with simple but functional furniture. A small staircase leads up to the defunct reception room and the bar is to the east. ~ 30 8 0 D1 Surprise! You see the bar. ~ ~ 0 -1 3007 D3 You see the temple square. ~ ~ 0 -1 3005 D4 You see the defunct reception room. ~ ~ 0 -1 3008 S #3007 The Grunting Boar~ You are standing in the bar. The bar is set against the northern wall, old archaic writing, carvings and symbols cover its top. A fireplace is built into the western wall, and through the southeastern windows you can see the temple square. This place makes you feel like home. A small sign with big letters is fastened to the bar. ~ 30 8 0 D3 You see the exit to the entrance hall. ~ ~ 0 -1 3006 E sign~ The sign reads: Free instructions provided by the Grunting Boar Inn. Buy - Buy something (drinkable) from the bartender. List - The bartender will show you all the different drinks and specialities, and tell the price of each. ~ E writing carving carvings symbols symbol~ Although it is very hard to understand, you think it looks a lot like beer, poems about beer, and small beer-mugs. ~ S #3008 The Defunct Reception~ You are standing in a dusty, defunct reception. The staircase leads down to the entrance hall. ~ 30 8 0 D5 You see the entrance hall. ~ ~ 0 -1 3006 S #3009 The Bakery~ You are standing inside the small bakery. A sweet scent of Danish and fine bread fills the room. The bread and Danish are arranged in fine order on the shelves, and seem to be of the finest quality. A small sign is on the counter. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3013 E danish pastry~ You see that this is truly delicious pastry. Must be made by a Dane from Denmark (which surely is not the capital of Sweden!). Former ruler of Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, Iceland, Estonia etc. etc. The sight of those large, wholesome chokoladeboller makes your mouth water and your soul sing. ~ E sign~ Free instructions provided by the store: Buy - Will buy you some bread or pastry. List - The baker will kindly tell you the price and sort of the bread in his bakery. ~ S #3010 The General Store~ You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small note hangs on the wall. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3015 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ S #3011 The Weapon Shop~ You are inside the weapon shop. There is a small note on the counter. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3016 E note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ S #3012 Main Street~ You are at the end of the main street of Midgaard. South of here is the entrance to the Guild of Magic Users. The street continues east towards the market square. The magic shop is to the north and to the west is the city gate. ~ 30 0 1 D0 You see the magic shop. ~ ~ 0 -1 3033 D1 You see the main street. ~ ~ 0 -1 3013 D2 You see the entrance to the Guild of Magic Users. ~ ~ 0 -1 3017 D3 You see the city gate. ~ ~ 0 -1 3040 S #3013 Main Street~ You are on the main street passing through the City of Midgaard. South of here is the entrance to the Armoury, and the bakery is to the north. East of here is the market square. ~ 30 0 1 D0 You see the bakery. ~ ~ 0 -1 3009 D1 You see the market square. ~ ~ 0 -1 3014 D2 You see the armoury. ~ ~ 0 -1 3020 D3 You see the main street. ~ ~ 0 -1 3012 S #3014 Market Square~ You are standing on the market square, the famous Square of Midgaard. A large, peculiar looking statue is standing in the middle of the square. Roads lead in every direction, north to the temple square, south to the common square, east and westbound is the main street. ~ 30 0 1 D0 You see the temple square. ~ ~ 0 -1 3005 D1 You see the main street. ~ ~ 0 -1 3015 D2 You see the common square. ~ ~ 0 -1 3025 D3 You see the main street. ~ ~ 0 -1 3013 E statue~ What you see is the Midgaard Worm, stretching around the Palace of Midgaard. ~ S #3015 The Main Street~ You are on Main Street crossing through town. To the north is the general store, and the main street continues east. To the west you see and hear the market place and to the south is the Jeweller's Shop. ~ 30 0 1 D0 You see the general store. ~ ~ 0 -1 3010 D1 You see Main Street. ~ ~ 0 -1 3016 D2 You see the Jeweller's Shop. ~ ~ 0 -1 3034 D3 You see the market square. ~ ~ 0 -1 3014 S #3016 The Main Street~ The main street, to the north is the weapon shop and to the south is the Guild of Swordsmen. To the east you leave town and to the west the street leads to the market square. ~ 30 0 1 D0 You see the weapon shop. ~ ~ 0 -1 3011 D1 You see the city gate. ~ ~ 0 -1 3041 D2 You see the swordsmen's guild. ~ ~ 0 -1 3021 D3 You see the main street leading to the market square. ~ ~ 0 -1 3015 S #3017 Entrance to Mage's Guild~ The entrance hall is a small, poor lighted room. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3012 D2 You see your favourite place, the Mage's Bar. ~ ~ 0 -1 3018 S #3018 Mage's Bar~ The bar is one of the wierdest in the land. Mystical images float around the air. Illusions of fine furniture appear all around the room. ~ 30 12 0 D0 You see the lobby. ~ ~ 0 -1 3017 D1 You see the laboratory. ~ ~ 0 -1 3019 S #3019 Mage's Laboratory~ This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange- looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters faintly visible. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 30 12 0 D3 You see the bar. ~ ~ 0 -1 3018 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7017 S #3020 The Armoury~ The armoury with all kinds of armours on the walls and in the window. You see helmets, shields and chain mails. To the north is the main street. On the wall is a small note. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3013 E note~ You can use these commands for trading: value <item> To get the price of an item in your possession. sell <item> To sell something. buy <item> To buy something (provided that the shop has it in store). list Gives you a listing of the shop's inventory. WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT! NO HAGGLING ~ S #3021 Entrance Hall to the Guild of Swordsmen~ The entrace hall to the Guild of Swordsmen. A place where one has to be careful not to say something wrong (or right). To the east is the bar and to the north is the main street. ~ 30 8 0 D0 You see the main street. ~ ~ 0 -1 3016 D1 You see the swordsmen's bar, many noises comes from there. ~ ~ 0 -1 3022 S #3022 The Bar of Swordsmen~ The bar of swordsmen, once upon a time beautifully furnished. But now the furniture is all around you in small pieces. To the south is the yard, and to the west is the entrance hall. ~ 30 12 0 D2 You see the practise yard. ~ ~ 0 -1 3023 D3 You see the entrance hall to the thieves guild. ~ ~ 0 -1 3021 S #3023 The Tournament and Practise Yard~ The practise yard of the fighters. To the north is the bar. A well leads down into darkness. ~ 30 12 0 D0 You see the bar. ~ ~ 0 -1 3022 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7048 S #3024 Eastern End of Poor Alley~ You are at the poor alley. South of here is the Grubby Inn and to the east you see common square. The alley continues further west. ~ 30 0 1 D1 You see the common square. ~ ~ 0 -1 3025 D2 You see the Inn. ~ ~ 0 -1 3048 D3 You see the poor alley. ~ ~ 0 -1 3044 S #3025 The Common Square~ The common square, people pass you, talking to each other. To the west is the poor alley and to the east is the dark alley. To the north, this square is connected to the market square. From the south you notice a nasty smell. ~ 30 0 1 D0 You see the market square. ~ ~ 0 -1 3014 D1 You see the dark alley. ~ ~ 0 -1 3026 D2 You see the city dump. ~ ~ 0 -1 3030 D3 You see the poor alley. ~ ~ 0 -1 3024 S #3026 The Dark Alley~ The dark alley, to the west is the common square and to the south is the Guild of Thieves. The alley continues east. ~ 30 0 1 D1 The alley continues east. ~ ~ 0 -1 3045 D2 You see the entrance to the thieves guild. ~ ~ 0 -1 3027 D3 You see the common square. ~ ~ 0 -1 3025 E guild~ It is the thieves guild, don't enter if you care about your health or money. ~ S #3027 Entrance Hall to the Guild of Thieves~ The entrace hall to the thieves' and assassins' guild. A place where you can lose both your life and your money, if you are not careful. To the north is the dark alley and to the east is the thieves' bar. ~ 30 8 0 D0 You see the alley. ~ ~ 0 -1 3026 D1 You see the thieves bar, where everything disappears. ~ ~ 0 -1 3028 S #3028 The Thieves Bar~ The bar of the thieves. Once upon a time this place was beautifully furnished, but now it seems almost empty. To the south is the yard, and to the west is the entrance hall. (Maybe the furniture has been stolen?!) ~ 30 12 0 D2 You see the secret yard. ~ ~ 0 -1 3029 D3 You see the entrance hall to the thieves guild. ~ ~ 0 -1 3027 E furniture~ As you look at the furniture, the chair you sit on disappears. ~ S #3029 The Secret Yard~ The secret practise yard of thieves and assassins. To the north is the bar. A well leads down into darkness. ~ 30 12 0 D0 You see the bar. ~ ~ 0 -1 3028 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ ~ 0 -1 7043 S #3030 The Dump~ The dump, where the people from the city drop their garbage. Through the garbage you can see a large junction of pipes, looks like the entrance to the sewer system. South of here you see the river and to the north is the common square. ~ 30 4 2 D0 You see the common square. ~ ~ 0 -1 3025 D2 You see the river slowly flowing west, but notice that it would be nearly impossible to reach the river due to all the garbage and a steep river bank. ~ ~ 0 -1 3504 D5 You see the sewers. ~ ~ 0 -1 7030 S #3031 The Pet Shop~ The Pet Shop is a small crowded store, full of cages and animals of various sorts and sizes. There is a sign on the wall. ~ 30 8 0 D2 You see the Alley. ~ ~ 0 -1 3045 E sign~ The sign reads: Use 'List' to see the available pets. Use 'Buy <pet>' to buy yourself a pet. Instructions for having pets: You can use 'order <pet> <instructions>' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order followers <instructions>' You can name the pet you buy as : "buy <pet> <name>" Regards, The Shopkeeper ~ S #3032 Pet Shop Store~ This is the small dark room in which the Pet Shop Boy keeps his pets. It is vital that this room's virtual number is exactly one larger than the Pet Shop number. ~ 30 8 0 S #3033 The Magic Shop~ You are in a small room that smells of rare chemicals and spices. Dividing the room in two is a large desk, and on the wall behind it are numerous shelves crammed with jars, bottles, books and scrolls of all sorts and sizes. ~ 30 8 0 D2 You see the main street. ~ ~ 0 -1 3012 E jars bottles~ Some of them are transparent enabling you to see that some contain coloured powders while others contain body parts of various animals. ~ E books~ Most of them appear to be very old and dusty. ~ E scrolls~ Each scroll is stored in a leather tube that protects it from moist. ~ S #3034 The Jeweller's Shop~ You are in a small, beautifully furnished room. The warm light emanating from the small oil lamps on the walls is reflected in the hard, polished surface of the big mahogany desk that stands in the centre of the room. A small sign with golden letters stands on the desk. ~ 30 8 0 D0 You see Main Street. ~ ~ 0 -1 3015 E oil lamps~ They are made from polished gold and looks as if they are securely fastened to the smooth stone walls. ~ E desk~ Your face is reflected in its surface. ~ E sign~ The golden letters say :- Use 'list' to see what is in store, 'buy <item>' to buy an item, 'sell <item>' to sell an item and 'value <item>' to make the jeweller evaluate an item. ~ S #3035 The Leather Shop~ An acrid smell fills this large room. Along the walls are numerous shelves containing all sorts of animal hide and in the crackling fireplace hangs a big iron pot with boiling water. In the middle of the room is a large oak table. A wooden sign is hanging above the fireplace. ~ 30 8 0 D2 You see the alley. ~ ~ 0 -1 3044 E fireplace~ It is a rather large fireplace made from heavy granite rocks. ~ E table~ It is made from solid oak but appears to be very used. Its surface is covered in marks and scratches. A large burning candle stands directly on the table surface, tallow flowing down its sides. ~ E pot~ Several large pieces of leather hide are boiling in the iron pot. ~ E sign~ The wooden sign says :- Use 'list' to see what is in store, 'buy <item>' to buy an item, 'sell <item>' to sell an item and 'value <item>' to make the leather worker evaluate an item. ~ S #3040 Inside the West Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads east and Wall Road leads south from here. ~ 30 0 1 D1 You see Main Street. ~ ~ 0 -1 3012 D2 You see the road running along the inner side of the city wall. You notice that it is called Wall Road. ~ ~ 0 -1 3042 D3 The city gate is to the west. ~ gate~ 1 3133 3052 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3041 Inside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads west from here. South of here is the wall road, but it looks dirty and not too safe. ~ 30 0 1 D1 You see the city gate. ~ gate~ 1 3133 3053 D3 You see Main Street.~ ~ 0 -1 3016 D2 You see the slums of Midgaard. ~ ~ 0 0 2171 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3042 Wall Road~ You are walking next to the western city wall. The road continues further south and the city gate is just north of here. ~ 30 0 1 D0 You see the city gate. ~ ~ 0 -1 3040 D2 The road continues further south. ~ ~ 0 -1 3043 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3043 Wall Road~ You are walking next to the western city wall. Wall Road continues further north and south. A small, poor alley leads east. Some letters have been written on the wall here. ~ 30 0 1 D0 The road continues further north. ~ ~ 0 -1 3042 D1 The alley leads east. ~ ~ 0 -1 3044 D2 The road continues further south. ~ ~ 0 -1 3047 E letters~ It says 'Who watches the watchmen?' ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3044 Poor Alley~ You are in narrow and dirty alley leading east and west. The leather shop is to the north. ~ 30 0 1 D0 The leather shop is to the north. ~ ~ 0 -1 3035 D1 The alley leads east. ~ ~ 0 -1 3024 D3 The alley leads west. ~ ~ 0 -1 3043 S #3045 Alley at Levee~ You are standing in the alley which continues east and west. South of here you see the levee. ~ 30 0 1 D1 The alley leads east. ~ ~ 0 -1 3046 D2 You see the levee. ~ ~ 0 -1 3049 D3 The alley leads west. ~ ~ 0 -1 3026 S #3046 Eastern end of Alley~ You are standing at the eastern end of the alley, the city wall is just east, blocking any further movement. An old three-storey warehouse is directly south of here. ~ 30 0 1 D0 You see another food store! ~ ~ 0 0 3056 D2 You see the warehouse. ~ ~ 0 -1 3050 D3 You see the alley. ~ ~ 0 -1 3045 S #3047 Wall Road~ You are standing on the road next to the western city wall which continues north. South of here is a bridge across the river. ~ 30 0 1 D0 You see the road. ~ ~ 0 -1 3043 D2 You see the bridge. ~ ~ 0 -1 3051 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3048 Grubby Inn~ You are inside the old Grubby Inn. This place has not been cleaned for several decades, vile smells make you dizzy. ~ 30 8 0 D0 You see the alley. ~ ~ 0 -1 3024 S #3049 Levee~ You are at the levee. South of here you see the river gently flowing west. The river bank is very low making it possible to enter the river. ~ 30 0 1 D0 You see the Alley. ~ ~ 0 -1 3045 D2 You see the river flowing west. ~ ~ 0 -1 3203 S #3050 Abandoned Warehouse~ You are inside the only room in the old warehouse. Only a sparse amount of light shines in through the boarded up windows above you. The place is very dusty and appears to have been unused for many years. ~ 30 8 0 D0 You see the alley. ~ ~ 0 -1 3046 S #3051 On the Bridge~ You are standing on the stone bridge crosses the river. The bridge is built out from the western city wall and the river flows west through an opening in the wall ten feet below the bridge. ~ 30 0 1 D0 You see the road. ~ ~ 0 -1 3047 D2 You see the Concourse. ~ ~ 0 -1 3100 E bridge~ It is built from large grey rocks that have been fastened to each other with some kind of mortar, just like the wall. ~ E opening~ You cannot really see it from here as it is somewhere beneath your feet. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3052 Outside the West Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the west you can see the edge of a big forest. A small dusty trail leads north along the wall. ~ 30 0 1 D0 The trail continues around the City of Midgaard. ~ ~ 0 -1 3900 D1 The city gate is to the east. ~ gate~ 1 3133 3040 D3 The forest edge is to the west. ~ ~ 0 -1 6000 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3053 Outside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the east the plains stretch out in the distance. To the north a small dusty trail follow the city wall. ~ 30 0 1 D0 The trail continues around the City of Midgaard. ~ ~ 0 -1 3908 D1 You see the plains.~ ~ 0 -1 3503 D3 You see the city gate. ~ gate~ 1 3133 3041 E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3054 By the Temple Altar~ You are by the temple altar in the northern end of the Temple of Midgaard. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods. ~ 30 8 0 D2 You see the southern end of the temple. ~ ~ 0 -1 3001 E altar~ Even though the altar is more than ten feet long it appears to be made from a single block of white virgin marble. ~ E statue odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke. ~ S #3055 Odin's Store~ This is the small dark room in which Odin keeps the player items that he takes care of. It is vital that this room's virtual number is exactly one larger than the room by the temple altar. ~ 30 8 0 S #3056 Uncle Juan's eatery~ This place makes your nose run just from the smell of the spicy food they sell. Spicy as it may be it still looks very tasty. A box of taco shells is set on the counter. ~ 30 8 0 D2 You see the eastern end of alley. ~ ~ 0 -1 3046 S #3057 In the air...~ WOW you can fly! You floating in the air above Temple Square of Midgaard. ~ 30 4 9 D4 More of the same ...air...sky...etc... ~ ~ 0 0 1017 D5 Back down on the earth where you should be! ~ ~ 0 0 3005 E east~ SMACK! you cant go that way ~ S #3100 Northwest end of Concourse~ You are at the concourse, the city wall is just west. A small promenade goes east, and the bridge is just north of here. The concourse continues south along the city wall. ~ 31 0 1 D0 You see the Bridge. ~ ~ 0 -1 3051 D1 You see the promenade. ~ ~ 0 -1 3101 D2 The promenade continues far south. ~ ~ 0 -1 3127 S #3101 Promenade~ The river gently flows west just north of here. The promenade continues further east and to the west you see the city wall. Park Road leads south from here. ~ 31 0 1 D1 The promenade. ~ ~ 0 -1 3102 D2 Park Road leads south. ~ ~ 0 -1 3131 D3 You see the Concourse. ~ ~ 0 -1 3100 S #3102 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. South of here you see the entrance to the park, and a small building seems to be just west of the entrance. ~ 31 0 1 D1 You see the promenade. ~ ~ 0 -1 3103 D2 You see the park entrance. ~ ~ 0 -1 3105 D3 You see the promenade. ~ ~ 0 -1 3101 S #3103 Promenade~ The river gently flows west just north of here. The promenade continues both east and west. A small path leads south. Looking across the river you see the levee. ~ 31 0 1 D1 You see the Concourse. ~ ~ 0 -1 3104 D2 The small path leads south. ~ ~ 0 -1 3132 D3 You see the promenade. ~ ~ 0 -1 3102 S #3104 Northeast end of Concourse~ You are at the Concourse. The city wall is just east and a small promenade goes west. Looking across the river you see a building that resembles a warehouse. The Concourse continues south along the city wall. ~ 31 0 1 D2 The Concourse continues south. ~ ~ 0 -1 3130 D3 You see the promenade. ~ ~ 0 -1 3103 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ S #3105 Park Entrance~ You are standing just inside the small park of Midgaard. To the north is the promenade and a small path leads south into the park. To your east is the famous Park Cafe. ~ 31 4 1 D0 You see the promenade. ~ ~ 0 -1 3102 D1 You see Park Cafe. ~ ~ 0 -1 3106 D2 You see the park. ~ ~ 0 -1 3108 S #3106 Park Cafe~ You are inside Park Cafe, a very well lighted, cosy place. The cafe is built from large logs. Through the windows in the northern wall you see the river, and through the southern window you see many vigorous colourful plants. ~ 31 8 0 D3 You see the park entrance. ~ ~ 0 -1 3105 S #3107 Small path through the park~ You are walking along a small path through the park. The path continues south and east. ~ 31 0 1 D1 ~ ~ 0 -1 3108 D2 ~ ~ 0 -1 3113 S #3108 Small path in the park~ You are standing on a small path inside the park. The park entrance is just north of here, and Park Cafe is just east of the entrance. The path leads further east and west. ~ 31 0 1 D0 You see the northern park entrance. ~ ~ 0 -1 3105 D1 ~ ~ 0 -1 3109 D3 ~ ~ 0 -1 3107 S #3109 Small path in the park~ You are on a small path running through the park. It continues west and south and just north of here you see the southern wall of Park Cafe. ~ 31 0 1 D2 ~ ~ 0 -1 3115 D3 ~ ~ 0 -1 3108 S #3110 Cityguard Head Quarters~ You are inside a tidy office. A big desk made from dark wood is standing in the centre of the room and a door with a big warning sign is to the west. ~ 31 8 0 D1 You see Park Road. ~ door~ 1 -1 3111 D3 You see a big warning sign hanging on the door. ~ door~ 1 3120 3142 E sign~ The sign says:- Captain's Office ---------------- WARNING: Authorized Personnel Only! ----------------------------------- ~ S #3111 Park Road~ The road continues north and south. A building is just west of here, you notice a sign on the door. The park entrance is to the east. ~ 31 0 1 D0 ~ ~ 0 -1 3131 D1 You see the park entrance. ~ ~ 0 -1 3112 D2 ~ ~ 0 -1 3118 D3 You see the cityguard head quarters. ~ door~ 1 -1 3110 E building door sign~ The sign on the door says:- Cityguard Head Quarters ~ S #3112 Western Park Entrance~ You are standing at the western end of the park. A small path leads east into the park and going west through the entrance you will reach Park Road. ~ 31 4 1 D1 ~ ~ 0 -1 3113 D3 ~ ~ 0 -1 3111 S #3113 A path in the park~ You are in the park. The paths lead north and west. Westwards is the park entrance and to the east you see a small pond. ~ 31 0 1 D0 ~ ~ 0 -1 3107 D1 You see the pond. ~ ~ 0 -1 3114 D3 You see the western park entrance. ~ ~ 0 -1 3112 S #3114 The Pond~ You are swimming around in the pond, feeling rather stupid. You can get back on the path from the eastern and western end of the pond. ~ 31 0 6 D1 ~ ~ 0 -1 3115 D3 ~ ~ 0 -1 3113 S #3115 A path in the park~ You are in the park. The paths lead north and east. Eastwards is the park entrance and to the west you see a small pond. ~ 31 0 1 D0 ~ ~ 0 -1 3109 D1 ~ ~ 0 -1 3116 D3 ~ ~ 0 -1 3114 S #3116 Eastern Park Entrance~ You are standing at the eastern end of the park. A small path leads west into the park. Going east through the entrance you will reach Emerald Avenue. ~ 31 4 1 D1 ~ ~ 0 -1 3117 D3 ~ ~ 0 -1 3115 S #3117 Emerald Avenue~ You are at Emerald Avenue which continues north and south. To the west is the park entrance and to the east is the not very big Town Hall of Midgaard. ~ 31 0 1 D0 ~ ~ 0 -1 3132 D1 ~ ~ 0 -1 3137 D2 ~ ~ 0 -1 3119 D3 ~ ~ 0 -1 3116 S #3118 Park Road~ You are on Park Road which leads north and south. A cottage is just east of here and a house is to the west. ~ 31 0 1 D0 ~ ~ 0 -1 3111 D1 You see a small cottage with an oaken door. A name plate has been set on it.~ door oaken~ 2 3300 3300 D2 ~ ~ 0 -1 3135 D3 On the wooden door is the name 'Mapmaker'.~ door wooden~ 2 3321 3307 E plate name~ The name 'Papi Llon' has been carved into the name plate. ~ S #3119 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads north and west. ~ 31 0 1 D0 ~ ~ 0 -1 3117 D3 ~ ~ 0 -1 3133 S #3120 Road Crossing~ You are in the middle of the road cross. Roads lead in all directions. A huge black iron chain as thick as a tree trunk is fastened into the ground at the centre of the road cross. Its other end leads directly upwards towards the sky. A road sign is here. ~ 31 0 1 D0 ~ ~ 0 -1 3133 D1 ~ ~ 0 -1 3136 D2 ~ ~ 0 -1 3134 D3 ~ ~ 0 -1 3135 D4 The chain disappears in the clouds.~ ~ 0 -1 7914 E sign~ The sign points in all directions: North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. Someone has added the following with red paint: Up - Redferne's Flying Citadel. ~ E chain~ The the chain reaches the clouds high above you. It must take some really powerful magic to hold such a chain in place. ~ S #3121 Emerald Avenue~ You are standing at a bend on Emerald Avenue. The road leads south and east. ~ 31 0 1 D1 ~ ~ 0 -1 3134 D2 ~ ~ 0 -1 3125 S #3122 Park Road~ You are on Park Road which leads south and north. Elm Street is east of here. ~ 31 0 1 D0 ~ ~ 0 -1 3136 D1 ~ ~ 0 -1 3123 D2 ~ ~ 0 -1 3126 S #3123 Elm Street~ You are on Elm street. Park Road is to the west and Elm Street continues in eastward direction. ~ 31 0 1 D1 ~ ~ 0 -1 3124 D3 ~ ~ 0 -1 3122 S #3124 End of Elm Street~ You are at the end of Elm Street. A white bungalow lies to the east. An old elm tree grows here. ~ 31 0 1 D1 ~ door~ 2 3302 3301 D3 ~ ~ 0 -1 3123 E elm tree~ The fresh young leaves of the elm tree wave gently in the wind. ~ E bungalow~ A beautiful bungalow, made of white marble. It's not very large, but it looks like a nice place to live in. As your eyes linger on the house, you see a faint glow coming from the door. ~ E door~ The door looks sturdy enough to keep everyone but a tree out. When you look closer you see the name of the owner of the house in blueglowing letters. It says "Manxam". Underneath it, someone has scribbled "and Fzoul". ~ S #3125 Emerald Avenue~ You are on Emerald Avenue which continues north. The Concourse is south of here. ~ 31 0 1 D0 ~ ~ 0 -1 3121 D2 ~ ~ 0 -1 3128 S #3126 Park Road~ You are on Park Road which continues north. The Concourse is south of here. An old two-storey house is to the east. ~ 31 0 1 D0 ~ ~ 0 -1 3122 D1 A heavy oaken door is to the east.~ door~ 2 3301 6904 D2 ~ ~ 0 -1 3129 E house~ The house is obviously very old and needs painting. The heavy oaken door is equipped with a brass door knocker shaped as a goblin's head. No name plate is to be seen anywhere. ~ E door knocker~ As you look at it, the goblin door knocker comes alive! The head splutters 'Tiz iz da houze uff Kwiff... Kuiffe... Qwiff... Erhm...' The head splutters 'Quiff... Quiffil... Ne'er mind! Quiffy livez ere!' It opens its mouth wide and gobbles 'Unlokk me!' ~ S #3127 On the Concourse~ You are at the southwest corner of the city wall. The Concourse leads both north and east. ~ 31 0 1 D0 ~ ~ 0 -1 3100 D1 ~ ~ 0 -1 3128 S #3128 On the Concourse~ The Concourse continues both east and west. Emerald Avenue is north of here. ~ 31 0 1 D0 ~ ~ 0 -1 3125 D1 ~ ~ 0 -1 3129 D3 ~ ~ 0 -1 3127 S #3129 On the Concourse~ The Concourse continues both east and west. Park Road is north of here and an iron grate leads south to the graveyard. A bronze sign has been set on the wall next to the grate. ~ 31 1 1 D0 ~ ~ 0 -1 3126 D1 ~ ~ 0 -1 3130 D2 Through the solid iron bars you see the graveyard. ~ grate~ 1 3121 3600 D3 ~ ~ 0 -1 3128 E grate~ Looks heavy. ~ E sign~ The sign says :- Graveyard of Midgaard Many brave adventurers have found their final resting place here. Please show respect and do not desecrate their tombs. ~ S #3130 On the Concourse~ You are at the southeast corner of the city wall. The Concourse leads both north and west. ~ 31 0 1 D0 ~ ~ 0 -1 3104 D3 ~ ~ 0 -1 3129 S #3131 Park Road~ You are at Park Road which continues north and south. ~ 31 0 1 D0 ~ ~ 0 -1 3101 D2 ~ ~ 0 -1 3111 S #3132 Emerald Avenue~ You are standing on the north end of Emerald Avenue. To the north is the promenade and to the east is the small street Penny Lane. ~ 31 0 1 D0 ~ ~ 0 -1 3103 D1 ~ ~ 0 -1 3139 D2 ~ ~ 0 -1 3117 S #3133 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the east the road goes on and to the south is the Road Crossing. ~ 31 0 1 D1 ~ ~ 0 -1 3119 D2 ~ ~ 0 -1 3120 S #3134 Emerald Avenue~ You are standing at a bend on Emerald Avenue. To the west the road goes on and to the north is the Road Crossing. ~ 31 0 1 D0 ~ ~ 0 -1 3120 D3 ~ ~ 0 -1 3121 S #3135 Park Road~ You are at a bend on Park Road. To the north the road goes on and to the east is the Road Crossing. To the south, the ancient cliffs rise from deep under the ground, forming a wall. ~ 31 0 1 D0 ~ ~ 0 -1 3118 D1 ~ ~ 0 -1 3120 D2 ~ portal wall~ 2 3307 3303 E wall~ You are surprised to find the outlines of a portal in the wall, although it is hardly perceivable. ~ S #3136 Park Road~ You are at a bend on Park Road. To the south the road goes on and to the west is the Road Crossing. ~ 31 0 1 D2 ~ ~ 0 -1 3122 D3 ~ ~ 0 -1 3120 S #3137 The Waiting Room~ You are standing in the waiting room at the town hall. Wooden chairs stand along the walls and a long desk with a typewriter is placed in the middle of the room. ~ 30 8 0 D1 It looks like some kind of office. ~ ~ 0 -1 3138 D3 The exit west leads to Emerald Avenue. ~ ~ 0 -1 3117 E chair chairs~ Not the very least comfortable. ~ E desk~ An extremely heavy desk. It is so large that it doesn't even need drawers. Everything can be stored on its top. ~ E typewriter~ It is an ancient Quifatronic T-1000 mk I. These machines are known for their incredible durability, and for their even more incredible weight. They make a Cray II look like a laptop. ~ S #3138 The Mayors Office~ You are in the not very big office of the Mayor of Midgaard. A large and polished but completely empty desk is standing in front of an armchair that looks so comfortable that it most of all resembles a bed with the head end raised slightly. ~ 30 8 0 D3 The waiting room is to the west. ~ ~ 0 -1 3137 E desk~ This desk is obviously very old. Nevertheless it looks as if has never been used. ~ E chair armchair~ This chair is really a masterpiece. A chair where one can sit as comfortably as in a bed. All auditoriums should be equipped with these things. A shame that there wouldn't be room for the students too, though. ~ S #3139 Penny Lane~ You are on Penny Lane. Emerald Avenue is to the west and Penny Lane continues in eastward direction. ~ 31 0 1 D1 ~ ~ 0 -1 3140 D3 ~ ~ 0 -1 3132 S #3140 Penny Lane~ You are on Penny Lane. The narrow road continues north and west. ~ 31 0 1 D0 ~ ~ 0 -1 3141 D3 ~ ~ 0 -1 3139 S #3141 End of Penny Lane~ You are at the end of Penny Lane. The only exit appears to be south. ~ 31 0 1 D2 ~ ~ 0 -1 3140 S #3142 Captain's Office~ You are in the Office of the Captain of the Guard. The Midgaard Coat of Arms is hanging on the north wall and a heavy steel door is to the south. ~ 31 8 0 D1 You see the Cityguard Head Quarters. ~ door~ 1 3120 3110 D2 You see the heavy steel door. ~ door~ 1 3137 3143 E arms~ Although a bit dusty the Coat of Arms is an excellent piece of work. ~ S #3143 The Jail~ You are in a dark and humid jail. The dark stone walls are hard and cold to the touch. A heavy steel door is to the north. ~ 31 8 0 D0 You see the heavy steel door. ~ door~ 1 3137 3142 E wall walls~ The walls are marked with lots of scratches. Some of them spell sentences like "JAIL IS BETTER THAN SQL" and "INGRES STRIKES AGAIN". ~ S #3200 Under the Bridge~ The arch under the bridge is covered by seaweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. ~ 32 0 7 D1 ~ ~ 0 -1 3201 D3 You see the river flowing west into the Forest of Haon-Dor.~ ~ 0 -1 -1 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. Looks pretty solid. ~ S #3201 On the River~ North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. ~ 32 0 7 D1 ~ ~ 0 -1 3202 D3 ~ ~ 0 -1 3200 S #3202 On the River~ North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. ~ 32 0 7 D1 ~ ~ 0 -1 3203 D3 ~ ~ 0 -1 3201 S #3203 On the River~ The levee is directly north of here. The river flows in an east west direction. ~ 32 0 7 D0 ~ ~ 0 -1 3049 D1 ~ ~ 0 -1 3204 D3 ~ ~ 0 -1 3202 S #3204 On the River~ You see the warehouse on the northern riverbank. East of here you see the city wall. The river flows west towards the levee. ~ 32 0 7 D1 ~ ~ 0 -1 3205 D3 ~ ~ 0 -1 3203 S #3205 On the River~ The river enters from a hole in the eastern city wall. The hole had been blocked by several vertically positioned iron bars set into the wall. ~ 32 0 7 D1 The iron bars are broken, making possible to pass through the hole in the wall. Beyond the bars you see a dark tunnel. ~ ~ 0 -1 5001 D3 ~ ~ 0 -1 3204 S #3300 Papi's Cosy Cottage~ You are inside Papi's living room, a light room at around three by four meters in size. The nicely carved oaken front door is set in the middle of the western wall, just between two windows. A small fire crackels in the fireplace which is set against the northern wall. ~ 33 8 0 D3 ~ door~ 2 3300 3118 S #3301 Manxam's livingroom~ This is a cozy place indeed, furnished with a couch, a table, a bookshelf, a desk and chair and a fireplace. The walls are painted white with a tinge of blue, the curtains around the large window in the west wall are mostly black with colourful birds and flowers on it. ~ 33 8 0 D1 ~ ~ 0 -1 3302 D3 ~ door~ 2 3302 3124 E couch~ Aaah....this feels good, you think as you try the couch. As you slide your hand over the smooth, black leather, you feel a shiver going down your spine. ~ E table~ A large table by the couch, made of ebenholz. It looks fairly expensive. ~ E shelf~ Wow! There are MANY books here... Most of the books seem like books about other worlds, like Krynn, Abeir-Toril (Forgotten realms) and many more. Some books seems to be calulus books, with strange symbols and uncomprehensible words...boooooring!! ~ E desk~ A desk, littered with papers, pens and all sorts of things. It looks as the owner has taken a box with things and turned it upside down. Over the desk you see a sign. It reads: *************************************************************** ** They say that if your desk is in order, so is your mind. ** ** I wonder how the minds of people with empty desks look... ** *************************************************************** ~ E chair~ A sturdy chair, made of oak. Is looks like it had been used for centuries. ~ E fireplace~ Aaaah...the heat from the flickering fire really feels good. The fireplace is made of stone (of course it is, it would be stupid to make it of wood!!), with a metallic net before the fire to prevent embers from flying into the room. ~ E window~ As you gaze out of the window, you see Elm Street in all its splendors. A big elm tree is standing there. ~ S #3302 Manxam's bedroom~ This is a small and cosy bedroom. The only furniture here is a large bed. ~ 33 8 0 D3 ~ ~ 0 -1 3301 E bed~ A large double-bed, with satin sheets. ~ S #3303 Entrance to Gimli's tunnels~ This is a rather small chamber, dug right out off the cliffground. It is dimly lit by some phosphorescent parts of the rock in walls and ceiling. A statue stands on a pedestal and there is an opening here, leading into the deeper parts of the tunnels. ~ 33 8 0 D5 ~ ~ 0 -1 3304 D0 ~ door~ 2 3307 3135 E statue~ The statue is picturing a gryphon. There is an inscription on the pedestal, below the statue. ~ E inscription~ The inscription reads 'JAS 39'. ~ S #3304 Gimli's chamber~ This is an exact replica of the thronehall of Moria, before the dark ages of destruction. It is dominated by a throne on a platform in the center of the room. The walls still contain uncut gems and to the east you can see that the stone contains Mithril. ~ 33 8 0 D4 ~ ~ 0 -1 3303 E throne~ The throne is made of solid Mithril and looks incredibly valuable. ~ S #3305 The Shrine of Eru~ This is the holy shrine of all the good people in the land who worship Eru, the creator of the universe. This is a large round hall with a pit for sacrifices in the north part of it. The walls are covered with magnificent paintings depicting the High Priest Doz, founder of this shrine, during some of his adventures. An iron door is set in the east wall of the hall. On the door is a golden plate with some writing on it. ~ 33 8 0 D1 ~ door~ 2 3310 3306 D2 ~ ~ 0 -1 3139 E painting paintings~ One of the paintings shows Doz fighting the dreadful Green Dragon, his sworn enemy. ~ E plate~ The writing on the plate says: Doz the High Priest No entrance allowed. ~ E door~ The door has a lock which looks very complicated and hard to pick. ~ S #3306 Doz' private quarters~ This is Doz' personal room where he goes when he needs a pause in all the fighting. There is a comfortable looking couch in one corner of the room and a desk and an armchair in the other. There are some souvenirs from Doz' adventures scattered on the floor. A bookcase filled with old books and scrolls stands against the wall. ~ 33 8 0 D3 ~ door~ 2 3310 3305 E desk~ The desk is clean for the moment. ~ E bookcase case~ You don't dare take out any of the old books from it. ~ S #3307 Mapmaker's Entrance Hall~ You are in a huge hall. A beautiful chandelier is hanging from the roof and many closets are standing against the walls. Bearskin covers the floor and looks like a nice place to rest. ~ 33 8 0 D1 ~ door~ 2 3321 3118 D3 ~ ~ 0 -1 3308 S #3308 Mapmaker's Living Room~ You have arrived to Mapmaker's living room. There's a fireplace on the western wall and standing by it is a huge book-shelf. In the middle of the room is a purple sofa (what a terrible color) and near it against the wall is Mapmaker's working table. ~ 33 8 0 D1 ~ ~ 0 -1 3307 S #3405 Inside the Chapel~ You are in a small, dark chapel. The dark brown glass in the tiny windows do not let much light through. A few rows of worn wooden benches stand here. ~ 34 0 1 D0 The chapel door is made of dark wood. ~ door~ 1 -1 3604 D5 ~ altar~ 2 3430 3421 E glass windows~ The windows must be meant to be dark. At least they are completely clean. ~ E benches rows~ The benches are not of the comfortable kind. ~ S #3408 Stairwell leading down into darkness~ You sense even more danger coming from below but are urged onward... ~ 34 9 0 D3 ~ door~ 1 3411 3449 D5 ~ ~ 0 0 3450 S #3409 The acolyte bedroom~ This is why you were not welcomed at the entrance by the tomb's faithful servants...Blood and gore is almost knee deep in here... Oh NO! the door shut behind you! It's a trap! Wait! Do you see an exit north? A bloodied corpse of an acolyte is lying here... A bloodied corpse of an acolyte is lying here... A bloodied corpse of an acolyte is lying here... ~ 34 9 0 D0 You see a curtain to the north ~ curtain~ 1 -1 3437 E corpse corpses~ Just heavily mauled and torn apart...throats were savagely ripped out and guts spilled on the floor...you slip and land, planting yourself firmly in the slick wetness and splatter yourself with the disgusting offel. ~ S #3410 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns. A half-decomposed body lies in the corner... ~ 34 9 0 D1 ~ ~ 0 0 3415 D2 ~ ~ 0 0 3411 E body~ Oh gods! This is sick!...maggots and the smell of slowly rotting flesh... But there is something scribbled or the floor beside him...you wonder what kind of writing a dying man would write?...you may soon find out... ~ E scribbling scribble writing~ It is a simple message (in blood): " H E L P " hmm....wonder what it might mean... ~ S #3411 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns...the rooms seems foggy and the air a bit muggy... A bed of straw is here and some dried out husks of bodies lying about... ~ 34 9 0 D0 ~ ~ 0 0 3410 D2 ~ ~ 0 0 3412 E bed straw~ nothing too exciting here... ~ E husks bodies~ They seem totally drained of their lifeforce...like someone sucked them dry. ~ S #3412 Grand hall of the kings~ You are at the west end of the Grand Hall which extends all the way eastward but of course the hallway is dark so you can just make out the area around you. Here there is a doorway to the south some strange writing written above it. Also on the floor are some strange brownish stains. But glancing at it proves fruitless as to its real nature. ~ 34 9 0 D1 ~ ~ 0 0 3417 D2 A door to the south ~ door~ 1 -1 3413 E stains brownish~ ARG! Your sixth sense tells you that it may be old dried up blood. Your skin crawls and the hairs on the back of your neck rises... ~ E door writing~ Above the door is some strange writing! hmm...it seems to be worn with age but it seems to refer to some old realm that you never heard of and a ruler by the name of Shohan. ~ S #3413 The shrine of Shohan~ BLOOD EVERYWHERE! The walls are coated with blood, bits of bloody flesh lie at your feet and torn clothing is scattered about. It wouldn't disturb you in the least if not for the fact that it is all FRESH!...What ever used to pass as an altar here, lies overturned and smashed. Doors lead to the south and to the north. ~ 34 9 0 D0 ~ north~ 1 -1 3412 D2 ~ south~ 1 -1 3414 E Clothing~ Well It Used To Be White...It Seems To Be Clothing Of An Altarboy Or The Remnants Of The Robes Of A Priest. ~ E Flesh Blood~ Ick! Disgusting And It Smells Aweful. Your Feet Stick To The Floor. ~ E Altar~ Well It Was A Beautifully Crafted Stone Altar To The Once King Of This Region, Shohan...Now It Is More Or Less Destroyed Savagely. ~ S #3414 The Ancient Tomb Of Shohan~ Once Beautiful, This Place Has Been Turned Into A Slaughterhouse By The Hands Of Evil Beings...Even More Blood And Dead, Wet, And Cold, Rotting Flesh. This Place Looks Like The Feeding Grounds Of Beasts And Monsters. The Is An Overturned Sarcophagus Of The Once Powerful King Shohan Lying Here...All Of It'S Contents Strewn About And Half Eaten. And Now You Seem To Know Where The Lost Acolytes Have Been Taken... A Door leads to the north and a doorway has been hewn to the east... ~ 34 9 0 D0 ~ door north~ 1 0 3413 D1 ~ ~ 0 0 3419 E door~ There is a door to the north and an opening that was smash with tremendous strength to the east. ~ E Coffin Sarcophagus~ An Eloquent Piece Of Art...Now Destroyed...There Seems To Be Writing On It... ~ E Corpse Body King Shohan~ Quite Dead, Desecrated And Destoyed... ~ E Writing~ It Is Barely Readable...But It Says: "All Hail The New King; We Serve The Master, Roch'tar...The Undying One!... Those Who Decline His Worship Shall Be Slaughtered!" ~ S #3415 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D1 ~ ~ 0 0 3420 D2 ~ ~ 0 0 3416 D3 ~ ~ 0 0 3410 S #3416 Entrance to the lower chambers~ You can tell that this area wasnt a part of the original construction the walls have been hewn by a mighty force and the walls look as though they were clawed to shape this crudely built passage. The passage slopes upward here and also continues to the north. ~ 34 9 0 D0 ~ ~ 0 0 3415 D4 ~ tunnel~ 1 -1 3418 E walls~ Something BIG must have done this job! There are some blood traces in the clawmarks tho...so maybe whatever did this is living... ~ S #3417 The grand hall of the kings~ Nearing the western wing of the grand hall of the kings. To the south a door exists but has been totally blocked and hammered to make it unusable to anyone. Your only exits exist to the east and west in this gloomy hallway. ~ 34 9 0 D1 ~ ~ 0 0 3422 D3 ~ ~ 0 0 3412 E door~ Ripped and torn...the lock has been smashed... ~ S #3418 The shrine of Cristis the Kind~ Different than the rest this place is fairly well kept...whoever destroyed the other areas must have been disinterested in this area and so an altar still stands here and the walls show some interesting scenes from the life of Cristis the Kind...a ruler of the outlying regions around Midgaard many years ago... The door to the north has been permanently jammed; the southern door seems to have been ripped out of its hinges so there is nothing but an opening to the south. The room slopes downward towards the north to a stone door. The Ghost of Cristis the Kind stands here barely visible to the eye. You sense he is trying to say something. ~ 34 9 0 D2 ~ ~ 0 0 3419 D5 ~ stone tunnel~ 1 -1 3416 E door~ The door to the north is permanently jammed and bolted down with large bands of metal...the only ways out seem to be down and south. ~ E altar~ This king must have been well loved. Great care was taken into the creation of this altar. It stands only about 2 feet high with the remnants of candle- wax on its top surface. It says in ancient tongue on its dusty top: "Praise the almighty Cristis the bringer of good and justice to the world. He who fought the evilest finally is at peace may the Gods remember him forever..." ~ E walls scenes~ Beautiful and ancient...scenes of battles with horrid creatures of ugly distortion...Cristis the Kind and his armies are shown here defeating the evil armies of the past... You recognize a small painting of an ancient city as being the older replica of Midgaard...it was much bigger then during the greater times of the old Empire. ~ E ghost cristis~ Pathetic and ghastly he looks very sad...his rest has been disturbed by the evil creatures that have invaded his domain and grave...He stands here shimmeringly desolid and quite unable to effect the outside world or be effect by the outside world...he is quite old, but very kind looking... He holds up a tiny piece of parchment for all to read and look at with a glimmer of tears in his eyes... ~ E parchment~ It says an aweful lot for its apperent size: "Hello stranger and last hope for Midgaard and this tomb! or just anyone who passes through my tomb. This is a last plea for aid by a man long since dead from this Earth. I have served all my life for the cause of good and hope for your help now that my time has passed. The forces of evil have taken control of this tomb and the great Kings of old need your aid to free us and deliver us to peace once again. I think that I alone have been able to make myself appear and manage to have the last acolyte here write this note, for I am unable to speak, or affect this dying world. These forces of evil plan to eventually take over Midgaard and the outlying reaches for their own! They MUST be stopped. No one knows how long this will take it could be days it could be months! Their leader goes by the name of Roch'tar, the reincarnated Vampire of a time somewhere after my death. He is yet not able to enter this world presently but is somewhere still trapped here in these tombs. You MUST stop him by sytematically destroying his minions and followers who he has created from the dead and called from the bowels of the earth!!! Thank you all who may endeaver to succeed and and may the Gods bless you on your Quest!" Two hints: in order to leave this place you must get the special rod from a hidden vault in a room down and to the east somewhere... this room will be a painted room as well...look vault and it will tell you what to do...the second hint is that I may appear elsewhere in the lower sections of the tombs for more help! ~ S #3419 The ancient tomb of Cristis~ Everything here has simply been destroyed... Exits lead north and west. ~ 34 9 0 D0 ~ ~ 0 0 3418 D3 ~ ~ 0 0 3414 S #3420 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D1 ~ ~ 0 0 3425 D3 ~ ~ 0 0 3415 S #3421 Entrance chamber to the great halls of the kings~ Whomever built this place must have been very rich indeed! Though you did enter through a rather small door this place has enough room to hold a several score of people. The floor has a beautifully woven carpet, and the walls are covered in finely crafted tapesties. You can tell that these things must have been worth much but they have not lasted well throughtout the ages. Massive doors lead off to the south and a small door leads up above you only accessable via. a large stone staircase. ~ 34 9 0 D2 Finely polished oak doors stand in your way to the south. ~ oak~ 1 -1 3422 D4 You see a large set of stone stairs leading upwards to a small stone door at the top. ~ stone trapdoor door~ 2 3410 3405 E stone door trapdoor~ Its rather small and looks quite heavy but maybe with some kind of 'leverage' you could move it...it does have a queerly shaped hole that looks big enough for an equally queerly shaped pole to fit inside...if only you had it! Then you could 'unlock' the trapdoor. ~ E carpet~ Red carpeting completely covers the floor. it seems untouched throughtout the ages and has a large build up of dust. There are tracks leading up and to the west so you know that someone has been down here before. ~ E tapesties~ The tapesties were woven into beautiful and exciting scenes of battles long ago. One on the left your shows the historic battle between Jubal the Benevolent and Hroth Kragen's forces that eventually Jubal's army won (of course) and was responsible for the forming the city within which you now reside. Here was the most inportant stategic point in Jubal's supply-line due to the how remote it is and of course it was (at that time) the last major population and mercanile district before the sea...where of course Hroth's forces were eventually driven and demolished. ~ E staircase stairs~ Though quite cracked they do look very stable. ~ E oak~ They're HUGE! They are at least 2 feet tall and about 10 feet wide. If not for one thing they would be perfectly preserved. There appears to be some letters crudely scratched into the wood. ~ E letters graffiti~ the letters say: "Beware here all of man, because passed here lies only death for those who dont flee now..." Insho'rkthon brsskra-lehsn Roch'tar Beneath, there are two criss-crossing scratchmarks in an X formation that look like someone (or something) raked their claws across the wood. Neat signature. ~ S #3422 The grand hall of the kings~ Here lies a long hallway which stretchs both east and west. On the southern si de of the hall there are many many doors each with the name of a king who has passed away and is entombed here. The hallway is beautiful yet still kind of chilling. Even tho the area has been relatively well keep by the acolytes who live here, there still remains a stench of the undead. ~ 34 9 0 D0 ~ oak~ 1 -1 3421 D1 ~ ~ 0 0 3427 D2 The door has written above it : "May all the lands thank Crotus the Victor Without his guidance this kingdom would not have stood" ~ door~ 1 -1 3423 D3 ~ ~ 0 0 3417 S #3423 The shrine of the great king Crotus~ Mostly rubble this place used to be the shrine of the famous king Crotus who saved the northern regions from being overrun by the Goblin hordes of 100 years ago. If not for him Midgaard of course would have eventually been squashed by these monsters as well...luckily this was