128 bits! --Rumble

This commit is contained in:
Rumble
2007-05-08 15:20:59 +00:00
parent 3282b8fdc9
commit be3a023fcd
559 changed files with 305718 additions and 304868 deletions

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@@ -3,7 +3,7 @@ The Void~
You don't think that you are not floating in nothing. You can see
a strange portal located above you.
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@@ -16,7 +16,7 @@ Limbo~
matter, surrounded by swirling glowing light, which fades into the relative
darkness around you without any trace of edges or shadow.
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A strange portal in the floor is the only exit.
~
@@ -44,7 +44,7 @@ patience, and the ability to take constructive criticism.
and they will advance you to begin your training.
~
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#3
The Builder Academy~
@@ -57,7 +57,7 @@ can be further explored by typing @RCAPITAL LETTERS@n and hitting return.
Test this out, @RHELP DISCLAIMER@n.
~
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~
~
@@ -73,7 +73,7 @@ the east. TBA is constantly striving to improve upon the training process so
please use the typo and idea commands liberally. For example: idea you need
more cow bell in the zone. Typo in help telnet teh = the.
~
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~
~
@@ -100,7 +100,7 @@ HELP REPORT
HELP LEVEL
HELP ADVERTISING@n
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~
@@ -131,7 +131,7 @@ HELP PREREQUISITE
HELP BALANCE
HELP BREATHE@n
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~
~
@@ -164,7 +164,7 @@ HELP D-DESC
HELP MEDIT-L-DESC
HELP TEXT-EDITOR@n
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~
~
@@ -191,7 +191,7 @@ Notice how each important line has an associated help topic. To learn more
about it just see the appropriate help file. If this is your first experience
with redit read ALL the help files. @RHELP STYLISTICS@n
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~
@@ -220,7 +220,7 @@ Notice how each important line has an associated help topic. To learn more
about it just see the appropriate help file. If this is your first experience
with oedit read ALL the help files.
~
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~
@@ -245,7 +245,7 @@ killing. Medit can be used by typing "medit <VNUM>".
Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see
when you edit a mobile. Each line has its own help topic you should also read.
~
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@@ -278,7 +278,7 @@ time a zone is reset, the server executes all the commands in order from
beginning to end. All zones are reset when the server first boots, and
periodically reset again while the game is running.
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~
@@ -302,7 +302,7 @@ you will see when you edit a shop. Notice how each important line has an
associated help topic. To learn more about it just see the appropriate help
file. If this is your first experience with sedit read ALL the help files.
~
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~
~
@@ -325,7 +325,7 @@ Do not attempt to use trigedit until you complete your trial vnum and are
assigned a zone. Remember you must disable @RNOHASSLE@n. Triggers will not work
on you otherwise.
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@@ -360,7 +360,7 @@ with this zone, and the help of others, you can do this.
@RHELP ALIGNMENT@n
@RHELP BIAS@n
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~
@@ -385,7 +385,7 @@ in the past: Please mudmail me any good links to add.
HELP OFFLINE
HELP HCONTROL@n
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~
@@ -420,7 +420,7 @@ entries on every command!!! Do not worry too much about redit, oedit, medit,
zedit, sedit, and trigedit. We will get to those later. Know how to use all
the commands available to you.
~
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~
~
@@ -443,7 +443,7 @@ much, download the free version. You can see an in-depth list of clients under:
@RHELP VIRTUAL-NUMBERS@n
@RHELP TERMINOLOGY@n
~
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~
~
@@ -457,7 +457,7 @@ See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1@n.
~
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~
~
@@ -475,7 +475,7 @@ S
A Quest Room~
In this room you may be able to finish the Mob Quest Tutorial.
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~
~
@@ -489,7 +489,7 @@ Including triggers 4, 5, 7, 8.
To pay the gateguard take the pile of coins, then: @RGIVE 10 COINS GUARD@n.
~
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The tutorial hallway continues.
~
@@ -510,7 +510,7 @@ player_can_breathe_water and prevent a player from entering a certain room
unless they have this variable set. To see what variables are set on a player
simply stat that player. @RSTAT SELF@n.
~
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@@ -529,7 +529,7 @@ Quest Variables Example~
I used triggers 1409 thru 1412 to setup this example. Simply tstat each to
see what they do.
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@@ -546,7 +546,7 @@ for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones.
@RGOTO 14@n to access the next hallway.
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@@ -558,21 +558,60 @@ Rumble's Room~
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
~
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Catcher Rye~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
.test~
can you see this with look around?
~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
builder~
There is one timeless way of building.
