circle-3.5/bin/
circle-3.5/cnf/
circle-3.5/lib/
circle-3.5/lib/etc/
circle-3.5/lib/house/
circle-3.5/lib/misc/
circle-3.5/lib/plralias/A-E/
circle-3.5/lib/plralias/F-J/
circle-3.5/lib/plralias/K-O/
circle-3.5/lib/plralias/P-T/
circle-3.5/lib/plralias/U-Z/
circle-3.5/lib/plralias/ZZZ/
circle-3.5/lib/plrobjs/
circle-3.5/lib/plrobjs/A-E/
circle-3.5/lib/plrobjs/F-J/
circle-3.5/lib/plrobjs/K-O/
circle-3.5/lib/plrobjs/P-T/
circle-3.5/lib/plrobjs/U-Z/
circle-3.5/lib/plrobjs/ZZZ/
circle-3.5/lib/plrvars/A-E/
circle-3.5/lib/plrvars/F-J/
circle-3.5/lib/plrvars/K-O/
circle-3.5/lib/plrvars/P-T/
circle-3.5/lib/plrvars/U-Z/
circle-3.5/lib/text/hedit/
circle-3.5/lib/text/help/
circle-3.5/log/
circle-3.5/src/doc/
#25400
Entering the Village~
   All at once the darkness and thick foliage give way to a large, grubby
village.  Looking around, you see that most of the inhabitants of this place
must have little or no money.  Dogs with only three legs, chickens clucking to
and fro, all of it just seems so...  Well, poor and grubby.  You only have a
short time to register these facts, though, as you are suddenly surrounded by a
group of heavily armed men and taken to a holding cell.  Holding Cell You sit in
a stinky, dirt floored holding cell, with no idea why you have been put here.  
Obviously this village is under some sort of militaristic control, and visitors
are unwelcome.  The only thing to keep you occupied is the fact that the small
hole in the ground used for a toilet stinks so bad that you have to keep trying
to hold your breath, and every time you take in air you have to cover your mouth
with your arm and breath that way or else you'll gag.  
~
254 0 1
D1
~
door cell~
2 25414 25401
E
credits~
   *Mordecai's Village
*Written by Kaan for Dibrova
Mordecai is a pagan worshipper of a God that does not exist.  He possesses
an extreme charisma, though, and has gathered together a large following
where he has established his own village, or more aptly put - cult.
His main goal is money, so he has stolen the Lord's daughter, Penelope (see
Lord's Keep, also available for download) in order to ransom her off.
The entrance into this zone is made to be a trap - the original intent was
to have a spec_proc on a room that would teleport a player every few ticks
into the Holding Cell, a message displayed to the player that they were
captured by Mordecai's guards.  In the cell is a hole that does not show up
in the room descrip, but is there and the key is there to the door.
Midlevel mobs and eq, with a bit of fun in the descrips.  Enjoy.
 * note: Some of the decsrips in this zone may not be to your taste.
        You might find them vulgar. That said, fair warning.
~
S
#25401
A Dirt Path~
   A worn dirt path leads east, north and south from here.  To the north and
south, you can see more holding cells, to the east you see a number of huts,
tents, and outbuildings.  
~
254 0 2
D0
~
~
0 -1 25403
D1
~
~
0 -1 25411
D2
~
~
0 -1 25402
D3
~
door cell~
2 -1 25400
S
#25402
A Dirt Path~
   This is the end of a path which leads to the camp prisoner's holding cells,
one of which is directly west of you, currently closed.  To the southwest, right
next to the cell, is what appears to be an outhouse.  To the northwest is
another holding cell.  
~
254 0 2
D0
~
~
0 -1 25401
D2
~
~
0 -1 25408
D3
~
door cell~
2 -1 25405
S
#25403
A Dirt Path~
   You stand at the end of a dirt path, or as Mordecai would have it, one of the
'roads' in the village.  A crude bamboo holding cell is directly west of you,
with an outhouse just north of it.  To the south are more cells.  