not the case. Tho it is now appearent that a new threat has appeared to the city and this region. Though Crotus was a goodly king, it was rumored that he turned to the dark ways in his dying years...supposed he died an evil man... ~ 34 9 0 D0 ~ door~ 1 -1 3422 D2 ~ ~ 0 0 3424 S #3424 The tomb of Crotus the Victor~ Here the room is left fairly untouched...tho not alot was done with the room or maybe the artwork just wore off. A sarcophagus lies in the middle of the room and seems undisturbed...tho it also seems used alot. A hole has been knocked into the east wall... ~ 34 9 0 D0 ~ ~ 0 0 3423 D1 ~ ~ 0 0 3429 S #3425 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D2 ~ ~ 0 0 3426 D3 ~ ~ 0 0 3420 S #3426 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns...You hear a brief shuffling noise somewhere off to the east. A half-decomposed body is lying in the corner here... ~ 34 9 0 D0 ~ ~ 0 0 3425 D1 ~ ~ 0 0 3430 E corpse~ Yuk very disgusting...just lying there...it stinks. ~ S #3427 The grand hall of the kings~ Nearing the western wing of the grand hall of the kings. To the south is a door and to the east and west the hall continues. The writing is still legable above the doorframe. ~ 34 9 0 D1 ~ ~ 0 0 3432 D2 ~ door~ 1 -1 3428 D3 ~ ~ 0 0 3422 E door writing~ It says : "May he who falls in combat speak aloud oh great Mitnar's name for then that warrior shall be saved..." ~ S #3428 The shrine of Mitnar the Conquerer~ Noone ever really understood why he was laid to rest and honored here... according to the writing on the wall Mitnar was quite a gruesome beast of a man...he loved battle...and nothing else. But many warrior has passed thru Midgaard over the years and warriors did love Mitnar he was the perfect warrior and all fighting men looked up to this man... On the wall is depicted battle after battle after battle. Not much was really accomplished by this man that you can tell... A small opening has been shaped carefully to the east. ~ 34 9 0 D0 ~ door~ 1 -1 3427 D1 ~ ~ 0 0 3433 D2 ~ ~ 0 0 3429 E opening~ This one was done with more care during creation...odd. ~ S #3429 The tomb of Mitnar the Conquerer~ Hmm...neat place. you can tell that it once held quite an inventory of Gold, treasure and weapons because the wall paintings show dramatic scenes of men and women warriors alike bowing down to their dead God-figure, Mitnar. Scenes show get heaps of treasure and weapons sacrificed to the Great Mitnar. Even today there exist cult worshipers of this long dead great warrior and king. Where his coffin was...there is now only a rectangular blemish on the floor of the dusty room...hmm...there is something odd about the floor tho...the western wall has a hole punched through it as well. ~ 34 9 0 D0 ~ ~ 0 0 3428 D3 ~ ~ 0 0 3424 D5 There seems to be a handle on the top though you cant figure out why you didnt see it before. ~ trapdoor~ 1 -1 3436 E floor~ HEY! There's a trapdoor here!!! ~ S #3430 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D1 ~ ~ 0 0 3435 D2 ~ ~ 0 0 3431 D3 ~ ~ 0 0 3420 S #3431 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D0 ~ ~ 0 0 3430 D1 ~ ~ 0 0 3436 S #3432 The grand hall of the kings~ Nearing the western wing of the grand hall of the kings. To the south a door exists but has been totally blocked and hammered also to make it unusable to anyone. Your only exits exist to the east and west in this gloomy hallway. ~ 34 9 0 D1 ~ ~ 0 0 3437 D3 ~ ~ 0 0 3427 S #3433 The shrine of Frath the Penniless~ More blood and gore are settled into this room...the stench is unbearable. The walls are almost covered in blood and little chunks of dried meat. Almost as if it were painted on...ICK! in fact there is a purposeful look to it. The original paintings on the wall still are visible...but you still have an urge to vomit! A distant moan is heard...tho you cant really place it. The normal exit to the south has been totally blocks by rubble systematically piled there, and the door to the north is barred shut...thus the only way to go is either east or west. ~ 34 9 0 D1 ~ ~ 0 0 3438 D3 ~ ~ 0 0 3428 E rubble~ This isnt an accident...someone ..or thing placed this pile here for who knows what reason... ~ E painting walls~ Interesting...judging from the artwork Frath the Penniless was a very generous ruler in his time...an excellent economist it seems...the joke at the time was that he gave out so much money that he was penniless himself! He thus recieved that title by default. ~ S #3434 The tomb of Frath the penniless~ UGH! the scene is sickening...the sarcophagus is opened up and the mummified body lies out in the open but ripped to pieces and partially gnawed pieces of flesh and bone. Rubble lies to the north and the room has been physically raised somehow because the only exit is downward from where you came... ~ 34 9 0 D5 ~ ~ 0 0 3439 S #3435 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... A half-decomposed body is lying in the corner here... ~ 34 9 0 D1 ~ ~ 0 0 3441 D2 ~ ~ 0 0 3436 D3 ~ ~ 0 0 3430 E corpse~ Yuk, very disgusting...just lying there...it stinks. ~ S #3436 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D0 ~ ~ 0 0 3435 D1 ~ ~ 0 0 3441 D3 ~ ~ 0 0 3431 S #3437 The grand hall of the kings~ You are at the very western end of the grand hall of the kings. Again someone seems to have purposely jammed the door leading south...there is a door leading north and the hallway continues west. Tho the southern door is blocked and damaged you can still making out some writing at its head. ~ 34 9 0 D0 ~ door~ 1 -1 3409 D3 ~ ~ 0 0 3432 E writing~ It reads : "Behind these doors lie the remains of the great benefactor of all Midgaard and its outlying regions, Jubal the Benevolent" Extra special care has been taken in keeping this lettering fresh. ~ S #3438 The shrine of Jubal~ It is a shame this was once beautiful. Now the huge tapestries have been torn down and the carpeting all pulled up...the paintings on the ceiling are unreadable and the altar is crumbled...you here a crunching sound nearby... ~ 34 9 0 D2 ~ ~ 0 0 3439 D3 ~ ~ 0 0 3433 S #3439 The ancient tomb of Jubal the Benevolent~ The desecration of the dead here is hideous...the smell coming off of the opened sarcophagus and nauseating...the floor is slightly crumpled and walls are raked...but the worst part is the mummy...Jubal the Benevolent is missing his head! The only exits are north and up to the west... ~ 34 9 0 D0 ~ ~ 0 0 3438 D4 ~ ~ 0 0 3434 S #3440 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D1 ~ ~ 0 0 3445 D2 ~ ~ 0 0 3441 S #3441 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns...slithering noises now? ~ 34 9 0 D0 ~ ~ 0 0 3440 D1 ~ ~ 0 0 3446 D3 ~ ~ 0 0 3436 S #3442 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns...You hear a far-off scream... ~ 34 9 0 D1 ~ ~ 0 0 3447 D2 ~ ~ 0 0 3443 S #3443 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... A half-decomposed body is lying in the corner here... ~ 34 9 0 D0 ~ ~ 0 0 3442 D2 ~ ~ 0 0 3444 E corpse~ Yuk, very disgusting...just lying there...oozing... ~ S #3444 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D0 ~ ~ 0 0 3443 D1 ~ ~ 0 0 3449 S #3445 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D1 ~ ~ 0 0 3440 D2 ~ ~ 0 0 3446 D3 ~ ~ 0 0 3440 S #3446 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D0 ~ ~ 0 0 3445 D2 ~ ~ 0 0 3447 D3 ~ ~ 0 0 3441 S #3447 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... ~ 34 9 0 D0 ~ ~ 0 0 3446 D2 ~ ~ 0 0 3448 D3 ~ ~ 0 0 3442 S #3448 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns...But then again this place is quite different! The room has been totally hollowed out and smoothed...and a pit has been drilled in the center of the floor (though nothing is in it). Also extensive gruesome paintings of beasts and monsters terrorizing the country side; vampires sucking the blood of beasts and humans alike... the scenes are horribly graphic. The Ghost of Cristis is floating here... ~ 34 9 0 D0 ~ ~ 0 0 3447 E ghost cristis~ He looks alittle fainter and is holding up another parchment for you to read... ~ E parchment~ Written on it he says : "Congratuations adventurer you made it this far! Now, in order to get out of here look at the vault hidden in the painting and get the key pry rod that will take you out...if you have passed through all of these monsters and abonimations with ease you are ready to continue. But if not the rod will help you get out.The Vault will clue you on what to open. There exists nearby a horrid beast called Snapper Joe...he is a reincarnated fiend called up directly from hell...he is tough but if you manage to kill him he has a key to the lower depths of these horrid tombs and catacombs. I cant promise you what lies ahead but it will promise to be challenging and hopefully will prove that we are nearing the end of the reign of the Horrid Roch'tar. If you need to rest and come back, take the rod. But remember to dump it so that others will have a chance at continuing here also. Thank you again brave fellows!" ~ E vault~ Yeah there is a tiny painting of a vault in this mural...and it seems to be a reflected picture of the vault...the word in tiny print is rat'hcor so that could mean .... ~ S #3449 The lower chambers and tombs of the undead~ The stench of death is heavy in here...you think you may get easily lost in these caverns... A small door leads off to the east. ~ 34 9 0 D1 ~ door~ 2 3411 3408 D3 ~ ~ 0 0 3444 S #3450 Entrance to the Forbidden Catacombs~ You have entered the forbidden catacombs. This cave system must have been built long ago. The air is dank and smells of something dead...or maybe undead. Enter here at your own risk...something evil abodes here.... ~ 33 9 0 D0 Too dark to tell. ~ ~ 0 -1 3451 D1 Too dark to tell. ~ ~ 0 -1 3452 D2 Too dark to tell. ~ ~ 0 -1 3453 D3 Too dark to tell. ~ ~ 0 -1 3454 D4 ~ ~ 0 -1 3408 S #3451 The catacombs~ Stone walls, musty air...the earth seems to moan softly. ~ 34 9 0 D1 Too dark to tell. ~ ~ 0 -1 3455 D2 Too dark to tell. ~ ~ 0 -1 3450 S #3452 The catacombs~ Stone walls, musty air...the earth seems to groan beneath your feet... ~ 34 9 0 D0 Too dark to tell. ~ ~ 0 0 3461 D3 Too dark to tell. ~ ~ 0 -1 3450 S #3453 The catacombs~ Stone walls, musty air...the earth seems to groan beneath your feet... ~ 34 9 0 D0 Too dark to tell. ~ ~ 0 -1 3450 S #3454 The catacombs~ Stone walls, musty air...the earth seems to moan softly. ~ 34 9 0 D1 Too dark to tell. ~ ~ 0 -1 3450 S #3455 The catacombs~ Stone walls, musty air...a faint cry is heard in the distance. ~ 34 9 0 D2 Too dark to tell. ~ ~ 0 -1 3456 D3 Too dark to tell. ~ ~ 0 0 3451 S #3456 The catacombs~ Stone walls, musty air...the walls are slick with moisture... ~ 34 9 0 D0 Too dark to tell. ~ ~ 0 -1 3455 D1 Too dark to tell. ~ ~ 0 -1 3457 S #3457 The catacombs~ Stone walls, musty air...the earth seems to groan softly... ~ 34 9 0 D2 Too dark to tell. ~ ~ 0 -1 3458 D3 Too dark to tell. ~ ~ 0 0 3456 S #3458 The catacombs~ Stone walls, musty air...a faint cry is heard in the distance... The floor rises slightly to the west. ~ 34 9 0 D0 ~ ~ 0 0 3457 D2 You see unfathomable blackness to the south... ~ ~ 0 -1 3472 D3 Too dark to tell. ~ ~ 0 -1 3459 S #3459 The catacombs~ Stone walls, musty air...the walls are slick with moisture, and a horrible stench fills the air. ~ 34 9 0 D1 Too dark to tell. ~ ~ 0 -1 3458 D3 Too dark to tell. ~ ~ 0 -1 3460 S #3460 Den of the Vampire~ Your mind whirls in the hideous madness of this place... The stench is horrendous and dead bodies, suck of all their life, lay all over. One coffin lies in the center of the room...but the occupant will obviously be you... ~ 34 9 0 D1 Too dark to tell. ~ ~ 0 -1 3473 D5 A jet black coffin...who knows what lurks beneath. ~ coffin~ 2 3419 3475 E coffin~ Jet black, it looks very old, as is it's owner. ~ S #3461 The catacombs~ Stone walls, dank air...the walls seems to breath... ~ 34 9 0 D1 Too dark to tell. ~ ~ 0 0 3462 D2 Too dark to tell. ~ ~ 0 0 3452 S #3462 The catacombs~ Stone walls, dank air...the smell of the dead is quite noticable... ~ 34 9 0 D2 Too dark to tell. ~ ~ 0 0 3463 D3 Too dark too tell. ~ ~ 0 0 3461 S #3463 The catacombs~ Stone walls, dank air...a faint cry is heard in the distance... ~ 34 9 0 D0 Too dark to tell. ~ ~ 0 0 3462 D1 Too dark to tell. ~ ~ 0 0 3464 S #3464 The catacombs~ Stone walls, dank air...the slick walls seem to close in around you... The eastern walls seems a bit odd for some reason. ~ 34 9 0 D1 there seems to be a faint outline of something here...maybe a secret door~ secret~ 1 -1 3470 D2 Too dark to tell. ~ ~ 0 0 3465 D3 Too dark to tell. ~ ~ 0 0 3463 E secret~ YEAH! there it is ...a SECRET door...in the eastern wall! ~ S #3465 The gilded hallway~ Wow! Although this hallway is quit filthy and dusty, but it is noticably different than the rest of the catacombs...but you dont feel too safe... The walls faintly show ancient detailed etchings in gold and silver of ancient Gods and even more Ancient rituals...not all of which seems pleasant. The hallway continues north into the catacombs and further south as long as you can see. ~ 34 9 0 D0 The glow of your light reflects off the walls and you see the catacombs. ~ ~ 0 0 3464 D2 The glow of your light reflects off the walls...the gilded hallway. ~ ~ 0 0 3466 E etchings~ Beautiful yet disturbing...they urge you too move onward. ~ S #3466 The gilded hallway~ Ancient etchings and writing all done in intricate gold and silver designs fill these walls...they are almost too interesting to go on. but you draw your attention away due to how unsafe this horribly beautiful place really is. Your light source flickers off the walls showing you exits north and south. ~ 34 9 0 D0 Your light reveals more of the hallway. ~ ~ 0 0 3465 D2 Your light reveals more of the hallway. ~ ~ 0 0 3467 E etchings~ beautiful yet disturbing...they urge you to move on carefully. ~ S #3467 The gilded hallway~ Ancient etchings and writing all done in intricate gold and silver designs fill these walls...they are almost too interesting to go on. but you draw your attention away due to how unsafe this horribly beautiful place really is. Your light source flickers off the walls showing you exits north and south. ~ 34 9 0 D0 You light reveals more of the hallway. ~ ~ 0 0 3466 D2 Your light reveals more of the hallway. ~ ~ 0 0 3468 E etchings~ beautiful yet disturbing...they urge you to move on carefully. ~ S #3468 The gilded hallway~ Ancient etchings and writing all done in intricate gold and silver designs fill these walls...they are almost too interesting to go on. but you draw your attention away due to how unsafe this horribly beautiful place really is. Your light source flickers off the walls showing you exits north and south. ~ 34 9 0 D0 You light reveals more of the hallway. ~ ~ 0 0 3467 D2 Your light reveals more of the hallway. ~ ~ 0 0 3469 E etchings~ beautiful yet disturbing...they urge you to move on carefully. ~ S #3469 The gilded hallway~ Ancient etchings and writing all done in intricate gold and silver designs fill these walls...they are almost too interesting to go on. but you draw your attention away due to how unsafe this horribly beautiful place really is. Your light source flickers off the walls showing you exits north and west. ~ 34 9 0 D0 You light reveals more of the hallway. ~ ~ 0 0 3468 D3 Your light reveals THAT THIS LINK AINT DONE YET!------------------- ~ ~ 0 0 3469 E etchings~ beautiful yet disturbing...they urge you to move on carefully. ~ E west secret door~ weird no door here anymore ~ S #3470 The secret passageway~ A secret passage! You wonder where it may lead! ~ 34 9 0 D2 Too dark to tell. ~ ~ 0 0 3471 E east secret door~ The door closed on you so softly that you didnt even notice! ~ S #3471 The secret passageway~ A secret passage! Seems to be the southern end. Another door lead to the west. ~ 34 9 0 D0 Too dark to tell. ~ ~ 0 0 3470 D3 Hmm...a small wooden door is this way. ~ door~ 1 -1 3469 E door~ Hmm...maybe you should try to open it? ~ S #3472 The short way to hell...~ you fall........ hmm....its getting really really HOT! you fall... you fall.... slowly you are cooking as you fall further....you skin is burning and your hair 'evaporates'... you fall... and fall.... AND STOP! Welcome to HELL! But even in Hell we give you another chance. ~ 34 5 0 D0 HEE HEE ~ ~ 0 0 3458 D1 HEE HEE ~ ~ 0 0 3450 D2 HEE HEE ~ ~ 0 0 3474 S #3473 The catacombs~ Stone walls, musty air...the walls are slick with moisture, and a horrible stench fills the air. ~ 34 9 0 D1 ~ ~ 0 0 3474 D3 ~ ~ 0 0 3460 S #3474 The catacombs~ Stone walls, musty air...a faint cry is heard in the distance... The floor rises slightly to the west. ~ 34 9 0 D0 You would be really stupid to go this way... ~ ~ 0 0 3472 D2 ~ ~ 0 0 3457 D3 ~ ~ 0 0 3473 S #3475 Inside the coffin~ Holy cow! this place is HUGE! In fact you are inside a huge cavern. You cant see around yourself because the light only lights this general area. The cavern continue in all directions...a ladder leads upward to a lid of some sort. ~ 34 9 0 D0 Needs yet to be linked anywhere important ~ ~ 0 0 3475 D1 same as north ~ ~ 0 0 3475 D2 same as North ~ ~ 0 0 3475 D3 same as north ~ ~ 0 0 3475 D4 ~ lid coffin~ 1 3419 3460 S #3500 The Plains~ You are standing on the plains. This is a vast desolate place where the wind can howl undisturbed since nothing but you barrs its way. However you are not the first to wander here. Before you somebody has left a small path. The path looks rather bewildered and is not the kind of path to lead to anywhere significant or important but it seems to have made up its mind to enter the hills far away north. ~ 30 0 1 D0 ~ ~ 0 0 4000 D2 ~ ~ 0 0 3501 S #3501 The Lane~ You are strolling along a pleasant, shady lane. The road is lined on both sides by tall, stately trees which lend the scene with a sense of quiet serenity. You can follow the road north or south. ~ 30 0 1 D0 ~ ~ 0 0 3500 D2 ~ ~ 0 0 3502 S #3502 The Turning Point~ This is where the Midgaard Road turns north and away from the city. To the west, the road continues towards what looks like a fairly large city. The mute sounds of city commotion reach your ears from a distance; stray dogs barking, children crying, and street salesmen shouting. To the east, you can see the stately oaks and poplars of the holy grove. ~ 30 0 1 D0 ~ ~ 0 0 3501 D1 You can see a narrow path leading in between the trees, into the grove. ~ ~ 0 0 8904 D2 You see a wide path between short trees. ~ ~ 0 0 5261 D3 ~ ~ 0 0 3503 D5 You see a small hole that leads down. ~ ~ 0 0 6500 S #3503 City Entrance~ You stand on the outskirts of a large city - Midgaard; the capital of this land. The road leads east into the peace and quiet - and dangers - of the forest; and to the west it becomes the main street of the town; surrounded by a confusion of shops, bars, and market places. ~ 30 4 1 D1 ~ ~ 0 0 3502 D3 ~ ~ 0 0 3053 S #3504 The South Bridge~ You are standing on a small, rickety bridge leading from the Midgaard City Dump, to the forest of Miden'Nir (Goblinic for Green Blood). You can smell the Dump to the north, but go south and there is fresh air and greenery. ~ 35 0 3 D0 You can see the clutter of the City Dump. ~ ~ 0 0 3030 D2 If you go south, you will enter the Miden'Nir. ~ ~ 0 0 3505 S #3505 The Trail to Miden'Nir~ You are in a light forest. A path leads south, but the passage to the east is easy enough. To the west, smoke can be seen rising above the treetops. The sprawl of Midgaard lies north of here. ~ 35 0 3 D0 To the north, you see the bridge to Midgaard. ~ ~ 0 0 3504 D1 More light forest. ~ ~ 0 0 3506 D2 This path cuts through the darkness of the Miden'Nir. ~ ~ 0 0 3507 D3 The Woodsman's Inn. ~ ~ 0 0 400 S #3506 The Miden'Nir~ You are in a dark forest. To the east, mountains block passage. From here, only the lighter forest to the west or south offer a way to travel. ~ 35 0 3 D2 The forest is darker to the south. ~ ~ 0 0 3509 D3 The forest gets lighter as you go west. ~ ~ 0 0 3505 S #3507 The Miden'Nir~ The forest is deep here and the wind blows through the trees and through your hair. To the north, the forest gets lighter. However, the southern and western paths place you even deeper in the wood. ~ 35 0 3 D0 The forest is lighter in this direction. ~ ~ 0 0 3505 D2 More and darker woods. ~ ~ 0 0 3510 D3 There is a small path leading west. ~ ~ 0 0 3508 S #3508 On a Small Path~ A path is here, leading east and south. Mountains slash the scenery to the west of here. ~ 35 0 3 D1 Wind-swept forest. ~ ~ 0 0 3507 D2 To the south, the trail continues. ~ ~ 0 0 3511 S #3509 The Miden'Nir~ More trees... You can go north, south or travel toward the mountains that lie east of here. ~ 35 0 3 D0 The trees lighten up a bit this way. ~ ~ 0 0 3506 D1 Huge grey mountains lie in this direction. ~ ~ 0 0 3512 D2 The forest continues. ~ ~ 0 0 3514 S #3510 The Crossroads~ Here footworn paths lead north, south and east. The trees seem to be closing in on you at this point. ~ 35 0 3 D0 Trees as far as the eye can see. ~ ~ 0 0 3507 D1 There is an especially dark part of the forest this way. ~ ~ 0 0 3514 D2 There is an especially dark section of forest this way. ~ ~ 0 0 3516 S #3511 The Trail~ You are on a north-south trail. To the west, impassible mountains glare at you. ~ 35 0 3 D0 The trail bends to the north. ~ ~ 0 0 3508 D2 To the south, the path re-enters the forest. ~ ~ 0 0 3515 S #3512 At the Foot of the Mountains~ You can go west or south and re-enter the forest. Mountains prevent passage in any other direction. ~ 0 0 3 D2 A light section of forest. ~ ~ 0 0 3513 D3 The forest continues here. ~ ~ 0 0 3509 S #3513 The Miden'Nir~ The forest is light here and gets lighter to the north. To the west everything gets dark. The wind kicks up as you ponder your options. ~ 35 0 3 D0 There is a small clearing to the north. ~ ~ 0 0 3512 D3 It gets darker and thicker this way. ~ ~ 0 0 3514 S #3514 Deep Forest~ It is quite dark here, forest surrounds you. Footsteps can be heard, but their direction can not be determined. ~ 35 0 3 D0 More forest. ~ ~ 0 0 3509 D1 Lighter forest and mountains in the distance. ~ ~ 0 0 3513 D3 The forest continues. ~ ~ 0 0 3510 D2 More trees. ~ ~ 0 0 3517 S #3515 Light Forest~ The forest is light here and you can easily pick your way through the trail. To the east, the forest becomes deep again. South, the trail continues. ~ 35 0 3 D0 A trail leading north-south. ~ ~ 0 0 3511 D1 The trees get thicker as you go east. ~ ~ 0 0 3516 D2 More trees and some small hills. ~ ~ 0 0 3518 S #3516 The Sink~ The ground is quite muddy here and puddles are all around. Your boots make a disgusting SQUISH as you walk here. You can go in any of the four cardinal directions from here. Hopefully, it will be dryer. ~ 35 0 3 D0 The Miden'Nir continues. ~ ~ 0 0 3510 D1 More trees. ~ ~ 0 0 3517 D2 The trees get VERY thick to the south. You can barely see... ~ ~ 0 0 3519 D3 Some light trees and daylight. ~ ~ 0 0 3515 S #3517 Near the Mountains~ The most prominent feature here is the mountains that lie to the east. You can only go north and west from here as the rocks stop all other movement. ~ 35 0 3 D0 Many trees to the north. ~ ~ 0 0 3514 D3 There is a bit of a slope downward to the west. ~ ~ 0 0 3516 S #3518 The Fading Trail~ The trail becomes nearly unpassible here. You can go north as the forest is relatively light. To the south, you can see a path. ~ 35 0 3 D0 You can see a trail this way. ~ ~ 0 0 3515 D1 The trees are nearly trunk-to-trunk this way. ~ ~ 0 0 -1 D2 Dark forests. ~ ~ 0 0 3522 S #3519 The Dark Path~ You are hemmed in by trees on either side of you. There is no way to go west. The wind, which howled earlier, seems to have died in this natural tunnel. ~ 35 1 3 D0 Ahhh... daylight. ~ ~ 0 0 3516 D3 The trees are nearly trunk-to-trunk this way. ~ ~ 0 0 -1 D2 Darkness... ~ ~ 0 0 3521 D1 Darkness... ~ ~ 0 0 3520 S #3520 On the Verge of Darkness~ The forest is getting pretty thick here. To the south, everything seems to close in. The eastern path is a bit less claustrophobic. Perhaps you ought to go that way... ~ 35 0 3 D3 Darkness... ~ ~ 0 0 3519 D2 Darkness... ~ ~ 0 0 3523 S #3521 Carnage~ Here, you see a gruesome sight. Blood is everywhere... on the trees and soaked into the ground. Two carcasses lie in front of you, seeming to look up at you. The forest is impassible to the south, but the other directions look ok. ~ 35 1 3 D0 Darkness... ~ ~ 0 0 3519 D1 Your light does not extend that far. ~ ~ 0 0 3523 D3 More dark forest. ~ ~ 0 0 3522 E carcass body corpse carcasses bodies corpses~ The corpses looked as if they have been pierced by a large, jagged spear. The damage these people sustained is simply amazing. Worse, the lips on the bodies are a light shade of blue, hinting at poison in their systems. ~ S #3522 Stench~ There is a sickening stench here. It smells of blood and death. To the north, you catch glimpses of daylight. To the east, you simply cannot see. The trees are close and stifling. ~ 35 1 3 D0 Daylight and a trail to follow. ~ ~ 0 0 3518 D1 Darkness.. the smell seems to come from here. ~ ~ 0 0 3521 S #3523 The Darkness~ The air is still and stuffy - a stench comes from the west and an ugly feeling causes the hair to rise on the back of your neck - you want to get out of here - FAST!!! ~ 35 1 3 D0 More darkness ~ ~ 0 0 3520 D3 The Carnage ~ ~ 0 0 3521 S #3600 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. An iron grate is to the north and narrow gravel paths lead east and west. ~ 36 0 2 D0 Through the solid iron bars you see the Concourse. ~ grate~ 1 3121 3129 D1 The gravel path leads eastwards between the dark evergreen trees. ~ ~ 0 -1 3650 D2 The gravel road continues southwards. ~ ~ 0 -1 3601 D3 The gravel path leads westwards between the dark evergreen trees. ~ ~ 0 -1 3606 S #3601 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 36 0 2 D0 The gravel road continues northwards. ~ ~ 0 -1 3600 D2 The gravel road continues southwards. ~ ~ 0 -1 3602 S #3602 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 36 0 2 D0 The gravel road continues northwards. ~ ~ 0 -1 3601 D2 The gravel road continues southwards. ~ ~ 0 -1 3603 S #3603 A Gravel Road on the Graveyard~ You are on a well-kept gravel road that leads north-south through the graveyard. On both sides of the road grow dark evergreen trees. ~ 36 0 2 D0 The gravel road continues northwards. ~ ~ 0 -1 3602 D2 The gravel road continues southwards to an open space before a small building. ~ ~ 0 -1 3604 S #3604 In front of the Chapel~ You are on an open space before a small chapel. A gravel road leads north through the graveyard and the chapel entrance is to the south. ~ 36 0 2 D0 The gravel road continues northwards. ~ ~ 0 -1 3603 D1 The gravel path leads eastwards between the dark evergreen trees. ~ ~ 0 -1 3638 D2 The chapel door is made of dark wood. ~ door~ 1 -1 3405 D3 The gravel path leads westwards between the dark evergreen trees. ~ ~ 0 -1 3618 S #3605 Inside the Chapel~ You are in a small, dark chapel. The dark brown glass in the tiny windows do not let much light through. A few rows of worn wooden benches stand here. ~ 36 8 1 D0 The chapel door is made of dark wood. ~ door~ 1 -1 3604 E glass windows~ The windows must be meant to be dark. At least they are completely clean. ~ E benches rows~ The benches are not of the comfortable kind. ~ S #3606 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. An old tomb is here. ~ 36 0 2 D1 The gravel path continues eastwards towards a gravel road. ~ ~ 0 -1 3600 D2 The gravel path continues southwards. ~ ~ 0 -1 3608 D5 ~ tomb stone~ 1 -1 3607 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3607 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3606 S #3608 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and west. An old tomb is here. ~ 36 0 2 D0 The gravel path continues northwards. ~ ~ 0 -1 3606 D3 The gravel path continues westwards. ~ ~ 0 -1 3610 D5 ~ tomb stone~ 1 -1 3609 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3609 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3608 S #3610 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads east and south. An old tomb is here. ~ 36 0 2 D1 The gravel path continues eastwards. ~ ~ 0 -1 3608 D2 The gravel path continues southwards. ~ ~ 0 -1 3612 D5 ~ tomb stone~ 1 -1 3611 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3611 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3610 S #3612 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and east. A small shed is to the west. ~ 36 0 2 D0 The gravel path continues northwards. ~ ~ 0 -1 3610 D1 The gravel path continues eastwards. ~ ~ 0 -1 3614 D3 It is a small black-painted shed with a wooden door. ~ door~ 1 -1 3613 S #3613 In a shed on the Graveyard~ You are in a small shed that looks as if it is used to store all sorts of gardening equipment. The only exit appears to be through a door to the east. ~ 36 8 1 D1 ~ door~ 1 -1 3612 S #3614 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads south and west. An old tomb is here. ~ 36 0 2 D2 The gravel path continues southwards. ~ ~ 0 -1 3616 D3 The gravel path continues westwards. ~ ~ 0 -1 3612 D5 ~ tomb stone~ 1 -1 3615 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3615 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3614 S #3616 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and south. An old tomb is here. ~ 36 0 2 D0 The gravel path continues northwards. ~ ~ 0 -1 3614 D2 The gravel path continues southwards. ~ ~ 0 -1 3618 D5 ~ tomb stone~ 1 -1 3617 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3617 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3616 S #3618 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and east. An old tomb is here. ~ 36 0 2 D0 The gravel path continues northwards. ~ ~ 0 -1 3616 D1 The gravel path continues eastwards towards a building of some sort. ~ ~ 0 -1 3604 D5 ~ tomb stone~ 1 -1 3619 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3619 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3618 S #3638 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and west. An old tomb is here. ~ 36 0 2 D0 The gravel path continues northwards. ~ ~ 0 -1 3640 D3 The gravel path continues westwards towards a building of some sort. ~ ~ 0 -1 3604 D5 ~ tomb stone~ 1 -1 3639 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3639 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3638 S #3640 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and south. An old tomb is here. ~ 36 0 2 D0 The gravel path continues northwards. ~ ~ 0 -1 3642 D2 The gravel path continues southwards. ~ ~ 0 -1 3638 D5 ~ tomb stone~ 1 -1 3641 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3641 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3640 S #3642 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads east and south. An old tomb is here. ~ 36 0 2 D1 The gravel path continues eastwards. ~ ~ 0 -1 3644 D2 The gravel path continues southwards. ~ ~ 0 -1 3640 D5 ~ tomb stone~ 1 -1 3643 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3643 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3642 S #3644 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and west. An old tomb is here. ~ 36 0 2 D0 The gravel path continues northwards. ~ ~ 0 -1 3646 D3 The gravel path continues westwards. ~ ~ 0 -1 3642 D5 ~ tomb stone~ 1 -1 3645 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3645 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3644 S #3646 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads south and west. An old tomb is here. ~ 36 0 2 D2 The gravel path continues southwards. ~ ~ 0 -1 3644 D3 The gravel path continues westwards. ~ ~ 0 -1 3648 D5 ~ tomb stone~ 1 -1 3647 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3647 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3646 S #3648 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads north and east. An old tomb is here. ~ 36 0 2 D0 The gravel path continues northwards. ~ ~ 0 -1 3650 D1 The gravel path continues eastwards. ~ ~ 0 -1 3646 D5 ~ tomb stone~ 1 -1 3649 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3649 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3648 S #3650 A Gravel Path on the Graveyard~ You are on a gravel path winding its way between dark evergreen trees on the graveyard. The path leads south and west. An old tomb is here. ~ 36 0 2 D2 The gravel path continues southwards. ~ ~ 0 -1 3648 D3 The gravel path continues westwards towards a gravel road. ~ ~ 0 -1 3600 D5 ~ tomb stone~ 1 -1 3651 E tomb stone~ It is a large rectangular slab of dark grey stone that has been placed face up in the ground. The name has been erased by the ravages of time. ~ S #3651 In a dusty Tomb~ You are in a dark burial chamber beneath a large tomb stone. The only exit appears to be up. ~ 36 9 1 D4 ~ tomb stone~ 1 -1 3650 S #3900 West trail around Midgaard~ You are on a dusty trail following the outside wall of Midgaard. To the east the wall towers over you and to the west you see the forest of Haon-Dor. The trail leads north and south along the wall. ~ 30 0 2 D0 The dusty trail winds north closely to the wall. ~ ~ 0 -1 3901 D2 The dusty trail leads to outside the west gate of Midgaard. ~ ~ 0 -1 3052 S #3901 West trail around Midgaard~ You are on a dusty trail following the outside wall of Midgaard. To the east the wall towers over you and to the west you see the forest of Haon-Dor. The trail leads north and south along the wall. ~ 30 0 2 D0 To the north you notice the path makes a turn, following the City wall. ~ ~ 0 -1 3902 D2 The dusty trail continues towards the south. ~ ~ 0 -1 3900 S #3902 Northwest corner of dusty trail.~ You are standing outside the northwestern corner of the city wall. The trail leads east following the north wall and south towards the gate. ~ 30 0 2 D1 The dusty trail winds close up to the north wall of Midgaard. ~ ~ 0 -1 3903 D2 The dusty trail leads south towards the gate. ~ ~ 0 -1 3901 S #3903 Dusty trail along north wall.~ You are walking on the trail following the outside of Midgaard's northern wall. ~ 30 0 2 D1 The dusty trail is winding along the north wall of Midgaard. ~ ~ 0 -1 3904 D3 The dusty trail turns left around the corner of the wall, behind it Haon-Dor. ~ ~ 0 -1 3902 S #3904 The long dusty trail following the north wall.~ You are walking along the north wall. This is the rear of the Temple. It is not as pompous and impressive from this side. To the north the plains extend towards the horizon. You notice some markings on the wall here. ~ 30 0 2 D0 A small path extends into the plains. ~ ~ 0 -1 300 D1 The dusty trail is winding along the north wall of Midgaard. ~ ~ 0 -1 3905 D3 The dusty trail is winding along the north wall of Midgaard. ~ ~ 0 -1 3903 E wall markings writing~ The markings are made with the hand of a child. They read : Tear down the Wall -Pink Floyd ~ S #3905 Dusty trail along north wall.~ You are walking on the trail following the outside of Midgaard's northern wall. ~ 30 0 2 D1 The dusty trail turns right around the corner of the wall. You notice some mountains in the distance. ~ ~ 0 -1 3906 D3 The dusty trail is winding along the north wall of Midgaard. ~ ~ 0 -1 3904 S #3906 Northeast corner of dusty trail.~ You are standing outside the northeastern corner of the city wall. The trail leads west following the north wall and south towards the gate. ~ 30 0 2 D2 The dusty trail leads south towards the gate. ~ ~ 0 -1 3907 D3 The dusty trail winds close up to the north wall of Midgaard. ~ ~ 0 -1 3905 S #3907 East trail around Midgaard~ You are on a dusty trail following the outside wall of Midgaard. To the west the wall towers over you and far to the east you see some mountains. The trail leads north and south along the wall. ~ 30 0 2 D0 To the north you notice the path makes a turn, following the City wall. ~ ~ 0 -1 3906 D2 The dusty trail continues towards the south. ~ ~ 0 -1 3908 S #3908 East trail around Midgaard~ You are on a dusty trail following the outside wall of Midgaard. To the west the wall towers over you and far to the east you see some mountains. The trail leads north and south along the wall. ~ 30 0 2 D0 The dusty trail winds north closely to the wall. ~ ~ 0 -1 3907 D2 The dusty trail leads to outside the east gate of Midgaard. ~ ~ 0 -1 3053 S #4000 The hills~ You are on a small bewildered path winding its way between the hills in lack of better things to do. To the south you have a splendid view over the flat, vast, desolate plains. To the north the hills grow steadily darker and foreboding. This is the cause of no sunset, it is rather the power of evil penetrating these quiet hills. Glancing around you notice only a single bird. ~ 40 4 4 D0 ~ ~ 0 0 4001 D1 You see some less desolate hills east. ~ ~ 0 0 4785 D2 ~ ~ 0 0 3500 E bird~ It has a bedraggled look as if it has been dumped in a coal cellar or maybe been lost in deep underground mines for a considerable length of time ? It is fluttering at great speed away from the north, panic evident in its eyes. ~ S #4001 The hills~ You are surrounded by dark and sinister hills. Although they seemed fairly small from a distance you now get the feeling that they're closing in on you, towering over you, overwhelming you... The small path seems to have second thoughts about these hills because it starts winding unnecessarily, turning several times around itself. To the south the hills have a lighter hue of dark. To the north however, the hills have become nightblack holes in the distant mountains. ~ 40 4 4 D0 ~ ~ 0 0 4002 D2 ~ ~ 0 0 4000 S #4002 End of the path~ At this point the path has had enough. With a terrified shudder it cowers to the ground, only staying here because you're standing on it. with a slight feeling of unease you look around noticing only a few bushes and a large sign carved into the mountain. You feel you can hear the cry of help from a thousand silent voices all coming from an even darker hole in the mountain to the north marking the entrance to a cave (or a grave :-). ~ 40 4 4 D0 ~ ~ 0 0 4010 D2 ~ ~ 0 0 4001 E bushes~ Small crippled bushes desperately trying to grow south. ~ E sign~ The sign says: *********************************************************************** * * * ******************************************************************* * * * * * * * The Mines of Moria * * * * * * * * Enter at your own risk. * * * * Bring your own tombstone. * * * * * * * * Welcome to the mines of Moria.. At present there are only * * * * 4 levels. The plan is to build 20... If you ever get there * * * * * * * * Are you below level 3 Don't enter.. * * * * Are you below level 8 Don't enter alone.. * * * * * * * ******************************************************************* * * * *********************************************************************** ~ S #4010 The cave~ You are in a large cave. The ceiling is lost somewhere above the reach of your light. The floor, however, is highly illuminated, your light flickering over several tombstones. Only one is whole, the rest have been shattered by some savage blow. The remaining tombstone looks disturbingly new... A small breeze of fresh air enters from the south (probably lost too). Take a good breath, it may be your last mouthful of air in a long, long time that others haven't breathed before you. To the north a small tunnel continues into the mountain. ~ 40 9 2 D0 ~ ~ 0 0 4011 D2 ~ ~ 0 0 4002 E tombstone~ The stone is inscribed with the unfortunate player's famous last words : "What are you worrying about, it is just a small harmless snake" ~ S #4011 The tunnel~ You squeeze your way through a small, narrow tunnel. The sharp-edged rocks protruding from the walls threathen to scratch and cut you. To the south you sense a freshness in the air which is rather unusual in these damp, stuffy tunnels. To the north the tunnel continues. ~ 40 9 3 D0 ~ ~ 0 0 4014 D2 ~ ~ 0 0 4010 S #4012 The tunnel~ You are in a part of the tunnel that looks uncannily like the rest except that it goes in a east-north direction. To the north the tunnel widens into a cave. ~ 40 9 3 D0 ~ ~ 0 0 4016 D1 ~ ~ 0 0 4013 S #4013 The tunnel~ This tunnel, leading east-west, seems to be seldomly used. A thick layer of dust covers the floor making the air stuffy and dry. ~ 40 9 3 D1 ~ ~ 0 0 4014 D3 ~ ~ 0 0 4012 S #4014 The tunnel~ You are walking in a narrow tunnel. The walls are only roughly shaped, sharp rocks protruding everywhere, even from the floor making you stumble in the flickering light. To the south the tunnel narrows even more making it almost impossible to pass. To the north it slowly widens into a cave. There is a branch of the tunnel going west. ~ 40 9 3 D0 ~ ~ 0 0 4018 D2 ~ ~ 0 0 4011 D3 ~ ~ 0 0 4013 S #4015 The tunnel~ You are in a small tunnel, the tunnel continues west. ~ 40 9 3 D0 ~ ~ 0 0 4019 D3 ~ ~ 0 0 4014 S #4016 The large cave~ You are in a large cave, the cave continues east and west, to the south you notice a small tunnel. ~ 40 9 2 D1 ~ ~ 0 0 4017 D2 ~ ~ 0 0 4012 D3 ~ ~ 0 0 4023 S #4017 The large cave~ You are in the east end of the large cave. ~ 40 9 2 D3 ~ ~ 0 0 4016 S #4018 The cave~ You are in the south end of a cave, to the south you see a tunnel. You notice a large pile of bones in the corner. ~ 40 9 2 D0 ~ ~ 0 0 4025 D2 ~ ~ 0 0 4014 E pile bones~ Well you better watch out - some of the bones are human ! ~ S #4019 The tunnel~ You are in a north-south leading tunnel. ~ 40 9 3 D0 ~ ~ 0 0 4026 D2 ~ ~ 0 0 4015 S #4020 The hole~ You are by a hole in the floor, you can leave down, or north. ~ 40 13 3 D0 ~ ~ 0 0 4027 D5 ~ ~ 0 0 4064 S #4021 The hole~ You are by a hole in the floor, exits are down or east. ~ 40 13 3 D1 ~ ~ 0 0 4022 D5 ~ ~ 0 0 4115 S #4022 The damp tunnel~ You are in a damp tunnel, your clothes feel wet. The tunnel continues to the north, to the west you see a hole in the floor and to the east there is a large cave. ~ 40 9 3 D0 ~ ~ 0 0 4024 D1 ~ ~ 0 0 4023 D3 ~ ~ 0 0 4021 S #4023 The large cave~ You are in the western part of the large cave, to the west you see a damp tunnel. ~ 40 9 2 D1 ~ ~ 0 0 4016 D3 ~ ~ 0 0 4022 S #4024 The damp tunnel~ You are in a damp tunnel, that leads west. ~ 40 9 3 D2 ~ ~ 0 0 4022 D3 ~ ~ 0 0 4059 S #4025 The cave~ You are in the north end of a cave. To the east you see some tunnels which leads in many directions. ~ 40 9 2 D1 ~ ~ 0 0 4026 D2 ~ ~ 0 0 4018 S #4026 The many tunnels~ You are in a tunnel, that leads of in all directions. ~ 40 9 3 D0 ~ ~ 0 0 4028 D1 ~ ~ 0 0 4027 D2 ~ ~ 0 0 4019 D3 ~ ~ 0 0 4025 S #4027 The tunnel~ You are in a north-south leading tunnel, you also notice a tunnel to the west. From the north you sense the fresh air! ~ 40 9 3 D0 ~ ~ 0 0 4029 D2 ~ ~ 0 0 4020 D3 ~ ~ 0 0 4026 S #4028 The smelly tunnel~ You are in a north-south leading tunnel, you see a small light to the north. You notice a strange smell from the north.. ~ 40 9 3 D0 ~ ~ 0 0 4030 D2 ~ ~ 0 0 4026 S #4029 The cave~ You are in a cave that is filled with fresh air, you sense the wind blowing from the north. To the south you see a small tunnel continue into the mountain. ~ 40 9 2 D0 ~ ~ 0 0 4031 D2 ~ ~ 0 0 4027 S #4030 The light cave~ You are in a light cave, through a hole large above you, you see the sky. A small tunnel to the south is the only way out. You notice the source of the strange smell, all around you there is corpses from several monsters. ~ 40 0 2 D2 ~ ~ 0 0 4028 E corpse corpses~ IT STINKS! ~ S #4031 The valley~ You are in a small valley, surrounded by hills and a mountain to the south. In the mountain there is a cave. ~ 40 0 2 D2 ~ ~ 0 0 4029 D0 ~ ~ 0 0 4032 E cave~ Well it doesn't look nice, but it's the only way out.. ~ S #4032 The foothills~ You are on a winding path that leads through the foothills on the other side of the mountain. The path continues north. ~ 40 0 2 D0 ~ ~ 0 0 4033 D2 ~ ~ 0 0 4031 S #4033 The intersection in the foothills~ The small path you are following splits here. The path continues north and south or you can follow a trail east into the mountains. ~ 40 0 2 D0 ~ ~ 0 0 4034 D1 ~ ~ 0 0 4037 D2 ~ ~ 0 0 4032 S #4034 The grassy area of the foothills~ The grass here is unusually high. You notice several areas where somone or something large has crush spots of the down. Several very large rocks litter this area. You can go north, west or south. ~ 40 0 2 D0 ~ ~ 0 0 4035 D3 ~ ~ 0 0 4042 D2 ~ ~ 0 0 4033 S #4035 The foothills end~ At this point you are leaving the foothills. You see a plains area to the north of here. You can spot a small city in the distance from here. ~ 40 0 2 D0 ~ ~ 0 0 4036 D2 ~ ~ 0 0 4034 S #4036 The plains~ the plains. Exits are south ~ 40 0 2 D2 ~ ~ 0 0 4035 S #4037 The foothills path~ exits are east and west. ~ 40 0 2 D3 ~ ~ 0 0 4033 D1 ~ ~ 0 0 4038 S #4038 Base of the mountain~ Exits are east and west. ~ 40 0 2 D1 ~ ~ 0 0 4039 D3 ~ ~ 0 0 4037 S #4039 A trail up the mountain~ Exits are east and west. ~ 40 0 2 D1 ~ ~ 0 0 4040 D3 ~ ~ 0 0 4038 S #4040 The mountain top.~ Exits are north, east, west, and up into the air.. ~ 40 0 2 D0 ~ ~ 0 0 4041 D1 It doesn't look safe this way. ~ ~ 0 0 7114 D3 ~ ~ 0 0 4039 D4 ~ ~ 0 0 3057 S #4041 The lions den~ Exits are south. ~ 40 0 2 D2 ~ ~ 0 0 4040 S #4042 The level foothills~ Exits are east and west. ~ 40 0 2 D1 ~ ~ 0 0 4034 D3 ~ ~ 0 0 4043 S #4043 The cave entrance~ Exits are east and west. ~ 40 0 2 D1 ~ ~ 0 0 4042 D3 ~ ~ 0 0 4044 S #4044 The hill giant cave~ Exits are east. ~ 40 0 2 D1 ~ ~ 0 0 4043 S #4050 The tunnel~ You are in a tunnel, which turns here. The tunnel continues to the east and the south. ~ 40 9 3 D1 ~ ~ 0 0 4051 D2 ~ ~ 0 0 4053 S #4051 The tunnel~ You are in an east-west leading tunnel. The tunnel is very narrow here. ~ 40 9 3 D1 ~ ~ 0 0 4052 D3 ~ ~ 0 0 4050 S #4052 The tunnel~ You are in an east-west leading tunnel. ~ 40 9 3 D1 ~ ~ 0 0 4100 D3 ~ ~ 0 0 4051 S #4053 The tunnel~ You are at a turn, the tunnel continues north and east. ~ 40 9 3 D0 ~ ~ 0 0 4050 D1 ~ ~ 0 0 4054 S #4054 The light cave~ You are in a cave, to south from you there is a large fire that lights the entire cave, to the east and west tunnels leads off. ~ 40 8 2 D1 ~ ~ 0 0 4055 D2 ~ ~ 0 0 4056 D3 ~ ~ 0 0 4053 S #4055 The maze~ You are in a maze of small damp tunnels. Only exit is west to a light cave. ~ 40 9 3 D3 ~ ~ 0 0 4054 S #4056 The light cave~ You are in a light cave, a large fire in front of you lights the room. The cave continues to the north and south. ~ 40 8 2 D0 ~ ~ 0 0 4054 D2 ~ ~ 0 0 4061 E fire~ Well, errh - It looks somehow quite warm..! ~ S #4057 The maze~ You are in a maze of small damp tunnels. Exits leads both north and south. ~ 40 9 3 D0 ~ ~ 0 0 4055 D2 ~ ~ 0 0 4062 S #4058 The maze~ You are in a maze of small damp tunnels. Exits leads west and south. ~ 40 9 3 D2 ~ ~ 0 0 4063 D3 ~ ~ 0 0 4057 S #4059 The tunnel~ You are in a tunnel, only exit is to the east. You sense that the tunnel leads slightly down. ~ 40 13 3 D1 ~ ~ 0 0 4060 S #4060 The tunnel~ You are in a small tunnel, to the west the tunnel continues and to the east you see some light. ~ 40 9 3 D1 ~ ~ 0 0 4061 D3 ~ ~ 0 0 4059 S #4061 The light cave~ You are in the south end of a light cave, tunnels leads of to the south and west. ~ 40 8 2 D0 ~ ~ 0 0 4056 D2 ~ ~ 0 0 4065 D3 ~ ~ 0 0 4060 S #4062 The maze~ You are in a maze of small damp tunnels. Exits leads east and west. ~ 40 9 3 D1 ~ ~ 0 0 4063 D3 ~ ~ 0 0 4061 S #4063 The maze~ You are in a maze of small damp tunnels. Exits leads north and east. ~ 40 9 3 D0 ~ ~ 0 0 4054 D1 ~ ~ 0 0 4064 S #4064 The tunnel~ You are in a tunnel, only exit is west - Only exit, well there is also a hole in the ceiling. ~ 40 9 3 D3 ~ ~ 0 0 4063 D4 ~ ~ 0 0 4020 S #4065 The maze~ You are in a maze of small damp tunnels. The tunnel continues east. To the north there is a light cave. ~ 40 9 3 D0 ~ ~ 0 0 4061 D1 ~ ~ 0 0 4066 S #4066 The maze~ You are in a maze of small damp tunnels. Exits leads east and north. To the south is a large cave. ~ 40 9 3 D0 ~ ~ 0 0 4062 D1 ~ ~ 0 0 4067 D2 ~ ~ 0 0 4069 S #4067 The maze~ You are in a maze of small damp tunnels. Exits leads west and north. ~ 40 9 3 D0 ~ ~ 0 0 4063 D3 ~ ~ 0 0 4066 S #4068 The large cave~ You are in the northwest end of a large cave. ~ 40 9 2 D1 ~ ~ 0 0 4069 D2 ~ ~ 0 0 4070 S #4069 The large cave~ You are in the northeast end of a large cave. To the north the is a small damp tunnel. ~ 40 9 2 D0 ~ ~ 0 0 4066 D2 ~ ~ 0 0 4071 D3 ~ ~ 0 0 4068 S #4070 The large cave~ You are in the southwest end of a large cave. ~ 40 9 2 D0 ~ ~ 0 0 4068 D1 ~ ~ 0 0 4071 S #4071 The large cave~ You are in the southeast end of a large cave. To the east you notice a small tunnel. ~ 40 9 2 D0 ~ ~ 0 0 4069 D1 ~ ~ 0 0 4072 D3 ~ ~ 0 0 4070 S #4072 The tunnel~ You are in a narrow tunnel, which leads both to the east and the south. There is also an exit towards the west, where you see a large cave. ~ 40 9 3 D1 ~ ~ 0 0 4073 D2 ~ ~ 0 0 4074 D3 ~ ~ 0 0 4071 S #4073 End of tunnel~ The tunnel stops here. There is no other exits than the one you came from. ~ 40 9 3 D3 ~ ~ 0 0 4072 S #4074 The hole~ You are at a small hole in the floor, you can either leave north or try your luck and leave down into the unknown! ~ 40 9 3 D0 ~ ~ 0 0 4072 D5 ~ ~ 0 0 4171 S #4100 The tunnel~ Suddenly you feel that the tunnel leads slightly down.. The only exit is to the west, and it leads down.. ~ 41 13 3 D3 ~ ~ 0 0 4101 S #4101 The long tunnel~ You are in a long east-west leading tunnel. The tunnel is quite wide at this point. ~ 41 9 3 D1 ~ ~ 0 0 4100 D3 ~ ~ 0 0 4102 S #4102 The long tunnel~ You are in a long east-west leading tunnel. The tunnel becomes narrow to the west. ~ 41 9 3 D1 ~ ~ 0 0 4101 D3 ~ ~ 0 0 4103 S #4103 The long tunnel~ You are in a long east-west leading tunnel. The tunnel is quite narrow at this point. You notice a small hole leading south. ~ 41 9 3 D1 ~ ~ 0 0 4102 D2 ~ ~ 0 0 4106 D3 ~ ~ 0 0 4104 S #4104 The long tunnel~ You are in a long east-west leading tunnel. The tunnel starts sloping down towards the west. ~ 41 9 3 D1 ~ ~ 0 0 4103 D3 ~ ~ 0 0 4152 S #4105 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south and west. ~ 41 8 1 D2 ~ ~ 0 0 4108 D3 ~ ~ 0 0 4106 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4106 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south and east, to the north is a narrow tunnel. ~ 41 8 1 D0 ~ ~ 0 0 4103 D1 ~ ~ 0 0 4105 D2 ~ ~ 0 0 4109 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4107 The passage~ You are in a small passage, it leads south, to the west is a golden cave. ~ 41 9 3 D2 ~ ~ 0 0 4113 D3 ~ ~ 0 0 4108 S #4108 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the north and west, east from you there is a small passage. ~ 41 8 1 D0 ~ ~ 0 0 4105 D1 ~ ~ 0 0 4107 D3 ~ ~ 0 0 4109 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4109 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the south, east and north. ~ 41 8 1 D0 ~ ~ 0 0 4106 D1 ~ ~ 0 0 4108 D2 ~ ~ 0 0 4114 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4110 The hole~ You are standing by a large hole in the floor, when you looks down into the darkness you feel frightened. ~ 41 13 3 D3 ~ ~ 0 0 4111 D5 ~ ~ 0 0 -1 S #4111 The tunnel~ You are in a small tunnel, it leads from east to the west. ~ 41 9 3 D1 ~ ~ 0 0 4110 D3 ~ ~ 0 0 4112 S #4112 The tunnel~ You are in a larger tunnel, it leads from west to east. ~ 41 9 3 D1 ~ ~ 0 0 4111 D3 ~ ~ 0 0 4113 S #4113 The passage~ You are in a passage that leads towards the south. To the east you see a tunnel. ~ 41 9 3 D0 ~ ~ 0 0 4107 D1 ~ ~ 0 0 4112 D2 ~ ~ 0 0 4116 S #4114 The golden cave~ You are in a giant cave, all the walls are shining with a soft golden light. The cave continues to the north, to the west you see a dark passsage. ~ 41 8 1 D0 ~ ~ 0 0 4109 D3 ~ ~ 0 0 4115 E light gold golden~ It looks good, but as you look closely you notice that it has no value. ~ S #4115 The dark passage.