It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye
John Stuart Mill
~
E
old glory flag~
@@ -605,58 +644,19 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
may I wave.
~
E
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
Catcher Rye~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
John Stuart Mill
~
E
builder~
There is one timeless way of building.
It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
.test~
can you see this with look around?
...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye
~
S
T 1200
@@ -671,7 +671,7 @@ you watch the images taking shape in the turbulent liquid. Your mouth becomes
dry as you see yourself in the watery panorama ... And time stands still for
just one moment ... As you see your future in the depths ...
~
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#88
Advertising Room~
@@ -683,7 +683,7 @@ MUD address with /f. Since TBA uses the @@ as a colorcode you must use 2 @@@@ w
your email address. Posts may be deleted if done poorly or if the MUD is no
longer online.
~
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#89
The Prison Cell Corridor~
@@ -691,7 +691,7 @@ The Prison Cell Corridor~
Along the Northern wall are steel doors spaced a few feet apart while the
southern wall is of cynder block construction.
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@@ -712,7 +712,7 @@ the shower head has been removed and cemented a drain still exists in the floor.
Unintelligle voices can be heard whispering through the piping in the drain
below.
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~
~
@@ -729,7 +729,7 @@ Aristotle's Prison Cell~
pungent waste bucket. The old shower head is still sticking out of the wall
with a steel door opposite.
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shower head cap~
The metal shower head has a plastic variable setting cap complete with a
@@ -745,7 +745,7 @@ Plato's Prison Cell~
light bulb above flickers randomly as if it is about to burn out. The
alternating bright and pitch black environment makes the eyes ache.
~
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T 171
T 172
@@ -755,7 +755,7 @@ Friedrich Nietzsche's Prison Cell~
cell. The silence is broken only by the occasional footsteps in the corridor
outside or a fellow prisoner tapping on the cell wall.
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T 171
T 172
@@ -765,7 +765,7 @@ Socrates' Prison Cell~
in the plywood ceiling is out of reach. The only break in the block walls is a
steel door that is closed and locked.
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T 172
#95
@@ -774,7 +774,7 @@ Confucius' Prison Cell~
and another in the floor has been cemented over. They must have once been a
shower head and a drain before this stall was converted into a prison cell.
~
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T 171
T 172
@@ -784,7 +784,7 @@ James Stockdale's Prison Cell~
has various words and designs scratched into the dirt. The ceiling consists of
a single sheet of unpainted plywood.
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T 171
T 172
@@ -794,7 +794,7 @@ A Prison Cell~
cell complete with iron shackles. A single steel door that is closed and locked
is the only exit. The walls are constructed of unpainted cinder blocks.
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~
lock~
@@ -824,7 +824,7 @@ Respectfully,
Rumble
~
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~
~
@@ -840,20 +840,20 @@ TBA Cafe 99~
a pew and have a nice drink! If you want to have a social chat or lurk in order
to help newer builders, this is the place to be!
~
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sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
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 winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S
$~

View File

@@ -6,7 +6,7 @@ both up and down. Small rooms adjoin this chamber in all four cardinal
directions. It is here mortals come to stay informed and discuss their
adventures.
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~
~
@@ -82,7 +82,7 @@ walls. Large windows reach from the floor to the ceiling, giving an excellent
view of the city and countryside beyond. An altar stands in the middle of the
room with a statue on each side.
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~
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@@ -92,19 +92,19 @@ D5
~
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statue~
As you examine the statues more closely you realize they must resemble the
two gods responsible for the creation and ongoing protection of Sanctus, Ferret
and Rumble. They both radiate a strength and power that resembles the solid
white marble they were crafted from.
~
E
altar~
The altar is made from black granite and has been carved into a small basin
with a high back. Almost as if it was meant to be some sort of seat.
Inscriptions in some foreign tongue are written on every square inch of the
altar. You wonder what they must say and who could have written it.
~
E
statue~
As you examine the statues more closely you realize they must resemble the
two gods responsible for the creation and ongoing protection of Sanctus, Ferret
and Rumble. They both radiate a strength and power that resembles the solid
white marble they were crafted from.
~
S
T 158
T 163
@@ -116,7 +116,7 @@ to become masters of their discipline. The walls are covered in a white see-
through cloth giving you the impression of being inside of a tent rather than
in a room. The room glows brightly, though you cannot tell from what source.
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~
~
@@ -131,7 +131,7 @@ is in need. A large rectangular table with thirteen chairs surrounding it
fills the center of the room. A large pane window overhead admits a glowing
aura that fills the room with serenity.
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~
~
@@ -153,7 +153,7 @@ your mystical arts. For those who have trained hard enough they shall receive
assistance in their pursuit of knowledge and power. Others will find peace in
this void and never be able to return.