~
254 0 2
D0
~
~
0 -1 25409
D2
~
~
0 -1 25401
D3
~
door cell~
2 -1 25404
S
#25404
A Holding Cell~
   Much like your own, this cell offers no comfort whatsoever.  In fact, this
cell is MUCH more uncomfortable than yours was.  Sitting close enough for you to
reach through the bars and touch it is an outhouse.  Actually, all you know for
sure is that it is a small square building that smells like something out of a
cheap 'B' horror movie.  Just the same, you assume it's an outhouse.  Another
clue to the small building's capacity is the tepid trail, a mini stream, of
urine which runs downhill right through the middle of this cell - EWWWWWW!  
~
254 0 1
D1
~
door cell~
2 -1 25403
S
#25405
A Holding Cell~
   This cell seems about the same as the others outside.  A small building,
which looks as if it might be an outhouse, lies to the south, wedged right up
against the side of the cell.  
~
254 0 1
D1
~
door cell~
2 -1 25402
S
#25406
An Outhouse~
   This small space smells worse than a huge stable holding four hundred head of
cattle who haven't been outside for three months.  This place smells BAD.  Two
holes dug in opposing corners offer incense to remember, your feet squish into
the wet dirt floor, and although you consider yourself a relatively strong
person, you find your gorge rising, and your inability to suppress it only
validates the fact that this place REALLY STINKS.  
~
254 0 0
D1
~
~
0 -1 25409
S
#25407
An Outhouse~
   This outhouse, smelly by anyone's standards, but not that bad by outhouse
standards, is a small 8x8 cubicle which allows relief to most of the village.  
Although it IS the public poop hole, it is relatively kept up and, against your
better judgement, you find yourself wanting to try it out - just for the heck of
it.  
~
254 0 1
D1
~
~
0 -1 25408
S
#25408
A Dirt Path~
   This path leads north to a row of holding cells or west into a building which
looks to be an outhouse.  
~
254 0 1
D0
~
~
0 -1 25402
D3
~
~
0 -1 25407
S
#25409
A Dirt Path~
   This path leads south to a row of holding cells or west into a building which
smells SO bad, it MUST be an outhouse.  
~
254 0 1
D2
~
~
0 -1 25403
D3
~
~
0 -1 25406
S
#25410
A Dirt Path~
   This path leads T's off to the west, leading to a row of holding cells, to
the east you may enter the main section of the village, and directly north and
south of you are long, low buildings which look a great deal like barracks.  
~
254 0 1
D0
~
~
0 -1 25412
D1
~
~
0 -1 25414
D2
~
~
0 -1 25413
D3
~
~
0 -1 25411
S
#25411
A Dirt Path~
   This path leads east towards the main part of the village or west to a row of
holding cells.  
~
254 0 1
D1
~
~
0 -1 25410
D3
~
~
0 -1 25401
S
#25412
Barracks~
   Long and low, this building houses all the single men and women who have
chosen to fight for Mordecai's cause.  Two rows of beds run the length of the
walls, both east and west, all with a matching trunk next to it.  
~
254 0 1
D2
~
~
0 -1 25410
S
#25413
Barracks~
   This building houses all the single men and women who have chosen Mordecai as
their savior and leader.  Rows of beds line walls to either side, all complete
with a foot locker next to each bed.  
~
254 0 0
D0
~
~
0 -1 25410
S
#25414
A Dirt Path~
   This path leads east to a crossing of paths (possibly the center of the
village) and west toward some low buildings and a row od holding cells.  
~
254 0 1
D1
~
~
0 -1 25415
D3
~
~
0 -1 25410
S
#25415
A Muddy Crossing~
   This section of trail has got to be the messiest, gookiest, nastiest crossing
in the whole town.  The mud here is up past you ankles, making travel difficult,
and disgusting.  You catch a faint odor breezing it's way from the north, and in
looking in that direction, you see why.  To the north is a barn, while to the
south is a huge tent set up on a hill.  
~
254 0 1
D0
~
~
0 -1 25416
D1
~
~
0 -1 25430
D2
~
~
0 -1 25423
D3
~
~
0 -1 25414
S
#25416
A Muddy Trail~
   The trail does not get any better here, the mud is still deep as hell and to
make matters worse, it even is beginning to smell a bit.  A ways north of you is
a hay barn, to the northeast and northwest are chicken coops.  