~ You are in a dark passage, that leads east. In the ceiling you notice a small hole, just big enough to pass through. ~ 41 9 3 D1 ~ ~ 0 0 4114 D4 ~ ~ 0 0 4021 S #4116 The passage~ You are in a passage that leads north-south. You notice a small light to the south. ~ 41 9 3 D0 ~ ~ 0 0 4113 D2 ~ ~ 0 0 4120 E light~ Well you can't see where it comes from.. ~ S #4117 The secret tunnel~ You are in a secret tunnel that leads north, to the south you see a small chamber. ~ 41 9 3 D0 ~ ~ 0 0 4114 D2 ~ ~ 0 0 4122 S #4118 The cave~ You are in a light cave, from torches several feets abouve your head fire lights the room. The cave continues to the west and south. To the north a small hole leads to a tunnel. ~ 41 8 1 D0 ~ ~ 0 0 4111 D2 ~ ~ 0 0 4123 D3 ~ ~ 0 0 4119 S #4119 The cave~ You are in a light cave, from torches several feets abouve your head fire lights the room. The cave continues to the east and south. ~ 41 8 1 D1 ~ ~ 0 0 4118 D2 ~ ~ 0 0 4124 D3 ~ ~ 0 0 4121 S #4120 The passage~ You are in a north-south leading passage. To the south you see light. ~ 41 9 3 D0 ~ ~ 0 0 4116 D2 ~ ~ 0 0 4125 E light~ It nearly is enough to light the passage. ~ S #4121 The secret tunnel~ You are in a secret tunnel that leads west, you feel evilness approaching you as you continue west. ~ 41 9 3 D3 ~ ~ 0 0 4122 S #4122 The secret chamber~ You are in a secret chamber, the room is filled with an evil feeling. ~ 41 9 3 D0 ~ ~ 0 0 4117 S #4123 The cave~ You are in a light cave, from torches several feets abouve your head fire lights the room. The cave continues to the north and west. ~ 41 8 1 D0 ~ ~ 0 0 4118 D3 ~ ~ 0 0 4124 S #4124 The cave~ You are in a light cave, from torches several feets abouve your head fire lights the room. The cave continues to the east and north. To the west a passage leads north. ~ 41 8 1 D0 ~ ~ 0 0 4119 D1 ~ ~ 0 0 4123 D3 ~ ~ 0 0 4125 S #4125 The passage~ You are in a passage, to the east you see a cave. Light from the cave lights up the passage. To the north the passage leads into the darkness.. ~ 41 9 3 D0 ~ ~ 0 0 4120 D1 ~ ~ 0 0 4124 S #4150 The dark hole~ You are standing at a hole, a small passage leads south. You see some inscriptions on the wall, most of 'em the usual stuff, like : 'Super Snude was here' and 'Why does the mayor likes secretarys with small hands?' - But one inscription gets you attention, it says : The Balrog is ALIVE... ~ 41 13 3 D2 ~ ~ 0 0 4151 E inscription~ It looks as if it was written with bones... The writers own bones. ~ S #4151 The small passage~ You are in a small passage, to the north you see a hole, and to the south you see a large tunnel. The air is damp in this area. ~ 41 9 3 D0 ~ ~ 0 0 4150 D1 ~ ~ 0 0 4156 D2 ~ ~ 0 0 4156 D3 ~ ~ 0 0 4155 S #4152 The tunnel~ You suddenly feel that the tunnel leads down.. The only exit is to the east, but it don't leads back.. ~ 41 13 3 D1 ~ ~ 0 0 4153 S #4153 The large tunnel~ You are in a large tunnel leading from the south to the east. The air is damp in the area. ~ 41 9 3 D1 ~ ~ 0 0 4154 D2 ~ ~ 0 0 4157 S #4154 The large tunnel~ You are in a large east-west leading tunnel, the air is damp and the floor is wet. ~ 41 9 3 D1 ~ ~ 0 0 4155 D3 ~ ~ 0 0 4153 S #4155 The large tunnel~ You are in a large tunnel, the tunnel leads west, and to the east you notice a T-crossing. The air is damp in this area. ~ 41 9 3 D1 ~ ~ 0 0 4156 D3 ~ ~ 0 0 4154 S #4156 The T-crossing~ You are standing at a T-crossing, the main tunnel continues to the south and west, to the north a small passage leads off into the darkness. The air is damp and your clothes wet. ~ 41 9 3 D0 ~ ~ 0 0 4151 D2 ~ ~ 0 0 4160 D3 ~ ~ 0 0 4155 S #4157 The wet tunnel~ You are in a wet, north-south leading tunnel, the floor is partly covered by water. ~ 41 9 3 D0 ~ ~ 0 0 4153 D2 ~ ~ 0 0 4161 S #4158 The small maze~ You are in a small maze, exits leads off to the east, south and west. The floor is partly covered by water. ~ 41 9 3 D1 ~ ~ 0 0 4159 D2 ~ ~ 0 0 4162 D3 ~ ~ 0 0 4157 S #4159 The small maze~ You are in a small maze, exits leads off only to the south and west. The air is damp in this maze. ~ 41 9 3 D2 ~ ~ 0 0 4163 D3 ~ ~ 0 0 4158 S #4160 In the tunnel at the inscription~ You are in a north-south leading tunnel, the air is damp. On the wall there is an inscription. ~ 41 9 3 D0 ~ ~ 0 0 4156 D2 ~ ~ 0 0 4164 E inscription~ It says: Year 631 after the destruction of the dwarven realm. We found the sword of the dwarven king, but it was guarded by a large green dragon. All but two died immediately as the dragon breathed poison gas; we are also going to die soon. Trather and Oralane ~ S #4161 The wet tunnel~ You are in a north-south leading tunnel. The floor is fully covered by water. ~ 41 9 3 D0 ~ ~ 0 0 4157 D2 ~ ~ 0 0 4165 S #4162 The small maze~ You are in a small maze. The floor is mainly covered by water, exits leads north, east and south. ~ 41 9 3 D0 ~ ~ 0 0 4158 D1 ~ ~ 0 0 4163 D2 ~ ~ 0 0 4166 S #4163 The small maze~ You are in a small maze, where the air is damp. Exits leads to the north and east. ~ 41 9 3 D0 ~ ~ 0 0 4159 D1 ~ ~ 0 0 4164 S #4164 The entrace to the small maze~ You are in a north-south leading tunnel, and the air is damp. To the west you see a small maze. ~ 41 9 3 D0 ~ ~ 0 0 4160 D2 ~ ~ 0 0 4168 D3 ~ ~ 0 0 4163 S #4165 In the water~ You are standing in water, the tunnel continues both to the north and south. ~ 41 9 6 D0 ~ ~ 0 0 4161 D2 ~ ~ 0 0 4169 S #4166 The wet maze~ You are in a part of the maze where the floor is fully covered by water. The maze continues to the north, east and south. ~ 41 9 3 D0 ~ ~ 0 0 4162 D1 ~ ~ 0 0 4167 D2 ~ ~ 0 0 4170 S #4167 The wet maze~ You are in a small maze, the floor is covered by water, the maze continues east, west and south. ~ 41 9 3 D1 ~ ~ 0 0 4168 D2 ~ ~ 0 0 4171 D3 ~ ~ 0 0 4166 S #4168 The end of the tunnel~ The tunnel suddenly stops here, only exit is back to the north. The air is damp here. ~ 41 9 3 D0 ~ ~ 0 0 4171 S #4169 In the water~ You are standing in the water, exits leads both north and east. ~ 41 9 6 D0 ~ ~ 0 0 4165 D1 ~ ~ 0 0 4170 S #4170 In the water~ You are standing in the water, it continues west. To the east you see a small cliff. ~ 41 9 6 D1 ~ ~ 0 0 4172 D3 ~ ~ 0 0 4169 S #4171 End of maze~ You are at the end of the small maze which continues north. Above you a hole leads up. ~ 41 13 3 D0 ~ ~ 0 0 4167 D4 ~ ~ 0 0 4074 S #4172 At the cliff~ You are on a little cliff in the water, to the north you see the end of the main tunnel. ~ 41 9 3 D0 ~ ~ 0 0 4168 S #4700 The Spiral Stair~ A spiral stone stair leads up higher in the mountain, spiraling into the spine of the Dra-Korrin. A small glint of light can be seen far up the stair shaft. ~ 47 0 1 D3 ~ ~ 0 -1 4701 D4 ~ stone stones rock rocks~ 1 -1 4772 S #4701 Mines~ A small glint of the burning torches is all that lights the way here. Spots along the jagged wall show that these mines are rich as gold and silver gliters all around you. ~ 47 0 1 D1 ~ ~ 0 -1 4700 D3 ~ ~ 0 -1 4702 S #4702 Mines~ This small dark tunnel continues to the north where to light no longer allows normal sight. To the east the small mine leads a a better lit area and you can smell a brisk fresh air. ~ 47 0 1 D0 ~ ~ 0 -1 4703 D1 ~ ~ 0 -1 4701 S #4703 Mines~ This small tunnel is only five to six feet high and possibly the same dimensions wide. It travels on a slight downslope to the west and to the south some light can be seen. ~ 47 9 1 D2 ~ ~ 0 -1 4702 D3 ~ ~ 0 -1 4704 S #4704 Mines~ The small mine continues east and west here, small rocks and precious jewels scattered about. Ther is a small tunnel that leads to the south here. ~ 47 9 1 D1 ~ ~ 0 -1 4703 D2 ~ ~ 0 -1 4705 D3 ~ ~ 0 -1 4706 S #4705 Unfinished Mine~ This is a small area that has been left unfinished at the moment. It would have continued south from the main shaft that is to the north of here. ~ 47 9 1 D0 ~ ~ 0 -1 4704 S #4706 Mines~ This small shaft of the mines continues its tunneling east and west. Small glints of metal can be seen within the walls. ~ 47 9 1 D1 ~ ~ 0 -1 4704 D3 ~ ~ 0 -1 4707 S #4707 Turn in the Mine~ The small shaft travels east and south here, the masterful mining skills that made this turn possible are evidentl by the smooth cuts in the walls. Almost as if a hot knife made its way through some warm butter. ~ 47 9 1 D1 ~ ~ 0 -1 4706 D2 ~ ~ 0 -1 4708 S #4708 Mines~ This is a three-way intersection in these mazes of mines with directions going north, west, and south which travels further down into the heart of the mountain itself. ~ 47 9 1 D0 ~ ~ 0 -1 4707 D2 ~ ~ 0 -1 4709 D3 ~ ~ 0 -1 4736 S #4709 Dwarven mine~ The walls of this mine are chipped and cut to perfection. Workmanship of this type could only have been done by the masterful Dwarven race. Tunnels continue to the south and east, and the tunnel travels upward to the north. ~ 47 9 1 D0 ~ ~ 0 -1 4708 D1 ~ ~ 0 -1 4724 D2 ~ ~ 0 -1 4710 S #4710 Dwarven mine~ Tunnels spread off in all directions except to the west where the wall is made of a dark and bleak stone. A small glow eminates from the walls of the mines, but not enough to see by. ~ 47 9 1 D0 ~ ~ 0 -1 4709 D1 ~ ~ 0 -1 4712 D2 ~ ~ 0 -1 4711 S #4711 Dwarven mine~ The small shaft ends abruptly at a jewel encrusted wall. To the north the small shaft continues some past some small rocks. ~ 47 9 1 D0 ~ ~ 0 -1 4710 S #4712 Dwarven mine~ This section of small shaft is a turnig point and continues to the west and to the south. Small glints of gold and silver can be seen in the walls. ~ 47 9 1 D2 ~ ~ 0 -1 4713 D3 ~ ~ 0 -1 4710 S #4713 Dwarven mine~ The small shaft continues north and south deep inside this large mountain. A light glow can be seen in the walls, but not enough to see by. ~ 47 9 1 D0 ~ ~ 0 -1 4712 D2 ~ ~ 0 -1 4714 S #4714 Dwarven mines~ This section of the small shafts is a intersection of three seperate tunnels. They lead north, east, and west. A faint glow is within the walls of this small intersection. ~ 47 9 1 D0 ~ ~ 0 -1 4713 D1 ~ ~ 0 -1 4719 D3 ~ ~ 0 -1 4715 S #4715 Dwarven mines~ The small shaft of glittering gold and silver travels east and south here. The faint glow from within the walls give you a sense of safety. ~ 47 9 1 D1 ~ ~ 0 -1 4714 D2 ~ ~ 0 -1 4716 S #4716 Dwarven mines~ The small Dwarven carved shaft continues to the north and to the east here. Small clumps of prescious metals can be seen within the rocky walls. ~ 47 9 1 D0 ~ ~ 0 -1 4715 D1 ~ ~ 0 -1 4717 S #4717 Dwarven mines~ The small shaft of the mine continues to the west and to the south here. A small amount of light can be seen to the south. ~ 47 9 1 D2 ~ ~ 0 -1 4718 D3 ~ ~ 0 -1 4716 S #4718 End of the mine~ The south section of the small tunnel is covered in a blue light, and also radiating a aura of heat. The eastern and western walls also glow but not as fierce as the southern section. ~ 47 12 1 D0 ~ ~ 0 -1 4717 S #4719 Dwarven mines~ Small shafts lead off in all directions except northerly, where the wall seems to have a tinted blue color to it. The southern tunnel seems to end a small ways down. ~ 47 9 1 D1 ~ ~ 0 -1 4721 D2 ~ ~ 0 -1 4720 D3 ~ ~ 0 -1 4714 S #4720 Unfinished shaft~ The walls here are jagged and unfinished in there cuts, leaving sharp and jagged edges at every turn. The only exit appears to be to the north. ~ 47 9 1 D0 ~ ~ 0 -1 4719 S #4721 Dwarven mines~ This small shaft travels to the west and to the south, sporting small clumps of precious metals as they go. ~ 47 9 1 D2 ~ ~ 0 -1 4722 D3 ~ ~ 0 -1 4719 S #4722 Dwarven mines~ A slight downslope is present as this tunnel continues to the south and to the north. To the south is where the small slope is present, traveling slightly further down into the depths of the moutain. ~ 47 9 1 D0 ~ ~ 0 -1 4721 D2 ~ ~ 0 -1 4723 S #4723 Unfinished mine~ The southern wall of this mine has been left uncarved and unfinishes as you can see that the amount of metals in the walls have decreased slightly here. The tunnel leads to the north out of this dead end. ~ 47 9 1 D0 ~ ~ 0 -1 4722 S #4724 Dwarven mine~ This small shaft travels to the east and west while along the way several spots of prescious metal and rock jutt forth from the red rock. ~ 47 9 1 D1 ~ ~ 0 -1 4725 D3 ~ ~ 0 -1 4709 S #4725 Dwarven mine~ The small tunnel continues to the west and to the south from this turning point. Small spots of gold and silver can be seen in the walls. ~ 47 9 1 D2 ~ ~ 0 -1 4726 D3 ~ ~ 0 -1 4724 S #4726 Dwarven mines~ This is a north and south shaft that has been carved to perfection. The walls are almost square here, giving it a hall like appearance. ~ 47 9 1 D0 ~ ~ 0 -1 4725 D2 ~ ~ 0 -1 4727 S #4727 Dwarven mines~ The small shaft here continues to the north and to the east. As it slopes slightly downward to the east, the walls have a more unfinished look to them. ~ 47 9 1 D0 ~ ~ 0 -1 4726 D1 ~ ~ 0 -1 4728 S #4728 Dwarven mines~ This small east-west shaft, which travels slightly downward to the east, has a distinct smell to it. The smell is revolting, coming close to that of rotting flesh. ~ 47 9 1 D1 ~ ~ 0 -1 4729 D3 ~ ~ 0 -1 4727 S #4729 Dwarven mines~ This intersection combines three tunnels, the western tunnel leading up. To the south is darkness, but there is a disgusting stench eminating from a very large cavern. ~ 47 9 1 D0 ~ ~ 0 -1 4732 D2 ~ ~ 0 -1 4730 D3 ~ ~ 0 -1 4728 S #4730 Dwarven mines~ This is a small north and south passage that is bleak and void of any gold or silver in the walls. It continues into darkness to the south. ~ 47 9 1 D0 ~ ~ 0 -1 4729 D2 ~ ~ 0 -1 4731 S #4731 Dwarven mines~ This small shaft ends abruptly at the southern wall. There is a faint blue glow to the southern wall but no metals of jewels are present. ~ 47 9 1 D0 ~ ~ 0 -1 4730 S #4732 Duergar Outcamp~ This is a large cavern that stinks of decay and death. To the north there is a rather large hut, while to the west there is a small fire and several big boulders. ~ 47 8 1 D0 ~ ~ 0 -1 4733 D2 ~ ~ 0 -1 4729 D3 ~ ~ 0 -1 4735 S #4733 Duergar Barracks~ Several small cots line the walls here inside this large thached hut. Small scraps of food and several small disfigured bodies lie about, no doubt the remains of some unfortuneate dwarf. ~ 47 8 1 D2 ~ ~ 0 -1 4732 S #4734 Small cave~ Many small and disfigured bodies have been piled up here stinking up the whole cavern. Blood stains line the walls and entrails are strewn about the floor. ~ 47 8 1 D2 ~ ~ 0 -1 4735 S #4735 By a small fire~ Several large rocks surround a petty little fire that has formed a cloud in the ceiling of this large cavern. A window of the hut looks out over this small meeting area. To the north a small dark cave can be seen. ~ 47 8 1 D1 ~ ~ 0 -1 4732 D0 ~ ~ 0 -1 4734 S #4736 Carved Tunnel~ This small tunnel has been carved to perfection, the walls are smooth and the floor has been worn soft through years of passage. The red coloring of the rock gives this small tunnel a soft glow. ~ 47 9 1 D0 ~ ~ 0 -1 4737 D1 ~ ~ 0 -1 4708 S #4737 Carved Tunnel~ The walls of the small tunnel have been carved to perfection as well as the floor that has been worn smooth. It travels south and west leading off into darkness. ~ 47 9 1 D2 ~ ~ 0 -1 4736 D3 ~ ~ 0 -1 4738 S #4738 Carved Tunnel~ The walls here are red and smooth as they have been carved into perfection. The floor has been worm smooth with use and clear of any rubble. ~ 47 9 1 D1 ~ ~ 0 -1 4737 D2 ~ ~ 0 -1 4739 S #4739 Stone Gates~ Two monstrous pillars of stone support a great stone gate that leads south into a gigantic cavern with a small city inside. The redden rock of the of mountain gives this small gate and cavern within a slight reddish glow. ~ 47 8 1 D0 ~ ~ 0 -1 4738 D2 ~ ~ 0 -1 4740 S #4740 Walkway~ A small stone walkway leads its way through the emmense cavern and all of its scattered boulders and misplaced stalagmites. To the south you can see a large area of many multicolored rock, rising up in the center of which is a small building. ~ 47 8 1 D0 ~ ~ 0 -1 4739 D2 ~ ~ 0 -1 4741 D3 ~ ~ 0 -1 4750 S #4741 Rock Garden~ A small path works its way through all types of multicolored boulders of all sizes and shapes. Despite it's hardness and great size it has a certain beauty to it. ~ 47 8 1 D0 ~ ~ 0 -1 4740 D1 ~ ~ 0 -1 4742 D3 ~ ~ 0 -1 4748 S #4742 Rock Garden~ A small path works its way south and west from this section of a enormously large, yet beautiful conglamoration of rocks and boulders. ~ 47 8 1 D2 ~ ~ 0 -1 4743 D3 ~ ~ 0 -1 4741 S #4743 Rock Garden~ A small path works its way north and south through this large display of many different colored boulders and rocks. A large building can be seen rising above the boulders directly to the west. ~ 47 8 1 D0 ~ ~ 0 -1 4742 D2 ~ ~ 0 -1 4744 S #4744 Rock Garden~ A small path works its way to the north and to the west as the many different colored boulders and rocks perform a array of beauty before you. ~ 47 8 1 D0 ~ ~ 0 -1 4743 D3 ~ ~ 0 -1 4745 S #4745 Rock Garden~ A small path works its way west and east through this array of multicolored boulders and rocks. To the north a smooth path leads to a large and immaculate stone building. ~ 47 8 1 D0 ~ ~ 0 -1 4749 D1 ~ ~ 0 -1 4744 D3 ~ ~ 0 -1 4746 S #4746 Rock Garden~ A small path works its way east and north through this small section of the large array of boulders and rocks of all different colors. ~ 47 8 1 D0 ~ ~ 0 -1 4747 D1 ~ ~ 0 -1 4745 S #4747 Rock Garden~ A small path works its way north and south through this small section of the large garden of multicolored boulders. Directly to the east a large building can be seen rising above the piles of boulders. ~ 47 8 1 D0 ~ ~ 0 -1 4748 D2 ~ ~ 0 -1 4746 S #4748 Rock Garden~ A small path works its way east and south through this section of the great multicolored array of boulders and rock formations. ~ 47 8 1 D1 ~ ~ 0 -1 4741 D2 ~ ~ 0 -1 4747 S #4749 Temple of Juargan~ This large building is circular in shape and open on all sides, as the ceiling is supported by pillars made of the deep red stone from the heart of the Dra-Korrin. In the center there is rests a large throne, formed of red rock. ~ 47 8 1 D2 ~ ~ 0 -1 4745 E throne~ The throne is made of deep red rock from the core of the Dra-Korrin.~ S #4750 Walkway~ A small stone walkway travels east and west through the many stalagmites and stray boulders that scatter the floor of the great cavern. ~ 47 8 1 D1 ~ ~ 0 -1 4740 D3 ~ ~ 0 -1 4751 S #4751 Walkway~ A small stone walkway travels east and south through the debris of many boulders and stalagmites. Another small walkway leads west to a small building pushing a black smoke from its roof. ~ 47 8 1 D1 ~ ~ 0 -1 4750 D2 ~ ~ 0 -1 4753 D3 ~ ~ 0 -1 4752 S #4752 Blacksmith's Home~ A large black forge lies in the center of this small house pushing waves of heat into your face, barley allowing you to stand within the entranceway. A large trough of water and several anvils are resting here as well. ~ 47 8 1 D1 ~ ~ 0 -1 4751 S #4753 Walkway~ A small walkway travels north and south through the many scattered boulders and stagmites. A seperate, less used path leads to the west. ~ 47 8 1 D0 ~ ~ 0 -1 4751 D2 ~ ~ 0 -1 4759 D3 ~ ~ 0 -1 4754 S #4754 Path in the Rock~ A small path leads west further into the less carved rock while to the east the larger walkway can be seen. ~ 47 8 1 D1 ~ ~ 0 -1 4753 D3 ~ ~ 0 -1 4755 S #4755 Path in the Rock~ This small uncarved path travels south and east as the edge of the cavern blocks any travel further west. The wall of the cavern has a deep red color to it and with the many stalagtites parts resemble dripping blood. ~ 47 8 1 D1 ~ ~ 0 -1 4754 D2 ~ ~ 0 -1 4756 S #4756 Path in the Rock~ This small, uncarved path leads north and south along the cavern wall, over many boulders at points. To the east you can see a path leading up to a small hole in a large boulder. ~ 47 8 1 D0 ~ ~ 0 -1 4755 D1 ~ ~ 0 -1 4771 D2 ~ ~ 0 -1 4757 S #4757 Path in the Rock~ A small path travels over boulders and creveces to the north and east. The edge of the cavern lies to the west while mounds of boulders are heaped to the south. ~ 47 8 1 D0 ~ ~ 0 -1 4756 D1 ~ ~ 0 -1 4758 S #4758 Path in the Rock~ A small and unused path travels over boulders and by many large hole as it makes its way to the west. To the east the small path ends in the larger walk- way of the city. To the south a path leads to a small hut perched on top of a large boulder. ~ 47 8 1 D1 ~ ~ 0 -1 4760 D2 ~ ~ 0 -1 4761 D3 ~ ~ 0 -1 4757 S #4759 Walkway~ A stone walkway travels north and south through this section of this rocky city. To the west you can see a uncarved and hug mound of rock and boulder. ~ 47 8 1 D0 ~ ~ 0 -1 4753 D2 ~ ~ 0 -1 4760 S #4760 Walkway~ A stone walkway travels north and south through this section of the city. A small and unused path can be seen traveling west into the uncut and jagged rock. ~ 47 8 1 D0 ~ ~ 0 -1 4759 D2 ~ ~ 0 -1 4762 D3 ~ ~ 0 -1 4758 S #4761 Pasty's Dwelling~ This is a small stone dwellng with a large oven on the south wall. There are many tables and chairs placed about the place and by the oven there is a table piled with grains and a small bowl of dough. ~ 47 8 1 D0 ~ ~ 0 -1 4758 S #4762 Walkway~ A stone walkway travels north and east through this section of the stone city. A small path leads south to a small rock dwelling. ~ 47 8 1 D0 ~ ~ 0 -1 4760 D1 ~ ~ 0 -1 4763 D2 ~ ~ 0 -1 4764 S #4763 Walkway~ A stone walkway leads west from here. To the east the small walkway ends in a large building, and to the south a small path leads to a small stone dwelling. ~ 47 8 1 D1 ~ ~ 0 -1 4766 D2 ~ ~ 0 -1 4765 D3 ~ ~ 0 -1 4762 S #4764 Leatherbies Home~ This is a small stone dwelling with many sizes of leather strewn about the place. A small table with a few chairs sits in the center of the house. ~ 47 8 1 D0 ~ ~ 0 -1 4762 S #4765 The Stone Jewel~ Many different colors and sizes of jewels hang from the walls of this well kept dwelling. A small counter sits on the far wall with other small tables lining the walls. ~ 47 8 1 D0 ~ ~ 0 -1 4763 S #4766 Guard Barrack~ Many small cots line the walls of this large building as it serves for the homes of many brave Dwarven men who pledge there lives to the supression of there Duergar enemies. A small archway leads south to a lower level. ~ 47 8 1 D3 ~ ~ 0 -1 4763 D2 ~ ~ 0 -1 4767 S #4767 Alcove~ A small alcove serves as a turning point for this small, dark tunnel that goes north and west from here. ~ 47 13 1 D0 ~ ~ 0 -1 4766 D3 ~ ~ 0 -1 4768 S #4768 Entrance to Tomb~ A large archway leads north to a dark vault. An old stench eminates from it, as dust seems to continually flow from the old arch. There is a small tunnel that travels east into a darkness. ~ 47 13 1 D0 ~ ~ 0 -1 4769 D1 ~ ~ 0 -1 4767 S #4769 Ancients Tomb~ Two large stone sarcophagus's lie stagnant in the center of this small tomb. The walls are lined with holes that contain many coffers containing, no doubt, the remains of some ancient dwarf. A great stone door leads to the west, it has many enscriptions upon it. ~ 47 13 1 D2 ~ ~ 0 -1 4768 D3 ~ tomb vault door~ 2 4700 4770 S #4770 Ancients Vault~ This is more of a small alcove than anything else. The ceiling is covered with many descriptive carvings, as are the walls and floor. Where it not for the years of decay and no upkeep, this would be a glamorous chamber. ~ 47 9 1 D1 ~ tomb vault door~ 2 4700 4769 S #4771 Siven's Stone~ A small and dark little room entombed within a large boulder, a very strange place to want to live. There is a small table in the center, but the room is void of any other objects. ~ 47 8 1 D3 ~ ~ 0 -1 4756 S #4772 The small cave~ You barely squeeze through into this cave, and you don't see much to it either. All you see are piles of stones. At least none of the stones has fallen over your exit north. ~ 47 8 4 D0 You see a sparkling light north. ~ ~ 0 -1 4773 D5 You see rocks and stones. ~ stone stones rock rocks~ 1 -1 4700 S #4773 Beneath the waterfall~ As you wring your clothes, you see sunlight reflect beautifully off the waterfall, forming at rainbow. With the sparkling illumination, you think you see a cave to the south. ~ 47 12 4 D2 You think you hear a small noise coming from there too. ~ ~ 0 -1 4772 D3 You see fish falling down the waterfall. ~ ~ 0 -1 4774 S #4774 By the beautiful waterfall~ You see a VERY beautiful waterfall here. It looks almost as if diamonds are falling down the mountain. (You reach out and grab and no, it IS only water.) It looks so nice here, you feel like taking a nap. The trail leads north and south. ~ 47 0 4 D0 You see the trail leading north. ~ ~ 0 0 5279 D1 You see fish falling down the waterfall. ~ ~ 0 0 4773 D2 You see the trail leading back to the valley. ~ ~ 0 0 4775 S #4775 A valley~ You see a fresh green valley. Flowers blossom everywhere around you, and you have a big urge to giggle. To the north, you can see the source of this greeness, a waterfall. To the west, you see the trail along the valley. ~ 47 0 2 D0 You hear the rush of a waterfall. ~ ~ 0 0 4774 D3 You see the valley. ~ ~ 0 0 4776 S #4776 A valley~ You see a fresh green valley. Flowers blossom everywhere around you, and you have a big urge to giggle. The valley continues to the east, and the trail from this valley leads west. ~ 47 0 2 D1 You see the valley. ~ ~ 0 0 4775 D4 You see the trail up to the uncomfortable hills. ~ ~ 0 0 4777 S #4777 At the end of the hills~ What a view! From here, you can see a waterfall toward the east, and lush green forests south-east. To the north, you see the Mountains of Moria. To the west, you see the dirty trail again. A trail leads down to the valley below. ~ 47 4 2 D5 You see the valley. ~ ~ 0 0 4776 D3 You see the trail continue west. ~ ~ 0 0 4778 S #4778 A trail along the hills~ The dirt road you are treading on is as gentle as you can believe. Rocks catch on you as you try to keep your balance. The trail continues east and back west to relative safety. ~ 47 0 4 D1 You see the trail. ~ ~ 0 0 4777 D3 You see the trail. ~ ~ 0 0 4779 S #4779 A trail along the hills~ The trail flattens out a bit, giving you time to breathe. You don't see much water and don't think the sun is going to help your thirst. The closest shade appears to be the dwarf forest, which is VERY far away. ~ 47 0 4 D1 You see the trail. ~ ~ 0 0 4778 D5 You see the scary cliff down, but at least you know you can climb it. ~ ~ 0 0 4780 S #4780 Up the hill~ You continue to climb this hill as sweat breaks out upon your forehead. It looks like you are close to the plateau. Down is the relative comfort of ground again, but you are SO close to the top! ~ 47 0 5 D4 You see rocks. ~ ~ 0 0 4779 D5 You see rocks. ~ ~ 0 0 4781 S #4781 Up the hill~ You continue to climb this hill as sweat breaks out upon your forehead. It looks like you are close to the plateau. Down is the relative comfort of ground again, but you are SO close to the top! ~ 47 0 5 D4 You see rocks. ~ ~ 0 0 4780 D5 You see rocks. ~ ~ 0 0 4782 S #4782 Up the hill~ You continue to climb this hill as sweat breaks out upon your forehead. It looks like you are close to the plateau. Down is the relative comfort of ground again, but you are SO close to the top! ~ 47 0 5 D4 You see rocks. ~ ~ 0 0 4781 D5 You see rocks. ~ ~ 0 0 4783 S #4783 Up the hill~ You continue to climb this hill as sweat breaks out upon your forehead. It looks like you are close to the plateau. Down is the relative comfort of ground again, but you are SO close to the top! ~ 47 0 5 D4 You see rocks. ~ ~ 0 0 4782 D5 You see the floor again! ~ ~ 0 0 4784 S #4784 The hills~ You sigh as the trail continues straight up into the mountain. West leads back to the more stable ground, but you wonder what's on the other side of this little hill..... ~ 47 0 4 D3 You see the trail back. ~ ~ 0 0 4785 D4 You see rocks. ~ ~ 0 0 4783 S #4785 The hills~ You see all around you....hills. You're lucky you get to get so much exercise today! You wonder if you should save your breath and go back west or continue on toward the hills. At least the hills look much better than the ugly mountains north and west of you. A small plaque is on the a rock. ~ 47 0 4 D1 You see the trail along the hills. ~ ~ 0 0 4784 D3 You see the dirty hills still. ~ ~ 0 0 4000 E plaque~ This entension (hills and dwarf forest) is made my Hatchet for any MERC Mud. copyright 1992 ~ S #5001 A long tunnel~ You encounter some rapids as you enter this tunnel cut out of the mountains by the river. ~ 50 9 7 D1 ~ ~ 0 0 5002 D3 ~ ~ 0 0 3205 S #5002 An long tunnel~ The tunnel branches off north. ~ 50 9 7 D0 ~ ~ 0 0 5008 D1 ~ ~ 0 0 5003 D3 ~ ~ 0 0 5001 S #5003 A long tunnel~ The tunnel branches off south. ~ 50 9 7 D1 ~ ~ 0 0 5004 D2 ~ ~ 0 0 5017 D3 ~ ~ 0 0 5002 S #5004 A long tunnel~ The tunnel branches off to the south. ~ 50 9 7 D1 ~ ~ 0 0 5005 D2 ~ ~ 0 0 5018 D3 ~ ~ 0 0 5003 S #5005 An underground lake~ You are floating on a jet-black underground lake fed by dripping water and lime from above. The tunnel continues to the east and the river leads back west. To the north is a roughly-hewn hallway. There is also a tunnel south. ~ 50 9 7 D0 ~ ~ 0 0 5016 D1 ~ ~ 0 0 5006 D2 ~ ~ 0 0 5023 D3 ~ ~ 0 0 5004 S #5006 A long narrow tunnel~ The tunnel rises sharply to the east. ~ 50 9 5 D1 ~ ~ 0 0 5007 D3 ~ ~ 0 0 5005 S #5007 A wide tunnel~ The tunnel continues east and west. To the east the tunnel dives down into a bright light. ~ 50 9 5 D1 ~ ~ 0 0 5026 D3 ~ ~ 0 0 5006 S #5008 Cave-in~ You stand at the edge of a large pile of rubble created from the last rockslide. ~ 50 9 5 D2 ~ ~ 0 0 5002 D5 You can easily slide down the rocks without getting hurt.~ ~ 0 0 5009 S #5009 At the foot of the rubble~ You are at the bottom of a large pile of rubble. A tunnel branches off to the north and east. ~ 50 9 5 D0 ~ ~ 0 0 5010 D1 ~ ~ 0 0 5012 D4 ~ ~ 0 0 5008 S #5010 Cave entrance~ You stand in the middle of a large and beautiful cave. A path leads deeper into the darkness. ~ 50 9 5 D2 ~ ~ 0 0 5009 D5 You look down into the cave. Bones are strwen about everywhere.~ ~ 0 0 5011 S #5011 Giant cave~ This cavern overwhelms you. The walls and ceiling seem miles away. Bones of previous adventurers lie strewn on the cavern floor. ~ 50 9 5 D4 ~ ~ 0 0 5010 S #5012 Narrow bend~ The tunnel turns to the south and west. ~ 50 9 5 D2 ~ ~ 0 0 5013 D3 ~ ~ 0 0 5009 S #5013 Large cave~ You are standing in a large cave. Many furs are spread out on the floor. ~ 50 9 5 D0 ~ ~ 0 0 5012 D1 ~ ~ 0 0 5014 S #5014 Damp hallway~ The walls here are extremely damp, as well as the floor. ~ 50 9 5 D1 You hear drops of water.~ ~ 0 0 5015 D3 ~ ~ 0 0 5013 S #5015 Underground pool~ You are wading in a knee deep pool of lime-water. ~ 50 9 6 D2 ~ ~ 0 0 5016 D3 ~ ~ 0 0 5014 S #5016 Damp hallway~ The walls of the tunnel are extremely damp here. You hear the faint sound of running water to the south. ~ 50 9 5 D0 You hear drops of water.~ ~ 0 0 5015 D2 ~ ~ 0 0 5005 S #5017 Narrow crawlway~ This crawlway is just big enough for a human to crawl through or a halfling to walk through. ~ 50 9 5 D0 ~ ~ 0 0 5003 D1 ~ ~ 0 0 5018 D2 You smell the fragrent odor of fungus.~ ~ 0 0 5019 S #5018 Large cavern~ You have entered a very large cavern. The rock formations would amaze almost any dwarf. ~ 50 9 5 D0 ~ ~ 0 0 5004 D3 ~ ~ 0 0 5017 S #5019 Fungus patch~ As you walk through the fungus patch, you are shot at by many millions of spores. You can hardly breathe. ~ 50 9 5 D0 ~ ~ 0 0 5017 D1 The fragrant smell of fungus spores continues to the east~ ~ 0 0 5020 S #5020 Fungus path~ As you walk along the path, millions of spores are shot at you. You can hardly breathe. ~ 50 9 5 D2 A giant mushroom temple stands to the south.~ ~ 0 0 5021 D3 The fragrant smell of spores continues to the west.~ ~ 0 0 5019 S #5021 Fungus temple~ You find yourself standing inside of a giant mushroom. The inside is decorated in the fasion of a temple. ~ 50 9 5 D0 ~ ~ 0 0 5020 D1 ~ ~ 0 0 5022 S #5022 Sloping passage~ You follow a path sloping down from the fungus temple. ~ 50 9 5 D3 ~ ~ 0 0 5021 D5 ~ ~ 0 0 5023 S #5023 Sloping passage~ You are on a path that gently slops up from the underground pool. ~ 50 9 5 D0 You hear sounds of trickling water.~ ~ 0 0 5005 D4 ~ ~ 0 0 5022 S #5024 The Great Eastern Desert~ A vast desert stretches for miles, the sand constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5030 D1 Sand as far as the eye can see.~ ~ 0 0 5034 D2 Sand as far as the eye can see.~ ~ 0 0 5025 S #5025 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5024 D1 Sand as far as the eye can see.~ ~ 0 0 5031 D2 Sand as far as the eye can see.~ ~ 0 0 5026 S #5026 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. The hole which you tumbled out of is too high for you to reach. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5025 D1 Sand as far as the eye can see.~ ~ 0 0 5036 D2 Sand as far as the eye can see.~ ~ 0 0 5027 S #5027 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5026 D1 Sand as far as the eye can see.~ ~ 0 0 5033 D2 Sand as far as the eye can see.~ ~ 0 0 5028 S #5028 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5027 D1 Sand as far as the eye can see.~ ~ 0 0 5033 D2 Sand as far as the eye can see.~ ~ 0 0 5029 S #5029 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east and a snow-capped mountain range to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5028 D1 Sand as far as the eye can see.~ ~ 0 0 5037 D2 Sand as far as the eye can see.~ ~ 0 0 5044 S #5030 A small oasis~ You stand beside a small pool of crystal-blue water bathed in the shade of a few scarse palm trees. To the north you see a small encampment stopped for the day. ~ 50 0 2 D0 You see three tents and some camels hitched to a stake. Shadows moving across the tents suggest activity.~ ~ 0 0 5056 D1 Sand as far as the eye can see.~ ~ 0 0 5036 D2 Sand as far as the eye can see.~ ~ 0 0 5032 D3 Sand as far as the eye can see.~ ~ 0 0 5025 S #5031 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5031 D1 Sand as far as the eye can see.~ ~ 0 0 5031 D2 Sand as far as the eye can see.~ ~ 0 0 5032 D3 Sand as far as the eye can see.~ ~ 0 0 5024 S #5032 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5035 D1 Sand as far as the eye can see.~ ~ 0 0 5036 D2 Sand as far as the eye can see.~ ~ 0 0 5033 D3 Sand as far as the eye can see.~ ~ 0 0 5032 S #5033 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5037 D1 Sand as far as the eye can see.~ ~ 0 0 5037 D2 Sand as far as the eye can see.~ ~ 0 0 5043 D3 Sand as far as the eye can see.~ ~ 0 0 5028 S #5034 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5038 D1 Sand as far as the eye can see.~ ~ 0 0 5071 D2 Sand as far as the eye can see.~ ~ 0 0 5034 D3 Sand as far as the eye can see.~ ~ 0 0 5035 S #5035 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the east, although it doesn't seem to be resting on the ground. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5039 D1 The pyramid seems to be floating about 100 meters in the air. Even from here, you can sense a great evil residing within.~ ~ 0 0 5040 D2 Sand as far as the eye can see.~ ~ 0 0 5032 D3 Sand as far as the eye can see.~ ~ 0 0 5034 S #5036 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5035 D1 Sand as far as the eye can see.~ ~ 0 0 5041 D2 Sand as far as the eye can see.~ ~ 0 0 5032 D3 Sand as far as the eye can see.~ ~ 0 0 5030 S #5037 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5048 D1 Sand as far as the eye can see.~ ~ 0 0 5033 D2 Sand as far as the eye can see.~ ~ 0 0 5042 D3 Sand as far as the eye can see.~ ~ 0 0 5033 S #5038 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5046 D1 Sand as far as the eye can see.~ ~ 0 0 5045 D2 Sand as far as the eye can see.~ ~ 0 0 5040 D3 Sand as far as the eye can see.~ ~ 0 0 5034 S #5039 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5046 D1 Sand as far as the eye can see.~ ~ 0 0 5039 D2 Sand as far as the eye can see.~ ~ 0 0 5048 D3 Sand as far as the eye can see.~ ~ 0 0 5039 S #5040 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. You are standing below a gigantic pyramid floating about 100 meters above the ground. To your left hangs a rope which leads straight up to the massive structure. From here you can sense the great evil which resides within. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5036 D1 Sand as far as the eye can see.~ ~ 0 0 5049 D2 Sand as far as the eye can see.~ ~ 0 0 5041 D3 Sand as far as the eye can see.~ ~ 0 0 5043 D4 The magic rope leads up to a hole in the base of the pyramid.~ ~ 0 0 5040 S #5041 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 The pyramid seems to be floating about 100 meters above the desert. Even from here you can sense the great evil within.~ ~ 0 0 5040 D1 Sand as far as the eye can see.~ ~ 0 0 5048 D2 Sand as far as the eye can see.~ ~ 0 0 5041 D3 Sand as far as the eye can see.~ ~ 0 0 5037 S #5042 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5049 D1 Sand as far as the eye can see.~ ~ 0 0 5055 D2 Sand as far as the eye can see.~ ~ 0 0 5043 D3 Sand as far as the eye can see.~ ~ 0 0 5041 S #5043 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5042 D1 Sand as far as the eye can see.~ ~ 0 0 5055 D2 Sand as far as the eye can see.~ ~ 0 0 5044 D3 Sand as far as the eye can see.~ ~ 0 0 5033 S #5044 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5050 D1 Sand as far as the eye can see.~ ~ 0 0 5055 D2 Sand as far as the eye can see.~ ~ 0 0 5029 S #5045 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5045 D1 Sand as far as the eye can see.~ ~ 0 0 5052 D2 Sand as far as the eye can see.~ ~ 0 0 5045 D3 Sand as far as the eye can see.~ ~ 0 0 5038 S #5046 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5038 D1 Sand as far as the eye can see.~ ~ 0 0 5047 D2 Sand as far as the eye can see.~ ~ 0 0 5047 D3 Sand as far as the eye can see.~ ~ 0 0 5039 S #5047 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5046 D1 Sand as far as the eye can see.~ ~ 0 0 5051 D2 Sand as far as the eye can see.~ ~ 0 0 5053 D3 The pyramid seems to be floating about 100 meters above the desert. Even from here you can sense an evil presence within.~ ~ 0 0 5040 S #5048 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5039 D1 Sand as far as the eye can see.~ ~ 0 0 5048 D2 Sand as far as the eye can see.~ ~ 0 0 5053 D3 Sand as far as the eye can see.~ ~ 0 0 5041 S #5049 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5053 D1 Sand as far as the eye can see.~ ~ 0 0 5054 D2 Sand as far as the eye can see.~ ~ 0 0 5050 D3 Sand as far as the eye can see.~ ~ 0 0 5042 S #5050 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5050 D1 Sand as far as the eye can see.~ ~ 0 0 5054 D2 Sand as far as the eye can see.~ ~ 0 0 5044 D3 Sand as far as the eye can see.~ ~ 0 0 5042 S #5051 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5051 D2 Sand as far as the eye can see.~ ~ 0 0 5052 D3 Sand as far as the eye can see.~ ~ 0 0 5047 S #5052 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the south-west and a deep canyon to the east. Just below you can make out a tiny ledge. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5051 D2 Sand as far as the eye can see.~ ~ 0 0 5053 D3 Sand as far as the eye can see.~ ~ 0 0 5045 D5 ~ ~ 0 0 5063 S #5053 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5052 D1 A rickety rope bridge stretches across the canyon...it doesn't look too safe.~ ~ 0 0 5062 D2 Sand as far as the eye can see.~ ~ 0 0 5054 D3 Sand as far as the eye can see.~ ~ 0 0 5049 S #5054 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the west and a deep canyon to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5053 D2 Sand as far as the eye can see.~ ~ 0 0 5055 D3 Sand as far as the eye can see.~ ~ 0 0 5050 S #5055 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. A pyramid lies to the north-west and a deep canyon to the east. ~ 50 0 2 D0 Sand as far as the eye can see.~ ~ 0 0 5054 D2 Sand as far as the eye can see.~ ~ 0 0 5055 D3 Sand as far as the eye can see.~ ~ 0 0 5043 S #5056 A nomad camp~ This small group of desert nomads has stopped for the day to rest and refresh themselves beside this beautiful oasis. Three tents and some camels make up the party. From within two of the tents you hear muffled voices, obviously surprised at your visit. ~ 50 128 2 D0 Some camels are tied up to a mass of stakes plugged into the ground.~ ~ 0 0 5058 D1 You see inside one of the tents a huddled mass of people, probably slaves.~ ~ 0 0 5057 D2 Sand as far as the eye can see.~ ~ 0 0 5030 D3 Sand as far as the eye can see.~ ~ 0 0 5025 S #5057 Inside a small tent~ This is a small and simple tent with few possessions in sight. Lying here and there are young-looking men and women, possibly slaves to the leader of this band. ~ 50 128 2 D3 You see the center of the nomad camp.~ ~ 0 0 5056 S #5058 Beside the camels~ Here stand about ten camels, all hitched to some stakes plugged into the ground. To the east you see a small tent while to the north you see a larger, fancier tent. ~ 50 128 2 D0 This tent seems to be the temporary abode of the nomad leader. You make a mental note to visit it before you leave.~ ~ 0 0 5060 D1 In this tent there are very large men, all carrying weapons.~ ~ 0 0 5059 D2 You see the center of the nomad camp.~ ~ 0 0 5056 D3 Sand as far as the eye can see.~ ~ 0 0 5024 S #5059 The warrior's tent.~ This tent has a few furnishings, but mainly it holds the band's protectors. They all stare at you coldly as you enter. ~ 50 128 2 D3 Outside you see some peaceful camels.~ ~ 0 0 5058 S #5060 The main tent~ This tent is as lavishly decorated on the inside as it is on the outside. A fancy carpet lies on the sand and numerous baskets line the walls. ~ 50 128 2 D1 ~ ~ 0 0 5061 D2 You see some peaceful camels.~ ~ 0 0 5058 S #5061 The main tent~ This is where the leader of this band of nomads resides. He is definitely rich as you inspect the tapestries, baskets, and a few paintings as well. ~ 50 128 2 D3 You see the entrance to this tent.~ ~ 0 0 5060 S #5062 The rickety rope bridge.~ You carefully begin to walk across the bridge, but suddenly the rope breaks and you fall... ...and fall and fall and fall ...to your death on the rocks below. But luckily, you are saved by the gods.. ~ 50 0 5 D3 ~ ~ 0 0 5053 S #5063 The wind-swept ledge~ Being very careful not to lose your balance, you look around and find that this canyon is about a half a kilometer deep. To the west is a dark cave leading under the desert sands and above you a rope bridge spans the gap. ~ 50 0 5 D3 ~ ~ 0 0 5064 D4 The desert sands blow down in your face.~ ~ 0 0 5052 S #5064 The cavemouth~ The air in here is MUCH cooler than outside. From the west you hear strange sounds, but can see nothing. The cave slopes down into the darkness. ~ 50 9 5 D1 Outside is lighter and very windy.~ ~ 0 0 5063 D3 ~ ~ 0 0 5065 S #5065 The mysterious lair.~ You have stumbled upon the home of something. From the treasure haphazardly strewn about and the rotting carcases, you would guess that this is a dragon's lair. As to what type, you can't really say. The cave narrows out into a tunnel to the west. ~ 50 137 5 D1 ~ ~ 0 0 5064 D3 ~ ~ 0 0 5066 S #5066 A wide tunnel~ This tunnel seems to go on forever into the darkness. You carefully feel your way along the walls. ~ 50 9 5 D1 ~ ~ 0 0 5065 D3 ~ ~ 0 0 5067 S #5067 A narrower tunnel~ The tunnel becomes very narrow and you fight to squeeze your way through. The floor seems to level off a little. ~ 50 9 5 D1 ~ ~ 0 0 5066 D2 ~ ~ 0 0 5068 S #5068 A narrow crack~ This part of the tunnel is the hardest to move through as the walls move in to meet you. ~ 50 9 5 D0 ~ ~ 0 0 5067 D3 ~ ~ 0 0 5069 S #5069 A small cavern.~ It is dark and damp and bats hang from the ceiling. A narrow crack is in the east wall. The floor now slopes upwards. ~ 50 9 5 D0 ~ ~ 0 0 5070 D1 ~ ~ 0 0 5068 S #5070 A small shaft~ From within this shaft you can see a narrow hole in the roof just large enough for one person. Back east is the cavern. ~ 50 9 5 D2 ~ ~ 0 0 5068 D4 ~ ~ 0 0 5009 S #5071 The Great Eastern Desert~ A vast desert stretches for miles, the sands constantly shifting around you. You are standing below a gigantic pyramid floating about 100 meters above the ground. To your left hangs a rope which leads straight up to the massive structure. From here you can sense the great evil which resides within. ~ 50 0 5 D0 Sand as far as the eye can see.~ ~ 0 0 5036 D1 Sand as far as the eye can see.~ ~ 0 0 5049 D2 Sand as far as the eye can see.~ ~ 0 0 5048 D3 Sand as far as the eye can see.~ ~ 0 0 5032 D4 The rope leads up to a hole in the pyramid. A shadowy figure hovers over the rope looking down at you.~ ~ 0 0 5072 S #5072 Hanging on the rope~ About half way up the rope you feel it begin to shake and shudder. You desperately try to shimmy back down the rope, but it unravels and... SNAP!!!!! As you plummit to the ground, you look up to see a shadowy figure in the pyramid grinning an evil grin and brandishing a shiny dagger. You've fallen, and you can't get back up!!! ~ 50 4 5 S #5100 City Entrance~ You are at the entrance to a small underground city. A great adamantite gate lies open to the west allowing entrance into the city. ~ 51 9 0 D3 A huge gate opens to the west allowing entrance into the city.~ gate~ 0 0 5101 D4 A small hole in the ceiling leads up into darkness.~ door~ 1 -1 5270 E gate~ A large adamantite gate with giant spider shaped emblems stands here. ~ E hole~ A small hole that looks to have sealed at one time. ~ S #5101 City street~ You walk along a highgly ornate street going north-south. A large gate lies to the east while a building lies to the west. ~ 51 9 0 D0 ~ ~ 0 0 5123 D1 ~ ~ 0 0 5100 D2 ~ ~ 0 0 5102 D3 ~ ~ 0 0 5122 S #5102 City street~ You walk along a highly ornate citystreet going north and west. ~ 51 9 0 D0 ~ ~ 0 0 5101 D3 ~ ~ 0 0 5103 S #5103 City street~ You walk along a highly ornate citystreet going east-west. A large house stands to the south. ~ 51 9 0 D1 ~ ~ 0 0 5102 D2 ~ ~ 0 0 5104 D3 ~ ~ 0 0 5106 S #5104 3rd House~ You stand inside the 3rd house of the city; it is fairly well decorated by drow standards having a few statues, murals and such. A door leads to the south. ~ 51 9 0 D0 ~ ~ 0 0 5103 D2 ~ ~ 1 -1 5105 S #5105 Throne Room~ The throne room of the 3rd house is about as decorated as the inner courtyard except with a blood covered altar in the center of the room. ~ 51 9 0 D0 ~ ~ 1 -1 5104 S #5106 City street~ You walk along a highly ornate citystreet going east-west. To the north is a large building. ~ 51 9 0 D0 ~ ~ 0 0 5118 D1 ~ ~ 0 0 5103 D3 ~ ~ 0 0 5107 S #5107 City street~ You walk along a highly ornate citystreet leading north and east. To the south is an extremely large house. ~ 51 9 0 D0 ~ ~ 0 0 5110 D1 ~ ~ 0 0 5106 D2 ~ ~ 0 0 5108 S #5108 2nd House~ You stand inside the 2nd house of the city. The room is highly decorated with statues of spiders and murals everywhere. ~ 51 9 0 D0 ~ ~ 0 0 5107 D3 ~ ~ 1 -1 5109 S #5109 Throne Room~ The throne room of the 2nd house is just a little more decorative than the inner courtyard having an altar in the center of the room. ~ 51 9 0 D1 ~ ~ 1 -1 5108 S #5110 Main Gate~ You are at the entrance to the 1st house of the city. A large gate, almost as big and elegant as the one at the entrance to the city, stands here. ~ 51 9 0 D0 ~ ~ 0 0 5114 D2 ~ ~ 0 0 5107 D3 A large gate lies to the west.~ gate~ 1 -1 5111 S #5111 1st House~ You stand in the inner courtyard of the 1st and largest house in the city. The room is extremely large and decorative. Mural and paintings hang on the walls depicting some battles and a spider queen. ~ 51 9 0 D1 ~ ~ 1 -1 5110 D3 ~ ~ 0 0 5112 S #5112 Throne Room~ The throne room of the 1st house is in one word...awesome. It is so horrifying it is almost beautiful. ~ 51 9 0 D0 ~ ~ 1 -1 5113 D1 ~ ~ 0 -1 5111 S #5113 Main Chamber~ This is the council chamber for the Matron Mother herself. A huge table and chairs surrounding it sits in the center of the room. ~ 51 9 0 D2 ~ ~ 1 -1 5112 S #5114 City street~ You walk along a highly arnate citystreet leading north-south and east. ~ 51 9 0 D0 ~ ~ 0 0 5115 D1 ~ ~ 0 0 5117 D2 ~ ~ 0 0 5110 S #5115 City street~ You walk along a highle ornate citystreet leading south. A building is to the west. ~ 51 9 0 D2 ~ ~ 0 0 5114 D3 ~ ~ 1 -1 5116 S #5116 Cleric Academy~ This is the most lavish of the academies being that it is for the clerics. ~ 51 9 0 D1 ~ ~ 1 -1 5115 S #5117 City street~ You walk along a highly ornate citystreet going east-west. To the north is a giant temple. ~ 51 9 0 D0 The entrance to the temple of Lloth.