~
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~
~
@@ -173,7 +173,7 @@ most reverred of all the classes as they are the most powerful. But that power
has a price. Only five Magi have survived. Five decorative cushions are
placed in a circle in the middle of the room.
~
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~
~
@@ -197,7 +197,7 @@ more than a few feet in any direction. It reminds you of looking at a mirage.
You can only see it if you glance to one side, it disappears as soon as you try
to look straight at it. Stone stairs lead down into the city wall.
~
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~
~
@@ -219,7 +219,7 @@ battling skills. Racks of weapons line two of the four walls. The room is
filled with a smoky haze from four brass lanterns suspended from the ceiling.
The room smells of sweat and blood.
~
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~
~
@@ -234,23 +234,23 @@ city in case of an attack. The room is a mess with maps piled high and
scattered haphazardly wherever there is room. This is where the defense of the
city is run from.
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~
~
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table~
The table is made out of cherry. It is worn from years of use. The glass
top allows for an excellent view of the map protected within.
~
E
map~
The map is a geographic representation of Sanctus. Not even really a map,
more of a scaled model. The walls and buildings of the city are raised higher
than the rest of the map to give it a third dimension. Small soldiers are
scattered around the top of the table to help the War Master place his men.
~
E
table~
The table is made out of cherry. It is worn from years of use. The glass
top allows for an excellent view of the map protected within.
~
S
#109
@@ -261,7 +261,7 @@ that plays tricks on the eyes. A few of the shadows may actually be people,
hidden easily in the darkness Those who have chosen the discipline of thievery
can learn invaluable skills here to further their training and wealth.
~
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~
~
@@ -275,7 +275,7 @@ internal affairs of the city. They control the trade and finances of the city.
Many disagree with this concept but none can disagree with the results.
Thieves are masters when it comes to politics.
~
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~
~
@@ -289,7 +289,7 @@ Temple of Sanctus rises above you to the southeast. It's single spire reaching
up into the sky higher than any other building in the realm. A stone stairwell
leads down to the inner city.
~
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~
~
@@ -304,7 +304,7 @@ and a strange smell. Few people know, or want to know, what lies beyond the
city walls and the safety of the dome. A stone stairwell leads down to the
inner city.
~
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~
~
@@ -318,7 +318,7 @@ small room is decorated with paintings of famous quests and the exulted hereos
that have become common names throughout the realm. It is said that completing
a quest is a prerequisite towards immortality.
~
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~
~
@@ -341,7 +341,7 @@ as the sentinels grow weary from their standing their posts hour after hour.
The city to the east looks tranquil and safe. You can not see much to the west
past the shimmering dome.
~
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~
~
@@ -363,7 +363,7 @@ to fight. The city has never fallen to this day. To the north you see the
barracks, to the south the Hall of Clerics. A stone stairwell leads
down to the inner city.
~
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~
~
@@ -378,24 +378,24 @@ yourself to flee the second you think a portal may be falling apart. The
charred silhouette of what once must have been a man is blasted into one of the
walls.
~
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~
~
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hole~
You can look out over the inner wall to the western side of Sanctus. The
smell of charred human remains and smoldering plaster makes your eyes water so
it is difficult to see much else through the tiny hole.
~
E
man silhouette~
The distinct outline of a human body that must have taken the brunt of the
blast when the portal imploded. You wonder what or who it might have been.
You can still see pieces of cloth and bone buried deeply into the wall inside
the shadow of the unlucky man.
~
E
hole~
You can look out over the inner wall to the western side of Sanctus. The
smell of charred human remains and smoldering plaster makes your eyes water so
it is difficult to see much else through the tiny hole.
~
S
#117
Travelling Room~
@@ -405,7 +405,7 @@ are said to be able to create portals through their arcane arts. But many die
in the process. The skill is as of yet unmastered. It is rumored that the
evil Drakkar has achieved this mastery, but none have ever witnessed it.
~
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~
~
@@ -419,7 +419,7 @@ of the Magi. The Temple of Sanctus rises from the center of the city to the
west. All looks well from this perspective. You cannot see beyond the city
walls.
~
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~
~
@@ -434,7 +434,7 @@ have already died. The War Master is planning for the worst, and preparing the
army for battle. The guards stir restlessly below you. A stone stairwell
leads down to the gate.
~
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~
~
@@ -457,7 +457,7 @@ still eratic and uncontrollabe so anyone who uses them does so at their own
risk. The flickering of the portal casts eerie shadows along the white walls.
This must be the only room in the temple that has an uneasy feeling about it.