~
254 0 2
D0
~
~
0 -1 25417
D2
~
~
0 -1 25415
S
#25417
A Muddier Trail~
   Damn this mud is deep!  To both the east and west you see chicken coops, both
holding a few chickens.  To the north is a hay barn, which seems to be stocked
well.  
~
254 0 2
D0
~
~
0 -1 25420
D1
~
~
0 -1 25419
D2
~
~
0 -1 25416
D3
~
~
0 -1 25418
S
#25418
Chicken Coop~
   You stand just inside a chicken coop, ankle deep in (no pun intended) chicken
shit.  Little cluckers run around you pecking here and pecking there, generally
being a nuisance.  
~
254 0 1
D1
~
~
0 -1 25417
S
#25419
Chicken Coop~
   You stand just inside a chicken coop, surrounded by a bunch of annoying
chickens who seem to think you are the guy that's bringing the food.  By the
way, what's that on the bottom of your shoe?  
~
254 0 1
D3
~
~
0 -1 25417
S
#25420
Hay Barn~
   This open air structure holds what appears to be the entire supply of hay for
the village.  Bales upon bales fill this tin roofed building, alomost to the
rafters.  
~
254 0 1
D0
~
~
0 -1 25421
D2
~
~
0 -1 25417
S
#25421
Cow Barn~
   This has got to be the smelliest place in Dibrova!  Not even the pet shop in
Jareth can compare to this.  Stalls line the east wall, with a cow milling about
in each one.  The floor os covered in fecal matter, obviously from the cows in
the stalls.  Watch your step!  
~
254 0 1
D0
~
~
0 -1 25422
D2
~
~
0 -1 25420
S
#25422
Pasture~
   This small but lush and open plot of land provides food for the cows which
graze here at this time.  Fenced in, this pasture's only exit is south into the
Stinky Barn.  
~
254 0 1
D2
~
~
0 -1 25421
S
#25423
A Dirt Trail~
   This trail leads south to a huge tent set upon a hill, to the southeast you
see another structure, a more permanent looking place.  To the north the trail
gets very muddy.  
~
254 0 1
D0
~
~
0 -1 25415
D2
~
~
0 -1 25424
S
#25424
A Dirt Trail~
   The trail continues it's way up the hill to the tent, but also branches off
both to the east and west here.  To the east you see a wooden building, not a
lodging, but maybe some sort of storage structure.  West the trail twists and
turns, if it leads to anything, you cannot see what that might be.  
~
254 0 2
D0
~
~
0 -1 25423
D1
~
~
0 -1 25426
D2
~
~
0 -1 25425
D3
~
~
0 -1 25427
S
#25425
Food Tent~
   This is where the village comes to eat their meals, three times daily.  A
raised chair at the head of the long table looks down on all, this must
obviously be Mordecai's seat of honor.  Currently, there is no one here eating.

~
254 0 2
D0
~
~
0 -1 25424
S
#25426
Food Storage and Preparation~
   This building houses all the foodstuffs for the village.  Rows of bushel
baskets filled with dried vegetables and grains line the walls, while skinned
animals hang above them, collecting flies and who knows what else.  An area near
the rear of the building looks to be seignated as the prep area with a hand pump
for water and many different kinds of spices and seasonings on shelves.  
~
254 0 2
D3
~
~
0 -1 25424
S
#25427
A Twisty Turning Trail~
   This trail heads through some trees to an unknown destination, but generally
in an easterly direction.  
~
254 0 1
D1
~
~
0 -1 25424
D3
~
~
0 -1 25428
S
#25428
A Twisty Turning Trail~
   The trail ends here, at a small stone building.  The entrance to the building
is directly south of you, but it doesn't appear as if you will be getting in any
time soon, since the door is oak bound in iron, and no apparent windows from
where you stand.  
~
254 0 1
D1
~
~
0 -1 25427
D2
~
door~
2 -1 25429
S
#25429
Weapon Cache~
   Various implements of destruction are stored here, just waiting for some
lucky soul to come along and abuse them.  
~
254 ad 0
D0
~
door~
2 -1 25428
S
#25430
A Dirt Path~
   The trail continues east toward the center of the village.  You begin to see
tents and huts the farther east you go, these must be the permanent residences
of the village.  