~ ~ 1 -1 5119 D1 ~ ~ 0 0 5121 D3 ~ ~ 0 0 5114 S #5118 Warrior's Academy~ This looks more like a barracks than a school. ~ 51 9 0 D2 ~ ~ 0 0 5106 S #5119 Entrance to the Temple of Lloth~ The temple is the largest building in the city. Even it's doors are beyond imagination. Inside of the temple entrance, the walls are made of gold and adamantite. ~ 51 9 0 D2 ~ ~ 1 -1 5117 D5 ~ ~ 0 0 5126 S #5120 Mage's Academy~ The mages academy is fairly well decorated see that the drow prefer magic over physical power greatly. ~ 51 9 0 D2 ~ ~ 1 -1 5121 S #5121 City street~ You walk along a highly ornate citystreet going eastward. To the north is a building. ~ 51 9 0 D0 ~ ~ 1 -1 5120 D1 ~ ~ 0 0 5123 D2 ~ ~ 0 0 5122 D3 ~ ~ 0 0 5117 S #5122 Slave Chamber~ The room is in shambles. Traw is strewn all about the room as beds for the unfortunate creatures who have fallen prey to drow empirialism. ~ 51 9 0 D0 ~ ~ 0 0 5121 D1 ~ ~ 0 0 5101 S #5123 City street~ You walk along a highly ornate citystreet leading west and south. To the north is a relatively small house. ~ 51 9 0 D0 ~ ~ 1 -1 5124 D2 ~ ~ 0 0 5101 D3 ~ ~ 0 0 5121 S #5124 4th house~ You stand inside the 4th house of the city. Its inner courtyard is rather dull by drow standards and rather small as well. ~ 51 9 0 D1 ~ ~ 0 0 5125 D2 ~ ~ 1 -1 5123 S #5125 Throne Room~ The throne room is basically similiar to the inner courtyard in regards to decor. there is a small throne behind the altar but that is about it. ~ 51 9 0 D3 ~ ~ 0 0 5124 S #5126 Entrance Way~ You stand in the entrance way to the temple which opens up to the north into a large hallway going east and west. Small statues os spiders line the entrance way's walls. ~ 51 9 0 D0 ~ ~ 0 0 5127 D4 ~ ~ 0 0 5119 S #5127 Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a obsidian stairway. ~ 51 9 0 D0 ~ ~ 0 0 5135 D2 ~ ~ 0 0 5126 D1 ~ ~ 0 0 5128 D3 ~ ~ 0 0 5131 S #5128 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 51 9 0 D1 ~ ~ 0 0 5129 D3 ~ ~ 0 0 5127 S #5129 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a door. ~ 51 9 0 D0 ~ ~ 1 -1 5150 D1 ~ ~ 0 0 5130 D3 ~ ~ 0 0 5128 S #5130 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 51 9 0 D1 ~ ~ 0 0 5134 D3 ~ ~ 0 0 5129 S #5131 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 51 9 0 D1 ~ ~ 0 0 5127 D3 ~ ~ 0 0 5132 S #5132 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the south is a door. ~ 51 9 0 D1 ~ ~ 0 0 5131 D2 ~ ~ 1 -1 5133 D3 ~ ~ 0 0 5134 S #5133 Warrior's Barracks~ The room is a complete mess. None of the beds are made, clothes and other items have been left all about the room. Well drow warriors never were known for neatness. ~ 51 9 0 D0 ~ ~ 1 -1 5131 S #5134 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 51 9 0 D1 ~ ~ 0 0 5132 D3 ~ ~ 0 0 5130 S #5135 Grand Stairway~ You are standing at the bottpom of a giant obsidian and adamantite stairway. The edges are trimmed with gold. ~ 51 9 0 D2 ~ ~ 0 0 5127 D4 ~ ~ 0 0 5136 S #5136 Grand Hallway~ You are standing in the middle of a grand hallway. The walls are of the purest adamantite with gold trim. Mosiacs line the walls. ~ 51 9 0 D0 ~ ~ 0 0 5138 D1 ~ ~ 1 -1 5137 D5 ~ ~ 0 0 5135 S #5137 Mage's Barrracks~ The mage's living quarters is rather clean with the exception of a few used component containers. It is rather well decorated as well. Cots line the floor for the mages to sleep on. the only door is to the west. ~ 51 9 0 D3 ~ ~ 1 -1 5136 S #5138 Grand Hallway~ You are walking down a grand hallway, heavily decorated with adamantite and gold. To the north the hall goes down a flight of stairs while a door is too the west. ~ 51 9 0 D2 ~ ~ 0 0 5136 D3 ~ ~ 1 -1 5139 D5 ~ ~ 0 0 5140 S #5139 Cleric's Barracks~ The bed chamber is brightly decorated with spider shaped statues, murals and the like. Large beds line the floor making this a comfortable room to live in. ~ 51 9 0 D1 ~ ~ 1 -1 5138 S #5140 Grand Stairway~ You are climbing a set of obsidian stairs surrounded by adamantite walls. To the north are a set of large golden doors. ~ 51 9 0 D0 ~ ~ 1 -1 5141 D4 ~ ~ 0 0 5138 S #5141 Main Chamber~ This is the south side of a large auditorium used for services by the drow priestesses. In the center is a large sacrificial pit and beyond that is an altar. ~ 51 9 0 D1 ~ ~ 0 0 5142 D2 ~ ~ 1 -1 5140 D3 ~ ~ 0 0 5144 S #5142 Easternside of Chamber~ You are on the easternside of the chamber overlooking the pit. To the east is a door while to the north is an altar. ~ 51 9 0 D0 ~ ~ 0 0 5145 D1 ~ ~ 1 -1 5146 D2 ~ ~ 0 0 5141 S #5143 Sacrificial Pit~ A you climb down into the pit thoughsands of spiders cover you tearing your body to shreds. Lloth thanks you for your sacrifice. You've fallen, and you can't get up!!! ~ 51 12 0 S #5144 Westernside of Chamber~ You are on the westernside of the main chamber overlooking a sacrificial pit. To the north is an altar. ~ 51 9 0 D0 ~ ~ 0 0 5145 D2 ~ ~ 0 0 5141 S #5145 The Altar~ You are standing infront of a highly and freshly bloodstained altar. Engraved on the top of the altar is a giant spider witha human head. Looking down from the altar you see a large sacrificial pit. ~ 51 9 0 D0 ~ ~ 0 0 5148 D1 ~ ~ 0 0 5142 D3 ~ ~ 0 0 5144 D5 ~ ~ 0 0 5143 S #5146 Slave Cells~ This is the main rooom to the cell chambers for the slaves to be sacrificed. You notice there are no guards around. ~ 51 9 0 D0 ~ ~ 1 -1 5147 D3 ~ ~ 0 0 5142 S #5147 Slave Pen~ Rotten meat and breads lie about the floor while shackles hang from the walls. The room wreaks of death. You almost become nausious and ecide to leave the room since you were obviously too late to save the slave. ~ 51 9 0 D2 ~ ~ 1 -1 5146 S #5148 Dias~ You stand upon a dias behind the altar. Above you is a enormous illusion of a female drow turning into a giant spider and back again. There is a door to the west. ~ 51 9 0 D2 ~ ~ 0 0 5145 D3 ~ ~ 1 -1 5149 S #5149 The Treasury~ This is obviously only a temporary storage place for the collected treasure being rather bare. ~ 51 9 0 D1 ~ ~ 1 -1 5148 S #5150 Weaponsmaster's Chamber~ This one person bedchamber is very elegant. The owner must be held in high to get this kind of treatment. ~ 51 9 0 D2 ~ ~ 1 -1 5129 S #5200 The Grand Gate of Thalos~ You stand in the archway of a gigantic stone archway. The two steel gates have been forced open and have rusted in place. A hollow gust of wind blows by you into the deserted, and seemingly destroyed, city. ~ 52 4 1 D1 You see a trail out of this blasted place. ~ ~ 0 0 5256 D3 You see devastation everywhere. Houses lie in ruin and skeletons litter the streets. You see strange beasts stalking the shadows. ~ ~ 0 0 5201 S #5201 Main Street~ This was once a magificant street, but now is in total ruin. The streets are barren and windswept and the silence is unending. A dark alley leads north and south. Howls and screams echo through the deserted city. ~ 52 0 1 D0 It's a dark alley. ~ ~ 0 0 5239 D1 The entrance to the city lies this way. ~ ~ 0 0 5200 D2 It's a dark alley. ~ ~ 0 0 5255 D3 Main Street lies this way. ~ ~ 0 0 5202 S #5202 Main Street~ This was once a magnificant street, but now is in total ruin. The streets are barren and windswept and the silence is unending. On one side is a collapsed house while on the other is the entrance to a large ruined mansion. Eerie sounds echo within the mansion. Near the center of town you see a large domed building, relatively intact. ~ 52 0 1 D0 The reminants of a store lie this way. ~ ~ 0 0 5236 D1 ~ ~ 0 0 5201 D2 It looks like what used to be the main building in the city. ~ ~ 0 0 5232 D3 A withered garden path lies this way. ~ ~ 0 0 5203 S #5203 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy snake up the sides of the temple and entangle themselves around your feet. A sudden volley of howls pierces the air. ~ 52 0 1 D0 The garden path continues around the building. ~ ~ 0 0 5204 D1 This is the main street leading to the city's entrance ~ ~ 0 0 5202 D2 The garden path continues around the building. ~ ~ 0 0 5206 D3 Inside the temple, small patches of light shoot through each doorway as WELL as a few holes in the ceiling. ~ ~ 0 0 5250 S #5204 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy snake up the sides of the temple and entangle themselves around your feet. ~ 52 0 1 D0 A side street leads off to the northern half of the city. ~ ~ 0 0 5211 D1 The garden path continues around the building. ~ ~ 0 0 5203 D2 Inside the temple, small patches of light shoot through each doorway as well as a few holes in the ceiling. ~ ~ 0 0 5250 D3 The garden path continues around the building. ~ ~ 0 0 5205 S #5205 A garden path~ A circular path surrounds a magificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy creep up the sides of the temple and entangle themselves around your feet. ~ 52 0 1 D0 The garden path continues around the building. ~ ~ 0 0 5204 D1 Inside the temple, small patches of light shoot through each doorway as well as a few cracks in the ceiling. ~ ~ 0 0 5250 D2 The garden path continues around the building. ~ ~ 0 0 5206 D3 What looks like a market place lies this way. ~ ~ 0 0 5207 S #5206 A garden path~ A circular path surrounds a magnificant domed temple in the center of the city. Flowers have withered away and the once lush trees are bare. Vines and ivy creep up the sides of the temple and entangle themselves around your feet. ~ 52 0 1 D0 Inside the temple, small patches of light shoot through each doorway as well as a few cracks in the ceiling. ~ ~ 0 0 5250 D1 The garden path continues around the building. ~ ~ 0 0 5203 D2 A small side street leads to the southern half of the city. ~ ~ 0 0 5212 D3 The garden path continues around the building. ~ ~ 0 0 5205 S #5207 The market place~ You stand in the middle of a large square lined on each side with baskets, carts, and stands of all shapes and sizes. Abandoned, these little shops still contain some of their goods once sold to a demanding public. ~ 52 0 1 D0 A small table has been toppled over, spilling fine jewelery and gems onto the ground. ~ ~ 0 0 5225 D1 A small garden path encircles a large domed temple in the center of the city. ~ ~ 0 0 5205 D2 Rotted remains of fruits and vegitables lie strewn about. ~ ~ 0 0 5220 D3 The market place continues. ~ ~ 0 0 5208 S #5208 The market place~ You stand at the end of the market square. Stands and carts line each side, filled with reminants of fine foods and exquisite goods. A small hole in the western wall of the city leads back out into the desert. ~ 52 0 1 D0 Tattered carpets and ruined bales of silk sit idly by a run down stand. ~ ~ 0 0 5222 D1 The center of the market lies this way. ~ ~ 0 0 5207 D2 From the massive stench, this must have been a meat and poultry stand. It lies totally bare. ~ ~ 0 0 5217 S #5209 A side street~ This small side street leads east and west into back alleys while to the south you see the temple. The incessant howling tears at your mind. ~ 52 0 1 D1 ~ ~ 0 0 5243 D2 ~ ~ 0 0 5210 D3 ~ ~ 0 0 5228 S #5210 A side street~ You are in the common section of the city. Ruined buildings made of clay and stone is all the view has to offer. Most of these homes are nothing but piles of rubble, but some look almost safe enough to venture into. The street continues north and south and buildings line the street. ~ 52 0 1 D0 ~ ~ 0 0 5209 D1 A small doorway leads into a partially collapsed house. ~ ~ 1 -1 5244 D2 ~ ~ 0 0 5211 D3 A small clay dwelling sits here. ~ ~ 0 0 5226 S #5211 A side street~ This small side street leads away from the garden path to the south. Around you stand large piles or rubble where the houses of commoners used to be. A lone howl makes you worry greatly about your safety here. ~ 52 0 1 D0 ~ ~ 0 0 5210 D1 An unusually tall dwelling stands looming over you. ~ ~ 0 0 5237 D2 A garden path circles around the temple. ~ ~ 0 0 5204 D3 Here lies a small stone house with a thatched roof. ~ ~ 0 0 5227 S #5212 A side street~ This small side street leads south away from the temple into the business section of town. The destruction that leveled this city was not biased; these important looking buildings have been almost totally destroyed. There is a hole in the wall of a very large structure to the east. ~ 52 0 1 D0 A small garden path encircles the temple. ~ ~ 0 0 5206 D1 This possibly could be the city hall. ~ ~ 0 0 5232 D2 ~ ~ 0 0 5213 D3 Inside the building you see long pieces of metal, an oven, and some anvils. ~ ~ 0 0 5221 S #5213 A side street~ This small side street is lined with the remains of once great buildings. To the north is a dark, forbodeing structure while to the south lies the entrance to a small tavern. The street continues north and south. ~ 52 0 1 D0 ~ ~ 0 0 5212 D1 From the looks of it, this was once a two story abode. The entire second floor has collapsed leaving a very little part of the bar still free from debris. ~ ~ 0 0 5230 D2 ~ ~ 0 0 5214 D3 This seems to be the only guild house in the entire city. It's dark nature makes you wonder about its origins. ~ ~ 0 0 5219 S #5214 A side street~ You are at the end of a long street leading to the center of the city. A long dark alley runs east and west. ~ 52 0 1 D0 ~ ~ 0 0 5213 D1 ~ ~ 0 0 5251 D2 ~ ~ 0 0 5229 D3 ~ ~ 0 0 5218 S #5215 Under a ruined watchtower~ You stand at the base of a tall watchtower built to protect the city from invaders. From the looks of things, it did not do a good job. ~ 52 0 1 D0 ~ ~ 0 0 5216 D1 ~ ~ 0 0 5218 D4 ~ ~ 0 0 5247 S #5216 A back alley~ This alley leads to the rear of what used to be a meat stand. You wince at the stench. South is one of the city watchtowers. ~ 52 0 1 D0 You see the back-side of the market place meat stand. ~ ~ 0 0 5217 D2 A tall watchtower stands a silent vigel over the city. ~ ~ 0 0 5215 S #5217 The meat stand~ A large stand has been set up here with metal hooks and wooden racks in the background. Hanging on the hooks are very small scraps of meat and other game. This stand is relatively empty, and a sudden burst of howling and screaming makes you realize why this is so. ~ 52 0 1 D0 The market place lies this way. ~ ~ 0 0 5208 D1 This is a cart full of rotted vegitables and fruits. ~ ~ 0 0 5220 D2 ~ ~ 0 0 5216 S #5218 A back alley~ A narrow alley leads east to a wider street and west to one of the city watchtowers. ~ 52 0 1 D1 A small side street greets you. ~ ~ 0 0 5214 D3 A tall watchtower stands a silent vigel over the city. ~ ~ 0 0 5215 S #5219 The guild house~ You are standing in what once was this city's ONLY guild house. Tables and chairs have been smashed and broken weapons lie strewn about the floor as if some massive battle had taken place here. Draped along the back wall is a tattered, jet-black banner with the symbol of the Darkside set upon it. ~ 52 8 1 D1 A small side street runs past the building. ~ ~ 0 0 5213 S #5220 The produce stand~ A large cart sits here carrying rotted fruit and vegitables. Flys swarm all about what seems to be the last remaining bits of food left in the city. ~ 52 0 1 D0 The market place is deserted. ~ ~ 0 0 5207 D3 A strong stench eminates from the meat stand next to you. ~ ~ 0 0 5217 S #5221 The smithy~ In here you find tools and anvils used to make various weapons and items. The walls have been stripped clean and only a few incomplete pieces of armor and weaponry are left. ~ 52 8 1 D1 A small side street runs past the building. ~ ~ 0 0 5212 S #5222 The tapestry stand~ Tattered and torn tapestries and rugs lie heaped in piles. Fancy robes and various articles of clothing are now just rags. You stare at the strange piles for a long time until a piercing howl makes you think these might be beds. ~ 52 0 1 D0 ~ ~ 0 0 5223 D1 A fine jewelry stand lies in ruin next to you. ~ ~ 0 0 5225 D2 The market place is deserted. ~ ~ 0 0 5208 S #5223 A back alley~ A narrow alley leads north to one of the city watchtowers while to the south there lies a market stand full of torn clothes and rugs. ~ 52 0 1 D0 A tall watchtower stands a silent vigel over the city. ~ ~ 0 0 5224 D2 ~ ~ 0 0 5222 S #5224 Under the watchtower~ You stand under one of the city watchtowers built to protect the city from invaders. Obviously, it failed. ~ 52 0 1 D1 ~ ~ 0 0 5228 D2 ~ ~ 0 0 5223 D4 Above you looms a tall watchtower. ~ ~ 0 0 5246 S #5225 The jewelery stand~ A table has been tipped over, spilling fine jewelery and gems across the market place. Most of these trinkets are battered and tarnished and few would have any value anymore. ~ 52 0 1 D2 The market place is deserted. ~ ~ 0 0 5207 D3 Next to you is a stand full of ruined clothes and rugs. ~ ~ 0 0 5222 S #5226 A ruined clay dwelling~ This was once a very plain house with nothing more than a few chairs and a bed. A cold fireplace suggests that the city has been adandoned for quite a while. Almost nothing remains of this humble abode. ~ 52 8 1 D1 Outside is a small side street. ~ ~ 0 0 5210 S #5227 A collapsed stone dwelling~ This small house has completely collapsed upon itself leaving piles of debris here and there. A few rafters still stand with thatched straw hanging downand a hot wind gusts through the hollow dwelling. ~ 52 0 1 D1 A small side street runs past the house. ~ ~ 0 0 5211 S #5228 A back alley~ A narrow alley leads east to one of the city watchtowers and west to a small side street. ~ 52 0 1 D1 ~ ~ 0 0 5209 D3 ~ ~ 0 0 5224 S #5229 An abandoned shop~ From the outside this place looks like an ordinary pile of rubble, but inside these cramped quarters you discover what used to be a shop filled with armor, weapons, and various other goods. A small sign flutters in the wind. ~ 52 8 1 D0 A small side street runs past the shop. ~ ~ 0 0 5214 S #5230 The Tavern of the Sun~ A glorious place in it's prime, this tavern now lies in ruin; tables and chairs are broken scattered, bottles and glasses shattered, and a small performance stage crushed. Musical instruments and personal belongings lie under the rubble, but the people they once belonged to are not with them. Looking up you see that the entire second floor and roof has fallen in, leaving a gaping hole above. ~ 52 0 1 D3 A small side street runs past the tavern. ~ ~ 0 0 5213 S #5231 South wing of the city hall~ You stand in a large room attached to this end of the hallway which leads back north to the reception area. Pedestals and columns have fallen and most of the valuable items have been taken, leaving worthless debris. A few chairs have survived, as well as a large curved desk. To the east is a vine-covered archway leading out into a private courtyard. ~ 52 8 1 D0 The long hallway leads back to the main reception area of the city hall. ~ ~ 0 0 5232 D1 ~ ~ 0 0 5234 S #5232 The city hall~ This is the main reception area of Thalos' city hall. The walls have been charred and scored massively and debris is spread from wall to wall. A large gaping hole in the west wall allows you to see out to one of the city's side streets. Obviously noone will be seeing you through today. Hallways lead south and east. ~ 52 8 1 D0 Main street runs past the city hall. ~ ~ 0 0 5202 D1 A hallway leads to the east wing of the city hall. ~ ~ 0 0 5233 D2 A hallway leads to the south wing of the city hall. ~ ~ 0 0 5231 D3 ~ ~ 0 0 5212 S #5233 East wing of the city hall~ Here lies the reminants of a fancy office, possibly the mayor's. A few withered plants and broken pieces of furniture make this place anything but fancy, though. The only thing remaining intact here is a large glass cabinet. A long hallway leads west back to the reception area and an ivy-covered archway leads south into a private courtyard. ~ 52 8 1 D2 ~ ~ 0 0 5234 D3 ~ ~ 0 0 5232 S #5234 The private gardens and courtyard of Thalos~ What a shame that this mass destruction also touched this once beautiful place. The temple's garden path has nothing on this garden. Flowers and trees have been smashed into the ground and lawn benches thrown through walls. A large marble fountain in the center of the courtyard still stands, though, defying any attempts to destroy its beauty. Above stands the reminants of one of the watchtowers. Archways north and west lead back into the city hall. ~ 52 0 1 D0 ~ ~ 0 0 5233 D3 ~ ~ 0 0 5231 S #5235 A small guard house~ This was once the barracks for Thalos' cityguards. Now just an empty shell, this small shack still stands guarding the entrance both to the city and to the city hall. ~ 52 0 1 D1 The alley runs by this building. ~ ~ 0 0 5255 S #5236 A collapsed home~ All that's left of this house is a few scattered piles of rubble and a very large blast crater. Obviously someone or something important was once housed here. A shreeking howl chills your blood. ~ 52 0 1 D2 Main street runs past this ruined home. ~ ~ 0 0 5202 S #5237 A tall dwelling~ This seems to be the tallest structure remaining in the city. At one time this could have been an inn of some sort, but now it's just a mess. The back wall as been completely knocked down revealing an entrance into another building through yet another collapsed wall. Between the two buildings are a few blast craters and boulders. An old set of wooden steps leads up to a creaking second floor. ~ 52 8 1 D1 ~ ~ 0 0 5238 D3 A small side street winds past the dwelling. ~ ~ 0 0 5211 D4 The stairs and even the entire second floor itself looks very unsafe for travel. Gusts of wind make them creak and shudder. ~ ~ 0 0 5245 S #5238 A small shack~ This cramped dwelling could not have housed more than one person. Now with the back wall missing, it could hold many more. Looking around you find broken shelves and workbenches with various vials and pouches spilling contents all across the floor. This was possibly the magic shop of the city. The doorway to the east is blocked, making the only exit back west. ~ 52 8 1 D3 ~ ~ 0 0 5237 S #5239 A back alley~ A narrow back alley goes south to main street and north towards a watchtower. A mass of howls catches you of guard. ~ 52 0 1 D0 ~ ~ 0 0 5240 D2 Main street runs past here. ~ ~ 0 0 5201 S #5240 A back alley~ A narrow back alley leads north to one of the city watchtowers and south towards main street. To the west is a doorway to a small house blocked by debris. ~ 52 0 1 D0 A tall watchtower stands a silent vigil over the city. ~ ~ 0 0 5241 D2 ~ ~ 0 0 5239 S #5241 Under a watchtower~ You stand under a tall watchtower. Narrow back alleys lead west and south and a very weak looking ladder leads up into the tower. ~ 52 0 1 D2 ~ ~ 0 0 5240 D3 ~ ~ 0 0 5243 D4 Winds howl high above your head in the tower above. ~ ~ 0 0 5248 S #5242 A bath house~ This was once the bath house for the commoners of the city. Hot steamy water still wells up from a hole in the floor. Obviously there is a hot spring located under the city (making the decision to put a city here seem much more reasonable). Closer inspection of the water yields a dead body floating around in it, skin melted away from months of floating in there. The west wall has collapsed revealing another collapsed house. ~ 52 8 1 D0 ~ ~ 0 0 5243 D3 The wall has collapsed on the adjoining house, creating a new opening in it. ~ ~ 0 0 5244 S #5243 A back alley~ A narrow back alley leads west to a small side street and east to one of the city watchtowers. Great amounts of steam issue forth from the building to the south. ~ 52 0 1 D1 A watchtower stands a silent vigil over the city. ~ ~ 0 0 5241 D2 ~ ~ 0 0 5242 D3 A side street runs by here. ~ ~ 0 0 5209 S #5244 An upright house~ This home is practically the only one around that is still standing. Except for the massive hole in the east wall, evrything else looks intact, including the windows. Great amounts of steam issue forth from the hole in the east wall. ~ 52 8 1 D1 ~ ~ 0 0 5242 D3 A small side street runs past the house. ~ ~ 0 0 5210 S #5245 On the second floor~ The minute you step off onto this floor you realize it was a mistake. The old rotted floorboards suddenly give way and you fall down, impaling yourself on jagged boards below. You've fallen, and you can't get up!!! ~ 52 4 1 S #5246 The north-west watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see all the way to the western mountains. No wonder this place stood for so long. ~ 52 0 1 D5 The city lies below. ~ ~ 0 0 5224 S #5247 The south-west watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see all the way to the western mountains. To the south the desert stretches to the horizon. No wonder this place stood for so long. ~ 52 0 1 D5 The city lies below. ~ ~ 0 0 5215 S #5248 The north-east watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see a great floating pyramid to the north-east. Desert sand stretches to the horizon. No wonder this place stood for so long. ~ 52 0 1 D5 The city lies below, though the ladder looks kind of weak. ~ ~ 0 0 5249 S #5249 Under a watchtower~ As you desend the ladder, the rotted rungs break sending you quickly to your demise far below on the city street. Splat. You've fallen, and you can't get up!!! ~ 52 4 1 S #5250 The Temple of Thalos~ You stand within one of the most holy places in the realm. This stunning domed temple once housed the city's worshipers en masse. Unfortunately, it succumed to the destruction brought on this city. Long benches lie toppled and the altar desicrated. Large chunks of stone have fallen from the walls and roof, sending sunlight streaming in on you. A few books lie about, conveying to you a holy message in a strange tounge. Wind gusts through the four archways and howls and screams can be heard from all parts of the city. ~ 52 136 1 D0 A side street leads to the northern half of the city. ~ ~ 0 0 5204 D1 Main street leads out to the main gate of the city. ~ ~ 0 0 5203 D2 A side street leads to the southern part of the city. ~ ~ 0 0 5206 D3 The market place lies this way. ~ ~ 0 0 5205 S #5251 A back alley~ A narrow alley leads east to a wider street and west to one of the city watchtowers. ~ 52 0 1 D3 A small side street greets you. ~ ~ 0 0 5214 D1 A tall watchtower stands a silent vigel over the city. ~ ~ 0 0 5252 S #5252 Under a ruined watchtower~ You stand at the base of a tall watchtower built to protect the city from invaders. From the looks of things, it did not do a good job. ~ 52 0 1 D0 ~ ~ 0 0 5253 D3 ~ ~ 0 0 5251 D4 ~ ~ 0 0 5254 S #5253 A back alley~ A narrow alley leads south to one of the city watchtowers. ~ 52 0 1 D0 The alley continues to the north. ~ ~ 0 0 5255 D2 A tall watchtower stands a silent vigel over the city. ~ ~ 0 0 5252 S #5254 The south-east watchtower~ You stand atop one of the city watchtowers. The view is magnificant from here and you can see all the way to the western mountains. To the south the desert stretches to the horizon. No wonder this place stood for so long. There is a small plaque on the stones. ~ 52 0 1 D5 The city lies below. ~ ~ 0 0 5252 E sign plaque~ This extension to Thalos, along with the dwarf forest, is made by Hatchet for any MERC Mud. copyright 1992 ~ S #5255 A back alley~ A narrow alley leads north to the main street, and south toward a tall watchtower. A ruined building is to the west. ~ 52 0 1 D0 You see main street. ~ ~ 0 0 5201 D2 ~ ~ 0 0 5253 D3 It looks in bad shape inside, but definitely structurally intact. ~ ~ 0 0 5235 S #5256 A trail at the end of the dwarf forest~ The trail ends here, with short, dry stumps of trees all around you. To the west, you can see the ruins of a huge city. Something about it gives you an uneasy feeling. To the east is your way back to home and safety. ~ 52 0 2 D3 You see Thalos! ~ ~ 0 0 5200 D1 You see the trail. ~ ~ 0 0 5257 S #5257 A trail at the end of the dwarf forest~ A side trail here leads from the dwarf forest. It is definitely drier and hotter here. The trail continues to the west, and to the east, you see the T-intersection. ~ 52 0 2 D3 You see the trail continue on. ~ ~ 0 0 5256 D1 You see the intersection. ~ ~ 0 0 5258 S #5258 The dwarf forest~ You see more stunted trees here. A side trail leads west from here. To the east, you THINK you see a trail, but you can never be sure. ~ 52 0 3 D3 You see the trail branch off. ~ ~ 0 0 5257 D1 You can't see into the gloom of this forest. ~ ~ 0 0 5262 D0 You see the trail lead back north. ~ ~ 0 0 5259 S #5259 The dwarf forest~ You see more stunted trees here. It looks almost as if this place was cursed by a god to be short and dry. The trail leads north and south. ~ 52 0 3 D0 You see the trail continue north. ~ ~ 0 0 5260 D2 You see the trail continue south. ~ ~ 0 0 5258 S #5260 The dwarf forest~ You see more stunted trees here. It looks almost as if this place was cursed by a god to be short and dry. The trail leads north and south. ~ 52 0 3 D0 You see the trail continue north. ~ ~ 0 0 5261 D2 You see the trail continue south. ~ ~ 0 0 5259 S #5261 The dwarf forest~ You see many stunted trees here. You don't see any leaves on these barren trees. No grass grows on the ground. ~ 52 0 3 D0 You see the trail continue north. ~ ~ 0 0 3502 D2 You see the trail continue south. ~ ~ 0 0 5260 S #5262 The dwarf forest~ You see more stunted trees here. It looks almost as if this place was cursed by a god to be short and dry. The trail leads east and west. It looks dark toward the east. ~ 52 0 3 D3 You see the lighter forest and the T-intersection west. ~ ~ 0 0 5258 D1 You see a darker part of the forest. ~ ~ 0 0 5263 S #5263 The darker dwarf forest~ You see a more dense foliage in these stunted trees. The gloom caused by them is enchanced by a draft coming from all around. The trail turns south from the west. ~ 52 1 3 D3 You see the dwarf forest. ~ ~ 0 0 5262 D2 You see nothing in the gloom south of you. ~ ~ 0 0 5264 S #5264 The darker dwarf forest~ You see a more dense foliage in these stunted trees. The gloom caused by them is enchanced by a draft coming from all around. The trail turns east from the north. ~ 52 1 3 D0 You see nothing in the gloom north of you. ~ ~ 0 0 5263 D1 You see nothing in the gloom east of you. ~ ~ 0 0 5265 S #5265 The darker dwarf forest~ You see a more dense foliage in these stunted trees. The gloom caused by them is enchanced by a draft coming from all around. The trail leads east and west. ~ 52 1 3 D3 You see nothing in the gloom west of you. ~ ~ 0 0 5264 D1 You see nothing in the gloom east of you. ~ ~ 0 0 5266 S #5266 The darker dwarf forest~ You see a more dense foliage in these stunted trees. The gloom caused by them is enchanced by a draft coming from all around. The trail leads down into a valley and west. ~ 52 1 3 D3 You see nothing in the gloom west of you. ~ ~ 0 0 5265 D5 You see the trail lead down into gloom. ~ ~ 0 0 5267 S #5267 A valley in the dark dwarf forest~ You are in a valley in the dark dwarf forest. Short black grass grows around you. The trail leads north and up, and to the west, you see a small fox hole. ~ 52 1 3 D4 You see nothing in the gloom above you. ~ ~ 0 0 5266 D0 You see nothing in the gloom north of you. ~ ~ 0 0 5271 D3 You see a dark fox hole. You wonder if it is indeed a fox living in there. ~ fox hole~ 1 -1 5268 S #5268 A small ugly cave~ You see a small cave. Skeletons of many types of creatures litter the area. Obviously, no fox lives here! The oppression makes you want to leave and vomit. ~ 52 1 3 D1 You see the exit from here! ~ fox hole~ 1 -1 5267 D2 You see more of the cave. ~ ~ 0 0 5269 E skeleton skeletons~ Something is strange about these skeletons. Upon further investigation, these skeletons appear illusionary. ~ S #5269 A small ugly cave~ You are in a small ugly cave. More skeletons lie around. It is obvious that the owner doesn't want you here. The exit north is still visible. Some writings are on this wall. ~ 52 1 3 D0 You see more of the cave. ~ ~ 0 0 5268 D5 You see a path leading down into the dark gloom. ~ ~ 0 0 5270 E writings writing words~ This cave along with the valley and dwarf forest is made by Hatchet for any MERC Mud. copyright 1992 ~ E skeleton skeletons~ Something is strange about these skeletons. Upon further investigation, these skeletons appear illusionary. ~ S #5270 Down the path into a dead end~ You are down the path. There is no obvious exit in this place, exit the one back up north. All around you, you see skeletons. ~ 52 1 3 D4 You see your only way back up. ~ ~ 0 0 5269 D5 You see nothing on the floor except skeletons. ~ secret~ 1 -1 5100 E skeleton skeletons~ Something is strange about these skeletons. Upon further investigation, these skeletons appear illusionary. In fact, througn the skeletons, you see a secret door!! ~ S #5271 The Valley in the dark dwarf forest~ You are in a valley in the forest. To the north is a trail out of this dark valley. South is more of this valley. ~ 52 1 3 D2 You see more of this gloomy valley. ~ ~ 0 0 5267 D0 You see a trail away from this gloomy valley. ~ ~ 0 0 5272 S #5272 A dim trail in the dwarf forest~ You are in a dim trail in the dwarf forest. Not much light passes through here. To the south is a gloomy valley, while to the north the light grows brighter. ~ 52 1 3 D0 You can actually see the trail north of you! ~ ~ 0 0 5273 D2 You can barely see the gloomy valley south of you. ~ ~ 0 0 5271 S #5273 A dim trail in the dwarf forest~ You are in a dim trail in the dwarf forest. Not much light passes through here. The trail runs north and south, and the light seems to come from the north. ~ 52 0 3 D0 You see the dim trail lead north. ~ ~ 0 0 5274 D2 You see the dim trail lead south. ~ ~ 0 0 5272 S #5274 A dim trail in the dwarf forest~ You are in a dim trail in the dwarf forest. Not much light passes through here. The trail runs north and south, and the light seems to come from the north. ~ 52 0 3 D0 You see the dim trail lead north. ~ ~ 0 0 5275 D2 You see the dim trail lead south. ~ ~ 0 0 5273 S #5275 A bend in the dim trail in the dwarf forest~ You are in a dim trail in the dwarf forest. Not much light passes through here. The trail runs south and west. The trail west looks much friendlier than the one leading south. ~ 52 0 3 D2 You see the dim trail lead south. ~ ~ 0 0 5274 D3 You see the trail lead west. ~ ~ 0 0 5276 S #5276 A trail in the dwarf forest~ You are in a trail in the dwarf forest. The trees are stunted and it looks dry around here. The trail leads east and west. It looks dimmer to the east. ~ 52 0 3 D1 The trail continues east to the dimmer parts of the forest. ~ ~ 0 0 5275 D3 The trail continues west. ~ ~ 0 0 5277 S #5277 A trail in the dwarf forest~ You are in a trail in the dwarf forest. The trees are stunted and it looks dry around here. The trail leads east and west. ~ 52 0 3 D1 The trail continues east. ~ ~ 0 0 5276 D3 The trail continues west. ~ ~ 0 0 5278 S #5278 A trail in the dwarf forest~ You are in a trail in the dwarf forest. The trees are stunted and it looks dry around here. The trail leads east and west. ~ 52 0 3 D1 The trail continues east. ~ ~ 0 0 5277 D3 The trail continues west. ~ ~ 0 0 5279 S #5279 The bend in the trail in the dwarf forest~ You are in a bend in the trail in the forest. The trees are stunted, but not so dry around here. The trail leads east, and to the south, you see a waterfall. ~ 52 0 3 D1 The trail continues east. ~ ~ 0 0 5278 D2 You see the waterfall. ~ ~ 0 0 4774 S #5550 Village street~ You stand at the small village street in Ofcol. From here you see small houses and only few people. North of here the village street continues up to the small square where some people are gathered as always. ~ 51 0 1 D0 You look up the village street noticing nothing special at all. ~ ~ 0 -1 5551 D2 The wide road leads south here towards the T-crossing. ~ ~ 0 -1 314 S #5551 Village street~ You are standing on the village street of Ofcol. East from here is a small alley and north you enter the village square. Towards the south you can leave Ofcol. ~ 51 0 1 D0 The village square is as usual not overcrowded. ~ ~ 0 -1 5552 D1 The small alley looks relative peacefull. ~ ~ 0 -1 5553 D2 You see the village street eventually becoming the wide road. ~ ~ 0 -1 5550 S #5552 Village square~ The village square is a place where inhabitants of Ofcol gather to talk, trade and sell items and just have a good time. You see a small shop to the west and the local inn to the north. If you leave south you go to village street. ~ 51 0 1 D0 You see a local inn called 'The Ofcol Local Inn'. Looks nice. ~ ~ 0 -1 5556 D2 You see the village street of Ofcol. ~ ~ 0 -1 5551 D3 A small shop with the sign 'Luxan's Mixed goods' hanging in front of it. ~ ~ 0 -1 5555 S #5553 The small alley~ You are in a small, quiet alley. From here you see the village street to the west and a small room lies to the south. ~ 51 0 1 D2 It looks like the future site of a training room. ~ ~ 0 -1 5554 D3 You notice nothing but the village street. ~ ~ 0 -1 5551 S #5554 The future training room~ This is the future site of a training room. The only exit is north leading to the small alley. ~ 51 8 1 D0 You are able to see the small alley, really not very interesting. ~ ~ 0 -1 5553 S #5555 Luxan's mixed shop~ You are standing in a small shop, filled with all kinds of goods. Here you might be able to find just the thing you're looking for. The only exit is east to village square. ~ 51 8 1 D1 The village square is as usual not overcrowded. ~ ~ 0 -1 5552 S #5556 The Local Inn~ You are in the local inn, where the peaceful citizens of Ofcol gather to have a drink or 5 if they have dry throats. You can't help thinking that Ofcol is a dry city, when you see the many people here. The only exit is south to the village square. ~ 51 8 1 D2 The village square is as usual not overcrowded. ~ ~ 0 -1 5552 S #5577 Ravan's hideout~ This place is a small, cosy place where no one disturbs you all the time. The room has little decoration except for some pictures on the wall. You notice that there are no exits from this room. ~ 55 0 0 E pictures picture decoration~ These pictures show's the friend's and foe's of Ravan. They are easy to seperate, as most of the foe's have the letters R.I.P. inscriped underneath them. ~ E foe foes enemies~ There is only one picture yet... Dim. It pictures him hanging from a gallow, north of the town. It has the letters R.I.P. inscriped underneath. ~ E friend friends~ The list include such prominent names as : God, Lottie, Kurgan, Ezzard, Mike, Sprocket and Stormbringer. ~ S #6000 The edge of the forest~ You are standing at the eastern edge of a big forest. To the east is the West Gate of Midgaard and to the west is a narrow trail, leading in through the forest. ~ 60 4 2 D1 You see the West Gate of the City of Midgaard. ~ ~ 0 -1 3052 D3 You see the narrow forest trail winding westwards in between the trees. ~ ~ 0 -1 6001 E trail~ The forest trail winds westwards through the trees. ~ E tree trees~ The trees are quite tall considering most of them appear to be quite young. On one of the trees, crude letters forming the word "Haon-Dor" have been carved into the bark. ~ S #6001 A trail through the light forest~ You are on a trail leading through the forest. To the east is the forest edge and to the west, the trail leads further into the forest. ~ 60 0 3 D1 The trail continues eastwards out of the forest. ~ ~ 0 -1 6000 D3 You see the narrow forest trail winding westwards in between the trees. ~ ~ 0 -1 6002 E trail~ The forest trail winds east-west through the trees. ~ E tree trees~ The trees here are quite young and fresh. They seem to accommodate many kinds of birds, insects and other small animals. ~ E birds insects animals~ Very cute little creatures, they seem to enjoy life. ~ S #6002 A trail through the light forest~ You are on a narrow trail leading east and west through the forest. To the west, the forest gradually becomes more dense. A small forest path leads south. ~ 60 0 3 D1 The trail continues eastwards through the young trees. ~ ~ 0 -1 6001 D2 The small path leads south through the young trees. ~ ~ 0 -1 6011 D3 You see the narrow forest trail winding westwards into the dense forest. ~ ~ 0 -1 6003 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E trail~ The forest trail winds east-west through the trees. ~ E tree trees~ The young, slender trees look beautiful, their fresh, green leaves moving lightly in the wind. ~ S #6003 A trail through the dense forest~ You are on a trail leading east and west through the dense forest. To the east, the forest gradually seems to become lighter. ~ 60 0 3 D1 The trail continues eastwards to the younger part of the forest. ~ ~ 0 -1 6002 D3 You see the narrow trail winding westwards through the dense forest. ~ ~ 0 -1 6004 E trail~ The forest trail seems almost fragile compared to the massive trunks. ~ E tree trees~ The dense crowns of the mature trees leave only a fraction of the sky to be seen through the leaves. ~ S #6004 A trail through the dense forest~ You are on a trail leading east and west through the dense forest. To the west, the trees are so huge and their crowns so dense that forest remains in total darkness. A small path leads south through the trees. ~ 60 0 3 D1 The trail continues eastwards through the dense forest. ~ ~ 0 -1 6003 D2 The small path leads south through the trees. ~ ~ 0 -1 6005 D3 The narrow trail almost seems to disappear between the enourmous trunks. ~ ~ 0 -1 6100 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E trail~ The forest trail seems almost fragile compared to the massive trunks. ~ E tree trees~ The crowns of the old trees almost cut out all light. ~ S #6005 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6004 D2 The small path leads south through the trees. ~ ~ 0 -1 6006 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6006 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and east. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6005 D1 The small path leads east through the trees. ~ ~ 0 -1 6007 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6007 An intersection in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The forest gradually lightens to the east. Paths lead east, west and south. ~ 60 0 3 D1 You can barely make out a clearing to the east. ~ ~ 0 -1 6008 D2 The small path leads south through the trees. ~ ~ 0 -1 6012 D3 The small path leads west through the trees. ~ ~ 0 -1 6006 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6008 The forest clearing~ You are in a clearing in the forest. Lots of fresh stumps of varying sizes protrude from the ground and heavy logs are stacked neatly in a big pile supported by stakes set into the ground. Paths lead north, east and west. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6011 D1 The small path leads east through the trees. ~ ~ 0 -1 6009 D3 The small path leads west through the trees. ~ ~ 0 -1 6007 E log logs~ Even though the logs have been chopped to shorter pieces, they are quite heavy as they are fresh and still filled with sap. ~ E path paths~ The narrow path is probably used by the animals living in the forest. ~ E stake stakes~ The stakes keep the logs from rolling down. ~ E stump stumps~ There are more stumps than logs and some of the stumps are partly covered in moss. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6009 Outside a small cabin in the forest~ You are outside a small cabin built entirely from heavy logs. There is a wooden door to the north and small paths lead west and south through the trees. ~ 60 0 3 D0 The wooden door is quite sturdy but does not appear to be equipped with a lock. ~ door wooden~ 1 -1 6010 D2 The small path leads south through the dense forest. ~ ~ 0 -1 6014 D3 The small path leads west through the light forest. ~ ~ 0 -1 6008 E cabin logs~ It looks simple but comfortable and the slender trees make the whole place seem pretty idyllic. It's a cabin built from logs. Wooden logs, not system logs. ~ E path paths~ The path is probably used by the cabin's inhabitants. ~ E tree trees~ The trees are fairly young, not much more than a hundred years or so. ~ S #6010 Inside the cabin~ You are inside a small one-room cabin made entirely from heavy logs. It is very sparsely furnished, containing only most basic housekeeping equipment, such as a bed, a chair and a table. ~ 60 8 0 D2 The wooden door leads south. ~ door wooden~ 1 -1 6009 E bed~ It is definitely not the most comfortable bed you have seen in your life. ~ E chair~ It is made from oak and looks strong and sturdy. ~ E table~ A heavy table that doesn't even appear to rock. ~ S #6011 A small path through the light forest~ You are on a small path leading through the forest. The trees are tall and slender. Paths lead north and south. ~ 60 0 3 D0 The path leads north through the young trees. ~ ~ 0 -1 6002 D2 The path leads south through the young trees. ~ ~ 0 -1 6008 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are fairly young, not much more than a hundred years or so. ~ S #6012 An intersection in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest floor in an unreal twilight illumination. Paths lead north, east and south. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6007 D1 The small path leads east through the trees. ~ ~ 0 -1 6013 D2 The small path leads south through the trees. ~ ~ 0 -1 6021 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6013 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues east and west. ~ 60 0 3 D1 The small path leads east through the trees. ~ ~ 0 -1 6014 D3 The small path leads west through the trees. ~ ~ 0 -1 6012 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6014 An intersection in the dense forest~ You are on a small path leading through the dense forest. The forest gradually lightens to the north. Paths lead north, east and west. ~ 60 0 3 D0 The path leads north to a lighter part of the forest. ~ ~ 0 -1 6009 D1 The small path leads east through the trees. ~ ~ 0 -1 6015 D3 The small path leads west through the trees. ~ ~ 0 -1 6013 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ S #6015 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. ~ 60 0 3 D2 The small path leads south through the trees. ~ ~ 0 -1 6016 D3 The small path leads west through the trees. ~ ~ 0 -1 6014 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6016 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues north and south. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6015 D2 The small path leads south through the trees. ~ ~ 0 -1 6017 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6017 A small path in the dense forest~ You are on a small path leading through the dense forest. The forest seems to become lighter to the west. The path continues north and west. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6016 D3 The small path leads west through the trees to a lighter part of the forest. ~ ~ 0 -1 6018 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ S #6018 An intersection in the light forest~ You are on a small path leading through the forest. A path leads north to a small field and other paths lead east and west into the dense forest. ~ 60 0 3 D0 The path leads north to a small, grassy field. ~ ~ 0 -1 6023 D1 The path leads east to a dense part of the forest. ~ ~ 0 -1 6017 D3 The path leads west to a dense part of the forest. ~ ~ 0 -1 6019 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The tall trees are young and slender, not much more than a hundred years or so. ~ S #6019 A small path in the dense forest~ You are on a small path leading through the dense forest. The forest seems to become lighter to the east. The path continues north and east. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6020 D1 The small path leads east through the trees to a lighter part of the forest. ~ ~ 0 -1 6018 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ S #6020 A small path in the dense forest~ You are on a small path leading through the dense forest. The crowns of the old trees leave the forest in an unreal twilight illumination. The path continues south and west. ~ 60 0 3 D2 The small path leads south through the trees. ~ ~ 0 -1 6019 D3 The small path leads west through the trees. ~ ~ 0 -1 6021 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The trees are mostly old beeches and oaks. ~ S #6021 A small path in the dense forest~ You are on a small path leading through the dense forest. To the west there is a cave entrance. The path continues north and east. ~ 60 0 3 D0 The small path leads north through the trees. ~ ~ 0 -1 6012 D1 The small path leads east through the trees. ~ ~ 0 -1 6020 D3 The cave is very dark. ~ ~ 0 -1 6022 E path paths~ The narrow path is probably used by the animals living in the forest. ~ E tree trees~ The crowns of the old trees leave the forest in an unreal twilight illumination. ~ E cave entrance~ The irregular opening is eight feet wide and six feet tall. An acrid smell emanates from within. ~ S #6022 Inside the cave~ You are in a natural cave. Various sorts of debris cover the stone floor, emitting a rather unpleasant smell that makes the air thick and hard to breathe. The only obvious exit is east. ~ 60 9 0 D1 The cave opening is to the east. ~ ~ 0 -1 6021 E debris~ It consists mostly of gnawed bones mixed with small pieces of torn fur. ~ E cave walls floor stone~ Quite uninteresting. ~ E air smell~ Kind of transparent, but quite noticeable nevertheless. ~ S #6023 On a small, grassy field~ You are in a small, grassy field somewhere in the forest. The tall grass nearly reaches your waist, and the surrounding oaks and beeches form an almost wall-like thicket on all sides of the field. A small path leads south through the trees. ~ 60 0 2 D2 The small path leads south in between the trees. ~ ~ 0 -1 6018 E grass~ The tall grass makes a nice hiding place for animals. ~ E path~ The narrow path is probably used by the animals living in the forest. ~ E tree trees thicket~ The trees form a close thicket. ~ S #6100 A narrow trail through the deep, dark forest~ You are on a narrow trail winding its way between the enormous, grey trunks. The crowns of the trees must be very dense, as they leave the forest floor in utter darkness. The trail leads east and west. ~ 61 9 3 D1 The narrow trail leads east to a somewhat lighter part of the forest. ~ ~ 0 -1 6004 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6101 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6101 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees whose grey trunks remind you of ancient pillars in a enormous, deserted hall. To the south, a frail path leads away from the trail. ~ 61 9 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6100 D2 The path leads south - away from the trail. ~ ~ 0 -1 6104 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6102 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6102 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 61 9 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6101 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6103 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6103 A narrow trail through the deep, dark forest~ You are where the dusty trail bends, as to avoid conflict with a colossal trunk to the west. Not a sound is to be heard - everything is ominously quiet. The trail leads east and south. ~ 61 9 3 D0 You see a dark trail north. ~ ~ 0 0 6150 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6102 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6108 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E trees trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6104 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and south. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6101 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6105 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6105 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and west. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6104 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6106 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6106 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead east, south and west. ~ 61 9 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6105 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6117 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6107 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6107 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom all around you. The path continues north and east. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6108 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6106 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6108 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the south, a frail path leads away from the trail. ~ 61 9 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6103 D2 The path leads south - away from the trail. ~ ~ 0 -1 6107 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6109 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6109 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 61 9 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6108 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6110 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6110 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees that stand close on all sides. The trail leads east and south. To the north, a narrow path leads away from the trail. ~ 61 9 3 D0 The narrow path leads west between the giant trees. ~ ~ 0 -1 6144 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6109 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6111 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ Some of the trunks to the west are covered in a thin, almost transparent substance. It looks like small threads woven carefully together. ~ S #6111 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way north-south between huge, ancient trees that loom ominously above you. ~ 61 9 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6110 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6112 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6112 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west and to the east, a frail path leads away from the trail. ~ 61 9 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6111 D1 The path leads east - away from the trail. ~ ~ 0 -1 6113 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6127 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6113 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom in all directions. The path continues south and west. ~ 61 9 3 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6114 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6112 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6114 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead north, east and west. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6113 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6115 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6122 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6115 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and west. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6116 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6114 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6116 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously on all sides. The path continues east and south. ~ 61 9 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6117 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6115 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6117 A junction in the deep, dark forest~ You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all sides. Paths lead north, east and west. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6106 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6118 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6116 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6118 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient, grey trees loom everywhere. The path continues south and west. ~ 61 9 3 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6119 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6117 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6119 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Huge, ancient trees are on all sides. The path continues north and south. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6118 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6120 E tree trees trunk trunks~ You feel as if they are watching you. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6120 On the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. To the south a fast river is flowing westwards through the forest. Ancient grey trees loom on both banks. The path continues north and west. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6119 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6121 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6121 A dead end path on the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be east. ~ 61 9 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6120 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6122 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously all around. The path continues east and south. ~ 61 9 3 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6114 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6123 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6123 A junction on the river bank in the deep, dark forest~ You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6122 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6124 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6125 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path paths~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6124 A dead end path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a dark river flows from east to west. The only exit appears to be west. ~ 61 9 3 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6123 D2 It stinks in there. ~ ~ 0 -1 2801 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6125 A small path on the river bank in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south a dark river flows westwards through the forest. The path continues north and east. ~ 61 9 3 D0 The narrow path winds its way through the trees to the north. ~ ~ 0 -1 6126 D1 The narrow path winds its way through the trees to the east. ~ ~ 0 -1 6123 E river~ The river flows fast and strong. It is black or looks so in the gloom. ~ E bank banks tree trees trunk trunks~ The ancient crowns of trees on both banks reach together forming a dense roof above the dark river. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6126 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west, and to the south a frail path leads away from the trail. ~ 61 9 3 D0 The narrow, dusty trail leads north through the forest. ~ ~ 0 -1 6127 D2 The path leads south - away from the trail. ~ ~ 0 -1 6125 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6128 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E path~ The path seems fragile and unsafe compared to the enourmous trunks that loom around it. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6127 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads east and south. ~ 61 9 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6112 D2 The narrow, dusty trail leads south through the forest. ~ ~ 0 -1 6126 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6128 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 61 9 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6126 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6129 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6129 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way east-west between huge, ancient trees that stand close on all sides. Not a sound is to be heard - everything is ominously quiet. ~ 61 9 3 D1 The narrow, dusty trail leads east through the forest. ~ ~ 0 -1 6128 D3 The narrow, dusty trail leads west through the forest. ~ ~ 0 -1 6135 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E tree trees trunk trunks~ These ancient trees must have been here for many, many years. It is impossible to catch even a glimpse of anything above the lowest branches. ~ S #6130 A narrow trail through the deep, dark forest~ You are on a dusty trail winding its way westwards just below huge sticky wires suspended like ropes between the trees. To the west the path seems to be completely covered in a giant web made from huge threads covered with glue. This place gives you the creeps. ~ 61 9 3 D1 The narrow, dusty trail leads east through the forest, away from the web. ~ ~ 0 -1 6144 D3 The structure to the west looks most of all like an immense spider web. It does not look as if you can go further without getting caught in it. ~ ~ 0 -1 6131 D4 ~ ~ 0 -1 6132 E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ E substance wire wires rope ropes tree trees trunk trunks~ The sticky substance is hanging like ropes between the ancient trees, crossing the path just out of reach. It might be possible to climb one of the sticky trunks. ~ S #6131 The spider web~ You are walking along the narrow path, ducking under the sticky ropes as you advance... > A huge, poisonous spider drops from above! A huge, poisonous spider drops from above! A huge, poisonous spider drops from above! > The huge, poisonous spider stings you! You resist the poison! The huge, poisonous spider stings you! You are poisoned! The huge, poisonous spider stings you! You are poisoned! > You've fallen, and you can't get up!!!!! ~ 61 12 3 S #6132 Up in the tree~ You are hanging on the outside of a huge tree trunk covered in a sticky substance. Directly to the west is an immense spider web suspended between numerous of the giant trees including the one you are hanging on. ~ 61 13 6 D3 To the west is the immense spider web. It seems to move softly. ~ ~ 0 -1 6133 D5 Downwards is the narrow forest path. ~ ~ 0 -1 6130 E web~ The spider web stretches out to the west. It looks as if it is possible to walk on it. ~ S #6133 On the spider web~ You are balancing carefully on the giant sticky threads that holds the giant web in place. To the east is a giant tree trunk and to the west is an entrance to a cave-like structure made from many layers of spider web. ~ 61 9 6 D0 The web continues to the north. ~ ~ 0 -1 6200 D1 To the east is the giant tree trunk. ~ ~ 0 -1 6132 D3 To the west is the entrance to the cave-like structure. ~ ~ 0 -1 6134 E web~ The immense spider web moves softly. ~ E cave structure~ It covers a ground area corresponding to an irregular circle with a diameter of about 20 feet and is nearly 10 feet tall. It looks very old. ~ S #6134 The Den of the Queen Spider~ You are inside a cave-like structure that seems to be made entirely from countless layers of spider web. Temperature and humidity is very high making it hard to breathe the foul air that lingers here. The walls are covered with open cocoons. ~ 61 9 6 D1 Compared to this place the east exit looks inviting. ~ ~ 0 -1 6133 E web wall walls~ The sticky walls are covered with open cocoons. ~ E cocoon cocoons~ The cocoons are burst open as if something inside really wanted to get out. They are at the size of a human head. ~ S #6135 A a dusty trail in the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. The trail continues north and east. ~ 61 9 3 D0 The dusty trail leads north through the trees. ~ ~ 0 -1 6136 D1 The dusty trail leads east through the trees. ~ ~ 0 -1 6129 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6136 A dusty trail in the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient, grey trees loom everywhere. The trail continues south and west. A broad irregular path leads eastwards away from the trail. ~ 61 9 3 D1 The trees standing on the sides of the path have scratch marks on them. ~ ~ 0 -1 6142 D2 The dusty trail leads south through the trees. ~ ~ 0 -1 6135 D3 The dusty trail leads west through the trees. ~ ~ 0 -1 6137 E tree trees trunk trunks~ To the east the ancient grey giants have many marks as if something with huge claws has been tearing at them in rage. ~ E path~ The trees standing on the sides of the path have scratch marks on them. ~ E trail~ The dark and dusty trail seems fragile compared to the massive trunks, and in some places, giant grey roots have broken up through its surface. ~ S #6137 At the end of the trail through the deep, dark forest~ You are on a dusty trail leading through the deep, dark forest. Ancient grey trees loom all around you. You see a dark grove north of you. The only other exit is east. ~ 61 9 3 D0 You see a dark grove north. ~ ~ 0 0 1300 D1 The dusty trail leads east through the trees. ~ ~ 0 -1 6136 E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ S #6142 Outside a cave in the deep, dark forest~ You are at the end of a broad, irregular path. To the north is a very large ominous-looking cave opening. The trees here have many marks as if something with huge claws has been tearing at them in rage. ~ 61 9 3 D0 The disgusting smell of a large reptile emanates from the cave opening. ~ ~ 0 -1 6143 D3 The path winds its way westwards. ~ ~ 0 -1 6136 E tree trees~ The ancient grey giants have many marks as if something with huge claws has been tearing at them in rage. ~ E cave opening~ The disgusting smell of a large reptile emanates from the cave opening. ~ S #6143 The cave of the Green Dragon~ You are in a big natural cave. The floor is littered with bones of all sorts and the stench is so massive that you could cut it with a knife. The only exit is to the south. ~ 61 9 3 D2 The exit leads out into the forest. ~ ~ 0 -1 6142 E bone bones floor~ Most of the bones on the floor appear to be of human origin. ~ S #6144 A small path in the deep, dark forest~ You are on a narrow path leading through the deep, dark forest. Ancient, grey trees loom everywhere. The tree trunks here seem to be covered in some sticky substance. The path continues south and west. ~ 61 9 3 D2 The narrow path winds its way through the trees to the south. ~ ~ 0 -1 6110 D3 The narrow path winds its way through the trees to the west. ~ ~ 0 -1 6130 E substance rope ropes thread threads~ The substance reminds you of giant threads covered with glue. If it had not been for the size you could have sworn it was part of a spider web. ~ E tree trees trunk trunks~ The ancient grey giants seem to observe you silently. ~ E path~ The path seems all too frail. One of the giant roots could probably crush it in a single blow. ~ S #6150 The narrow trail.~ This trail looks much spookier than any other thats you have seen. The usual animal claw marks and bites on the trees are getting far and few between. The trail continues north. ~ 61 9 3 D0 the narrow trail continues north. ~ ~ 0 -1 6151 D2 the trail intersects the main forest path. ~ ~ 0 -1 6103 S #6151 The narrow trail.~ This area of the trail is also very peculiar. You can see no signs of animal life what so ever. The structure of the surrounding trees forces the path to make a sharp turn to the east. ~ 61 9 3 D1 the trail bends east. ~ ~ 0 -1 6152 D2 the start of the trail. ~ ~ 0 -1 6150 S #6152 The circle of trees.~ The trees here seem to form a circle around a HUGE tree that is in the center of them. You notice a wooden door carved into the huge tree to the east. The trail that you followed to get here seems to end at the base of the tree. ~ 61 9 3 D1 The tree door is carved beautifully. ~ door~ 1 -1 6153 D3 the bend on the trail. ~ ~ 1 -1 6151 S #6153 Inside the great tree.~ You have stepped inside of this hollowed tree. From here steps lead down into darkness or you can exit the tree by going west. ~ 61 9 3 D5 The steps look appear like they will hold your weight. ~ ~ 0 -1 6154 D3 the door is carved beautifully. ~ door~ 1 -1 6152 S #6154 The underground hallway.~ This hallway is apparently one of the roots of the tree hollowed out. The hall leads south to a room where you hear strange noises or you can go up the steps. ~ 61 9 3 D4 the steps appear like they will hold your weight. ~ ~ 1 -1 6153 D2 the hallway looks quite grand. ~ ~ 1 -1 6155 S #6155 The cultist temple.~ This temple is built to some god that you don't worship. It is a nice place to visit but you feel very uncomfortable about spending much time here. The wooden altar seems almost to glow as you enter the room. The only exit is the way you came in. ~ 61 9 3 D0 the hallway looks quite grand. ~ ~ 1 -1 6154 S #6200 On the spider web~ You are balancing carefully on the giant sticky threads that holds the giant web in place. To the south leads a strand to a cave-like structure made from many layers of a spider web. Another silky strand continues to the north. ~ 61 9 6 D0 ~ ~ 0 -1 6203 D2 ~ ~ 0 -1 6133 E web~ The immense spider web moves softly. ~ S #6201 On the spider web~ You are balancing carefully on the giant sticky threads that holds the giant web in place. To the north leads a strand to a cave-like structure made from many layers of a spider web. ~ 61 9 6 D0 ~ ~ 0 -1 6134 E web~ The immense spider web moves softly. ~ S #6202 On the spider web~ You are balancing carefully on the giant sticky threads that holds the giant web in place. To the east leads a strand to a cave-like structure made from many layers of a spider web. ~ 61 9 6 D1 ~ ~ 0 -1 6134 E web~ The immense spider web moves softly. ~ S #6203 On the spider web~ You are balancing carefully on the giant sticky threads that holds the giant web in place. A single silky strand lead to the south, while another leads off into the northern direction. ~ 61 9 6 D0 ~ ~ 0 -1 6301 D2 ~ ~ 0 -1 6200 E web~ The immense spider web moves softly. ~ S #6301 Webbed Entrance~ Sticky, sticky, sticky! The ground is cluttered with leaves, decayed remains of webbed crickets, beetle, rats, dogs (?), and even humans. You begin to wonder about what lies ahead. The air is damp here, and even the little light that shines through the canopy seems absorbed into the webbing. ~ 63 4 1 D0 ~ ~ 0 -1 6302 D2 ~ ~ 0 -1 6203 S #6302 Webby Passage~ You find that footing here is very good, almost too good. The limbs are coated with cobwebs and seem unusually strong for tree branches. Paths lead in four directions. The eastward path goes down a bit. ~ 63 0 2 D0 ~ ~ 0 -1 6304 D1 ~ ~ 0 -1 6305 D2 ~ ~ 0 -1 6301 D3 ~ ~ 0 -1 6303 S #6303 Wasp Hive~ Drones scuttle about in this room. The cells on the walls are honeycomb in shape and many of the maggots and wasps you see have fang-marks on there bodies. You sense some order in their markings. ~ 63 0 2 D1 ~ ~ 0 -1 6302 S #6304 Webby Passage~ Another webby passage, all sticky and wet. Tiny ballooning spiders fill the air. It seems that these young ones are newborns. ~ 63 0 2 D1 ~ ~ 0 -1 6305 D2 ~ ~ 0 -1 6302 S #6305 Beneath the Busy Path~ You hear the sounds of crawling arachnids above. The rhythms of the footsteps suggest a primitive order in there movement. The light seems brighter upwards. ~ 63 0 2 D3 ~ ~ 0 -1 6304 D4 ~ ~ 0 -1 6306 S #6306 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as rats, wolves, and humans. ~ 63 0 2 D2 ~ ~ 0 -1 6307 D5 ~ ~ 0 -1 6305 S #6307 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as cats, wolves, and humans. ~ 63 0 2 D0 ~ ~ 0 -1 6306 D1 ~ ~ 0 -1 6308 S #6308 On the Busy Path~ Spiders, spiders, everywhere! It is almost ant-like in efficiency with one big difference. The spiders here are carrying ant-corpses, as well as cats, dogs, and humans. ~ 63 0 2 D0 ~ ~ 0 -1 6307 D1 ~ ~ 0 -1 6306 D2 ~ ~ 0 -1 6305 D3 ~ ~ 0 -1 6309 S #6309 A Split in the Path~ As always, there is a split in the road. One road is strewn with cricket feelers. The other is well-kept and suitable for smooth travelling. The webbing that was prevalent in earlier rooms is almost non-existant now. ~ 63 0 2 D0 ~ ~ 0 -1 6310 D1 ~ ~ 0 -1 6308 D2 ~ ~ 0 -1 6320 S #6310 Fuzzy Tree Limb~ You are on a "fuzzy" tree limb. Interesting, since the branches seem to have "hairs" sprouting from its bark. As you look closer you see millions of aphids covering each limb. ~ 63 0 2 D2 ~ ~ 0 -1 6309 D3 ~ ~ 0 -1 6311 S #6311 Tree Trunk~ You feel that you can rest here safely. There is evidence of webbing here, but it is of a finer quality. ~ 63 0 2 D1 ~ ~ 0 -1 6310 D2 ~ ~ 0 -1 6312 S #6312 Tree Lair Entrance~ It seems the inhabitant of this place does not web her victims, as evidenced by the remains before you. The area is cluttered with desiccated corpses, apparently bitten but unwebbed, and drained of their life juices. ~ 63 0 2 D0 ~ ~ 0 -1 6311 D3 ~ ~ 0 -1 6313 S #6313 Wolf Spider Lair~ Very dark, as all lairs of spiders are. Not much of furnishings save an exit. The wolf spider keeps no corpses here, but rather throws them out at her leisure. ~ 63 0 2 D1 ~ ~ 0 -1 6312 S #6320 The Webless Path~ Strange. No webbing here. In fact, no sounds whatsoever. The path continues northward, where you find that you may have to tightrope your way across a ravine. ~ 63 0 2 D0 ~ ~ 0 -1 6309 D3 ~ ~ 0 -1 6321 S #6321 Above the Ravine~ Stranger still. Your feet get a real firm grip on the spiderline. You are above a deep ravine. This line connects you between two trees. Below you can see a prismatic web with lots of animal bones caught in it: some bear and small deer bones in fact. No human skeletons are visible (yet). ~ 63 0 2 D1 ~ ~ 0 -1 6320 D2 ~ ~ 0 -1 6323 D5 ~ ~ 0 -1 6322 S #6322 The Rainbow Web~ This is the rainbow web--each strand, each link, a hue of violently sharp colors and contrasts. The resident here seems to have a command of light as well. ~ 63 0 2 D4 ~ ~ 0 -1 6321 S #6323 The Web Forest~ The trees here take on a different appearance--they are not trees anymore, but disjointed make-shift silken made shafts, sticky to the touch, and webby in texture. This is another world it would appear. ~ 63 0 2 D0 ~ ~ 0 -1 6321 D5 ~ ~ 0 -1 6324 S #6324 The Slave Pit~ You have entered the slave pit. A voice blares in the distance, "Get back to work, maggots!" Rails upon rails of mined gold and silver clutter the trail beneath you. ~ 63 0 2 D0 ~ ~ 0 -1 6325 D4 ~ ~ 0 -1 6323 S #6325 The Tether Path~ Another tether path just like the rest of them. Surprisingly well -lit by the golden orbs that hang from the sides, you can see the paths become finer and finer in quality. ~ 63 0 2 D1 ~ ~ 0 -1 6326 D3 ~ ~ 0 -1 6324 S #6326 A Road Crossing~ Another shifty little strand of webs, almost ethereal in nature. ~ 63 0 2 D3 ~ ~ 0 -1 6325 D4 ~ ~ 0 -1 6327 S #6327 A Leader Strand~ This strand is weightier, more sturdy. It shimmers as you step on it. You are definitely not in the Midgaardian realms anymore. Just where you are you can't tell. It feels like you're moving through ether. You can still get back down to more surer lands. ~ 63 0 2 D0 ~ ~ 0 -1 6328 D5 ~ ~ 0 -1 6326 S #6328 The Entrance of the Ethereal Web~ You are at the entrance to ethereal web. Flickering in and out, in and out, each strand reveals a different hue from black to green to blue. ~ 63 0 2 D2 ~ ~ 0 -1 6331 S #6330 The Young Wormkin's Crib~ A playpen of sorts, with maggots of wasps and other baby vermin lying about. You feel that humans have been played with here too, and eaten later. You sense that the maker of this place has an appetite for dragon meat, and uses this room as a breeding area. ~ 63 0 2 D4 ~ ~ 0 -1 6331 S #6331 The Base of the Web~ Large strands connect at this point. The node shimmers and flickers within the ether. You see many flying creatures-- insects, pegasi, and dragon wormkins--navigate the dangerous passages of the web. Exits go in many directions. ~ 63 0 2 D0 ~ ~ 0 -1 6330 D1 ~ ~ 0 -1 6332 D2 ~ ~ 0 -1 6333 D3 ~ ~ 0 -1 6334 S #6332 Through the Trees~ This part of the web intersects through the branches of some trees. Various leaves and other debris that the many drones have not picked up yet lie here. ~ 63 0 2 D1 ~ ~ 0 -1 6331 D2 ~ ~ 0 -1 6335 D3 ~ ~ 0 -1 6333 S #6333 Above the Clouds~ You can see all of Midgaard in this ethereal web. Many of the larger dragons that do wish to fly seem to fly away from the sticky strands of the web. ~ 63 0 2 D1 ~ ~ 0 -1 6331 D2 ~ ~ 0 -1 6334 D3 ~ ~ 0 -1 6335 S #6334 On A Cloud~ Rather thick in consistency. You realize this is not a typical cloud, but it might be the nest of an aerial creature. ~ 63 0 2 D5 ~ ~ 0 -1 6331 S #6335 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. ~ 63 0 2 D1 ~ ~ 0 -1 6336 D3 ~ ~ 0 -1 6331 S #6336 The Tenuous Strand~ Very windy here since it goes up into the sky somewhat. Still, it's safe enough to move around. ~ 63 0 2 D2 ~ ~ 0 -1 6340 D3 ~ ~ 0 -1 6341 D5 ~ ~ 0 -1 6331 S #6340 The Elder Wormkin's Room~ A more mature wormkin it seems resides here. Various tomes of arcane lore clutter the area, along with shards of armor and weaponry. ~ 63 0 2 D5 ~ ~ 0 -1 6331 S #6341 Another Tree Limb~ Once again the web crosses another tree limb. To the side you see the possible entrace to another creatures lair. ~ 63 0 2 D1 ~ ~ 0 -1 6342 D2 ~ ~ 0 -1 6334 D3 ~ ~ 0 -1 6345 S #6342 The Bird Spider's Lair~ This is a big game hunter among most spiders. Crush jewels and other weapons suggest the inhabitant must have powerful jaws. Beware! ~ 63 0 2 D5 ~ ~ 0 -1 6331 S #6345 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. ~ 63 0 2 D2 ~ ~ 0 -1 6350 D3 ~ ~ 0 -1 6346 D4 ~ ~ 0 -1 6345 S #6346 The Quiet Tree Top~ Here is a quiet tree top. Downwards you can see a familiar path that may lead back to Midgaard. ~ 63 0 2 D2 ~ ~ 0 -1 -1 D3 ~ ~ 0 -1 6347 D5 ~ ~ 0 -1 6132 S #6347 On The Web~ RRRRRRRRRRROOOOOOOOOOOOOAAAAAAAAAAAAAARR! You hear the roar of a powerful beast. Dragon, you think. You shiver in your boots as you tiptoe on this section of the web. ~ 63 0 2 D1 ~ ~ 0 -1 6346 D2 ~ ~ 0 -1 6355 D5 ~ ~ 0 -1 6331 S #6350 The Ki-Rin Chamber~ A wise ki-rin was entrapped here many years ago. It is from her that the ruler of this realm zaps his magical strength. ~ 63 0 2 D0 ~ ~ 0 -1 6347 S #6355 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. To the north you sense the heavy breathing of a fiery animal. ~ 63 0 2 D0 ~ ~ 0 -1 6360 D2 ~ ~ 0 -1 6365 S #6360 Yevaud's Lair~ Yevaud, the Usurper of Midgaard, resides here. A voice cries out, "BEWARE, the Usurper of Midgaard lives here! FLEE while you can!" But even Yevaud has his master...or so you deduce. ~ 63 0 2 D2 ~ ~ 0 -1 6355 S #6365 A Link in the Ethereal Web~ This is another link in the ethereal web. Various creatures seem to get caught (or hypnotized) by its sticky strands. A single spider line lies to the north, while ghastly seemings are due southward. The grim entrance of Arachnos' Lair is downward. ~ 63 0 2 D0 ~ ~ 0 -1 6371 D1 ~ ~ 0 -1 6331 D2 ~ ~ 0 -1 6366 D5 ~ ~ 0 -1 6390 S #6366 Entrance to the Donjonkeep~ A dark path at the end of the web strand, you see ahead a torch lit chamber where the souls of unavenged adventurers come and gnash their teeth. The howls and screams of many echo through the hall ways. You see one definite path ahead. ~ 63 0 2 D0 ~ ~ 0 -1 6367 S #6367 The Guardian's Room~ A chair sits here for a tireless guardian who ensures that no soul escapes. The room is undecorated. ~ 63 0 2 D0 ~ ~ 0 -1 6368 E chair~ An ordinary chair, well used, glued to the ground by spiderweb. ~ S #6368 Realm of the Hopeless~ Here you see many misguided souls who think they still live. They search for those who killed them without warrant, and seek the free souls of living beings to inhabit and perhaps adventure once more. ~ 63 0 2 D0 ~ ~ 0 -1 6369 S #6369 Realm of the Hopeless~ Here you see many misguided souls who think they still live. They search for those who killed them without warrant, and seek the free souls of living beings to inhabit and perhaps adventure once more. ~ 63 0 2 D0 ~ ~ 0 -1 6368 D2 ~ ~ 0 -1 6370 S #6370 The Donjonkeep~ No souls have ever lived in this place. The wails of slaves and the howls of wolves are the only way you can describe the sounds you hear. The walls are thin and wispy. The only light you receive is the shimmering from the strand of the ethereal web you used to get here. ~ 63 0 2 D1 ~ ~ 0 -1 6371 S #6371 The Single Spider Line~ A single spider line supports you once more. As you look across the ether you seen a single shack up ahead with a light in the window. You sense a great evil coming from the north and feel inclined to go back on the ethereal web and take your chances there. ~ 63 0 2 D0 ~ ~ 0 -1 6331 D2 ~ ~ 0 -1 6372 S #6372 The Single Spider Line~ A single spider line supports you once more. The shack comes closer into view and you are even more inclined to go back now. ~ 63 0 2 D0 ~ ~ 0 -1 6371 D2 ~ ~ 0 -1 6373 S #6373 The Hermit's Corner~ Here you see evidence of a vagrant's abode. The shack is to the north, if you dare enter it. You get the sneaking feeling you should go back now. The skies above you darken and roar with the laughter of thunder. ~ 63 0 2 D0 ~ ~ 0 -1 6372 D2 ~ ~ 0 -1 6380 S #6380 Mahatma's Inescapable Trap~ Mahatma, that silly thief, is here, and he steals everything you have. He says, "Here, have a quick trip to the Temple of Midgaard." He plugs a black dagger into your back... You've fallen, and you can't get up!!! ~ 63 4 0 S #6390 The Entrance to the Arachnos' Lair~ All strands inevitably lead here, the center of the web, the entrance to Arachnos' Lair. ~ 63 0 2 D1 ~ ~ 0 -1 6391 S #6391 The Sticky Chamber~ You can still bail out since your knees are shaking from the anticipation (or is it fear?). The sky is clear on this strand of web, surprisingly unsticky. The strand does not vibrate like the others. A few ballooning spiders pass by, cackling "You're gonna die, you're gonna fry. Good bye!" ~ 63 0 2 D1 ~ ~ 0 -1 6392 D5 ~ ~ 0 -1 6331 S #6392 The Great Door~ Before you you see a large, web-like door. Various designs of ancient runes and names of Midgaard heroes are etched into the webwork. Perhaps lists of victims? You can't tell. ~ 63 8 2 D0 ~ door north~ 1 0 6399 D3 ~ ~ 0 -1 6391 S #6399 The Lair of Arachnos~ This is the lair of the Empress Spider, Arachnos. A lavishly adorned rainbow web, her lair allows her to move to any universe she wishes by using her magical strands to the Prime Material Plane. Coffers upon coffers of gold, magical jewels and gems await. Unfor- tunately Arachnos is a baggy spider too, and webs all her treasures to her beautiful silken body. ~ 63 0 2 D2 ~ door south~ 1 0 6392 S #6500 Path to Dwarven Village~ You are walking down a path that leads to the dwarven village. Above you you see a hill, and to the north the path continues toward the mountains. ~ 65 0 2 D4 You see the Turning Point. ~ ~ 0 -1 3502 D0 The path continues. ~ ~ 0 -1 6501 S #6501 Path, base of mountain~ Now you are at the bottom of a rugged mountain. The forest around you is very dense, and it seems very dark to the north. There is a path that leads east to the zoo. ~ 65 0 4 D0 The path coninues up the mountain. ~ ~ 0 -1 6502 D2 The path heads toward the main city. ~ ~ 0 -1 6500 S #6502 Path, middle of mountain~ Standing on the middle of the mountain, you can easily see the turning point to the south, and the top of the mountain is very near to the north. ~ 65 0 5 D0 The top of the mountain is easilly seen from here. ~ ~ 0 -1 6503 D2 The base of the mountain is near. ~ ~ 0 -1 6501 S #6503 Top of mountain~ You are now on the top of the mountain. To the south you see a path leading down the mountain. To the east and west you see entrances to what seems like mines. ~ 65 0 4 D2 The path leads down the mountain to the main city. ~ ~ 0 -1 6502 D1 An entrance to the mountain which seems to lead underground. ~ ~ 0 -1 6540 D3 There is an entrance to the mountain. ~ ~ 0 -1 6505 S #6504 Narrow Path~ This is a narrow path leading to the Dwarven Kingdom. It looks less travelled than the others, and it is very creepy. The path opens up to the south, and continues to the north. ~ 65 8 0 D0 ~ ~ 0 -1 6506 D2 ~ ~ 0 -1 6540 S #6505 Entrance to Mountain~ Here is an entrance to the mountain. The door looks very well built, and you can hear noise coming from within. ~ 65 0 2 D3 ~ door~ 1 6502 6513 D1 ~ ~ 0 -1 6503 S #6506 Bend in Narrow Path~ This is a narrow path that bends to the east here. The trees hang over the path, and it is very overgrovn. The narrow path continues to the south and to the east. ~ 65 8 0 D1 ~ ~ 0 -1 6507 D2 ~ ~ 0 -1 6504 E tree trees~ They hang over the road in the most ominous of ways. ~ S #6507 Narrow path~ This path is very narrow, and it continues to the north and west. ~ 65 8 0 D0 ~ ~ 0 -1 6508 D3 ~ ~ 0 -1 6506 S #6508 Narrow north-south path~ This path leads to the north and south. To the north you can see a door, and to the south the path continues. ~ 65 8 0 D0 ~ ~ 0 -1 6509 D2 ~ ~ 0 -1 6507 S #6509 Door to Kingdom~ Here the path turns to the west. You can see a door in front of you, and the path continues to the west and south. ~ 65 8 0 D0 ~ door~ 1 -1 6510 D3 ~ ~ 0 -1 6522 D2 ~ ~ 0 -1 6508 S #6510 Path to the Castle~ You are on a path that will eventually lead to the castle. It continues north to the castle, and there is a door on the southern wall. ~ 65 8 0 D2 ~ door~ 1 -1 6509 D0 ~ ~ 0 -1 6511 S #6511 Still on the path to the Castle~ You are still on the path to the castle, or back to the Dwarven village, whichever way you wish to go. The path continues to the north and south. ~ 65 8 0 D2 ~ ~ 0 -1 6510 D0 ~ ~ 0 -1 6512 S #6512 Door to Castle~ Here there is a door to the castle to the east. The castle is elegantly designed, and looks much like a roll of toilet paper standing on it's end. There is a sign which says: ****************************************** * WELCOME TO THE CASTLE OF STRANGELOVE * * Here, celibacy is uninvited * ****************************************** ~ 65 8 0 D1 ~ door~ 2 6502 6525 D2 ~ ~ 0 -1 6511 S #6513 Inside the entrance~ Everything here is covered in soot and very grimy. The path continues to the east and north, and there is a door to the west. ~ 65 8 0 D3 This looks like an entrance to some type of store room. ~ ~ 0 -1 6526 D0 The little underground path continues to the north. ~ ~ 0 -1 6514 D1 The path leads outside the entrance. ~ door~ 2 6502 6505 S #6514 Path~ You are on a path in the dwarven village which leads north to the shops and south to the corner of the area. ~ 65 8 0 D2 ~ ~ 0 -1 6513 D0 ~ ~ 0 -1 6515 S #6515 Turn in road~ You are on a path that leads to a Hide & Tooth shop to the west, and the path continues to the south. ~ 65 8 0 D3 The Hide & Tooth shop is seen to the west. ~ ~ 0 -1 6516 D2 ~ ~ 0 -1 6514 S #6516 Hide & Tooth Shop~ You are in the Hide & Tooth shop. Here you may buy the finest in Dwarven weapons and armors. The path continues to the north and east. ~ 65 8 0 D1 ~ ~ 0 -1 6515 D0 ~ ~ 0 -1 6517 S #6517 Path to the north of shop~ You are on a path to the north of the Hide & Tooth shop. The path continues to the north, and there is Granite Head's bakery to the west. ~ 65 8 0 D0 ~ ~ 0 -1 6518 D2 ~ ~ 0 -1 6516 D3 ~ ~ 0 -1 6535 S #6518 North of Shops~ Here the path bends to the east towards the barracks. To the south you can see the shops. ~ 65 8 0 D1 ~ ~ 0 -1 6519 D2 ~ ~ 0 -1 6517 S #6519 Path by Hospital~ Here the path passes by the Hospital to the north. It continues to the east to the barracks, and to the west. ~ 65 8 0 D0 ~ ~ 0 -1 6534 D1 ~ ~ 0 -1 6520 D3 ~ ~ 0 -1 6518 S #6520 Path next to barracks~ Here the path continues west, and east to the barracks. ~ 65 8 0 D1 ~ ~ 0 -1 6521 D3 ~ ~ 0 -1 6519 S #6521 Entrance to barracks~ Here there is an entrance to the barracks to the south, and the path continues to the west. ~ 65 8 0 D3 ~ ~ 0 -1 6520 D2 ~ door~ 1 -1 6523 S #6522 Guard House~ You are in the guard house to the west of the entrance to the castle. There are nudie posters covering the walls. ~ 65 8 0 D1 ~ ~ 0 -1 6509 poster~ There is a wall poster of a nude Minne Pearl. ~ S #6523 First Barrack room~ Here is the first of two main rooms of barracks. The barracks continue to the south, and you can leave the room to the north. ~ 65 8 0 D0 ~ door~ 1 -1 6521 D2 ~ ~ 0 -1 6524 S #6524 Back of Barracks~ Here is the back of the dwarven barracks. There are rows of beds here, and there is a stench that is unbearable. ~ 65 8 0 D0 ~ ~ 0 -1 6523 D5 ~ floorboards boards~ 1 -1 2001 S #6525 Inside of Castle Strangelove~ You are just inside the castle. It is very tubular in shape, and it is very featureless. There is a set of stairs that lead up, and the door leads out of the castle to the west. ~ 65 8 0 D3 ~ door~ 2 6502 6512 D4 ~ ~ 0 -1 6528 S #6526 A store room~ There is a layer of dust on the floor at least 3 inches thick! It is probable that not many people have been in here for many months. ~ 65 9 0 D1 A lighted area that looks like a well worn path. ~ ~ 0 -1 6513 D5 ~ trapdoor~ 2 0 6527 E floor dust~ After blowing all the dust off the floor, you notice a trapdoor! ~ S #6527 Wine cellar~ This room smells like wine, and you can only assume it used to be a wine cellar at one time. ~ 65 9 0 D4 ~ ~ 0 -1 6526 D5 ~ floorboards boards~ 1 -1 2065 S #6528 Stairs in castle~ The stairs continue to circle up and down here. ~ 65 8 0 D5 ~ ~ 0 -1 6525 D4 ~ ~ 0 -1 6529 S #6529 Stairs~ You are still circling around on the stairs. You are starting to get dizzy from going around and around and around and around and around. The stairs continue up and down. ~ 65 8 0 D5 ~ ~ 0 -1 6528 D4 ~ ~ 0 -1 6530 S #6530 Top of stairs~ You are at the top of the stairs in the castle. There is an exit to the east, and the stairs lead down. ~ 65 8 0 D5 ~ ~ 0 -1 6529 D1 ~ ~ 0 -1 6531 S #6531 Queen's waiting room~ This is the Queen's waiting room. Here the men literally "wait" for the queen. You've heard that the queen really likes to get to 'know' her people, in the biblical sense. The queen's bedroom is to the north, and you can see stairs to the west. ~ 65 8 0 D3 ~ ~ 0 -1 6530 D0 ~ door~ 2 0 6532 S #6532 Bedroom~ This is the Queen's bedroom. The bed is all ruffled, and there is a stack of dirty sheets piled in the corner. There is a ladder that leads down, out of the castle, and you can leave the room to the south. There is a sign that says: ------------------------- | I'm busy right now, | | and don't know when | | I'll be back but if | | there is a key here | | take it and PLEASE, | | try to get my birth | | control pills back! | | I've heard they can | | be found somewhere, | | deep in the mines.. | ------------------------- ~ 65 8 0 D2 ~ door~ 2 6502 6531 D5 ~ ~ 0 -1 6533 S #6533 North side of Castle Strangelove~ You are standing on the north side of Castle Strangelove. You notice that you are no longer inside the mountain anymore either. Along the southern horizon you see towering mountains. THIS AREA IS NOT OPEN SO GO BACK UP! ~ 65 0 0 D4 ~ ~ 0 -1 6532 S #6534 Hospital~ You are inside the Dwarven Hospital. It smells like rubbing alcohol, and there is blood all over the walls. ~ 65 8 0 D2 ~ ~ 0 -1 6519 S #6535 Granite Head's Bakery~ The aroma coming from this room is sensuous. You can almost taste the pastry's dissolving in your mouth. ~ 65 8 0 D1 ~ ~ 0 -1 6517 S #6540 Dark path~ This path is very well worn, and there is an entrance to the mines to the east, while the path continues to the north and west. ~ 65 8 0 D1 ~ door~ 1 6502 6541 D0 ~ ~ 0 -1 6504 D3 ~ ~ 0 -1 6503 S #6541 Mine entrance~ The little path here leads down toward the mines, while the worn path continues to the west. ~ 65 8 0 D5 ~ ~ 0 -1 6542 D3 ~ door~ 1 6502 6540 S #6542 Inside the mine~ There are holes everywhere from the places that the workers blew away the rock to get to whatever they were looking for. A path leads down and up. ~ 65 9 0 D4 ~ ~ 0 -1 6541 D5 ~ ~ 0 -1 6554 S #6543 Path in the mine~ You are deep inside the mine, and you feel very uncomfortable. The path continues to the east, and leads to the mineshaft to the west. ~ 65 9 0 D3 ~ ~ 0 -1 6554 D1 ~ ~ 0 -1 6544 S #6544 Mine crossroad~ You are at a crossroad in the mine. There is a door to the north, and the path continues to the south, east, and west. ~ 65 9 0 D1 ~ ~ 0 -1 6545 D3 ~ ~ 0 -1 6543 D0 ~ door~ 2 6502 6546 D2 ~ ~ 0 -1 6551 S #6545 Coal Room~ You are inside the storage area for the raw materials that are found down here. The room is very unsturdy as the supports are very rickety. ~ 54 9 0 D3 ~ ~ 0 -1 6544 S #6546 Mine Maze~ You have entered the maze of the mines. To the east you can see some inscriptions, and you can exit to the south. ~ 65 9 0 D2 ~ door~ 2 6502 6544 D1 ~ ~ 0 -1 6547 S #6547 Maze inscription~ You are inside the maze, but not far enough in that you could get lost. There is an enscription on the wall which says: 1 3 2 4 N W N S This isn't too tough, so don't take it so rough. ~ 65 9 0 D0 ~ ~ 0 -1 6548 D3 ~ ~ 0 -1 6546 D1 ~ ~ 0 -1 6544 S #6548 Maze~ You are in a maze. ~ 65 9 0 D0 ~ ~ 0 -1 6549 D3 ~ ~ 0 -1 6548 D2 ~ ~ 0 -1 6547 S #6549 Maze~ You are in a maze. ~ 65 9 0 D3 ~ ~ 0 -1 6550 D0 ~ ~ 0 -1 6548 D2 ~ ~ 0 -1 6548 S #6550 Maze~ You are in a maze. ~ 65 9 0 D2 ~ ~ 0 -1 6552 D1 ~ ~ 0 -1 6549 D0 ~ ~ 0 -1 6549 D3 ~ ~ 0 -1 6548 S #6551 Mining equipment room~ This is the storage room for equipment used by the Dwarven miners. It is very small, and you can tell that not many miners actually use any equipment. ~ 65 9 0 D0 ~ ~ 0 -1 6544 S #6552 Solved the Maze.~ You have solved the maze. You can tell by the last few moves that there is no way that a dumb worker could have figured that out. It seems pretty desolate here. To the south is a bleak room. To the north, you see the maze. There is a sign above the south exit: THOSE WHO ENTER, PLAN ON A TIMELY DEATH. (ESPECIALLY IF YOU'RE LOYAL TO THE QUEEN) ~ 65 9 0 D0 ~ ~ 0 -1 6550 D2 ~ ~ 0 -1 6553 S #6553 The Mazekeeper's Room~ You have entered the Mazekeeper's room. There are pictures of the Queen with darts thrown in it. Spraypainted on the wall are things like 'the queen shall suffer' and 'Catholics Rule'. ~ 65 9 0 D0 ~ ~ 0 -1 6552 S #6554 Bottom of mineshaft~ You are at the bottom of the mineshaft. The air here is very sooty, and it is very hard to breath. The mineshaft leads up and east. ~ 65 9 0 D4 ~ ~ 0 -1 6542 D1 ~ ~ 0 -1 6543 S #6900 Quifael's monster pen~ You are in a big, subterranean room with heavy massive stone walls and no windows whatsoever. A virtual ladder leads upwards. ~ 69 520 0 D4 The ladder leads to the laboratory. ~ ~ 0 -1 6902 S #6901 Quifael's study~ You are in a small, comfortable study room. The walls are lined with bookcases filled with dusty volumes of all sizes. In the fireplace burns a crackling fire that makes the room warm and cosy, and in front of an oakwood reading desk is a large old-fashioned chair. ~ 69 524 0 D2 The corridor leads south to the hall. ~ ~ 0 -1 6904 E bookcase bookcases volume volumes book books~ Most of the books are heavy, leatherbound and covered in a thin layer of dust. There are many titles on necromancy, conjuring and other spheres of Magick, but also some on computer science (although these seem to be VERY dusty indeed) and a fair collection of horror literature, ranging from Bram Stoker and H. P. Lovecraft to Anne Rice and Stephen King. ~ E fireplace~ The fireplace isn't particularly big, but the fire crackles merrily in it. ~ E desk~ It is very massive and but seems worn from many years of use. ~ E chair~ It is big and old-fashioned, but quite comfortable nevertheless. ~ S #6902 Quifael's laboratory~ You are in a room filled with shelves containing all sorts of weird equipment. The walls are lined with numerous shelves and a massive working desk is by the north wall. The air smells of rare chemicals and spices. A virtual ladder leads downwards. A magical portal is hovering in the air just in front of the east wall. ~ 69 524 0 D1 To the east is the magical portal. ~ ~ 0 -1 6903 D3 To the west is the hall. ~ ~ 0 -1 6904 D5 The virtual ladder leads down to the monster pen. ~ ~ 0 -1 6900 E shelves~ The shelves contain a mass of bottles, jars and boxes of different shapes and sizes, of which some contain powders and liquids in various colours. Others contain dragon's claws, giant's eyes, rabbit's ears and other body parts of different monsters. ~ E desk~ On the desk is a peculiar apparatus of glass bottles and globes connected by small pipelines. The green liquid inside the apparatus' globes and pipelines is bubbling steadily. ~ S #6903 Quifael's virtual balcony~ You are on a transparent balcony hanging in mid-air. You notice a faint blue glow surrounding everything, even yourself, making it seem as transparent as the balcony itself. From here, you have a terrific view of the whole Forest of Haon-Dor. A transparent bronze plate has been bolted to the balcony railing. A magical portal is hovering in the air to the west. ~ 69 520 0 D3 The magical portal is to the west. ~ ~ 0 -1 6902 E balcony railing~ Quite transparent, but visible anyway, because of the blue glow that surrounds the whole place. ~ E plate~ The transparent bronze plate looks quite strange, but the engraved letters are quite easy to read, nevertheless :- Quifael's Virtual Balcony Do not lean out! Please do not try to attract the attention of any adventurers in the forest, as you are not really in existence at the moment. (This could possibly mess up Reality, and we wouldn't want to do that, would we?) ~ E forest Haon-Dor view~ Through the tree crowns, you see fellow adventurers walking around in the forest, gathering mushrooms, eating blackberries, committing rabbit genocide and generally having a good time. ~ S #6904 Quifael's hall~ You are in sparsely decorated and quite dusty hall. Old wooden doors lead north, east and south and to the west is the front door. An old mirror hangs on the wall. ~ 69 520 0 D0 The study is to the north.~ ~ 0 -1 6901 D1 The laboratory is to the east.~ ~ 0 -1 6902 D2 The kitchen is to the south.~ ~ 0 -1 6905 D3 The front door leads to Park Road.~ door~ 2 3301 3126 E mirror~ You see yourself looking back at you. ~ S #6905 Quifael's kitchen~ You are in an old-fashioned kitchen. ~ 69 520 0 D0 The hall is to the north.~ ~ 0 -1 6904 S #6999 The Realm of the Dead~ You are standing on an immense, grey stone floor that stretches as far as you can see in all directions. Rough winds plunging from the dark, starless sky tear savagely at your fragile body. ~ 69 8 0 D0 The hard floor seems to go on forever. ~ ~ 0 -1 6999 D1 The hard floor seems to go on forever. ~ ~ 0 -1 6999 D2 The hard floor seems to go on forever. ~ ~ 0 -1 6999 D3 The hard floor seems to go on forever. ~ ~ 0 -1 6999 E floor~ The stone floor is the same shade of grey as the sky and is completely plain and unscratched. It is probably too hard for anything to leave as much as a scratch on it. ~ E sky wind winds~ Cold winds plunge ceaselessly at you from the dark, cloudless sky. ~ S #7001 The muddy sewer~ You are standing in mud to your knees. This is not the kind of place for a picnic. The muddy sewer stretches further into the south. ~ 70 9 5 D2 You see the muddy sewer continuing into the darkness to the south. ~ ~ 0 -1 7002 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7002 The muddy sewer junction~ The muddy sewer stretches into the dark to the south. It looks as if no person has ever sat his foot here before. It's too muddy for that anyway. The sewer leads north, south and east from here. ~ 70 9 5 D0 The muddy sewer stretches into the dark to the north. ~ ~ 0 -1 7001 D2 South. The muddy sewer ends in a mudhole that way. ~ ~ 0 -1 7003 D1 East. The muddy sewer leads into a bend that goes south. ~ ~ 0 -1 7007 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7003 The mudhole~ You stand in mud all the way up to your thighs and it's not too comfortable since you are used to a somewhat different environment. The sewer leads to the north of here. In the middle you can just make out an enormous drainpipe leading down. ~ 70 13 5 D0 North. The muddy junction lies in that direction. ~ ~ 0 -1 7002 D5 The muddy drainpipe leads down through the mud, otherwise it is utterly dark. ~ ~ 0 -1 7101 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7004 The Dark Pit~ You are standing by the edge of a dark pit that leads down into even deeper darkness. >BWWAAADDRR< - The smell from down there is unbearable. The sewer stretches into the darkness to the east. ~ 70 9 0 D1 East. The sewer leads into the sewer junction. ~ ~ 0 -1 7009 D5 The Dark Pit leads down an down and down ... well you can't see the bottom anyway. There are bars that function as a ladder on the side. ~ ~ 0 -1 7102 S #7005 The muddy sewer~ You are standing in the middle of a bend of the sewer pipe. It is very dark around here and the mud is sticking to your legs, not very pleasant. The pipe leads east and south from here. ~ 70 9 4 D1 East. The mud stretches on into the darkness. ~ ~ 0 -1 7011 D2 South. There is even more mud in that direction than where you are now. Incredible. ~ ~ 0 -1 7006 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7006 The muddy sewer~ You are standing in something that reminds you very much of porridge, this has the advantage that it's not hot, it's rather cold actually. The pipe bends to the north and east. ~ 70 9 5 D1 The pipe leads into a bend that goes south. Interesting, there's mud on the floor there. ~ ~ 0 -1 7012 D0 The muddy sewer pipe leads into a bend that goes east. ~ ~ 0 -1 7005 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7007 The muddy sewer bend~ This isn't your idea of a place to stay too long. You're in up to your knees in something that resembles mud, but you're not quite sure. The bend in which you stand leads west and south. ~ 70 9 5 D3 The pipe (still filled with mud) leads into a intersection that goes north and south. Interesting. ~ ~ 0 -1 7002 D2 The pipe leads into a intersection that goes south and east. The floor here is still covered in mud. ~ ~ 0 -1 7008 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7008 A muddy intersection~ You have both your feet safely stuck in mud. It isn't the mud that's wrong it's the smell, the sounds, the total darkness that surrounds you. Everything here is so depressing. The pipe leads on with a trail of thick mud to the north, east and south. ~ 70 9 4 D0 North. The pipe goes into a bend with a load of mud all the way up the walls. The bend leads west. ~ ~ 0 -1 7007 D1 East. This way like a place for the annual mud festival, although the stench wouldn't allow any happiness at all. The pipe leads into a bend that leads north. ~ ~ 0 -1 7014 D2 South. There's less mud in that direction. *smile*. Your light doesn't cover enough space for you to see much more than that it leads into some sort of junction. ~ ~ 0 -1 7009 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7009 The Sewer Junction~ You stand in the middle of a huge junction of sewer pipes right under what you'd think was an air shaft. The sewer pipes lead to the north, south, east and west. It look quite impossible to force your way up. ~ 70 9 3 D0 North. Mud is the floor basis in that direction. Yummy. ~ ~ 0 -1 7008 D1 YYEEUUCH! BOOH! THAT looks like a nice place for creepy crawlies. ~ ~ 0 -1 7017 D2 North. This direction looks quite nice actually. The pipe leads into a bend that goes east. ~ ~ 0 -1 7010 D3 A few yards ahead - away from this junction - there is a pit leading down, but the smell from there...