~
254 0 2
D1
~
~
0 -1 25431
D3
~
~
0 -1 25415
S
#25431
A Dirt Trail~
   The trail heads east into the center of the village, to the north and south
of you are tents, large enough to hold a family or at a few people.  
~
254 0 2
D1
~
~
0 -1 25432
D3
~
~
0 -1 25430
S
#25432
A Meeting of Two Trails~
   Here the two main trails in the village meet.  One of them heads west and the
other runs north to south.  
~
254 0 2
D0
~
~
0 -1 25444
D2
~
~
0 -1 25441
D3
~
~
0 -1 25431
S
#25433
Tent Dwelling~
   This tent, roughly 10x10, serves as the primary dwelling for one of the
families under Mordecai's 'care'.  Four cots sit side by side along one wall and
a leather chest sits in a corner, holding what you assume would be all of their
wordly belongings.  
~
254 0 0
D1
~
~
0 -1 25441
S
#25434
Tent Dwelling~
   This tent, roughly 10x10, serves as the primary dwelling for one of the
families under Mordecai's 'care'.  Four cots sit side by side along one wall and
a leather chest sits in a corner holding what you assume would all of their
worldy possessions.  
~
254 0 0
D3
~
~
0 -1 25441
S
#25435
Tent Dwelling~
   This tent, roughly 10x10, serves as the primary dwelling for one of the
families under Mordecai's 'care'.  Four cots sit side by side along one wall and
a leather chest sits in a corner holding what you assume would be all of their
worldly possessions.  
~
254 0 0
D3
~
~
0 -1 25444
S
#25436
Tent Dwelling~
   This tent, roughly 10x10, serves as the primary dwelling for one of the
families under Mordecai's 'care'.  Four cots sit side by side along one wall,
and a leather chest sits in a corner, holding what you assume would be all of
their worldly possessions.  
~
254 0 0
D1
~
~
0 -1 25445
S
#25437
Hut~
   Made of muddy claya and straw, this small hut serves as a permanent home to a
family of four.  In this cramped 8x8 area, four cots and a large chest all
occupy what little living area there was.  
~
254 0 0
D3
~
~
0 -1 25446
S
#25438
Hut~
   Made of muddy clay and straw, this small hut serves as a permanent home to a
family of four.  In this cramped 8x8 area, four cots and a large chest all
occupy what little living area there was.  
~
254 0 0
D3
~
~
0 -1 25442
S
#25439
Hut~
   Made of muddy clay and straw, this small hut serves as a permanent home to a
family of four.  In this cramped 8x8 area, four cots and a large chest all
occupy what little living area there was.  
~
254 0 0
D1
~
~
0 -1 25446
S
#25440
Hut~
   Made of muddy clay and straw, this small hut serves as a permanent home to a
family of four.  In this cramped 8x8 area, four cots and a large chest all
occupy what little living area there was.  
~
254 0 1
D1
~
~
0 -1 25444
S
#25441
The Trail Out of Town~
   This trail leads south into the wilderness, leaving the village behind.  To
the north the trail leads into the main part of the village.  
~
254 0 1
D0
~
~
0 -1 25432
D1
~
~
0 -1 25434
D2
~
~
0 -1 25442
D3
~
~
0 -1 25433
S
#25442
The Trail Out of Town~
   This trail leads south into the wilderness, even now the way becomes a bit
more choked with trees.  To the north you see the main part of the village.  
~
254 0 1
D0
~
~
0 -1 25441
D1
~
~
0 -1 25438
D2
~
~
0 -1 25443
S
#25443
The Trail Out of Town~
   You are now at the outskirts of the village.  You may leave it to the south
or go back into the main section to the north.  
~
254 0 3
D0
~
~
0 -1 25442
S
#25444
A Dusty Trail~
   This trail north and south of you.  South it leads to the meeting of this
trail and another running west.  To the north there are some tents and huts and
farther north, upon a hill, you see a few more permanent looking structures.  
~
254 0 1
D0
~
~
0 -1 25445
D1
~
~
0 -1 25435
D2
~
~
0 -1 25432
D3
~
~
0 -1 25440
S
#25445
A Dusty Trail~
   The trail leads north to south, huts and tents spaced out at intervals.  