>PHEWW<. ~ ~ 0 -1 7004 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7010 A bend in sewer pipe~ You are in a bend in the sewer pipe. A strong smell seeps in from the north. The sewer goes north and east. ~ 70 9 2 D0 North. You are staring into a huge junction with exits in all directions. ~ ~ 0 -1 7009 D1 East. The Pipe leads into utter darkness that way. ~ ~ 0 -1 7018 S #7011 The muddy sewer pipe~ You have entered a kind of tube intersection that leads south, west and east. Your legs are covered in mud up to the knees. REAL yucky! ~ 70 9 5 D3 West. The mud reaches that way too, all the way up the walls. ~ ~ 0 -1 7005 D1 East. There's less mud in that direction, or that's your impression. ~ ~ 0 -1 7024 D2 That way is lost in darkness, though you sense less mud in that direction, perhaps even a complete end to this sludge that surrounds you. ~ ~ 0 -1 7021 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7012 The bend in the Muddy sewer~ This is not your idea of a holiday. You stand in mud up to your knees. It's absolutely inconceivable how all this mud could have been placed here. The pipe leads to the west and south. ~ 70 9 5 D3 West. All you can see, is that the pipe leads into a bend that goes north. But there's less mud in that direction, however odd that sounds. ~ ~ 0 -1 7006 D2 South. There's even more mud that way, incredible! Although it looks like an intersection in the sewer system that leads east and south. ~ ~ 0 -1 7013 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7013 A MUDDY intersection~ You wouldn't want to know the true feeling of standing in this mud up to your hips. >BWAADR<. All that fills your mind right now is the dream of a hot bath. This is NOT very clean mud you know, remember you're in the sewer! The pipes leads north, south and east. ~ 70 9 5 D0 North. Sludge and sediment fills this corridor of the sewer that leads into a bend going west. ~ ~ 0 -1 7012 D1 East. You can see absolutely nothing of interest in that direction (Maybe that's why it's so damn interesting.??) There's no mud in that direction either, GREAT! ~ ~ 0 -1 7026 D2 South. All you can see is more mud! Although the pipe goes into a bend leading west. ~ ~ 0 -1 7014 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ E sediment~ It's NOT the kind of matter that would concern you too much, normally, but as you are in the middle of it, it just might become your main concern. REAL YUCKY! ~ S #7014 Muddy sewer~ You stand in a bend of the pipe system of the sewer with mud up to your thighs. Contemplating a higher level of existence here would be utterly inappropriate, as the smell would keep any intelligent creature from even thinking of anything but getting away from this foul end of the WORLD. The bend goes from north to west. ~ 70 9 5 D0 North. Filled with mud, that place looks like an impassable intersection with pipes leading north and east. ~ ~ 0 -1 7013 D3 West. There's less mud that way, maybe you're on your way out of this foul place. ~ ~ 0 -1 7008 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7015 The old well~ You are standing by an old and worn well from before this century. The sewer leads to the east from here and the well leads down into darkness. Metal bars implanted in the side of the well lead down as a ladder. ~ 70 9 3 D1 East. You see, because of the utter darkness that surround you, absolutely nothing. Your light isn't of much use for that kind of distance. ~ ~ 0 -1 7028 D5 Down the well there's even less light than up here, so ... sorry, you can't see a thing. There are metal bars in the side leading down into the darkness. ~ ~ 0 -1 7105 E bars~ These look like they're pretty slippery, and not very safe, but perhaps safe enough for you to climb down, WITH both hands on them. ~ S #7016 The ordinary bend~ You are in the middle of a bend in the pipe system of the sewer system, WHAT a place!!! The pipe leads to the south and the east. ~ 70 9 1 D2 South. You see nothing at all in that direction it's too dark anyway. ~ ~ 0 -1 7017 D1 East. What a quiet place you've found there. It's an intersection that have pipeways going north and east. ~ ~ 0 -1 7021 S #7017 The sewer junction~ You are in a junction that leads north, west and south. ~ 70 9 1 D0 North. You see a bend. ~ ~ 0 -1 7016 D3 West. There's a junction with four pipelines in that direction. ~ ~ 0 -1 7009 D2 South. It looks like a pipe junction just like this one. Only that one leads east and west. ~ ~ 0 -1 7018 S #7018 The ordinary junction~ This looks like an ordinary junction, actually it seems very quiet here. The pipelines lead west, east and north. ~ 70 13 1 D3 There's a bend to the west leading north. ~ ~ 0 -1 7010 D0 To the north you can see a junction like this one, leading north and west. ~ ~ 0 -1 7017 D1 To the east there's nothing of particular interest, though there's a junction with pipelines leading norht and east. ~ ~ 0 -1 7031 S #7021 A quiet pipe junction~ This is the kind of place to rest, though the smell could be a LOT better than this. The sewer goes east, north and west from here. ~ 70 13 1 D0 In that direction, you can't see anything. It's just too dark. ~ ~ 0 -1 7011 D1 There's an ordinary junction in the pipe system to the east ~ ~ 0 -1 7029 D3 West. There's an ordinary bend leading south into the sewer system in that direction. ~ ~ 0 -1 7016 S #7022 The odd room with smooth walls~ As you enter you hear a loud click from one of the walls ... and you fall and fall and fall ... . . . . ... And come to an abrupt end. THIS is strange indeed. There's an arched entryway leading down. ~ 70 9 5 D5 Down. It's utterly dark that way, though you can make out an intersection of sewer pipes leading west, north and east. ~ entryway~ 0 -1 7112 S #7024 The sewer~ You are standing in mud up to your ankles. This is an intersection with sewer pipes leading east, south and west. ~ 70 13 1 D2 To the south there's another intersection with pipes going south and east. ~ ~ 0 -1 7025 D1 To the east there's a peculiar looking round room. ~ ~ 0 -1 7037 D3 To the west there's another intersection like this one, with sewer pipes leading south and west. ~ ~ 0 -1 7011 S #7025 Another intersection~ You have never seen anything so BORING...This is an intersection with pipes leading north, south and east. ~ 70 9 1 D0 To the north there's an intersection, where the pipes are leading west and east. You notice that the floor to the west is covered in mud. ~ ~ 0 -1 7024 D2 Another intersection lies to the south. It leads west and south. ~ ~ 0 -1 7026 D1 East. You see nothing of interest in that direction, just another intersection. This one leads east and south. ~ ~ 0 -1 7038 S #7026 A junction~ This one seems interesting, a big difference from all the other junctions. It seems cleaner than the rest of them. Weird. Something that looks like an air shaft leads upwards, but it looks far too slippery to climb. The pipes lead to the south, west and north. ~ 70 13 0 D0 North. You see an intersection there, leading north and east. ~ ~ 0 -1 7025 D3 To the west you see a load of mud and sediment in the sewer. That should be an intersection there but you're not quite sure. ~ ~ 0 -1 7013 D2 To the south there's ANOTHER junction leading west and east. ~ ~ 0 -1 7028 E mud~ It's dark as tar and looks like something out of a toilet, on top of THAT the smell is absolutely OVERWHELMING. ~ S #7028 The sewer junction~ You stand in a junction of sewer pipes leading north, east and west. ~ 70 9 1 D0 ~ ~ 0 -1 7026 D3 To the west you can just make out an old well. ~ ~ 0 -1 7015 D1 To the east you can see a bend in the pipe going south. ~ ~ 0 -1 7034 S #7029 The Triple Junction~ You stand in the middle of a huge junction of concrete sewer pipes. The pipes lead into three different directions : east, south and west. ~ 70 9 1 D3 To the west you can just make out another junction similar to the one you are standing in. ~ ~ 0 -1 7021 D2 To the south there's a ENORMOUS quadruple sewer junction, all lit up by an odd light. ~ ~ 0 -1 7030 D1 East. You can see a bend in the sewer pipe leading north. ~ ~ 0 -1 7035 S #7030 The Quadruple Junction Under the Dump~ You are standing in something that reminds you of an entry to an ant hive. There are enormous concrete pipes leading north, south, east and west. There's also a metal ladder built into the concrete wall leading up through a layer of garbage. ~ 70 13 1 D0 To the north you can see a huge triple junction with sewer pipes leading west and east. ~ ~ 0 -1 7029 D1 East. You can see a pit in the floor. ~ ~ 0 -1 7036 D2 To the south there's a huge junction with pipes leading east and west. ~ ~ 0 -1 7031 D3 To the west there's an odd looking room with totally smooth walls. ~ ~ 0 -1 7022 D4 Up through the garbage you can just make out what looks like the Dump in Midgaard. ~ ~ 0 -1 3030 E ladder~ It looks as if it's made of stainless steel, and it would very well function as a club of considerable power, but alas ... You can't take at all since it's firmly set into the concrete wall. ~ S #7031 A triple junction~ You stand in a junction with pipes leading west, north and east. ~ 70 9 1 D0 To the north there's a ENORMOUS quadruple sewer junction, all lit up by an odd light. ~ ~ 0 -1 7030 D1 East. You can just make out a triple junction leading north and east. ~ ~ 0 -1 7044 D3 West. You can just make out a triple junction leading north and west. ~ ~ 0 -1 7018 S #7034 A bend in the sewer pipe~ You can look in two directions where the pipe leads : south and west. ~ 70 9 2 D3 West. You can just make out a triple junction leading north and west. ~ ~ 0 -1 7028 D2 To the south you can see another bend leading west. ~ ~ 0 -1 7035 S #7035 The sewer pipe bend~ You can look in two different directions where the pipe goes : west and north. ~ 70 9 2 D0 North. You see another bend leading west. ~ ~ 0 -1 7034 D3 You can see another junction although this one is a triple one with pipes going south and west. ~ ~ 0 -1 7029 S #7036 The pit~ You stand in a section of a pipe that leads to a dead end. In the floor there's a pit leading down. There are bars set in the side of the pit wall functioning as a ladder. ~ 70 9 5 D3 West. You can see a dimly lit quadruple junction with an exit up. ~ ~ 0 -1 7030 D5 Down the pit it's utterly dark you can't see a thing. ~ ~ 0 -1 7122 S #7037 The round room~ As you enter the room it starts rotating - at first slowly, later faster and faster - You get totally confused as to where up and down is, but you are certain that the doorway is in the opposite direction of what it was when you entered. It now leads east. There was only this one exit. ~ 70 9 1 D1 You can just make out a smaller room with a chair. ~ ~ 0 -1 7050 S #7038 The three way junction~ You are standing in a junction of pipes that lead west, east and south. ~ 70 9 1 D3 West. You see another junction similar to this one leading north and south. ~ ~ 0 -1 7025 D1 East. You can make out a dimly lit Guard Room. ~ ~ 2 -1 7045 D2 To the south you can see what looks like a store room. ~ ~ 2 -1 7039 S #7039 The Sewer Store Room~ You stand in a small room lit by a single torch set in the wall. The only way out of here is to the north. ~ 70 8 1 D0 To the north you see a pipe junction. ~ ~ 2 -1 7038 S #7041 The Shaft~ You are standing by the edge of a deep, dark shaft leading down. A single ladder is your tool to work your way down if you so wish. The sewer pipe leads south from here. ~ 70 9 1 D5 Down and utter darkness. There's absolutely nothing to be seen in that direction. ~ ~ 0 -1 7123 D2 To the south you can see the pipe leading further south into darkness. ~ ~ 0 -1 7043 E ladder~ Firmly set into the wall of the shaft it's impossible to even rock, is your estimate. ~ S #7043 The Sewer Entrance~ You stand in the middle of a pipe that leads from north to south. Above you an air shaft leads up into sunlight. It seems totally impossible to go up that way. ~ 70 9 1 D0 To the north you can just make out a huge shaft leading down. ~ ~ 0 -1 7041 D2 To the south you can see a triple junction leading west and east. ~ ~ 0 -1 7044 S #7044 The junction going three ways~ You are in a passageway in the pipes of the sewer system leading north, east and west. ~ 70 9 1 D1 ~ ~ 0 -1 7049 D0 You see a sewer pipe leading north. ~ ~ 0 -1 7043 D3 West. You see another junction very similar to this one that leads north and west. ~ ~ 0 -1 7031 S #7045 The Sewer Room~ You are standing in a large room with chairs set in the walls. You have the feeling of being watched. To the south there's an entry to a larger room. The room is lit by five torches, also set in the walls. To the west there is a doorway leading out to the sewers. ~ 70 8 1 D2 You can see an even larger room than this one, filled with light. ~ ~ 0 -1 7046 D3 To the west you can see the sewers. ~ ~ 2 -1 7038 S #7046 The Sewer room~ This is a Room with walls that glitters like gold though not quite like it. This is strange as it looks as if the glitter lights the whole room. It looks very bright. To the south the floor is covered with yucky water. The North leads to sort of a Guard Room. ~ 70 8 1 D0 To the north you can see the guard room. ~ ~ 0 -1 7045 D2 To the south there is nothing but water and an exit leads east from there. ~ ~ 0 -1 7047 S #7047 The Pool in the sewer~ You stand in water to your waste. To the north is the entrance to this room. A single door leads east. ~ 70 8 1 D0 To the north you see the entrance to this room. ~ ~ 0 -1 7047 D1 You can see an enormous hall through the doorway. ~ ~ 2 -1 7053 S #7048 The Sewers~ You stand in a dead end of the sewer. The only way out is south. You can see a shaft leading up but it looks too difficult to go up that way. ~ 70 9 1 D2 ~ ~ 0 -1 7049 S #7049 The junction~ You stand in a junction leading north, west and east. ~ 70 9 1 D0 ~ ~ 0 -1 7048 D1 Darkness has closed in on that part of the sewer system, you can't see a thing in that direction. ~ ~ 0 -1 7060 D3 West. You see another junction very similar to this one that leads north and west. ~ ~ 0 -1 7044 S #7050 The small room~ The only thing in this room of interest is a chair, and that's tight to the rock floor. A doorway leads south and another leads east into darkness. ~ 70 9 1 D2 You can see a room with a lot of light in it. You can't make out any details. ~ ~ 2 -1 7051 D1 Utter darkness...! ~ ~ 0 -1 7055 E chair~ This chair is made of marble, but the fact that it is worn and attached to the floor makes you think twice about taking it along with you. ~ S #7051 The Sewer pipe~ You are in what reminds you of a foul sewer, as if you liked being here! You can see two exits leading either north or south. ~ 70 8 1 D0 ~ ~ 2 -1 7050 D2 To the south you can see a strange light flowing from there. ~ ~ 0 -1 7052 S #7052 The Grand Sewer~ You are in a Grand Sewer Pipe. This stretches toward the south. It's large indeed! A doorway leads to the east from here. ~ 70 8 1 D2 In the south end of the pipe the "floor" is completely covered with water. ~ ~ 0 -1 7053 D0 To the north you can see a doorway. ~ ~ 0 -1 7051 D1 You can't see anything in that darkness. ~ ~ 2 -1 7056 S #7053 The South end of the Grand Pipe~ You stand in water to your knees. A doorway leads west from here. The Pipe stretches north. ~ 70 8 1 D3 ~ ~ 2 -1 7047 D0 You see a lot of pictures decorating the walls. ~ ~ 0 -1 7052 S #7055 The Edge of The Water Sewer~ You stand in a room where half of the floor is covered in water. The water leads east and a doorway leads west. ~ 70 9 3 D3 ~ ~ 0 -1 7050 D1 You can hardly make out much more than that the next place is in a pipe with more water. ~ ~ 0 -1 7061 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7056 The Dark hallway~ You can't see much of this, even with a light. The hallway goes into a passageway to the south. A doorway leads west. ~ 70 9 1 D3 You see a lot of light, bright as daylight, but nothing of interest. ~ ~ 0 -1 7052 D2 You can see nothing at all, because it's completely dark in that direction. ~ ~ 0 -1 7057 S #7057 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 70 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7056 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7058 S #7058 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 70 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7057 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7059 S #7059 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue south and north. ~ 70 9 1 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7058 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7060 S #7060 The dark passageway~ You can't see anything but the ground where you put your feet. The passageway seems to continue west and north. To the east there's water covering the floor and that leads through an arched entry to a watery sewer. ~ 70 9 1 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7068 D3 You can just make out a triple junction leading north and west. ~ ~ 0 -1 7049 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7059 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7061 The Watery Sewer Bend~ You can't see anything but the water you're in up to your hips. The sewer seems to bend and lead south and west. ~ 70 9 5 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7062 D3 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7055 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7062 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 70 9 5 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7063 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7061 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7063 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 70 9 5 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7064 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7062 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7064 The Watery Sewer Junction~ You can't see anything but the water you're in up to your hips. The sewer seems to lead into a junction going south, north and east. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7063 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7065 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7069 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7065 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7064 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7066 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7066 The Watery sewer junction~ You can't see anything but the water you're in up to your hips. The sewer seems to lead into a junction that goes north, south and east. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7065 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7067 D1 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7070 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7067 The Watery sewer~ You can't see anything but the water you're in up to your hips. The sewer seems to lead south and north. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7066 D2 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7068 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7068 The Watery sewer bend~ You can't see anything but the water you're in up to your hips. The sewer seems to bend and lead west and north. ~ 70 9 5 D0 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7067 D3 You can't see anything in that direction and your light isn't enough to light that far. ~ ~ 0 -1 7060 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7069 A ledge by the dark pool~ You can't see much here but the echo tells you that there's quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. ~ 70 9 5 D3 You can't see a thing. It's too dark. ~ ~ 0 -1 7064 D2 You can't see a thing. It's too dark. ~ ~ 0 -1 7070 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7070 A ledge by the dark pool~ You can't see much here but the echo tells you that there's quite a drop down. You can just make out a huge dark pool out there in the darkness, mostly because of the trickling of water. The water from the sewer actually washes over this ledge and makes it quite slippery. From here it drops, like a waterfall, into the pool far down. Under you there is a small fissure in the rock. It seems big enough to contain a few people. ~ 70 9 5 D3 You can't see a thing. It's too dark. ~ ~ 0 -1 7066 D0 You can't see a thing. It's too dark. ~ ~ 0 -1 7069 D5 ~ ~ 0 -1 7099 E water~ It looks dark and murky, and emanates a foul stench. ~ S #7099 The fissure under the ledge~ This is a small fissure in the solid rock. Under you lies the deep dark pool. The water trickles quietly down from the ledge above you. The water smells like the water in a sewer. ~ 70 13 5 D4 ~ ~ 0 -1 7070 D5 The water edge. ~ ~ 0 -1 7199 S #7101 Under the mudhole~ You stand in a small room with a great big opening in the ceiling. From this opening there's mud dripping down in large lumps. >YUCK<. You can smell the foul stench of the slimy sediment as you try not to get covered by the falling sludge. To the east there is an entryway leading out from here and it seems absolutely impossible to force the muddy decent. ~ 71 13 5 D1 East. You see nothing of interest. ~ ~ 0 -1 7103 E mud~ You never saw such disgusting matter before, it nearly makes you puke. ~ S #7102 Under the Dark Pit~ Nice place you found yourself. You stand in the middle of a room with only two exits, Up and East. A tall ladder is left here so that you can climb up through the Pit without the use of a rope. ~ 71 9 1 D4 Up. You can't see a thing up there, it's way too dark. ~ ~ 0 -1 7004 D1 ~ ~ 0 -1 7104 D5 ~ trapdoor~ 2 -1 7400 E ladder~ This is funny enough a wooden ladder and, after closer inspection, you discover it is magically held towards the wall! You can't, even with your greatest effort, rock it at ALL! ~ S #7103 A muddy bend in the sewer system~ You are standing in what looks like a bend in the pipe system of the sewer. The 'floor' is covered completely by mud! This includes covering your legs up to your knees as well. The pipe leads west and south. ~ 71 9 4 D3 You can see a room in which mud drips from the roof onto the floor in great cakes of sludge. There doesn't seem to be any exits from that room apart from in you direction. ~ ~ 0 -1 7101 D2 To the south there's less mud than here! It actually seems to end there! You have a felling it would be nice to have your feet free from mud again. ~ ~ 0 -1 7104 E mud~ You never saw such disgusting matter before, it nearly makes you puke. ~ S #7104 A junction in the sewer pipes~ You stand in the middle of what looks like a triple junction of pipes going east, west and north. ~ 71 9 1 D0 You can see a mud area starting in that direction. ~ ~ 0 -1 7103 D3 West. There's a room with a ladder leading up. ~ ~ 0 -1 7102 D1 East. You can't even make out what it might look like, it's just too dark. ~ ~ 0 -1 7112 S #7105 Down the old well~ You are dangling on the slippery sides of the old well leading down and up. The only secure point here is the metal bars that are cemented into the sides, the ones that you cling frantically to so that you don't fall. Who knows how deep this well is? The bars lead down and up and nowhere else. ~ 71 9 5 D4 There's a slight, dim light from above, or maybe it's your imagination. Anyway it SEEMS darker down here than up there, if that is possible. ~ ~ 0 -1 7015 D5 Down there nothing at all can be spotted. The darkness that engulfs this decent seems utterly impossible in a mortal world. It's so thick that a torch down there would be utterly useless ... or so it seems to you. Not the kind of thing to cheer you up on this voyage , eh? ~ ~ 0 -1 -1 E bars~ These look like they're pretty slippery, and not very safe, but perhaps safe enough for you to climb down, WITH both hands on them. ~ S #7106 The northwestern corner of the ledge~ You stand, swaying out from the ledge, with only a couple of inches of safe, solid ledge under your feet. The ledge continues to the east but not back south. It seems that the ledge is too narrow to turn on so you'll have to continue foreward. ~ 71 13 5 D1 The ledge continues east. ~ ~ 0 -1 7113 D2 The ledge continues south. ~ ~ 0 -1 7107 D3 ~ ~ 2 -1 -1 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 2 -1 7279 E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ S #7107 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D0 North. The ledge leads into a corner and turns eastward. ~ ~ 0 -1 7106 D2 South. The ledge leads further south into utter darkness. ~ ~ 0 -1 7108 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling an utterly unknown distance. ~ ~ 0 -1 7190 S #7108 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7107 D2 The ledge continues further south into darkness. ~ ~ 0 -1 7109 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 S #7109 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7108 D2 The ledge continues south into darkness. ~ ~ 0 -1 7110 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 S #7110 The narrow ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7107 D2 South. You can just make out the south-western corner of this ledge. ~ ~ 0 -1 7111 D1 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 S #7111 The southwestern corner of the ledge~ This seems like a ledge that is a little broader than the one just to the north of here. The ledge seems to lead around some sort of Abyss of total darkness. The ledge seems to have an odd-looking edge here. ~ 71 13 5 D0 North. The ledge leads further north. ~ ~ 0 -1 7110 D1 You see a broad ledge leading eastward. ~ ~ 0 -1 7115 D2 South of here is the exit from the ledge. ~ ~ 0 -1 7112 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 2 -1 7279 E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ S #7112 An odd intersection~ You stand in a rather odd intersection of pipes. The pipes actually don't resemble pipes anymore. They look more like a real stone tunnel, or a passageway hewn directly into the rock. The ways from here lead north, east and west. ~ 71 9 1 D0 North. You see a ledge to something that looks like an abyss. ~ ~ 0 -1 7111 D1 ~ ~ 0 -1 7122 D3 ~ ~ 0 -1 7104 S #7113 The narrow ledge going east to west~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. ~ 71 13 5 D1 The ledge leads further east. ~ ~ 0 -1 7116 D2 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7190 S #7114 Mid-air~ You've just stepped into the most unlucky position in the whole of DikuMUD. The result of such a foolish act should be punished with death, you know. With an acceleration of approximately 9.82 metres per second per second, you are now descending the Abyss. What awaits you at the bottom will continue to be a mystery. Bye Cruel World. You've fallen, and you can't get up!!! ~ 71 12 0 S #7115 The Broad ledge~ You are standing on a ledge that seems quite a lot larger than the rest of the ledges. This one leads to the west and the east, plus it has an exit going to the south. Though you could jump into mid-air, but it probably wouldn't be such a good idea. The way south is in utter darkness. ~ 71 13 4 D0 ~ ~ 0 -1 7114 D1 ~ ~ 0 -1 7121 D3 ~ ~ 0 -1 7111 D2 ~ ~ 0 -1 7129 S #7116 The northeastern corner of the ledge~ You stand, swaying out from the ledge, with only a couple of inches of safe, solid ledge under your feet. The ledge continues to the west and leads south from here into darkness. ~ 71 13 5 D3 The ledge continues west. ~ ~ 0 -1 7113 D2 ~ ~ 0 -1 7117 D5 ~ secret trapdoor entrance~ 2 -1 7280 E ground ledge rock~ The ground here seems a little different from all the other ledges along the Abyss. There's a kind of soft soil on this ledge, maybe you should look carefully at this. It seems to be of some interest. ~ E soil soft earth~ You can just make out the outline of a trapdoor here in the soil. The earth is probably there to conceal a secret entrance. This looks as if it leads down into the seemingly solid rock face of the ledge. ~ S #7117 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 71 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7118 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 S #7118 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 71 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7119 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 S #7119 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. ~ 71 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7120 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 S #7120 The narrow eastern ledge~ You are in the progress of walking all the way around the ledge since there's no way of turning around on this all too narrow path. There IS another exit from here but that leads right into mid-air and with high probability of a free fall session afterwards. And THAT is west of here so watch your step. You also see a small opening to the east. ~ 71 13 5 D2 The ledge leads further south. ~ ~ 0 -1 7121 D3 You stare into mid-air, and right under there's absolutely nothing but darkness. You shiver by the thought of falling that distance. ~ ~ 0 -1 7114 D1 East. You stare into darkness. ~ ~ 0 -1 7123 S #7121 The southeastern corner of the ledge~ This seems like a ledge that is a little broader than the one just to the north of here. The ledge seems to lead around some sort of abyss of total darkness. ~ 71 13 5 D3 The ledge leads further west. ~ ~ 0 -1 7115 D0 North of here you can see a ledge. ~ ~ 0 -1 7120 D5 The Abyss lies down there. Who knows what might lurk down there? ~ rock step edge~ 2 -1 7279 E edge odd-looking~ This is truly a weird piece of craftsmanship in your eyes. The edge seems to form a step leading down, but WHAT a STEP DOWN. The Abyss opens down there leading to seemingly total destruction. ~ E step~ A small rock sticks out right under it, otherwise the way is DOWN, DOWN, and SPLAT!!! ~ E rock~ It looks as if it can be opened in a door-like fashion. Maybe this will lead the way down. ~ S #7122 Under the pit~ You stand in a completely dark cavern leading west. The wall looks weird here. ~ 71 9 0 D3 ~ ~ 0 -1 7112 D1 ~ crack wall rock~ 0 -1 -1 E wall~ There is a crack here that looks like it has been made recently. ~ S #7123 Under The Shaft~ A ladder leads up from here to the Shaft. A small opening leads west from here. ~ 71 9 5 D4 It's too dark up there. ~ ~ 0 -1 7041 D3 You can see a narrow ledge going north and south. ~ ~ 0 -1 7120 S #7129 The sewer line.~ You are in a narrow part of the sewer. Down the sewer continues and to the north is the ledge. ~ 72 9 3 D0 You can see the southern part of the ledge. ~ ~ 0 -1 7115 D5 You look deeper down into the drain. ~ ~ 0 -1 7221 S #7130 The sewer pipe.~ You are in an odd sewer pipe You see some odd scrates on the pipe wall, as from a gigantic rat. You can see some slimy water gently running down into a sewer drain, and north the drain continues. ~ 72 9 3 S #7190 Mid-air~ You've just stepped into the most unlucky position in the whole of DikuMUD. The result of such a foolish act should be punished with death, you know. With an acceleration of approximately 9.82 metres per second per second, you are now descending the Abyss. What awaits you at the bottom will continue to be a mystery. Bye Cruel World. You've fallen, and you can't get up!!! ~ 71 12 0 S #7199 The Edge of the Water~ The pool side is dimly lit up by your light. You can see absolutely nothing else nearby. The darkness her seems enormously oppressive here. The air is damp and the rock on which you stand is slippery. The pool seems too dark to make anything clear. The pool seems to extend to the east. The rock can be climbed upwards from here. ~ 71 13 5 D1 ~ ~ 0 -1 -1 D4 ~ ~ 0 -1 7099 S #7200 The Treasury~ You are in a small but well equipped treasury. You can see some writing on the wall. The celing has a funny glow, which enables you to see. You can get back into the inner lair through the stone door which is east. ~ 72 12 0 D1 You look back through the opening into the inner lair. ~ door stone~ 1 7205 7201 E door stone~ This is a heavy black stone door it looks very solid. ~ E writing~ You read the number '666'. ~ S #7201 The inner Lair~ You are in a octagonal room with smooth purple stone walls. The floor is made from black stone. In the western wall you see a large black stone door. ~ 72 9 0 D2 You look back through the door into the lair. ~ door wooden~ 1 -1 7202 D3 You see the treasury. ~ door stone~ 1 7205 7200 S #7202 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. To the north are a wooden door. ~ 72 8 1 D0 You can see the inner lair. ~ door wooden~ 1 -1 7201 D1 You see another part of the lair. ~ ~ 0 -1 7205 D2 You see another part of the lair. ~ ~ 0 -1 7203 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7203 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7202 D1 You see another part of the lair. ~ ~ 0 -1 7206 D2 You see another part of the lair. ~ ~ 0 -1 7204 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7204 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7203 D1 You see another part of the lair. ~ ~ 0 -1 7207 D2 You see the lair entrance. ~ door wooden~ 1 -1 7208 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7205 The Lair~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 8 1 D2 You see another part of the lair. ~ ~ 0 -1 7206 D3 You see another part of the lair. ~ ~ 0 -1 7202 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7206 The lair.~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 12 1 D0 You see another part of the lair. ~ ~ 0 -1 7205 D2 You see another part of the lair. ~ ~ 0 -1 7207 D3 You see another part of the lair. ~ ~ 0 -1 7203 E bones decay~ All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7207 The lair.~ On the floor you see a lot of human decay, like bones and skulls. You also see a lot of slime. On the wall is a torch sitting in its sconce. ~ 72 8 1 D0 You see another part of the lair. ~ ~ 0 -1 7206 D3 You see another part of the lair. ~ ~ 1 -1 7204 E skull skulls bones decay~ On all the skulls you notice that there is a three inch hole in the forehead. All the bones are broken and old. ~ E slime~ The slime is slimy and uninteresting. ~ E torch sconce~ The torch is bolted to the sconce and the sconce to the wall. ~ S #7208 The lair entrance.~ You are in a dry part of the sewer. To the north is a wooden door, you can see some slime at the lower part of the door. You also see some skulls and some broken bones. ~ 72 13 2 D0 You can see the lair. ~ door wooden~ 1 -1 7204 D1 You see a crawlway. ~ ~ 0 -1 7209 E slime~ The slime is slimy and uninteresting. ~ S #7209 The crawlway.~ You are in a narrow crawlway. You don't notice anything interesting here. ~ 72 9 3 D1 You see a four-way junction. ~ ~ 0 -1 7210 D3 You see the entrance to a lair. ~ ~ 0 -1 7208 S #7210 The four-way junction.~ You are in a sewer junction. To the north is a small hole, to the west is a narrow crawlway and to the east and south the sewer continues. ~ 72 9 3 D0 You can see a small cave-like room. ~ ~ 0 -1 7211 D1 You can see a sewer drain. ~ ~ 0 -1 7212 D2 You can see a sewer drain. ~ ~ 0 -1 7215 D3 You can see a narrow crawlway. ~ ~ 0 -1 7209 S #7211 The small cave.~ You are in a collapsed sewer drain, which now is more like a small cave. ~ 72 9 3 D2 You look back into the four-way junction. ~ ~ 0 -1 7210 S #7212 The sewer drain.~ You are in a dry sewer drain which bends to the north. ~ 72 9 3 D0 You can see the drain continuing north. ~ ~ 0 -1 7213 D3 You can see the four-way junction. ~ ~ 0 -1 7210 S #7213 The sewer drain.~ You are in a dry sewer drain which bends to the east. ~ 72 9 3 D1 You can see the drain continuing east. ~ ~ 0 -1 7214 D2 You can see the drain continuing south. ~ ~ 0 -1 7212 S #7214 The drain end.~ You are at the end of the drain around you the sewer has collapsed, the only exit is west. ~ 72 9 3 D3 You see the sewer drain. ~ ~ 0 -1 7213 S #7215 The half-wet drain.~ You are in a sewer drain where the floor is covered with water. To the north it looks more dry, south however the drain runs down into some water. ~ 72 9 4 D0 To the north lies a dry four-way junction. ~ ~ 0 -1 7210 D2 To the south you see a sewer drain filled with water. ~ ~ 0 -1 7216 E water~ The water is dirty but it looks like you would be able to swim in it. ~ S #7216 Under water in the sewer.~ You swim in some dirty water and is holding you breath. You'll better continue before you drown. It is a good thing that you can hold your light above water-level. ~ 72 9 6 D0 It is hard to see, but it looks like the drain runs slightly upwards. ~ ~ 0 -1 7215 D2 It is hard to see, but it looks like the drain runs a little bit upwards. ~ ~ 0 -1 7217 S #7217 The half-dry drain.~ You are in a half-dry sewer drain. To the north the drain runs a little bit downwards into some water to the east you can see a small hole. To the west you see another drain. ~ 72 9 4 D0 You see the drain running down into some water. ~ ~ 0 -1 7216 D1 Through the hole you can just make out a very small room. ~ ~ 0 -1 7218 D3 You see a drain running to the west. ~ ~ 0 -1 7219 E water~ The water is dirty but it looks like you would be able to swim in it. ~ E hole~ Through the hole you can just make out a very small room. ~ S #7218 The very small room.~ You are in a very small room, it is pretty uninteresting. ~ 72 9 3 D3 Through the little hole you can see a half-dry drain. ~ ~ 0 -1 7217 S #7219 A dry sewer drain.~ You are in a dry but dirty sewer drain. The drain continues east and south. ~ 72 9 3 D1 You see a half-dry drain. ~ ~ 0 -1 7217 D2 You see another boring sewer drain. ~ ~ 0 -1 7220 S #7220 A boring drain.~ You are in yet another sewer drain. ~ 72 9 3 D0 You see a sewer drain continuing to the north. ~ ~ 0 -1 7219 D1 You can see another drain to the east. ~ ~ 0 -1 7221 S #7221 The sewer drain.~ You are in a sewer drain, there is nothing special inhere, exept for a loud echo. ~ 72 9 3 D1 You can see another sewer drain. ~ ~ 0 -1 7222 D3 You can make out a sewer drain to the west. ~ ~ 0 -1 7220 D4 You can see a sewer line. ~ ~ 0 -1 7129 S #7222 The sewer drain.~ You are in a drain, with some slimy water on the floor. ~ 72 9 3 D1 You see a sewer bend. ~ ~ 0 -1 7223 D3 You see a sewer drain. ~ ~ 0 -1 7221 E slimy water~ The water floats to the east from here. ~ S #7223 The sewer bend.~ You find yourself in an ordinary sewer bend, which bend from west to north. ~ 72 9 3 D0 You see a sewer drain. ~ ~ 0 -1 7224 D3 You see a sewer drain. ~ ~ 0 -1 7222 S #7224 The sewer junction~ You stand in a junction of three sewer drains. You see some odd scrates on the pipe wall, as from a gigantic rat.North and south the sewer continues as usual, but west it looks a little strange. ~ 72 9 3 D0 You see nothing but a sewer drain. ~ ~ 0 -1 7225 D2 You see nothing vut a sewer drain. ~ ~ 0 -1 7223 D3 You see a strange sewer pipe. ~ ~ 0 -1 7229 S #7225 The sewer~ You are in a sewer, where the slimy water runs down through a tiny hole. You see some odd scrates on the pipe wall, as from a gigantic rat. There is a sewer drain south. ~ 72 9 3 D2 You see a sewer drain. ~ ~ 0 -1 7224 S #7229 The strange sewer~ You are in a very strange sewer indeed, there are some odd scrates on the pipe wall, as from a gigantic rat. And you can see a lot of organic decay like bones from animals AND humans. West the drain runs slightly upwards. ~ 72 9 3 D1 You see a sewer junction. ~ ~ 0 -1 7224 D3 You see a slimy sewer drain. ~ ~ 0 -1 7230 S #7230 The damp sewer~ You are in a sewer drain with a funny damp substance on the floor, in the substance you see a lot of decay. You see some odd scrates on the wall, as from a gigantic rat. Both to the east and west the pipe seems to run down. ~ 72 13 3 D1 You see a sewer. ~ ~ 0 -1 7229 D3 You see a sewer. ~ ~ 0 -1 7231 S #7231 The strange sewer~ You are in an ordinary sewer exept for a lot of scrates on the sewer wall, ad a lot of debris on the floor. ~ 72 9 3 D1 You see a sewer. ~ ~ 0 -1 7230 D3 You see another sewer. ~ ~ 0 -1 7232 E debris~ You see a lot of organic decay on the floor. ~ S #7232 The sewer~ You are in a sewer with more scrates on the walls. And ofcouse a whole lot of decay. The drain runs east and north. ~ 72 9 3 D0 You see yet another sewer line. ~ ~ 0 -1 7233 D1 You see a sewer pipe. ~ ~ 0 -1 7231 S #7233 The sewer drain~ You stand in in a sewer drain, you are able to see some kind of cave-like room. You see some odd scrates on the drain wall, as from a gigantic rat. The sewer leads south. ~ 72 9 3 D1 You see a cave-like room. ~ ~ 0 -1 7234 D2 You see a sewer. ~ ~ 0 -1 7232 S #7234 The rat's lair~ You are in a little cave. You are able to see quite a lot of debris on the floor. There is a sewer drain west of here. ~ 72 9 3 D3 You see the sewer system that way. ~ ~ 0 -1 7233 S #7279 The Wall of the Abyss~ You hang onto some steps leading down into utter darkness. There's an exit leading up as well, though you'll have to open the tiny rock again to do so. ~ 72 9 5 D4 ~ rock~ 2 -1 7111 D5 ~ ~ 0 -1 7399 S #7280 The entrance.~ You are in a very dark room. You notice that some faces are staring at you from inside the walls. In the middle of the room there is a small altar. To the north there is a small round door. ~ 72 9 1 D0 A beam of red light seeps through a hole in the door. ~ small round door~ 1 -1 7281 D4 ~ secret door~ 1 -1 7116 E altar~ This altar are very special. Faces are smiling from it. There is a triangle in top of it. ~ E triangle~ The triangle are filled with small symbols. A language you have never seen before. ~ S #7281 The corridor.~ The corridor is glowing oppressively in a red hue. You can hear wailing through an open black hole to the east. To the south there is a round door. ~ 73 8 1 D2 ~ small round door~ 1 -1 7280 D1 The hole seems more black than the night. It is appears to be "eating" the red light around it. ~ ~ 0 -1 7282 E small round door~ The door is completely round without a keyhole. ~ E red light~ The red light glows from the walls. ~ E walls~ The walls look alive. ~ S #7282 The Realm of lost souls~ You are standing in nothing. All around you there are stars. Sometimes a shadow flies closely by you, wailing very loudly. To the north there is a small bright hole. To the west there is a small red hole. ~ 72 8 0 D0 You look into a very bright hole. ~ ~ 0 -1 7283 D3 You look into a red hole. ~ ~ 0 -1 7281 E shadow~ The shadow looks like a man in great pain. ~ S #7283 The T-crossing~ You are in a small hallway. There are doors to the east and to the west. To the south there are a black hole. There is writing in the wall. Wails can be heard from the south. ~ 72 13 1 D2 A black hole in the wall. ~ ~ 0 -1 7282 D3 You can see a big fire to the west. It looks like a unhealthy place to enter! ~ ~ 0 -1 7284 D1 To dark to tell. ~ ~ 0 -1 7286 E writing~ The writing says 'The one to the east, belongs to the beast. To the west you will surely END your quest!'. ~ S #7284 The firedeath~ This room is very hot. There are flames surounding you. You can see no exits at all! Skeletons are lying all over the floor. You've fallen, and you can't get up!!! ~ 72 12 1 E skeletons~ The skeletons looks like they had suffered the death of hunger. One of them looks like he has written something at the wall. ~ E writing wall~ The writing says 'A pray to the GODS will not be heard, though the only exit is death..... Mother, I love you'. ~ S #7285 The tortureroom.~ You are standing in a middle of a square room. Along the walls skeletons are hanging in rusty chains. In the middle of the room there is a big metal box, covered with dust. To the south you can just make out a small exit. ~ 72 8 1 D2 To dark to tell. ~ door iron~ 1 -1 7286 E skeletons~ When you look at the skeletons, you can see that they once had been in great pain. They are hanging in their arms, and some of them has been killed with a sharp instrument. ~ E big metal box~ The metal box is covered with dust. You notice that is once has been filled with coal, as you see some of them. ~ S #7286 The hells yard~ You are standing in a lot of mud. A disguisting smell surrounds the place, and makes you fell sick. Small flames sometimes shoot up from the hot mud. To the west there is a small door. To the north you can see an iron door. ~ 72 12 5 D0 To dark to tell. ~ door iron~ 1 -1 7285 D3 To dark to tell. ~ ~ 0 -1 7283 S #7301 The Entrance to the Realm of silence~ This is an utterly silent place. As you look around you see that there hasn't been a living thing in a long time. The dust lies here in a thick layer on the floor and on the furniture. On the wall hangs a bleak and worn tapestry. A winding stone staircase leads up into darkness. On the wall to the west you can see a huge torch stuck into the solid rock. A large portcullis blocks your way to the north. ~ 73 12 2 D4 ~ ~ 0 -1 -1 D0 Through the portcullis, you can see a faintly lighted hallway leading east. ~ ~ 1 -1 -1 E portcullis gate~ This seems like an exceptionally heavy gate, made of thick iron. ~ E torch light~ This VERY old torch looks as if it has burned for ages, yet no traces of the searing flame can be seen on it! ~ E stairs staircase~ This looks as if it has been standing here for at least 12 centuries. It's Very worn and cracks in the surface mingle with the cores of mineral that penetrates the rock from which these steps are chiselled. ~ S #7399 On the walls of the Abyss~ You are clutching the steps on the wall so that you don't fall to the ground down below. A large sign says : I haven't gotten any further ... Yet. But I'm pushing to get finished with this sewer. Greetings and Good Health :) Redferne The Gentle This stops your journey down, the only exit is up. ~ 73 9 5 D4 ~ ~ 0 -1 7279 S #7400 Cave entrance~ You are standing in the cave entrance. It is very dark downhere. There is writing at the wall. There is an exit to the north. A stairway leads up. ~ 74 9 1 D0 To the north you can see a small tunnel. ~ ~ 0 -1 7401 D4 You can see the stairs going up into darkness. ~ ~ 2 -1 7102 E writing wall~ The writing says 'BEWARE adventurer!' ~ S #7401 Cave tunnel~ You are walking in a tunnel. It is very cold. You can feel the presence of a living thing ... SOMEWHERE. ~ 74 9 1 D0 To the north you can see the tunnel continuing. ~ ~ 0 -1 7402 D2 To the south tunnel continuing. ~ ~ 0 -1 7400 S #7402 Cave room~ You are standing in a room. It's much cooler now. The walls are glowing. ~ 74 8 1 D1 To the east you see the tunnel going downwards. ~ ~ 0 -1 7403 D3 ~ ~ 0 -1 7421 D2 To the south you see a dark cave tunnel. ~ ~ 0 -1 7401 S #7403 Cave T-cross~ You are standing in a mudlike substance. The smell here is awful, it is rotten. To the west you can see some light. ~ 74 9 2 D1 To the east the tunnel still goes downwards. ~ ~ 0 -1 7404 D2 ~ ~ 0 -1 7408 D3 You can see some light to the west. ~ ~ 0 -1 7402 E mud~ When you examine the mud, you notice small worms crawling around. ~ E worms~ The worms are purple. They do not look edible. ~ S #7404 Cave turning-point~ The mud are getting deeper. You are wondering, 'Would it be an idea to leave, before I disappear?'. To the south you notice a flat round stone are blocking the way. To the west you can see mud. ~ 74 9 2 D3 ~ ~ 0 -1 7403 D2 You can see an opening behind the stone. ~ flat round stone~ 1 -1 7405 E flat round stone~ The stone looks very uninteresting. BUT as you are about to turn away, you see a lightstribe coming through a small hole. Conclusion: The stone is moveable. ~ S #7405 The secret room~ There is dust all over the place. It looks like nobody has been here for ages. In the middle of the room you see a socket with a crystal globe. The globe glows with a pulsing light. To the north you see a stone door. To the south you see a grey block. ~ 74 8 1 D0 You see a round stone door. ~ round stone door~ 1 -1 7404 D2 You see a grey block ~ grey block~ 1 -1 7406 E socket~ The socket looks like the work of a dwarf. It is VERY beautifull. ~ crystal globe~ The crystal globe is glowing with a pulsing light. It looks like there is smoke inside it. ~ S #7406 The mudhole~ You are standing in a lot of mud. The mud goes to your chest. You feel the precence of something IN the mud. The only obivicios exit is to the west. ~ 74 9 6 D0 You can see nothing at all. ~ grey block~ 1 -1 7405 D3 ~ ~ 0 -1 7407 S #7407 Tunnel~ The mud goes to your knees. Otherwise the tunnel looks very normal. ~ 74 9 5 D0 ~ ~ 0 -1 7408 D1 You can see a mudhole. ~ ~ 0 -1 7406 D2 ~ ~ 0 -1 7409 S #7408 The long tunnel~ Here There is almost no mud, as you stand at the top of a small rock. Just beside you there are a sign which says 'WARNING! The worms are dangerous!'. ~ 74 9 1 D0 You can see a lot of mud..Yarck! ~ ~ 0 -1 7403 D2 The tunnel goes a little downwards. ~ ~ 0 -1 7407 S #7409 The hot room~ You are very surprised, as this room for a change are hot instead of cold. To the north it goes downwards into some mud. There are also an exit to the west. ~ 74 9 1 D0 You see a lot of mud. ~ ~ 0 -1 7407 D3 You see a entrance to a small room. ~ ~ 0 -1 7410 S #7410 The small room~ As you look around you notice a small statue. There are exits to the west and to the east. ~ 74 9 1 D3 You see a VERY long hallway. ~ ~ 0 -1 7411 D1 It is pitch dark out there. ~ ~ 0 -1 7409 E small statue~ This is a statue of a imp, pointing to the west. The imp looks like a man with horns and a tail. ~ S #7411 The stalagmite cave~ You are standing in a stalagmite cave. Water is drippling from the walls. It is very cold in here. ~ 74 9 2 D0 ~ ~ 0 -1 7414 D1 You see a long hallway, and some mud. ~ ~ 0 -1 7410 D2 ~ ~ 0 -1 7412 E stalagmite~ The stalagmites are very tall, and looks very beautiful. ~ S #7412 The stalagmite tunnel~ You has entered a small tunnel. Here it is quite dry. Mabye it would be an idea to rest here. ~ 74 9 1 D0 You can see a small cave to the north. ~ ~ 0 -1 7411 D3 ~ ~ 0 -1 7413 S #7413 The spongy room~ You definatly NOT like this area. It is very dank, and most of the places it is wet. ~ 74 12 3 D1 ~ ~ 0 -1 7412 D3 ~ ~ 0 -1 7445 S #7414 The stalagmite T-cross~ You are standing in a cross. To the north you can see some light. Otherwise it is dark. ~ 74 12 1 D0 You see some light ahead. ~ ~ 0 -1 7417 D1 ~ ~ 0 -1 7415 D2 ~ ~ 0 -1 7411 S #7415 The blind end room~ This room is obviously a blind end. To the north you see a primitive picture. ~ 74 9 1 D0 You see a primitive picture ~ sun~ 1 -1 7416 D3 ~ ~ 0 -1 7414 E primitive picture~ You see some persons dancing around a huge sun. The sun is about 7 feet in diameter, which shows the size of the picture. ~ S #7416 The treasure room~ This room is rich ornamented. The walls has carves showing persons dancing around a sun which is drawed at the floor. It looks very old, and it is very dusty. To the south you see a secret door. ~ 74 9 1 D2 you can see a picture with some persons crawling around a huge moon. ~ door picture sun moon~ 1 -1 7415 S #7417 The square lair~ You are standing in the south-east part of the lair. You can see a skeleton lying at the wall. ~ 74 8 1 D0 Another part of the lair ~ ~ 0 -1 7418 D3 Another part of the lair ~ ~ 0 -1 7420 D2 ~ ~ 0 -1 7414 E skeleton~ It looks like a adventurer who was'nt lucky. You better watch out- ~ S #7418 The square lair~ You are standing in the north-east part of the lair. You see a sign at the wall ~ 74 9 1 D1 You see a wooden door ~ wooden door~ 1 -1 7421 D2 another part of the lair. ~ ~ 0 -1 7417 D3 another part of the lair. ~ ~ 0 -1 7419 E sign wall~ The sign says 'Gods of War I call you, my sword is by my side, I seek a light free from all false pride' Reyemle Grug..... ~ S #7419 The square lair~ You are standing in the north-west part of the lair. Here's another sign. There are a exit from the lair to the north. ~ 74 9 1 D0 You see a small tunnel leading north. ~ ~ 0 -1 7422 D1 another part of the lair. ~ ~ 0 -1 7418 D2 another part of the lair. ~ ~ 0 -1 7420 E sign~ The sign says 'I'm wandering around in a everlasting tale, seeking the light to regain my pride Corama... ~ S #7420 The lair end~ You can see a table in front of you. It's very dusty. Around the table five skeletons are siting. Exits are north and east. ~ 74 9 1 D0 the northern part of the lair. ~ ~ 0 -1 7419 D1 the eastern part of the lair. ~ ~ 0 -1 7417 E table~ On the table there is dust, in the center there is a small statue of a Dragon sleeping. ~ E skeleton skeletons~ You can see that they have been killed in some sort of way. Not by sword or club. ~ E dragon statue~ it looks like a silver dragon. It is nailed onto the table. The dragon sits on a red dragon that looks dead. But the eyes of the red dragon is glowing pulsating red. You feel drained. ~ S #7421 East tunnel~ You are standing in dark tunnel, the exits are east and west. To the west you see a wooden door. ~ 74 12 1 D3 You can see a wooden door. ~ wooden door~ 1 -1 7418 D1 You can see a muddy tunnel. ~ ~ 0 -1 7402 S #7422 North tunnel~ You are standing in a dark tunnel, it leads upwards. ~ 74 9 1 D0 The dark tunnel continues. ~ ~ 0 -1 7423 D2 You can see the lair. ~ ~ 0 -1 7419 D3 You can see a cave entrance. ~ ~ 0 -1 7436 S #7423 The L-shaped room.~ You are standing in deep darkness. To the south there is a small exit. To the east you can see a gaping hole. ~ 74 9 1 D1 ~ ~ 0 -1 7424 D2 ~ ~ 0 -1 7422 S #7424 The Circular hall.~ You are standing in round hall. To the north, east and south you can see a stone head hanging on the walls. ~ 74 9 1 D3 you see a room far away. ~ ~ 0 -1 7423 D1 you see nothing special. ~ green head dragon sculpture face~ 1 -1 7425 E head heads~ When you study the faces of the heads you see that it is faces of dragons. The face to the north is red, the face to the east is green and the face to the south is blue. ~ E green~ This looks like a evil dragon ~ E red~ This looks like a neutral dragon ~ E blue~ This looks like a good dragon ~ S #7425 Dusty tunnel~ You are standing in dust. This place has not been touched for a long time. Otherwise it is quite boring here, looks like a place to rest! To the west you see the outline of a door. A tunnel leads to the east. ~ 74 12 1 D3 You can see the outline of a door. Just like in the description! ~ door~ 1 -1 7424 D1 You see a tunnel which leads downwards. It is quite dark. ~ ~ 0 -1 7426 S #7426 The crossing~ You are standing in a crossing of hallways. You can leave this place in every direction, except up and down. In the dust you notice strange footprints. ~ 74 9 -1 D0 ~ ~ 0 -1 7431 D1 ~ ~ 0 -1 7430 D2 ~ ~ 0 -1 7427 D3 ~ ~ 0 -1 7425 E footprints foot~ You have never seen this kind of footprints before! ~ S #7427 The L-shaped room~ You are standing in a L-shaped room. You can hear noices from the long tunnel to the east. You can feel fear! A sign is hanging on the wall. ~ 74 9 2 D0 ~ ~ 0 -1 7426 D1 a long dark tunnel. ~ ~ 0 -1 7428 E sign~ The sign says 'DANGER!!'. ~ S #7428 Dragons lair~ You can see burned walls, the floorstones are fiery red. All kinds of bones are scattered all over the floor. On the walls you can see some burned shapes. You smell burned flesh. Two creatures are like melted into the floor. ~ 74 8 2 D0 You can see a long tunnel. ~ ~ 0 -1 7429 D3 You can see nothing but darkness. ~ ~ 0 -1 7427 S #7429 The burned room~ You are in a room, which once had been quite burned. There is writing on the wall. ~ 74 9 1 D2 You can see a red glow ~ ~ 0 -1 7428 D3 ~ ~ 0 -1 7430 E writing~ The writing says 'DANGER!!!' ~ S #7430 The wind tunnel~ You are standing in a tunnel. Above you, you can feel a breeze. ~ 74 9 1 D1 To dark to tell ~ ~ 0 -1 7429 D3 ~ ~ 0 -1 7426 E breeze~ The breeze comes from a hole above you. NO way to get up there. ~ S #7431 The glittering room~ This room are all bright. In the walls you can see some silver. Exits are: West, east and south. ~ 74 8 1 D1 ~ ~ 0 -1 7432 D2 ~ ~ 0 -1 7426 D3 ~ ~ 0 -1 7433 E glitter walls silver~ The glittering silver looks like it is INSIDE the walls. ~ S #7432 The secret passageroom~ You have entered a tiny room. There WAS an exit down, and an exit to the west. ~ 74 9 1 D3 You can see a light to the west ~ ~ 0 -1 7431 E down~ A sign is blocking the way. It says 'we have closed an entrance to DEATH' ~ S #7433 End of long tunnel~ You are at a end of a long tunnel. Right in front of you, you can see a grey mass. To the east you can see a tremendous long tunnel, but you know that, you has just been there. ~ 74 9 5 D1 Long tunnel. JUST like in the description! ~ ~ 0 -1 7431 D3 A grey mass is blocking the way. ~ ~ 0 -1 7434 E grey mass~ The mass is nothing but a mass, but it is quite suspecious! ~ S #7434 Stair-room~ You are standing in a small room. Drawings of faces in pain are on the walls. You can fell darkness is ruling the place. there are two exits: south and down. ~ 74 9 1 D2 nothing but darkness ~ ~ 0 -1 7435 D5 A sign is blocking the way: 'This has not been implementated yet'. ~ ~ 0 -1 -1 S #7435 Dark tunnel~ You are standing in a dark tunnel. It continues to the north and to the south. Bones are spred on the floor ~ 74 9 1 D0 ~ ~ 0 -1 7434 D2 ~ ~ 0 -1 7436 E bones bone~ it looks like bones of a human. ~ S #7436 Entrance to lair~ The smell here is awfull. To the south you can see some smoke. A tunnel leads north, and east. ~ 74 13 2 D0 ~ ~ 0 -1 7435 D2 the only thing you can see are smoke. ~ ~ 0 -1 7437 D1 A small cave is to the east. ~ ~ 0 -1 7422 S #7437 North-eastern part of Basilisks cave~ It is hard to see here because of the smoke. To the north you can see barly see a small tunnel. Other exits are to the south and to the west. ~ 74 9 2 D0 ~ ~ 0 -1 7436 D2 ~ ~ 0 -1 7438 D3 ~ ~ 0 -1 7439 S #7438 South-eastern part of basilisks cave~ There are a very small hole in wall, from where the smoke are coming from. Otherwise it is pitch dark. Exits are north and west. ~ 74 9 2 D0 You can see nothing but smoke ~ ~ 0 -1 7437 D3 You can see nothing but smoke ~ ~ 0 -1 7440 E hole small~ It's a small hole. About 1 feet in diameter. ~ S #7439 North-western part of basilisks cave~ You can see some hay spred on the floor. The smell is awfull here, and it makes you feel sick. This place is the place where the basilisk sleep. Watch out..Mabye it is not far away. ~ 74 9 2 D1 ~ ~ 0 -1 7437 D2 ~ ~ 0 -1 7440 5~ E hay~ The hay is very dirty. The smell of it makes you feel sick. ~ S #7440 South-western part of basilisks cave~ You can see nothing but smoke. ~ 74 9 5 D0 ~ ~ 0 -1 7439 D1 ~ ~ 0 -1 7438 D2 ~ ~ 0 -1 7441 S #7441 The small cave~ You are standing in small cave. You can see some light in the end. Exits are north and south. ~ 74 13 2 D0 You can see only smoke. ~ ~ 0 -1 7440 D2 You can see a blue glow. And you feel a fresh breeze. ~ ~ 0 -1 7442 S #7442 The northern end of the pool~ You have wet feet, you are standing in water. The water looks calm. You can see that it's a big lake. Light seeps from the water. ~ 74 8 4 D0 You can see a small cave. ~ ~ 0 -1 7441 D1 You can see more water. ~ ~ 0 -1 7443 D2 You can see water. ~ ~ 0 -1 7444 S #7443 The pool~ You are swimming in water. It is getting deep here. It is also dark in this end. ~ 74 9 6 D3 You see calm water. ~ ~ 0 -1 7442 D2 You can see some bubbles in the water. ~ ~ 0 -1 7445 S #7444 The south end of the pool~ You standing in water up to you neck. You can only see water. ~ 74 8 5 D0 You can see calm water. ~ ~ 0 -1 7442 D1 To dark to tell, but you can feel something nearby. ~ ~ 0 -1 7445 S #7445 The pool~ You are swimming in DARKNESS. You feel something touching your right leg. ~ 74 9 6 D0 To dark to tell. ~ ~ 0 -1 7443 D1 You can feel a warm breeze. ~ ~ 0 -1 7413 D3 ~ ~ 0 -1 7444 S #7900 Outside Redferne's residence~ A huge cloud forms the plateau on which you are now standing. The wind here is absolutely quiet and the sun is shining warmly upon you. From under the cloud you can hear the faint sounds of Midgaard. Right before you to the north lies the grand Mansion of Naris, the residence of the Greater God Redferne. ~ 79 516 0 D0 You see a HUGE arched gate leading into this magnificent building. ~ gate door huge arched~ 2 7901 7901 D2 You see some pretty clouds! ~ ~ 0 0 9101 D5 You see a Huge Chain that anchors the Mansion of Naris to the ground. ~ ~ 0 -1 7918 S #7901 The Southern end of the hall~ You are standing in a vast hall that is dimly lit, but wherefrom the light comes, is a mystery. The walls seem to radiate warmth and give the pleasent feeling of being welcome here. A large portrait is hanging on one of the walls. A large wooden staircase leads up into the tower. To the east there is a high passage away from the hall. This ends shortly after by a tall oak door. The enormous hall extends further north from here. To the south you can see a huge, and VERY heavy- looking iron-wrought door. It looks like this is the only exit from this magnificent old house. To the west you can see a large ashen door. ~ 79 524 0 D0 The hallway continues that way. You can see more doorways under the wooden staircase in that direction. ~ ~ 0 -1 7904 D1 You see there a tall oak door. It looks quite tightly closed to you. On it little runes are chiselled into the wood. ~ oak tall east oakdoor talldoor eastdoor~ 2 -1 7910 D2 Here you see a REAL door. It would be more proper to call this a "GATE", rather than a "door". It's really HUGE! On it hangs a large sign with very large letters spelling : "EMERGENCY EXIT". ~ gate~ 2 7901 7900 D3 This looks like a "door" in the meaning of the word. The ashen wood is painted in a peculiar yellow colour. Small letters are written with black on it. ~ ashen ash door west yellow~ 2 -1 7902 D4 You see the staircase extending upwards into the very high tower. It ends in what seems like a large bedroom up there. ~ ~ 0 -1 7909 E runes~ These runes are utterly strange to you, but you are in luck today: Under the runes you can just make out a sentence in Common. It goes : " Stay out, if you treasure your life. That is if you are mortal.". ~ E letters~ They read "LIBRARY". ~ S #7902 Redferne's Library~ This is truly a magnificent place! Books and scrolls lie together on every shelf. A large globe, with the map of the Mud-world upon it, stands in the dimly lit north-western corner of the room. Two large and comfortable- looking leather arm-chairs adourn the center of the library together with a huge oak desk. Dim light radiates from an enormous crystal chandelier hanging down from the ceiling approximately 10 feet off the floor. To the east there is a great old ashen door. A large glass window is set in the west wall. ~ 79 524 0 D1 You can see an old ashen door, painted in a peculiar yellow colour. ~ door ash ashen east~ 2 -1 7901 E globe world map~ You see a large world map stretch out on the enormous globe. It has towns drawn in every spot available for such. In the middle of the map you can spot a large town with the name 'MIDGAARD' written over it. The rest is mountains, woods, plains and water. ~ E midgaard town city~ You see a small speck with woods on the west from it, plains to the east from it and mountains to the north from it. To the south from it you can see a thin trail lead to a large castle. Finally you notice a rather large river pour in from the east and go through Midgaard in the middle. ~ E chairs leather arm-chairs~ These two chair are exactly alike one another. They look incredibly comfortable. They're both made from old leather, and yet they seem so worn that they can be nothing but a perfect place for a long needed rest. ~ E window glass~ These windows are really BIG! They reach from about 20 inches above the floor to approximately 10 inches under the ceiling. If you try and "look out", you might see what might lie beyond these windows. ~ E out outside beyond~ The clouds muster and form the ground on which this entire building is set. Through the thinnest of the clouds you can just make out MIDGAARD with all it's magnificent activity. ~ E river~ You see a large and winding river cut through the landscape, starting at an enormous inland lake, it seeps through Midgaard and finally ends up in the Grand Sea on the West-coast of the land. ~ S #7903 The Artifact room of Naris~ This is gloomy and dark room with only a faint light radiating from the walls. A bunch of funny-looking items fill the center of the room. There are no furniture here what-so-ever. The only way out seems to be west, through the low steel door. ~ 79 524 0 D3 You see only the back of a safe's steel door. ~ ~ 0 -1 -1 S #7904 The Northern end of the hall~ You are standing in the northern end of the huge hall. This part is under the grand wooden staircase so the light seems a little less bright here, but this doesn't bother your sight at all. To the north lies the kitchen. To the south lies the Southern end of the hall. To the east there is a huge metal door. To the west there is a large aspenwood door. ~ 79 524 0 D0 ~ ~ 0 -1 7906 D1 You see a huge metal door. From it a foul stench emanates. The smell is the most awful experience in your entire life. A thought seeps through this terrible stench and into your mind : "Monsters", you feel BAD about opening that door. ~ steel metal huge~ 2 -1 7913 D2 The rest of the hall lies in that direction, and so does the exit. ~ ~ 0 -1 7901 D3 The door has "SITTING ROOM" written on it. It is made from Aspenwood and is beautifully carven with small elves as main issue of sculpture. ~ aspen asp~ 2 -1 7905 S #7905 The Sitting room of Naris~ You are standing in the middle of a really comfortable place. The walls are decorated with paintings of smiling Kings and Queens. The most attractive picture is one of a Prince in shiny armour. By one of the walls there is an old arm-chair. The only exit is through the aspenwood door to the east. ~ 79 524 0 D1 The door seems to be a very HEAVY door, carved completely from the trunk of an Aspen tree. ~ asp aspen door heavy~ 2 -1 7904 E chair arm-chair~ This is truly a wonderful relic of the past. In it is a large cushion. ~ S #7906 The Kitchen of Naris~ This must be the place of food and drink. You can hear the faint noise of rats feasting on meat and bread from somewhere undeterminable. The sound makes you feel the agony of HUNGER. The only visible exit is south to the Northern end of the hall. To the north there is a larder, and to the east stands a fridge. ~ 79 524 0 D0 It's dark in there. But the sounds from there are unmistakable. The rats are here to your information. ~ larder wooden cupboard~ 2 -1 7907 D1 You can see the fridge from here. In it are drinks all over. ~ fridge~ 2 -1 7908 D2 ou can see the northern end of the hall. ~ ~ 0 -1 7904 S #7907 The Larder~ You can see food all over. Among the heaps of food you notice HUGE rats scuttering around, nibling pieces off the heaps here and there. ~ 79 524 0 D2 ~ door wooden larder exit~ 2 -1 7906 S #7908 The Fridge~ This place is LOADED with drink, water and booze. ~ 79 524 0 D3 ~ door exit fridge~ 2 -1 7906 S #7909 On the stairs~ You can see up and down the stairway. It seems to take forever, either going up OR down. It's just a seemingly insurmountable climb, either way. Up is the bedroom of Redferne, and Down leads to the Southern end of the hall. ~ 79 524 0 D4 ~ ~ 0 -1 7911 D5 ~ ~ 0 -1 7901 S #7910 The Treasure room~ This place is gloomy. A HUGE safe is cemented into the east wall. The only visible exit is west, through the oak door. ~ 79 524 0 D1 ~ safe steel~ 0 -1 -1 D3 You see a tall oak door. ~ door oak tall~ 2 -1 7901 S #7911 Redferne's Bedroom~ This is a snugly set bedroom with all the necessities for a romantic evening. A large fireplace adourns the east wall, and sizzling away is the wood that is ablaze within. The bed is enormous, covering at least HALF of this great room. This stretches at least 300 square feet, so can you imagine the BED? A large staircase leads down to the hall. A couple of doors open up to a broad balcony to the south. ~ 79 524 0 D2 The sun seems to shine out there, warmly and comforting. ~ doors~ 1 -1 7912 D5 ~ ~ 0 -1 7909 S #7912 The Balcony of Redferne's Residence~ You see a splendid of the most of this world. The valleys stretch as far as the eye reaches to the south from here. Down below you can see the entrance of this magnificent building. To the north are the doors to Redferne's Bedroom. ~ 79 516 0 D0 You see the comfortable bedroom of Naris, the mansion of Redferne the Greater God. ~ doors~ 2 -1 7911 D5 You see the ground on which this castle is set. Funnily it seems to you that it's no more than clouds. ~ ~ 0 -1 -1 S #7913 The Monster Pen~ This looks like the cage in which a large carnivor is being kept. Judging by the state the walls are in, this could very well be a large AGGRESSIVE animal. This makes you pretty insecure, this stating your feeling about the place, quite mildly. ~ 79 8 0 D3 This looks like the only exit from here. ~ door cage metal pen~ 2 -1 7904 S #7914 On the Huge Chain~ This place has quite a good view over Midgaard. Your possibilities of movement seems to extend only to up and down. Unless you want to let go of the secure and seemingly unmoveable chain, then those are the directions you should take from here. ~ 79 4 5 D4 Up the way you see the chain dissappearing into the clouds above. ~ ~ 0 -1 7915 D5 Down below you see the huge chain anchored to the ground in the Road Crossing. ~ ~ 0 -1 3120 S #7915 The Chain where it's too windy~ Hanging on to the chain you figure out that there's no way of leaving down from here. The wind pulls you from left to right and back. This seems like a totally impossible task. The ascend is the only way ahead for you. Otherwise you would risk death by falling to the hard ground below. DO NOT DESCEND NOW OR YOU'LL SURELY DIE!!!! ~ 79 4 5 D4 That way seems to be the only way away from here. ~ ~ 0 -1 7916 D5 THAT WAY IS CERTAIN DEATH!!!! You can see the wind tearing at the chain down below you. It swings like a furious serpent from side to side! The descend is ABSOLUTELY out of the QUESTION. ~ ~ 0 -1 7920 S #7916 On the Great Chain of Naris~ You are approximately on the middle of the treacherous Chain. One false step and death will come and collect you quickly. The chain leads upwards and down. No way are you going to descend now... You've only just begun your climb. Besides it could cost you your life. Look down and you'll see why.~ 79 4 5 D4 There seems to be only one way from here and that's up. ~ ~ 0 -1 7918 D5 The chain down there is swinging wildly back and forth. Going down there will be pretty risky! ~ ~ 0 -1 7915 S #7917 The Chain~ As you descend, the chain seems to absorbe all weather around it, making it swing less and less in the very powerful wind tearing at it. The Chain seems to chuckle quietly, and as you descend further you hear a soft whisper originating from within the Chain *ITSELF*. It says, " Welcome back some other time, stranger. Your company is always ... hmmm ... interesting. God Speed. " The chain extends further down through the now spreading clouds. ~ 79 4 5 D4 It seems to you that the Chain is dissolving again. Maybe it's just an illusion, but still ...! ~ ~ 0 -1 -1 D5 That way seems safe enough ... now. ~ ~ 0 -1 7914 S #7918 The Mighty Chain of Naris~ This place truly a splendid view of the WHOLE COUNTRY SIDE!!! A magnificent light shines upon you and the way up through the clouds is opened. Up there you can now see the Mansion of Naris, Residence of the Greater God Redferne. The chain beneath you seems to evaporate in the mustering clouds that surround you by now. ~ 79 4 5 D4 You see the sunny top of the clouds. Beyond these, the Mansion towers before your eyes. Beautiful!! ~ ~ 0 -1 7900 D5 You see nothing but the thick clouds. They've closed completely around the Chain. ~ ~ 0 -1 7917 S #7920 Free fall from the Chain~ This is probably the third worst place to be in this entire MUD right now. You fall . . . and fall . . . and fall . . . and HIT THE GROUND WITH SUCH A *SPLUTCH* that you die horribly, but instantly. Bye Cruel World. You've fallen, and you can't get up!!! ~ 79 4 0 S #8000 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D0 Somewhere off to the northeast you can see a pillar of light stretching up towards infinity. ~ ~ 0 -1 8080 D1 Somewhere off to the northeast you can see a pillar of light stretching up towards infinity. ~ ~ 0 -1 8001 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8010 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8002 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ S #8001 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. There is a strong smell of ozone here, probably caused by a circle of pale blue lightening, app. 2 yards diameter, which is hanging in the air 1 yd off the ground, revolving slowly around its vertical axis. ~ 80 0 2 D0 Somewhere off to the north you can see a pillar of light stretching up towards infinity. ~ ~ 0 -1 8071 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8002 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8011 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8000 D4 Looking through the circle, you see a swirling haze, occasion- ally coalescing into a peaceful meadow, or a clump of trees. It would be possible to jump through it with a running start, if one was careful not to touch the edges. ~ gate circle~ 0 -1 8903 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E lightening gate circle~ Looking through the circle, you see a swirling haze, occasion- ally coalescing into a peaceful meadow, or a clump of trees. ~ S #8002 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D0 To the north, you can see the top of what must be a _huge_ wall. ~ ~ 0 -1 8083 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8000 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8001 D2 To the south, you can see flickering light on the horizon. ~ ~ 0 -1 8015 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ S #8010 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. There is a large hole in the grid here. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8000 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8011 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8020 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8015 D5 The hole is slowly changing shape as the pattern moves, expan- ding and retracting, but never quite closing. It is quite dark. ~ ~ 0 -1 8101 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E hole~ The hole is slowly changing shape as the pattern moves, expan- ding and retracting, but never quite closing. It is quite dark. ~ S #8011 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8001 D1 Far away, near the horizon, you can see reflexes glittering off a glass road in the sky. ~ ~ 0 -1 8012 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8021 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8010 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ S #8012 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To your east, a wide crack gapes through the strange material, that covers the ground. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8001 D2 The glass stretches all the way to the horizon, along the fault- line. ~ ~ 0 -1 8022 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8011 D4 A staircase of transparent glass, only made visible through the numerous reflexes from the ground, reach up to a glass road that sweeps over the horizon to the south-west. ~ ~ 0 -1 8110 D5 Treacherous slabs of dull glass wih sharp edges provides a way down. One probably wouldn't be able to get back UP again, though! ~ ~ 0 -1 8120 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault~ It is deep and wide, with sparking root-like strands snaking out of the sides. Huge glassy slabs with sharp edges provides a treacherous and uncertain-looking way down. ~ S #8013 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To your west, a wide fault splits the glassy material. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8002 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8014 D2 The glass stretches all the way to the horizon, along the crack. ~ ~ 0 -1 8023 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault~ It is deep and wide, with sparking root-like strands snaking out of the sides. ~ S #8014 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D0 Near the horizon to the north, you can see the top of a _huge_ wall. ~ ~ 0 -1 8082 D1 You notice a flickering, multicoloured light on the horizon to the east. ~ ~ 0 -1 8015 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8023 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8013 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ S #8015 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. There is a tall beacon pole standing here, on top of which a powerful light strobes dizzyingly through the spectrum. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8002 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8010 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8024 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8014 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E pole beacon~ It is about one yd in diameter and 10 yds tall. It is made from polished metal, and look smooth and unclimbable. The light on top of it is too bright for you to make out the actual source. ~ S #8020 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8010 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8021 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8050 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8035 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ S #8021 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8011 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8022 D2 To the south, you can see the top of a huge pyramid, apparently standing on its tip. ~ ~ 0 -1 8041 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8020 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E pyramid~ It is pale blue, and quite smooth, but details are hard to work out at this distance. ~ S #8022 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To the east, a wide crack in the glass gapes hungrily. ~ 80 0 2 D0 You can see the reflexes off a glass road in the sky, swinging around from the north to the southeast.The crack continues to the north. ~ ~ 0 -1 8012 D2 The glass stretches all the way to the horizon, along the fault- line. ~ ~ 0 -1 8013 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8021 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault~ It is deep and wide, with sparking root-like strands snaking out of the sides. ~ S #8023 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To your west, a wide crack in the glass mars the otherwise perfect geometry of the place. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8013 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8014 D2 The glass stretches along the fault, all the way to the horizon. ~ ~ 0 -1 8033 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault~ It is deep and wide, with sparking root-like strands snaking out of the sides. ~ S #8024 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To the south, you can see the northern end of a wide fault in the glassy material, that covers the ground. ~ 80 0 2 D0 To the north, you can barely make out a flickering light on the horizon. ~ ~ 0 -1 8015 D1 To the east, you can follow the crack around its eastern side. ~ ~ 0 -1 8035 D3 To the west, you can see a wide expanse of glass along the faults western side. ~ ~ 0 -1 8034 D5 Wide slabs of broken, dull glass with sharp edges provide a way down amidst the debris. It is uncertain, however, whether they will provide a way up... ~ ~ 0 -1 8123 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. The shapes seem unusually un-geometrical here, as if they were not really only 3-dimensional. ~ E crack fault~ It is deep and wide, with sparking root-like strands snaking out of the sides. ~ S #8032 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To your east, a wide chasm opens in the glassy material, that cover the ground. A wooden log has been placed across it here. ~ 80 0 2 D0 The glass stretches along the crack, all the way to the horizon. ~ ~ 0 -1 8022 D1 A wooden log, doubling as a bridge, has been placed across the fault-line to the east. ~ ~ 0 -1 8130 D2 To the south, the crack vanishes in the distance, and towering above it, you can see the top of a large, pale-blue pyramid, apparently standing on its tip. ~ ~ 0 -1 8041 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8021 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault chasm~ It is deep and wide, with sparking root-like strands snaking out of the sides. ~ E log bridge~ There are a few green leaves on some twigs, still holding on. It looks rather incongruous, lying there. ~ S #8033 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To your west, a wide chasm opens in the glassy material, that cover the ground. A wooden log has been placed across it here. High above you, a vaguely-seen glass road stretches from north to south. ~ 80 0 2 D0 The glass stretches along the crack, all the way to the horizon. ~ ~ 0 -1 8023 D3 A wooden log, doubling as a bridge, has been placed across the fault-line to the west. ~ ~ 0 -1 8130 D2 To the south, the crack vanishes in the distance, and towering above it, you can see the top of a large, pale-blue pyramid, apparently standing on its tip. ~ ~ 0 -1 8043 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8034 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault chasm~ It is deep and wide, with sparking root-like strands snaking out of the sides. ~ E log bridge~ There are a few green leaves on some twigs, still holding on. It looks rather incongruous, lying there. ~ S #8034 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To the east, a narrow, but steep, crack opens in the ground. ~ 80 0 2 D0 The glass stretches all the way to the horizon, along the fault. ~ ~ 0 -1 8024 D2 The glass stretches along the fault, all the way to the horizon. ~ ~ 0 -1 8044 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8033 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault~ It is deep and narrow (though too wide to jump across..), with sparking root-like strands snaking out of the sides. ~ S #8035 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To the north-west, a narrow, but steep, crack opens in the strange, glassy material, that covers the ground. ~ 80 0 2 D0 The glass stretches all the way to the horizon, along the fault. ~ ~ 0 -1 8024 D3 The glass stretches along the fault, all the way to the horizon. ~ ~ 0 -1 8044 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8020 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8045 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault~ It is deep and narrow (though too wide to jump across..), with sparking root-like strands snaking out of the sides. ~ S #8041 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. Above you, to the south-east, towers a gigantic structure; a pale blue pyramid, several hundred meters tall, standing in- verted tip-to-tip on a smaller (some 10-20 meters tall) pyramid. ~ 80 0 2 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8021 D1 To the east, you can barely make out a vague shimmer on horizon. Also, a small, unidentifiable at this distance, object is lying near the shimmer. ~ ~ 0 -1 8032 D2 To the south, under the enormous overhang of the upper pyramid, the glassy surface continues to the horizon. ~ ~ 0 -1 8051 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8045 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E pyramid~ It looks flat out impossible, but never the less the larger pyramid is balanced, point-to-point, on the smaller. They are both polished smooth, pale blue, except at a point some 30 yds up on the larger one, where a black square hole provides en- trance for travelers on the glass road that reach it here. Where the pyramids intersect, they appear to be open to the air, the larger one only supported by four faintly-glowing girders. The pyramid is far too smooth to be climbable. ~ E road~ The glass road, hanging unsupported in the air, is only visible due to the light it sheds, reflecting the lines in the ground ~ S #8043 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To your west, a wide chasm opens in the glassy material, that cover the ground. Above you, southwest of you, towers a gigantic structure; a pale blue pyramid, several hundred meters tall, standing inverted tip-to- tip on a smaller (some 10-20 meters tall) pyramid. High above you, a vaguely-seen glass road stretches south, from a barely-seen opening in the upper pyramid. ~ 80 0 2 D0 The glass stretches along the crack, all the way to the horizon. ~ ~ 0 -1 8033 D2 The black surface stretches as far as you can see. ~ ~ 0 -1 8054 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8045 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E crack fault chasm~ It is deep and wide, with sparking root-like strands snaking out of the sides. ~ E pyramid~ It looks flat out impossible, but never the less the larger pyramid is balanced, point-to-point, on the smaller. They are both polished smooth, pale blue, except at a point some 30 yds up on the larger one, where a black square hole provides en- trance for travelers on the glass road that reach it here. Where the pyramids intersect, they appear to be open to the air, the larger one only supported by four faintly-glowing girders. The pyramid is far too smooth to be climbable. ~ E road~ The glass road, hanging unsupported in the air, is only visible due to the light it sheds, reflecting the lines in the ground ~ S #8044 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To the north, you can see the southern end of a wide fault in the glassy material that covers the ground. ~ 80 0 2 D2 For as far as your eye can see, the glassy surface continues un- broken. ~ ~ 0 -1 8054 D1 To the east, you can follow the crack around its eastern side. ~ ~ 0 -1 8035 D2 To the west, you can see a wide expanse of glass along the faults western side. ~ ~ 0 -1 8034 D5 Wide slabs of broken, dull glass with sharp edges provide a way down amidst the debris. It is uncertain, however, whether they will provide a way up... ~ ~ 0 -1 8124 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. The shapes seem unusually un-geometrical here, as if they were not really only 3-dimensional. ~ E crack fault~ It is deep and wide, with sparking root-like strands snaking out of the sides. ~ S #8045 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D1 To the east you can see the top of a pyramid, standing inverted for some strange reason... or perhaps you are hallucinating? ~ ~ 0 -1 8041 D2 Far to the south you can see the corner of a _very_ tall wall. ~ ~ 0 -1 8083 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8035 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8043 D5 There is a small square trapdoor in the pattern here. It doesn't change shape at all, as opposed to the rest of the pattern. ~ trapdoor door~ 1 8100 8150 E lines patterns web~ The patterns swirl and change all about you, except for one square that remains black and unchanging. ~ E square~ It looks like a trapdoor. There even is a rather small and inconspicuous handle set in it next to a tiny keyhole. ~ S #8050 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D1 Far to the east (ENE, actually) you can see a corner of a large pale-blue pyramid, standing top downwards, as far as you can see... ~ ~ 0 -1 8051 D3 For as far as you can see (which isn't more than at most 1/2 mile) the black glass stretches unbroken. ~ ~ 0 -1 8053 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8020 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8080 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ S #8051 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. Above you, to the north-east, towers a gigantic structure; a pale blue pyramid, several hundred meters tall, standing in- verted tip-to-tip on a smaller (some 10-20 meters tall) pyramid. High above you, a glass road only faintly seen sweeps to the northeast and the south. ~ 80 0 2 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8061 D1 To the east, under the enormous overhang of the upper pyramid, the glassy surface continues. To the south-east, some crystal- line structures sparkle prettily. ~ ~ 0 -1 8052 D0 To the north, under the enormous overhang of the upper pyramid, the glassy surface continues to the horizon. ~ ~ 0 -1 8041 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8050 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E pyramid~ It looks flat out impossible, but never the less the larger pyramid is balanced, point-to-point, on the smaller. They are both polished smooth, pale blue, except at a point some 30 yds up on the larger one, where a black square hole provides en- trance for travelers on the glass road that reach it here. Where the pyramids intersect, they appear to be open to the air, the larger one only supported by four faintly-glowing girders. The pyramid is far too smooth to be climbable. ~ E road~ The glass road, hanging unsupported in the air, is only visible due to the light it sheds, reflecting the lines in the ground. ~ S #8052 Main Matrix~ You are standing between the base of the lower pyramid (to the north) and the crystalline structures (to the south). The upper pyramid looms over you in a way that gives you severe doubts about the wisdom of standing underneath what looks like a million tons, balanced on a point... ~ 80 0 2 D1 Beyond the crystal trees to the east, you can see the corner of a HUGE wall, stretching south and further east. ~ ~ 0 -1 8053 D2 You see a tangled mass of crystalline structures blocking your way. Many of them looks broken, and shards of crystal litter the ground. ~ ~ 0 -1 -1 D3 The black glass stretches out beyond the pyramid and the crystals, all the way to the horizon. ~ ~ 0 -1 8051 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E structure structures trees tree~ They look like trees, a bit too regular and balanced though (off course, the amount of debris cluttering the ground suggests that all the _im_-balanced ones have shattered too the ground...). ~ E pyramid~ It looks flat out impossible, but never the less the larger pyramid is balanced, point-to-point, on the smaller. Where the pyramids intersect, they appear to be open to the air, the larger one only supported by four faintly-glowing girders. The pyramid is far too smooth to be climbable. ~ S #8053 Main Matrix~ You are standing next to the immensely tall wall, stretching out over the horizon to the east and west. Some ten yds up the wall begins a steel-girder staircase, looking like a fire-escape, only a bit too high. It continues all the vay to the top off the wall, several hundred yds above. ~ 80 0 2 D0 The glass stretches off to the horizon. ~ ~ 0 -1 8054 D1 The expanse of glass continues as far as you can see. ~ ~ 0 -1 8050 D3 Beyond the wall to the south-west you can see a glittering, like reflexes in some crystal. ~ ~ 0 -1 8052 D4 There is much too high for you to jump all the way up to the stair- case there. ~ ~ 0 -1 -1 E wall~ It is metallic-looking, very smooth and immensely high. ~ E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E stairs staircase~ It is made from thin steel girders, looking much too frail to support your weight. ~ S #8054 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D2 Far in the distance to the south, you can see the top of a huge wall, going from a corner to the southeast over the horizon in the southwest ~ ~ 0 -1 8053 D3 To the west, you can see the top of a great pale-blue pyramid, appa- rently standing on its tip. ~ ~ 0 -1 8043 D0 The glass stretches all the way to the horizon. ~ ~ 0 -1 8044 D1 The glass stretches all the way to the horizon. ~ ~ 0 -1 8080 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ S #8061 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. To the east, some crystalline structures, looking like glass trees, bars your way. ~ 80 0 2 D0 Far to the north (NNW, actually) you can see a corner of a large pale-blue pyramid, standing top downwards, as far as you can see... ~ ~ 0 -1 8051 D1 You see a tangled mass of crystalline structures blocking your way. Many of them looks broken, and shards of crystal litter the ground. ~ ~ 0 -1 -1 D2 The glass stretches all the way to the horizon. Far to the south- east, beyond the crystal structures, you glimpse the top of a huge wall. ~ ~ 0 -1 8072 D3 Somewhere off to the southwest you can see a pillar of light stretching up towards infinity. ~ ~ 0 -1 8071 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ E structure structures trees tree~ They look like trees, a bit too regular and balanced though (off course, the amount of debris cluttering the ground suggests that all the _im_-balanced ones have shattered too the ground...). ~ S #8071 Main Matrix~ You are standing on the glass surface next to a tower thrusting up from a steep hole. A narrow bridge leads across what is essentially a moat, across to a wide gate in the tower wall. ~ 80 0 2 D0 The black glassy surface stretches for as far as you can see. ~ ~ 0 -1 8061 D1 Near the horizon you can see the top of a huge wall, stretching north and south. To the north it disappears beyond some crystalline structures, to the south it continues past the horizon. ~ ~ 0 -1 8072 D2 The glassy surface stretches south for as far as you can see. ~ ~ 0 -1 8001 D3 Through the door you can see nothing but a grey fog, shot through occa- sionally with red lightening. A faint wailing can be heard, as from souls in mortal agony. ~ gate door~ 1 -1 -1 E door gate~ The doors lie in shadow, but you can easily make out the large letters on them, written in a truly disgusting neon purple colour. ~ E letters~ ====================================== POWERTOWER AUTHORIZED PERSONNEL ONLY DATABASE IS DOWN ! D O N O T E N T E R ! ====================================== You can see that it has been written using a letter template and an unusually nasty-coloured spray paint. ~ E figure guard guardian person~ You can't make out details at this distance. ~ E road bridge~ The glass road, hanging unsupported in the air, is only visible due to the light it sheds, reflecting the lines in the ground. ~ E tower~ The tower is made from the same material as the rest of the matrix; looking closer you can see that the matrix just dips down into the moat- like hole, then thrusts up as the tower walls. The lines and patterns continue down the hole and up the tower, but they are much more twisted and convoluted here. Near the top of the tower there is a balcony, and from the flat roof a glass bridge or road leads away, over the horizon to the northeast. You can barely make out a guardian-like figure standing on the top. ~ S #8072 Main Matrix~ You are standing beneath a huge gate, set into an even higher wall. It must be at least 300 yds tall! The gates are some 50 yds high, and there is no wall above them. ~ 80 0 2 D0 The way directly to the north along the wall is blocked by some crystalline structures. To the west of those the glassy expanse continues as far as you can see. ~ ~ 0 -1 8061 D1 The gates are much too high to jump over (I mean, 50 yds? Come ON!). ~ ~ 0 -1 -1 D2 The glassy expanse continues south along the wall. ~ ~ 0 -1 8082 D3 Far to the west you can see a soaring pillar of light, stretching up from a small tower. ~ ~ 0 -1 8071 E wall~ It is metallic-looking, very smooth and immensely high. ~ S #8080 Main Matrix~ You are standing on what appears to be an expanse of black glass. Beneath your feet perfectly straight lines form enormous, web-like patterns, glowing with a bluish-green light. The sky is a uniform pale grey, and the horizon seem to be much too close. ~ 80 0 2 D0 Somewhere off to the northeast you can see a pillar of light stretching up towards infinity. ~ ~ 0 -1 8050 D1 Far to the east you can see the top of a _really_ high wall, and somewhere off to the northeast you can see a pillar of light stretching up towards infinity. ~ ~ 0 -1 8082 D2 The glass stretches all the way to the horizon. ~ ~ 0 -1 8000 D3 The glass stretches all the way to the horizon. ~ ~ 0 -1 8054 E lines patterns web~ The lines seem to be shifting slowly, twisting from squares, to hexagons, to twisted irregular shapes, and back. ~ S #8082 Main Matrix~ You are standing beneath a huge gate, set into an even higher wall. It must be at least 300 yds tall! The gates are some 50 yds high, and there is no wall above them. ~ 80 0 2 D0 The glassy expanse continues north along the wall. ~ ~ 0 -1 8061 D1 The gates are much too high to jump over (I mean, 50 yds? Come ON!). ~ ~ 0 -1 -1 D2 The glassy expanse continues south for as far as you can see. ~ ~ 0 -1 8014 D3 The glassy expanse continues south for as far as you can see. ~ ~ 0 -1 8080 E wall~ It is metallic-looking, very smooth and immensely high. ~ S #8083 Main Matrix~ You are standing under the the highest wall you've ever seen. From where you stand, near the south-eastern corner, a slope leads up to a wide portal set in the south wall, some 40 yds up. ~ 80 0 2 D0 Around the corner, the glass stretches along the wall beyond the horizon. ~ ~ 0 -1 8053 D1 The glassy expanse continues for as far as you can see. ~ ~ 0 -1 8045 D2 The glassy expanse continues for as far as you can see. ~ ~ 0 -1 8002 D3 The slope leads up to a portal, through which you can see a swirling grey fog, shot through with lightening. Occasionally a tendril of fog snakes out, looking as if sniffing, then withdraws with a shudder. From within, a faint wailing can be heard, as if from souls in agony. ~ ~ 0 -1 -1 E wall~ It is metallic-looking, very smooth and immensely high. ~ E gate portal slope~ The slope leads up to a portal, through which you can see a swirling grey fog, shot through with red lightening. Occasionally a tendril of fog snakes out, looking as if sniffing, then withdraws with a shudder. From within, a faint wailing can be heard, as if from souls in agony. ~ S #8101 The trash dump~ You are standing knee-deep in a pile of assorted debris, cardboard- like scraps and needle-like bits of bent metal. The room is in fact a part of a curving corridor, going east and south. ~ 81 9 0 D1 The corridor continues turning right as long as your light reaches. It looks cleaner that way. ~ ~ 0 -1 8102 D2 The corridor continues turning left as long as you can see. There are no more debris a short stretch down this corridor. ~ ~ 0 -1 8103 D4 There is a small hole high above you, barely reachable from the top of the largest pile of trash. ~ ~ 0 -1 8010 E hole~ It appears to be changing shape continually, widening and narrowing, though never quite closing. ~ E debris junk cardboard needle~ It is obviously totally useless, even if you do not understand what it actually is. ~ S #8102 The ring~ You are standing in a curving corridor, going south and west. Skeletons and pieces of skeletons, clad in once-bright tatters, are stapled to the wall on the outside of the curve. ~ 81 9 0 D2 The corridor continues to curve right for as long as your light reaches. ~ ~ 0 -1 8104 D3 For as long as you can see, the corridor keeps turning left. ~ ~ 0 -1 8101 E skeleton skeletons bones~ The skeletons are, upon closer examination, actually made from glass, by someone obviously good at what he does. Their clothes are coarsely woven from spun glass. ~ S #8103 The ring~ You are standing in a curving corridor, going north and east. Skeletons and pieces of skeletons, clad in once-bright tatters, are stapled to the wall on the outside of the curve. ~ 81 9 0 D0 The corridor continues to curve right for as long as your light reaches. ~ ~ 0 -1 8101 D1 For as long as you can see, the corridor keeps turning left. ~ ~ 0 -1 8104 E skeleton skeletons bones~ The skeletons are, upon closer examination, actually made from glass, by someone obviously good at what he does. Their clothes are coarsely woven from spun glass. ~ S #8104 