~
254 0 2
D0
~
~
0 -1 25446
D2
~
~
0 -1 25444
D3
~
~
0 -1 25436
S
#25446
A Dusty Trail~
   The trail leads north and south from here.  North you see what appear the
main buildings for this village, possibly even Mordecai's place of dwelling.  
South of you are the many huts and tents which serve as homes for Mordecai's
people.  
~
254 0 2
D0
~
~
0 -1 25447
D1
~
~
0 -1 25437
D2
~
~
0 -1 25445
D3
~
~
0 -1 25439
S
#25447
A Dusty Trail~
   Here you stand at the top of a large sloping hill, which slopes downward to
the east.  It appears as if a temple or place of worship has been erected there,
you may enter it to the east.  North of you are the main buildings for Mordecai,
south are the many huts and tents of the village people.  
~
254 0 2
D0
~
~
0 -1 25448
D1
~
~
0 -1 25449
D2
~
~
0 -1 25446
S
#25448
The End of the Road~
   Directly north of you looms Mordecai's home, a tall stone structure with a
sloping peaked roof.  It appears that he fears none of his people, for the door
to his home is wide open.  To the east you see another stone house, this one a
bit smaller than Mordecai's, and west of you is yet another stone house.  
~
254 0 2
D0
~
~
0 -1 25452
D1
~
door~
0 -1 25450
D2
~
~
0 -1 25447
D3
~
~
0 -1 25451
S
#25449
Outdoor Temple~
   This small basin, set in an almost tranquil setting, has been fashioned into
a place of worship by the people of the village.  Wooden benches serving as
pughs have been set into side of the hill.  At the bottom of the basin, a stage
with a podium has been erected, obviously for Mordecai and his sermons.  
~
254 0 3
D3
~
~
0 -1 25447
S
#25450
Lieutenant Caspan's Home~
   Lieutenant Caspan, Mordecai's most trusted advisor and soldier, has been
granted this home in recognition of his extreme loyalty, and he does appear at
all pleased to see that you have invaded his sanctuary.  
~
254 0 1
D3
~
door~
0 -1 25448
S
#25451
The Wives~
   The interior of this home smells of both stale perfume and rotten fish.  
Mordecai keeps his favorites for the month in this home, in apparent 'luxury',
treating them well for the services they render.  Heaps of stained bedding lie
in disarray all over the floor.  Pillows, torn and in some places, bloodstained,
lie in heaped in different corners.  
~
254 d 0
D1
~
~
0 -1 25448
S
#25452
Mordecai's Home~
   This is the home of the Great Mordecai?  One cot, one wash basin (dry and
apparently unused for the most part), and a wardrobe on the east wall are all
that occupy this place.  One would think a man of Mordecai's stature would have
just a bit more in the way of luxuries.  
~
254 0 0
D1
~
wardrobe~
2 -1 25454
D2
~
~
0 -1 25448
S
#25453
Penelope's Cell~
   Ah, the fair Penelope, daughter of the Lord of Jareth.  Such a sight to
behold, in all her beauty and majesty, such a wondrous vision.  And so very well
guarded!  
~
254 0 0
D2
~
~
0 -1 25452
S
#25454
Mordecai's Stash~
   You have finally figured out why Mordecai didn't have any good stuff in his
home.  It was all here.  A plush, velvet upholstered chair sits in the center of
his wealth, obviously the place where Mordecai enjoys a great deal of his time.

~
254 0 0
D3
~
wardrobe~
2 -1 25452
S
#25455
Dark and Gloomy Tunnel~
   This is the end of the tunnel.  Above you, a faint light filters through
cracks in a trap door.  
~
254 0 1
D2
~
~
0 -1 25456
D4
~
~
0 -1 25453
S
#25456
A Dark and Gloomy Tunnel~
   The tunnel continues along it's dark and gloomy way heading in a direction
only the maker of this place would know.  
~
254 ad 0
D0
~
~
0 -1 25455
D2
~
~
0 -1 25457
S
#25457
A Dark and Gloomy Tunnel~
   Still dark.  Still Gloomy.  Still going.  
~
254 ad 0
D0
~
~
0 -1 25456
S
$~