The ring~ You are standing in a long corridor, curving north and west. There is a noticeable layer of fine dust covering everything here. The grey-painted walls are flaking, revealing more of the glass-like material that also covers the ground above. There is a wide crack in the ceiling above, but it is too high for you to reach. ~ 81 9 0 D0 The corridor continues to curve left for as long as your light reaches. ~ ~ 0 -1 8102 D3 For as long as you can see, the corridor keeps turning right. ~ ~ 0 -1 8103 E walls wall glass~ There is something written on the glass-like material in faintly glowing blue letters, only partially covered by the paint. ~ E writing letters~ The letters look familiar enough, but the text is wholly incomprehensible: ... :=P^; Q^.N:=P^.N; Q^.P:=P; I ... and ... B087 A0 72C0 34760F 0A ... Perhaps it is some strange and ancient magic? ~ S #8110 The glass road~ You are standing on a glass road, suspended from nothing some 40 yds off the ground. The road ends here, connecting to a winding glass staircase leading down. It continues south, curving right as it passes the southern horizon. ~ 81 0 2 D5 You feel dizzy... ~ ~ 0 -1 8012 D2 The barely visible road continues south, where, over the horizon, you can see the top of a great pale-blue pyramid, apparently standing on its tip. ~ ~ 0 -1 8111 E road~ The road is only visible inasmuch as it reflects you and the ground below. It is somewhat disconcerting to see 40 yds of nothing between one's feet and the ground. ~ E ground horizon matrix~ Far below you, the Main Matrix spreads in all its splendour. The glowing lines make out gigantic, intricate and completely incompre- hensible patterns, constantly shifting and changing. The beauty is only marred by the wide crack in the glass-like material starting some half-mile to the north, going south right underneath where you stand. ~ S #8111 The glass road~ You are standing on a glass road, suspended from nothing some 100 yds off the ground. The road continues north and south, curving left as it passes the northern horizon. ~ 81 0 2 D0 Near the horizon, it looks as if the road connects to a glass staircase. ~ ~ 0 -1 8110 D2 The barely visible road continues south, where, over the horizon, you can see the top of a great pale-blue pyramid, apparently standing on its tip. ~ ~ 0 -1 8112 E road~ The road is only visible inasmuch as it reflects you and the ground below. It is somewhat disconcerting to see 100 yds of nothing between one's feet and the ground. ~ E ground horizon matrix~ Far below you, the Main Matrix spreads in all its splendour. The glowing lines make out gigantic, intricate and completely incompre- hensible patterns, constantly shifting and changing. The beauty is only marred by the wide crack in the glass-like material going from north to south, about one-half mile to your west. ~ S #8112 The glass road~ You are standing on a glass road, suspended from nothing some 300 yds off the ground. The road leads to a wide square opening in the side of a great, pale-blue inverted pyramid to the south. Some two yards into the opening is a wide double door, made from metal. The road continues north, sweeping over the horizon. ~ 81 0 2 D0 ~ ~ 0 -1 8110 D2 Through the door you can see nothing but a grey fog, shot through occa- sionally with red lightening. A faint wailing can be heard, as from souls in mortal agony. ~ door~ 1 -1 8999 E road~ The road is only visible inasmuch as it reflects you and the ground below. It is somewhat disconcerting to see 100 yds of nothing between one's feet and the ground. ~ E ground horizon matrix~ Far below you, the Main Matrix spreads in all its splendour. The glowing lines make out gigantic, intricate and completely incompre- hensible patterns, constantly shifting and changing. The beauty is only marred by the wide crack in the glass-like material going from north to south, about one-half mile to your west. ~ E door opening~ The doors lie in shadow, but you can easily make out the large letters on them, written in a truly disgusting neon purple colour. There is a large lever on the right-hand side. ~ E letters writing~ ======================================= LEVEL 10 UPPER I.C.E. (INTRUSION COUNTERMEASURES ELECTRONICS) DATABASE IS DOWN ! D O N O T E N T E R ! ======================================= You can see that it has been written using a letter template and an un- usually nasty-coloured spray paint. ~ S #8120 The matrix fault~ You are standing on the bottom of a wide crack in the matrix, going north and south. The sides of the fault are alive with writhing worm-like things, snaking out from the cracked glass, sparking madly. To your west, a pile of great slabs of glass has fallen into a jumble beside the wall. They are much too large and sharp-edged for you to lose your precious fingers on! To the south, there is at least four yards between the furthest reaches of the worm-like strands, but to the north, the crack narrows to a point where it is impossible to pass. ~ 81 0 2 D2 The fault zig-zags out of sight to the south, with plenty of clearing between the sparks and good, even footing. ~ ~ 0 -1 8121 D5 Between two large slabs of glass, there is a narrow chute, leading _very_ steeply down into darkness. ~ ~ 0 -1 8104 E slabs glass wall~ Between two large slabs of glass, there is a narrow chute, leading _very_ steeply down into darkness. ~ E strands worm~ They are made from some milky-white, shiny material, and when you really look at them, you realize that they are not alive at all, the force of the sparks that erupt whenever they touch each other is sufficient to keep them waving about. Those sparks must be nasty! ~ S #8121 The matrix fault~ You are standing on the bottom of a wide crack, going north-south through the matrix. The sides of the fault are alive with writhing worm-like things, snaking out from the cracked glass, sparking madly. High above you, a wooden log has been placed across the chasm. ~ 81 0 2 D2 The fault zig-zags out of sight to the south, with plenty of clearing between the sparks and good, even footing. ~ ~ 0 -1 8122 D0 The fault zig-zags out of sight to the north, with plenty of clearing between the sparks and good, even footing. ~ ~ 0 -1 8120 E strands worm~ They are made from some milky-white, shiny material, and when you really look at them, you realize that they are not alive at all, the force of the sparks that erupt whenever they touch each other is sufficient to keep them waving about. Those sparks must be nasty! ~ E bridge log~ It is much too high for you to climb or jump up there. ~ S #8122 The matrix fault~ You are standing on the bottom of a wide crack in the matrix, going north and south. The sides of the fault are alive with writhing worm-like things, snaking out from the cracked glass, sparking madly. To the south, a pale blue wall cuts across the fault. It is part of a pyramid, extending down into the ground even below the present depth. High above you, to the south, the wall of another, larger pyramid, this one apparently standing on the tip of the smaller one, looms ominously. ~ 81 0 2 D0 The fault zig-zags out of sight to the north, with plenty of clearing between the sparks and good, even footing. ~ ~ 0 -1 8121 D2 There is a large tear in the pyramid's wall, about one half yard above your present level. Beside the tear, something is written in unpleasantly purple letters. ~ ~ 0 -1 -1 E tear letters writing~ Looking closer, you can see that the letters have been spray-painted on the wall, using a letter template: ==================================== LEVEL -4 PERMANENT STORAGE LEVEL DATABASE IS DOWN ! D O N O T E N T E R ! ==================================== Looking in through the tear, you see only a grey fog, shot through with red lightening. A faint wailing, as from souls in agony, is occasionally heard from within. ~ E strands worm~ They are made from some milky-white, shiny material, and when you really look at them, you realize that they are not alive at all, the force of the sparks that erupt whenever they touch each other is sufficient to keep them waving about. Those sparks must be nasty! ~ S #8123 The matrix fault~ You are standing at the northern end, on the bottom of a wide crack in the matrix, going south. The sides of the fault are alive with writhing worm-like things, snaking out from the cracked glass, sparking madly. At the end of the fault, to the north, a pile of great slabs of glass has fallen into a jumble beside the wall. They are much too large and sharp-edged for you to climb and lose your precious fingers on! To the south, there is at least four yards between the furthest reaches of the worm-like strands.. ~ 81 0 2 D2 The fault zig-zags out of sight to the south, with plenty of clearing between the sparks even if one has to jump from broken slab to broken slab, catching one's balance whenever the treacherous slabs move under one's feet. ~ ~ 0 -1 8124 E strands worm~ They are made from some milky-white, shiny material, and when you really look at them, you realize that they are not alive at all, the force of the sparks that erupt whenever they touch each other is sufficient to keep them waving about. Those sparks must be nasty! ~ S #8124 The matrix fault~ You are standing on the bottom of a wide crack in the matrix, going north and south. The sides of the fault are alive with writhing worm-like things, snaking out from the cracked glass, sparking madly. Surrounding to all sides but north, a pile of great slabs of glass has fallen into a jumble beside the wall. They are much too large and sharp-edged for you to climb and lose your precious fingers on! To the north, there is at least four yards between the furthest reaches of the worm-like strands, but to the south, the crack narrows to a point where it is impossible to pass. ~ 81 0 2 D0 The fault zig-zags out of sight to the north, with plenty of clearing between the sparks even if one has to jump from broken slab to broken slab, catching one's balance whenever the treacherous slabs move under one's feet. ~ ~ 0 -1 8123 D1 Between two large slabs of glass, standing balanced against each other, there is a natural-looking tunnel leading east. The purple glow from within the tunnel, however, is anything but natural-looking... ~ ~ 0 -1 8150 D3 Between two large slabs of glass, there is a narrow chute, sloping gently west, down into the dark. ~ ~ 0 -1 8140 E slabs pile walls~ Looking around, you find two tunnels: one small and dark, sloping down to the west, the other larger, going east. ~ S #8130 The log bridge~ You are standing on wooden log, placed from the west to the east side of the wide fault in the matrix. The fault seems alive with madly swishing worm-like tendrils, snaking out of the sides. Only a path some 4 yds wide on the bottom seems to be out of their reach. ~ 81 0 2 D1 A wide expanse of lined and glow-patterned glass stretches before you. ~ ~ 0 -1 8033 D3 The Matrix continues all the way to the horizon. ~ ~ 0 -1 8032 D5 Looking down, you experience some vertigo as the log rolls slightly under your feet. There is some 10 yards to the bottom, but if you jump from the center of the log, you can avoid touching the flailing tendrils, that cover the sides of the fault. ~ ~ 0 -1 8121 E strands tendrils~ They are made from some milky-white, shiny material, and when you really look at them, you realize that they are not alive at all, the force of the sparks that erupt whenever they touch each other is sufficient to keep them waving about. Those sparks must be nasty! ~ E log bridge~ There are a few green leaves on some twigs, still holding on. It looks rather incongruous, lying there, but you decide that its better than nothing for keeping you _over_ those strands... ~ S #8140 The deep cave~ You are standing knee-deep in cold water, flowing into this cave from some unknown direction, but obviously leaving through a low-ceilinged tunnel to the south. To the west a tunnel slopes up out of the water. ~ 81 9 0 D1 At the far end of the tunnel, you seem to be able to make out a faint light. ~ ~ 0 -1 8124 E tunnel~ The tunnel south is barred by a strong grille, on which a sign is fixed securely. ~ E water~ It is very cold, you can feel your feet growing numb. ~ E sign text letters~ On the sign is written in atrocious purple letters: ==================================== N O E N T R Y ACCESS TEMPORARILY CLOSED SECTOR UNDER REPAIR / MATRIX CONTROL ==================================== It is apparently written using spray-paint and a letter template. ~ S #8150 The cave~ This is the Daemon's Lair. It is suffused in a purple glow from the myriad multishaped and -sized screens covering most of three walls. There is a rung ladder on the only uncluttered wall, going up through a shaft in the ceiling. There is an easy chair, a rumpled bed and a table piled high with yestercycle's dirty dishes. In the wall to the west, a tunnel leads out to the Matrix Fault. ~ 81 8 0 D3 You can see faint sparking out there. ~ ~ 0 -1 8124 D4 Looking up the shaft, you see a trapdoor some four or five yards up, with a heavy lock on it. ~ trapdoor door~ 1 8100 8045 E lock trap trapdoor door~ There is a heavy lock hanging on it, but fortunately it is unlocked. ~ E screens glow screen~ The purple glowing screens are in many different shapes and sizes. They all display some line-drawing moving about in apparent con- fusion, except some few that are merely black. Some of the line- drawings are very confusing, and when one tries to look closer, the eyes start to hurt. They definitely don't look as if they belong in either 2- or 3-space. ~ S #8901 The holy grove~ You are standing amidst the ancient oaks and poplars in the holy grove. You can feel a strange sensation of contendedness and relief seeping through You, as if great burdens have been lifted from Your shoulders. From here, friendly- looking paths lead east and south. ~ 89 0 3 D1 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 8902 D2 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 8904 S #8902 The holy grove~ You are standing amidst the ancient oaks and poplars in the holy grove. You feel unusually happy here, as if great burdens have been lifted from Your shoulders. From here, pleasant-looking paths lead east, west and south. ~ 89 0 3 D1 The path wind its way through the tall trees, towards a clearing faintly seen. ~ ~ 0 -1 8903 D3 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 8901 D2 The path wind its way through the tall trees, towards an open area barely visible in the distance. ~ ~ 0 -1 8905 S #8903 A clearing in the woods~ You are standing in a clearing in the light woods. Somehow, this place seems powerfully DIFFERENT from the rest of the forest, as if something is severely strained in the fabric of reality here. You can feel an unpleasant tension, coming, perhaps, from the strange stone portal set in the middle of the clearing, to the east of you. ~ 89 4 3 D0 A small, narrow path winds north, and is quickly lost in the bushes. It looks quite a wilderness there! ~ ~ 0 -1 6019 D1 Through the portal You can see a strange, alien landscape under a leaden-gray sky. Strange patterns of light flow through portal at You. You feel badly out of place. ~ ~ 0 -1 8001 D2 There is a path winding its way south through the tall poplars, disapppearing out of sight some 100 yds. away. ~ ~ 0 -1 8906 D3 There is a friendly-looking path leading west through the tall trees. ~ ~ 0 -1 8902 E portal stone~ The portal is a 3 yds diameter circle of granite. The sides are square, and about 20" thick. On the inside of the circle flickers an eerie blue lighte- ning, bound by the portal but never quite touching it. The portal is set on a solid slab of marble in the middle of the clearing. Through it, you can see an alien landscape under a leaden grey sky. ~ S #8904 The holy grove~ You are standing amidst the ancient oaks and poplars in the holy grove. You feel calm and relaxed here, as if great burdens have been lifted from Your shoulders. From here, pleasant-looking paths lead east, north and south. To the west, through the trees, You can see the road to Midgaard. ~ 89 4 3 D1 The path wind its way through the tall trees, towards a clearing faintly seen. ~ ~ 0 -1 8905 D0 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 8901 D2 The path wind its way through the tall trees, into the grove. ~ ~ 0 -1 8907 D3 Through the trees, you can see the Midgaard road. Far to the west, You can barely glimpse the tall walls and the chimney-smokes of the city itself. ~ ~ 0 -1 3502 S #8905 The sacred glade~ You are standing in the middle of the sacred glades, where the citizens of Midgaard come to celebrate the spring, where farmers give thanks for bountiful harvest in the fall, and where lovers stroll in summer. You feel seasons of remembered happiness and joy taking Your sorrows and worries away from You, leaving You calm and invigorated, ready for the world. Paths lead into the holy grove to the east, north and west, while to the south a wide, sunny field slopes down to a sparkling lake. ~ 89 0 3 D0 The path wind its way north, disappearing through the tall trees. ~ ~ 0 -1 8902 D1 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 8906 D3 The path wind its way west between stately poplars and oaks. ~ ~ 0 -1 8904 D2 To the south, a wide, sunny field stretch out, sloping down towards a brightly glittering lake. ~ ~ 0 -1 8908 S #8906 The holy grove~ You are standing amidst the ancient oaks and poplars in the holy grove. You can feel a strange sensation of joy and calm seeping through You, as if great burdens have been lifted from Your shoulders. To the south, You glimpse an open area through the trees, while paths lead away north and west. ~ 89 0 3 D0 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 8903 D3 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 8905 D2 To the south, just beyond the trees, You can see a wide green lawn, and past the lawn, a softly shimmering, rainbow-colored mansion. ~ ~ 0 -1 8909 E mansion~ The mansion is a sprawling, two-storey affair with three wings, where the top of one wing serves as balcony. The walls look as marble would do, if marble changed color slowly, continuously, through the entire spectrum. There are large windows all over the house. ~ S #8907 The holy grove~ You are standing amidst the tall, majestic trees in the southern end of the holy grove. Paths lead north and east. To the east, You can see a wide, open field, sloping gently down towards a bright, glittering lake. Somehow, here you feel an inexplicable happiness, as if the world's troubles no longer really matter to you. ~ 89 0 3 D0 The path leading north is soon lost out of sight amongst the ancient oaks and poplars. ~ ~ 0 -1 8904 D1 To the east, the path leads out into a wide, sunny summer's field, sloping south towards a bautiful lake. Past the field You can see a stately mansion, shimmering gently in all the rainbow's colours. ~ ~ 0 -1 8908 E mansion~ The mansion is a sprawling, two-storey affair with three wings, where the top of one wing serves as balcony. The walls look as marble would do, if marble changed color slowly, continuously, through the entire spectrum. There are large windows all over the house. ~ S #8908 The sunny field~ You are standing in the middle of a wide, summery, sunlit field. There is a fragrance of spring in the air, a sound of summer and a feeling of eternal saturday afternoon. To the south is a clear, sparkling lake, and to the north and west is the holy grove. In the wood's edge, to the east, is a stately man- sion, shimmering softly through the colors of the rainbow. You feel as if You could spend the rest of your life here, lying on your back and looking at the patterns of the clouds as they gently drift across the sky. ~ 89 8 2 D0 There is a path leading north towards the sacred glade. ~ ~ 0 -1 8905 D1 To the east, You can see the rainbow-colored mansion, shimmering like some- thing out of this world. ~ ~ 0 -1 8919 D3 There is a small path leading into the woods to the west. ~ ~ 0 -1 8907 E mansion~ The mansion is a sprawling, two-storey affair with three wings, where the top of one wing serves as balcony. The walls look as marble would do, if marble changed color slowly, continuously, through the entire spectrum. There are large windows all over the house. There is a terrace in front of the house, next to the low wing, which is almost completely windows. ~ S #8909 The croquet lawn~ You are standing on a immaculately manicured green lawn, the kind you only get after 200 years of meticulous work. There is a winding stone path leading from the wood's edge to the north, to the softly shimmering, rainbow-colored mansion to the south. This place enjoys a perpetual cool, sunny summers after- noon. ~ 89 4 2 D0 To the north, the winding stone path leads into the holy grove. ~ ~ 0 -1 8906 D2 To the south, the path leads straight up to the front door of the mansion. ~ door~ 1 -1 8910 E mansion~ The mansion is a sprawling, two-storey affair with three wings, where the top of one wing serves as balcony. The walls look as marble would do, if marble changed color slowly, continuously, through the entire spectrum. There are large windows all over the house. ~ S #8910 The foyer~ You are standing in the foyer of Dragon's mansion. The wide double door to the croquet lawn is to the north, flanked by large windows. There is a wide oaken staircase up to the first floor, and a smaller one down to the cellar. The walls are all oak panelled, and hung with strange paintings. There is a door in the south wall. ~ 89 12 0 D0 Through the windows next to the door you can see the croquet lawn, bathed in afternoon sunlight. ~ door~ 1 -1 8909 D2 ~ door~ 1 -1 8911 D3 The staircase up is lined with more strange paintings. The stairs fade out of existence some 20 steps up. ~ ~ 0 -1 -1 D4 Down the stairwell You can see a flickering light. There are no steps down. ~ ~ 0 -1 -1 E painting paintings~ They are strange indeed, works of breathtaking precision depicting obviously impossible motifs, like a sky filled with headless men, all dressed in some black costume (including hats), or a lady standing, blue from the waist up, or some pieces of plankwood that seems to be melting away like snow, or a night sky with a dove-shaped hole of bright daysky in the middle. ~ S #8911 The hallway~ You are in the north end of a connecting hallway, tastefully decorated with oak paneling and the coat-of-arms of various famous nobles hung on the walls. The hallway leads south, and there is a door in the eastern wall. ~ 89 8 0 D0 ~ door~ 1 -1 8910 D1 ~ door~ 2 8001 8912 D2 ~ ~ 0 -1 8913 S #8912 The blue room~ You are in the blue room, one of the guest rooms in Dragon's mansion. The walls are (surprise!) blue, and the rest of the room is decorated in similar shades, producing a very nice, cool effect. There is a large bed and a matching set of sofas, easy-chairs and a coffee table. Through the venetian blinds in front of the large east window you can see the edge of the grove. ~ 89 520 0 D3 ~ door~ 2 8001 8911 S #8913 The hallway~ You are standing in the south end of the hallway. There are doors in the elegant oak-panelled walls to the south, east and west. Many different coat-of-arms adorn the walls here. ~ 89 8 0 D0 ~ ~ 0 -1 8911 D1 ~ door~ 2 8002 8914 D2 ~ door~ 1 -1 8915 D3 ~ door~ 1 -1 8916 S #8914 The red room~ You are in the red room, one of the guest rooms in Dragons's mansion. The walls are wallpapered a deep warm red, and dark mahogany panelling nicely com- plements them. There is a large, warm waterbed and a sofa group in dark wood with leather upholstery, including a coffee table. Heavy brown curtains are pulled away from the wide windows, to reveal a nice view towards the grove. ~ 89 520 0 D3 ~ door~ 2 8002 8913 S #8915 The kitchen~ You are standing in the middle of Dragon's kitchen. Contrary to popular belief, He *Doesn't* eat virgins, which is amply demonstrated by the large variety of foodstuffs found here on the shelves. There are numerous cans of tomatoes, peas, corn etc., vines of garlic, a *Huge* array of small spice jars along several shelves and a large combo refrigerator/freezer. A big oven and stove is lurking in a corner. There is some proof here that Dragon is a less than meticulous housekeeper... There are doors to the north and west. ~ 89 8 0 D0 ~ door~ 1 -1 8913 D3 ~ door~ 1 -1 8918 S #8916 The ballroom~ You are standing in the middle of a vast palisander floor. This is where Dragon entertains large number of guests, but the cloth-covered chairs standing forlornly in a corner suggests that this does not happen often. There are doors in the south and west walls, while to the east there is a short corridor to the greenhouse. ~ 89 8 0 D1 ~ door~ 1 -1 8913 D2 ~ door~ 1 -1 8918 D3 ~ door~ 0 -1 8917 S #8917 The greenhouse~ This is Dragons' greenhouse. Green light filters in slantwise through the plants, giving the room a subtropical ambience. It is not really hot in here, though, rather a pleasantly warm temperature. The walls are all windows, except the eastern one joining the greenhouse to the main building, but it is hard to see out for all the greenery here. There is a set of easy-chairs and a glass coffee table. To the south, there is a wide double door out to a sunlit terrace. ~ 89 520 0 D1 ~ ~ 0 -1 8916 D2 ~ door~ 1 -1 8919 S #8918 The dining hall~ This is Dragons' dining hall. There is a large long solid oak table, seating at least 24, with heavy, wooden chairs to match. The oak panel walls are filled with paintings. There are doors to the north and east, and to the west there is a wide double door opening out onto the sunlit terrace. ~ 89 8 0 D0 ~ door~ 1 -1 8916 D1 ~ door~ 1 -1 8915 D3 ~ wide door~ 1 -1 8919 E painting paintings~ There are many, many beautiful paintings of famous dragons of history and literature. There is a big one of Smaug, a group picture of Cuspidorian Toxic Dragons, a rather fearsome picture of norse Chaos incarnate, a grainy black- and-white photograph of Vorgulremik the Steel Dragon, a romantic picture of Dalvenjah the Mindijaran and Allan the man become dragon. There are three empty frames labeled 'The Chimerical', 'The Mythical' and 'The Hypothetical', A panoramic picture of Strabo flying between the worlds dominate one wall, while a dragons-eye view of Pern (with dragons in the foreground, of course) fills another. There even are a few rare medieval renditions of the great beast of the Revelation. Over the head of the table hangs a rather modest portrait of a silver Dragon, sparkling with blue lightening, looking amused. ~ S #8919 The terrace~ You are standing on a sunlit terrace in front of Dragon's mansion. To the west, there is a splendid view over the field down over the lake. To the north is the greenhouse, its large windowpanes shimmering with weird and wonderful colors, while a double door leads into the house proper to the east. It is warm and calm here. There is a white-painted table with a parasol here, together with a matched set of chairs. ~ 89 12 0 D0 ~ door~ 1 -1 8917 D1 ~ double door~ 1 -1 8918 D3 ~ ~ 0 -1 8908 S #8999 The fog~ You are in a grey fog, falling, screaming in pain as you realize that you are being torn to nothing, atom by atom, falling and falling and falling...... .... . You've fallen, and you can't get up!!! ~ 89 4 0 S #9101 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. A floating sign says: "Scubdu's Area--Tread carefully! Only high levels should attempt this place. Leave messages on the board if you have problems." ~ 91 4 0 D0 The way back to solid footing, it seems. ~ ~ 0 -1 7900 D4 There is another cloud above you. If you jump you might make it... ~ ~ 0 -1 9102 S #9102 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D1 There is another cloud east of you. ~ ~ 0 -1 9103 D5 There is another cloud below you. ~ ~ 0 -1 9101 S #9103 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D0 You can barely make out a cloud to the north. ~ ~ 0 -1 9128 D2 You see a cloud somewhere south of you. ~ ~ 0 -1 9104 S #9104 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D0 You can barely make out a cloud to the north. ~ ~ 0 -1 9103 D1 There is another cloud east of you. ~ ~ 0 -1 9105 S #9105 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D1 There is another cloud east of you. ~ ~ 0 -1 9106 D3 You spy a tiny cloud. ~ ~ 0 -1 9104 S #9106 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D0 You can barely make out a cloud to the north. ~ ~ 0 -1 9107 D3 You spy a tiny cloud. ~ ~ 0 -1 9105 S #9107 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D1 There is another cloud east of you. ~ ~ 0 -1 9108 D2 You see a cloud somewhere south of you. ~ ~ 0 -1 9106 D5 There is another cloud below you. ~ ~ 0 -1 9126 S #9108 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D1 An ominous storm cloud looms to the east. ~ ~ 0 -1 9109 D3 You spy a tiny cloud. ~ ~ 0 -1 9107 S #9109 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D3 You spy a tiny cloud. ~ ~ 0 -1 9108 D5 An ominous storm cloud looms below you. ~ ~ 0 -1 9110 S #9110 An ominous storm cloud.~ You find yourself in a storm. Lightning flashes and thunder crashes, making you wish you were dry and warm. ~ 91 0 0 D1 There is a crag, high and rocky. ~ ~ 0 -1 9111 D3 You spy a tiny cloud. ~ ~ 0 -1 9125 D4 There is another cloud above you. If you jump you might make it... ~ ~ 0 -1 9109 S #9111 High and perilous cliff~ You are on a high and rocky cliff. To the west you see a huge ominous storm cloud moving this way. You might want to take cover before the storm hits. You think that there is a narrow trail leading to the south. ~ 91 0 5 D2 ~ ~ 0 -1 9112 D3 An ominous storm cloud looms to the east. ~ ~ 0 -1 9110 S #9112 Narrow rocky trail.~ A narrow trail leads down towards the mountain and north toward the cliff. It seems to fade in and out as it winds up the hill. Obviously, it has not been maintained in years. ~ 91 0 5 D0 ~ ~ 0 -1 9111 D5 ~ ~ 0 -1 9113 S #9113 Small valley.~ You are in a lush valley full of trees and other vegetation and the odd carcass or two. The trail leads south and it leads up. ~ 91 0 5 D2 ~ ~ 0 -1 9114 D4 ~ ~ 0 -1 9112 S #9114 Small valley.~ You are in a lush valley full of trees and other vegetation and the odd carcass or three. The trail leads north and it leads down into a crevass. ~ 91 0 5 D0 ~ ~ 0 -1 9113 D5 The crevass looks a little slippery... ~ ~ 0 -1 9115 S #9115 Deep, slippery crevice.~ The crevice is deep and a little dim and it is hard to make your way around. A mist makes everything a little damp and slippery. Better take your time climbing through here. ~ 91 0 5 D2 ~ ~ 0 -1 9117 D3 The mist looks thicker in this direction. ~ ~ 0 -1 9116 D4 ~ ~ 0 -1 9114 S #9116 Incredibly slippery crevice.~ The crevice is getting more and more slippery. You are getting incredibly nervous and want to turn back. To the east is the crevice and trail you were following. Below, you can just see the edge of a cliff through the mist. There is no trail leading there, just a smooth, flat, dew-covered rock that almost resembles a slide... ~ 91 0 5 D1 The way back to safety. ~ ~ 0 -1 9115 D5 Only fools would dare tread here! ~ ~ 0 -1 9199 S #9117 Steep mountainside.~ From here, you can see forever. Clouds, birds, the forest. Midgaard is far, far to the west. What a postcard perfect view! ~ 91 0 5 D0 ~ ~ 0 -1 9115 D4 ~ ~ 0 -1 9118 S #9118 Steep mountainside.~ From here, you can see forever. Clouds, birds, the forest. Midgaard is far, far to the west. What a postcard perfect view! ~ 91 0 5 D1 ~ ~ 0 -1 9119 D5 ~ ~ 0 -1 9117 S #9119 Treacherous Cliff.~ The cliff is rocky and difficult to negotiate. One wrong slip and you could fall and break a leg or impale yourself or something else nasty. ~ 91 0 5 D3 ~ ~ 0 -1 9118 D4 Above you is an almost vertical cliff. It looks dangerous but climbable. ~ ~ 0 -1 9120 S #9120 Cliff Face.~ You are more than a little nervous climbing on this almost vertical cliff face. You miraculously find places to grab onto and little ledges to rest on. You see a small cave here. ~ 91 0 5 D1 A dank, dark, smelly hole. ~ ~ 0 -1 9121 D4 A large ledge that looks pretty safe. ~ ~ 0 -1 9122 D5 ~ ~ 0 -1 9119 S #9121 Dank, dark, smelly hole.~ This hole must have been used as a lair or nest. There are feathers and bones everywhere and the floor is covered with something disgusting. ~ 91 9 5 D3 ~ ~ 0 -1 9120 S #9122 Large, sturdy ledge.~ You are on a ledge above a steep cliff face. You can climb down if you want, but be careful! After viewing the scenery, you notice two small caves here, one north and one west. ~ 91 0 5 D0 ~ ~ 0 -1 9124 D3 ~ ~ 0 -1 9123 D5 ~ ~ 0 -1 9120 S #9123 Absolutely disgusting lair.~ The stench in here is quite foul. There are feathers, bones and rotting carcasses everywhere. This place is absolutely gross and you have to strain yourself not to lose your lunch. ~ 91 9 5 D1 Your only hope to keep your lunch down is to head this way... ~ ~ 0 -1 9122 S #9124 Absolutely disgusting lair.~ The stench in here is quite foul. There are feathers, bones and rotting carcasses everywhere. This place is absolutely gross and you have to strain yourself not to lose your lunch. ~ 91 9 5 D2 Your only hope to keep your lunch down is to head this way... ~ ~ 0 -1 9122 S #9125 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D1 An ominous storm cloud looms to the east. ~ ~ 0 -1 9110 D4 There is another cloud above you. If you jump you might make it... ~ ~ 0 -1 9126 S #9126 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D0 A cirrus cloud hums peacefully to itself ~ ~ 0 -1 9131 D3 You spy a tiny cloud. ~ ~ 0 -1 9127 D4 There is another cloud above you. If you jump you might make it... ~ ~ 0 -1 9107 D5 There is another cloud below you. ~ ~ 0 -1 9125 S #9127 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D0 To the north you see an angry cloud lashing out. ~ ~ 0 -1 9130 D1 There is another cloud east of you. ~ ~ 0 -1 9126 D4 There is another cloud above you. If you jump you might make it... ~ ~ 0 -1 9128 S #9128 A fluffy white cloud.~ You find yourself standing on a small cloud. The cloud feels kind of spongy beneath your feet. You find it hard to see anything in the distance as wisps of cloud blow over your face. ~ 91 0 0 D2 You see a cloud somewhere south of you. ~ ~ 0 -1 9103 D5 There is another cloud below you. ~ ~ 0 -1 9127 S #9129 Sleepy little cloud.~ This cloud is peacefully snoozing away, enjoying himself. There is grumpy cloud to the east and a rather shy cloud north of here. ~ 91 0 0 D0 The cloud to the north blushes and tries to hide when you look at it. ~ ~ 0 -1 9132 D1 The cloud to the east mutters and grumbles at you. ~ ~ 0 -1 9130 S #9130 Grumpy little cloud.~ This cloud mutters and grumbles at you. You have to jump quickly to avoid a lightning bolt that passes by your toe. Your aren't sure but you think you hear the cloud snicker. ~ 91 0 0 D1 A happy little cloud is humming peacefully to itself. ~ ~ 0 -1 9131 D3 A sleepy little cloud to the west yawns and rolls over. You hear snoring. ~ ~ 0 -1 9129 S #9131 Happy little cloud.~ You hear the cloud humming a little song to itself, but you can't figure out the song. ~ 91 0 0 D1 There is a pure white cloud north of you. It is snowing! ~ ~ 0 -1 9136 D2 You see a cloud somewhere south of you. ~ ~ 0 -1 9103 D3 You see an angry little cloud muttering and grumbling to itself. ~ ~ 0 -1 9130 S #9132 Bashful little cloud.~ This cloud blushes and tries to avoid your glance as you look at your surroundings. You decide that overall it is a peaceful little cloud. ~ 91 0 0 D0 The cloud to the north sneezes! ~ ~ 0 -1 9133 D2 A sleepy little cloud to the south yawns and rolls over. You hear snoring. ~ ~ 0 -1 9129 D3 An isolated little raincloud. ~ ~ 0 -1 9142 S #9133 Sneezing little cloud.~ The cloud is wracked with sneezes. At first you thought you were in an earthquake before you realize where you are! ~ 91 0 0 D0 ~ ~ 0 -1 9145 D1 This cloud is, like, totally lost, you know? ~ ~ 0 -1 9134 D2 The cloud to the south blushes and tries to hide when you look at it. ~ ~ 0 -1 9132 D3 You see a cirrus maximus cloud. ~ ~ 0 -1 9143 S #9134 Dopey little cloud.~ This cloud is too busy daydreaming to watch where its going. It doesn't even notice you landing on it. It looks like it couldn't figure its way out of an open box. ~ 91 0 0 D1 You see a very scientific cloud. ~ ~ 0 -1 9135 D3 The cloud sneezes! Yuck. ~ ~ 0 -1 9133 S #9135 Doc-like little cloud.~ The cloud looks at you through its Lennon like specs and examines you quite scientifically. ~ 91 0 0 D2 There is a pure white cloud south of you. It is snowing! ~ ~ 0 -1 9136 D3 This cloud is, like, totally lost, you know? ~ ~ 0 -1 9134 S #9136 Snowy, white cloud.~ You shiver as you stand here. This beautiful, fluffy, pure white cloud is snowing. The snow is pure and sweet as it melts in your mouth. What a nifty cloud to be on. ~ 91 0 0 D0 You see a very scientific cloud. ~ ~ 0 -1 9135 D2 A happy, peaceful little cloud humming to itself. ~ ~ 0 -1 9131 D3 ~ ~ 0 -1 9137 S #9137 Cold, damp cloud.~ Your mood grows grumpy as you find yourself cold and wet from this dismal cloud. You notice a rock outcropping above you. ~ 91 1 0 D1 There is a pure white cloud east of you. It is snowing! ~ ~ 0 -1 9136 D4 ~ ~ 0 -1 9138 S #9138 Mysterious rock outcropping.~ This rock outcropping just seems to hang in midair. To the north you see a house and if you ease yourself down, you can land on a rather damp, dismal cloud. The door to the house is closed. ~ 91 5 0 D0 Eerie looking house. ~ door~ 1 -1 9139 D5 ~ ~ 0 -1 9137 S #9139 Foyer.~ Shadows play tricks on your eyes. Everytime you think you see something in a corner and turn to get a better look, nothing is there. The place is very dark. Even with a torch, you have trouble making out the room to the east. ~ 91 9 0 D1 ~ ~ 0 -1 9140 D2 ~ ~ 0 -1 9138 S #9140 Tower.~ You are in a musty old tower. The smell of mold and mildew is almost overpowering. You hear strange creaks and groans...is it the wind or did someone (something?) make that noise. To the west is the house and there is a stairway leading up into the tower. ~ 91 9 0 D3 ~ ~ 0 -1 9139 D4 ~ ~ 0 -1 9141 S #9141 Witches Tower~ Here you see strange things of arcane value. There is a cauldron in the corner bubbling madly, belching a foul brew that must have come from hell. On shelves lie jars of strange creatures you have never seen before, or hope to again. A picture of a familiar temple is in the corner. ~ 91 12 0 D1 ~ picture door~ 1 -1 3001 E picture~ The picture is in the corner. It is very complex in detail, and you almost see people walking around the temple in the picture. ~ D5 ~ ~ 0 -1 9140 S #9142 Suspicious little raincloud.~ On second glance, this cloud doesn't seem much like a raincloud. A balloon sticks out of the top and you think you hear it humming something like, 'Tut, tut! It looks like rain!' ~ 91 0 0 D0 ~ ~ 0 -1 9143 D1 A bashful little cloud that tries to avoid your notice.~ ~ 0 -1 9132 S #9143 Cirrus maximimus cloud.~ This cloud looks like it is of the cirrus maximus genre of clouds. ~ 91 0 0 D1 The cloud to the east sneezes!~ ~ 0 -1 9133 D2 A suspicious little raincloud with a balloon.~ ~ 0 -1 9142 S #9144 Raging hurricane.~ You are buffeted and knocked about by the almost godlike strength of the raging hurricane. It is hard to see and hear anything. Your only thought is to seek refuge from the storm. ~ 91 1 5 D0 ~ ~ 0 -1 9149 D5 ~ ~ 0 -1 9157 S #9145 Raging hurricane.~ You are buffeted and knocked about by the almost godlike strength of the raging hurricane. It is hard to see and hear anything. Your only thought is to seek refuge from the storm. ~ 91 1 5 D2 ~ ~ 0 -1 9133 D3 ~ ~ 0 -1 9144 D5 The eye of the storm.~ ~ 0 -1 9148 S #9146 Raging hurricane.~ You are buffeted and knocked about by the almost godlike strength of the raging hurricane. It is hard to see and hear anything. Your only thought is to seek refuge from the storm. ~ 91 1 5 D3 ~ ~ 0 -1 9145 D5 ~ ~ 0 -1 9134 S #9147 Raging hurricane.~ You are buffeted and knocked about by the almost godlike strength of the raging hurricane. It is hard to see and hear anything. Your only thought is to seek refuge from the storm. ~ 91 1 5 D2 ~ ~ 0 -1 9146 D5 The eye of the storm.~ ~ 0 -1 9148 S #9148 The eye of the storm.~ You are relaxed and peaceful here in the center of the storm. The only problem is, you have to leave sometime. ~ 91 0 0 D0 ~ ~ 0 -1 9145 D1 ~ ~ 0 -1 9149 D2 ~ ~ 0 -1 9151 D3 ~ ~ 0 -1 9147 S #9149 Raging hurricane.~ You are buffeted and knocked about by the almost godlike strength of the raging hurricane. It is hard to see and hear anything. Your only thought is to seek refuge from the storm. ~ 91 1 5 D0 ~ ~ 0 -1 9152 D5 The eye of the storm.~ ~ 0 -1 9148 S #9150 Raging hurricane.~ You are buffeted and knocked about by the almost godlike strength of the raging hurricane. It is hard to see and hear anything. Your only thought is to seek refuge from the storm. ~ 91 1 5 D2 ~ ~ 0 -1 9150 D3 ~ ~ 0 -1 9151 S #9151 Raging hurricane.~ You are buffeted and knocked about by the almost godlike strength of the raging hurricane. It is hard to see and hear anything. Your only thought is to seek refuge from the storm. ~ 91 1 5 D1 ~ ~ 0 -1 9150 D5 The eye of the storm.~ ~ 0 -1 9148 S #9152 Raging hurricane.~ You are buffeted and knocked about by the almost godlike strength of the raging hurricane. It is hard to see and hear anything. Your only thought is to seek refuge from the storm. ~ 91 1 5 D1 ~ ~ 0 -1 9151 D5 ~ ~ 0 -1 9153 S #9153 Calm cloud.~ This cloud is just outside the hurricane. It looks like it might get sucked in, but you feel safe for the moment. ~ 91 0 0 D3 ~ ~ 0 -1 9154 D4 ~ ~ 0 -1 9152 S #9154 Mountainside.~ You find yourself on the side of a huge granite mountain. The air is quite thin so you know you are at a very high altitude. There is no plant life beyond moss and lichen in this lonely, barren place. ~ 91 0 5 D1 ~ ~ 0 -1 9153 D3 ~ ~ 0 -1 9155 S #9155 Mountainside.~ You find yourself on the side of a huge granite mountain. The air is quite thin so you know you are at a very high altitude. There is no plant life beyond moss and lichen in this lonely, barren place. ~ 91 0 5 D1 ~ ~ 0 -1 9154 D4 ~ ~ 0 -1 9156 S #9156 Roc's Nest.~ You are standing in a nest. It is huge, at least two spearlengths wide. You see three eggs in the center. They are knee high, brown and look almost leathery. Better hope mom isn't around! ~ 91 0 5 D5 ~ ~ 0 -1 9155 S #9157 Cumulative nimble cloud.~ This cloud looks like it belongs to the phyllus of Cumlative nimble clouds. ~ 91 0 0 D2 ~ ~ 0 -1 9159 D3 ~ ~ 0 -1 9158 D4 ~ ~ 0 -1 9144 S #9158 Dark hidden cloud.~ This cloud looks like the perfect place to hide. ~ 91 1 0 D1 ~ ~ 0 -1 9157 S #9159 Yet another cloud~ You find yourself in yet another cloud. Will the madness never end? There is a rope ladder leading up. ~ 91 0 0 D0 ~ ~ 0 -1 9157 D4 ~ ~ 0 -1 9160 S #9160 Front gate~ There is a gate here. It is huge, towering over you. It creaks as it sways in the breeeze. To the south you see a huge lawn. There is a rope ladder leading down. ~ 91 4 2 D0 To the south you see a huge lawn. ~ ~ 0 -1 9161 D5 There is a rope ladder leading down. ~ ~ 0 -1 9159 S #9161 Lawn~ The lawn seems to stretch and stretch to the south and to the west. North of you is a gate. The grass is emerald green and luscious, obviously well cared for. ~ 91 0 2 D0 ~ ~ 0 -1 9160 D2 ~ ~ 0 -1 9163 D3 ~ ~ 0 -1 9162 S #9162 Croquet game~ A croquet game has been set up and carelessly left out. Who ever was playing blue was in the lead before they quit. Benches have been set up for spectators and players to enjoy themselves. ~ 91 0 2 D1 ~ ~ 0 -1 9161 D2 ~ ~ 0 -1 9164 S #9163 Huge, gorgeous fountain.~ An enormous golden fountain is here. You see swans, angels, gryphons and a host of other creatures in the fountain. The fountain empties into a huge pool that looks quite inviting. ~ 91 0 2 D0 ~ ~ 0 -1 9161 D3 ~ ~ 0 -1 9164 S #9164 Patio.~ A huge patio overlooks the lawn area. There are enough tables and chairs for a party of 100. The tables and chairs are ornate and expensive, tasteful and elegant. Stairs lead up to the main house. ~ 91 0 2 D0 ~ ~ 0 -1 9162 D1 ~ ~ 0 -1 9163 D4 ~ ~ 0 -1 9165 S #9165 Long stairway.~ This stairway is suspended on clouds. It leads from the house to the front lawn. The banisters are made of ornate gold and silver inlays. ~ 91 0 1 D4 ~ ~ 0 -1 9166 D5 ~ ~ 0 -1 9164 S #9166 Front door~ You stand at the front door of an immense, sprawling mansion made of granite and marble. The door is at least 10 feet high and is made of oak. ~ 91 0 1 D1 ~ ~ 0 -1 9173 D2 You see an ornate oak door.~ oak door~ 2 -1 9177 D3 ~ ~ 0 -1 9167 D5 ~ ~ 0 -1 9165 S #9167 Lawn northwest of house.~ You stand just outside the northwest corner of the house. You try to peek in a window, but it is a little too high to see anything. ~ 91 0 1 D1 ~ ~ 0 -1 9166 D2 ~ ~ 0 -1 9169 S #9168 Lawn west of house.~ You stand just outside the west corner of the house. You try to peek in a window, but it is a little too high to see anything. ~ 91 0 1 D0 ~ ~ 0 -1 9167 D2 ~ ~ 0 -1 9169 S #9169 Lawn southwest of house.~ You stand just outside the southwest corner of the house. You try to peek in a window, but it is a little too high to see anything. ~ 91 0 1 D0 ~ ~ 0 -1 9168 D1 ~ ~ 0 -1 9170 D5 ~ ~ 0 -1 9174 S #9170 Lawn south of house.~ You stand just outside the south corner of the house. You try to peek in a window, but it is a little too high to see anything. ~ 91 0 1 D1 ~ ~ 0 -1 9171 D3 ~ ~ 0 -1 9169 S #9171 Lawn southeast of house.~ You stand just outside the southeast corner of the house. You try to peek in a window, but it is a little too high to see anything. ~ 91 0 1 D0 ~ ~ 0 -1 9172 D3 ~ ~ 0 -1 9170 S #9172 Lawn east of house.~ You stand just outside the east corner of the house. You try to peek in a window, but it is a little too high to see anything. ~ 91 0 1 D0 ~ ~ 0 -1 9173 D2 ~ ~ 0 -1 9171 S #9173 Lawn northeast of house.~ You stand just outside the northeast corner of the house. You try to peek in a window, but it is a little too high to see anything. ~ 91 0 1 D2 ~ ~ 0 -1 9172 D3 ~ ~ 0 -1 9166 S #9174 Dirty, dusty tunnel.~ This dirty dusty tunnel must lead somewhere. ~ 91 9 5 D1 ~ ~ 0 -1 9175 D4 ~ ~ 0 -1 9169 S #9175 Basement.~ This seems like your average basement. Old Christmas decorations, suitcases, bicycles litter your way. You hear the squeaking of rats in the corners. ~ 91 9 5 D0 ~ ~ 0 -1 9176 D3 ~ ~ 0 -1 9174 S #9176 Bottom of the stairs.~ You stand at the bottom of a long staircase leading up to the main house. To the south you can barely make out the accumulated clutter gathered throughout the years. ~ 91 9 0 D2 ~ ~ 0 -1 9175 D4 ~ ~ 0 -1 9177 S #9177 Foyer.~ "Magnificent" does not even begin to describe the foyer. Lavishly decorated, yet elegant, it gives an impression of indescribable wealth. Paintings and tapestries line the walls depicting scenes from throughout history. Antiques furnitures and oriental rugs are tastefully placed in ideal spots. The door is at least 10 feet high and is made of oak. ~ 91 8 0 D0 You see an ornate oak door.~ oak door~ 2 -1 9177 D1 ~ ~ 0 -1 9183 D3 ~ ~ 0 -1 9178 D5 ~ ~ 0 -1 9176 S #9178 Elegant hallway.~ You are in a long, sprawling hallway connecting the eastern and western wings of the house. There are several chairs and sofas in the hallway and some gorgeous, handwoven drapes. ~ 91 8 0 D1 ~ ~ 0 -1 9177 D2 ~ ~ 0 -1 9179 D3 ~ ~ 0 -1 9180 S #9179 Library~ You are overwhelmed by the sheer volumes of books here. The shelves stretch all the way to the ceiling and are on every wall, even above the doorway. There are chairs for sitting and reading and a desk for more intense studies. ~ 91 8 0 D0 ~ ~ 0 -1 9178 S #9180 Arboretum.~ A small indoor garden so that the residents don't have to go outside to enjoy plants and commune with nature. There are several trees, a small pond and flowers of every kind. ~ 91 12 0 D1 ~ ~ 0 -1 9178 D2 ~ ~ 0 -1 9181 S #9181 Western tower.~ You are in the bottom part of a tower. A draft brings a chill to your spine and causes creaks and groans. Curtains flutter in the wind, causing quite a distraction. When you go to shut the window, you see that the window is closed. An old, wooden staircase leads up into darkness. ~ 91 8 1 D0 ~ ~ 0 -1 9180 D4 ~ ~ 0 -1 9182 S #9182 Western tower.~ The tower creaks and groans, almost as if it were muttering to itself. There are windows displaying a full moon, reigning over the night sky. The room is dark and there is almost a musty odor to it. You are surprised that you can't detect any dust or dirt, although there are a couple of cobwebs in the corner. ~ 91 9 1 D5 ~ ~ 0 -1 9181 S #9183 Elegant hallway.~ You are in a long, sprawling hallway connecting the eastern and western wings of the house. There are several chairs and sofas in the hallway and some gorgeous, handwoven drapes. ~ 91 8 0 D1 ~ ~ 0 -1 9185 D2 ~ ~ 0 -1 9177 D3 ~ ~ 0 -1 9184 S #9184 Conservatory~ Here was the rehearsal and recital room for the residents of the estate. There is a Steinway piano in the corner and various gilded instruments are on display in a glass cabinet. ~ 91 8 0 D0 ~ ~ 0 -1 9183 S #9185 Office~ You find youself in a lavish office. The desk is absolutely huge, at least ten feet by five feet and made of ebony and inlaid with mother of pearl. A grandfather clock towers over the room, mechanically ticking and tocking the hours away. ~ 91 8 0 D2 ~ ~ 0 -1 9186 D3 ~ ~ 0 -1 9183 S #9186 Eastern tower.~ You are in the bottom part of a tower. A draft brings a chill to your spine and causes creaks and groans. Curtains flutter in the wind, causing quite a distraction. When you go to shut the window, you see that the window is closed. An old, wooden staircase leads up into darkness. ~ 91 8 1 D0 ~ ~ 0 -1 9185 D4 ~ ~ 0 -1 9187 S #9187 Eastern tower.~ The tower creaks and groans, almost as if it were muttering to itself. There are windows displaying a full moon, reigning over the night sky. The room is dark and there is almost a musty odor to it. You are surprised that you can't detect any dust or dirt, although there are a couple of cobwebs in the corner. ~ 91 9 1 D5 ~ ~ 0 -1 9186 S #9199 Mid-Air.~ You slide down the moisture covered rock, gaining speed as you approach the cliff. Realizing your foolish error, you madly claw at the rock, vainly trying to get a precious hold and save your worthless hide. Next time, heed your conscience. You've fallen, and you can't get up!!! ~ 91 4 2 S #9999 $~