~
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~
~
@@ -470,7 +470,7 @@ To the west you can see the Hall of Clerics. To the south the Tower of the
High Council of Clerics glows pristinely white. The town seems peaceful and
untroubled by the turmoils outside the walls.
~
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~
~
@@ -491,7 +491,7 @@ protecting dome that ensures your safety. To the south the black stone of the
Tower of the Magi glistens serenely. To the east you can see the Mansion of
the Magi in all its extravagance.
~
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~
~
@@ -513,7 +513,7 @@ Apprentices rush in and out grabbing what they need to aid the wounded. Robes
of fine wool hang on pegs in the back of the closet. They look like the same
robes the apprentices wear.
~
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~
~
@@ -526,25 +526,25 @@ ceiling, and walls are all bright white and almost painful to look at. A bed,
table, desk, and a small personal shrine are the only furniture in the room.
Even the highest priest is not allowed the luxuries that they deserve.
~
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~
~
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E
table desk chair~
The table, desk, and chair are made from solid oak of the highest quality.
A thin goose down mattress and pillow are the only comfortable looking items in
the room. The desk is bare and all the drawers are empty. It is as if no one
even lives here.
~
E
shrine~
A beutiful shrine. It has two white marble figures facing each other with a
painting of the city below them. The two figures seem to be looking down at
the city with looks of worry and hopelessness. An unlit candle and mirror lay
on the floor beside the small shrine.
~
E
table desk chair~
The table, desk, and chair are made from solid oak of the highest quality.
A thin goose down mattress and pillow are the only comfortable looking items in
the room. The desk is bare and all the drawers are empty. It is as if no one
even lives here.
~
S
#125
Plane of the Magi~
@@ -554,7 +554,7 @@ anything in three dimensions. The floor, ceiling, and sky all are the same
bleak grey color. It is in the Magi come to test their mystical arts. It is
not a good place to get lost in.
~
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~
~
@@ -588,7 +588,7 @@ landmark. A person could easily get lost in this nothingness. It is this
nothingness that helps the Magi hone their abilities before unleashing them
into the real world.
~
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~
~
@@ -622,7 +622,7 @@ adventurers aid can be sought, but for a price. Apprentices gowned in white
robes bring water and fresh bandages to the experienced healers who aid the
wounded.
~
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~
~
@@ -636,7 +636,7 @@ eventually restore order to the world that Drakkar had so horribly imbalanced.
With time the High Council believes they can restore order. With the help of
the gods this may be possible.
~
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~
~
@@ -669,7 +669,7 @@ completed. It was made from a combination of magic and manpower. The white
alabaster stone is said to still have some magical residue that benefits those
who come here to seek aid.
~
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~
~
@@ -702,7 +702,7 @@ this is where the sick and wounded are put up for the night. Even the
apprentices sometimes stay here when they are too tired to go home after a hard
days work. The room is empty now, the healers must have done their jobs well.
~
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~
~
@@ -716,7 +716,7 @@ for the safety of the Orb of Sanctum. The Orb is what was given to the Magi by
the gods to sustain the protective dome. As long as the orb is safely in place
and a Magi is present to sustain it the dome will remain.
~
1 d 1
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~
~
@@ -730,7 +730,7 @@ collapse and chaos would rule. The Magi have been given the honor of it placed
within these halls. The orb is rumoured to have been created by the Gods
Rumble and Ferret. But, no one knows for sure.
~
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~
~
@@ -764,7 +764,7 @@ required for the world to exist. The Orb is the last balance left in the
realm. If it were to be taken all hope would be lost. Without it the city
would quickly be overrun by Drakkar and his followers.
~
1 d 0
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~
~
@@ -798,7 +798,7 @@ pedestal sits in the center of the room surrounded by statues of every Magi to
ever live. It is up to them to protect the Orb from any who wish to steal or
cause harm to it.
~
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~
~
@@ -811,20 +811,16 @@ are the only inhabitants. All of them are made out of wood and are polished to
a glossy shine. A single window looks out over the Southern Gate. To live a
life as a Cleric is to life a life without desire and need.
~
1 d 1
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~
~
0 0 128
E
window~
Overlooking the western gate you can see the shimmering protective dome.
You hope it lasts, peace and tranquility is a good thing.
~
E
chair~
It's just your standard wooden chair. Uncomfortable and only real
usefulness would be as firewood.
bed~
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
with a down pillow overlaying it. The mattress is too thin to hold anything of
value.
~
E
desk~
@@ -834,10 +830,14 @@ centered on the top of the desk. The desk has three drawers. All of them are
empty.
~
E
bed~
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
with a down pillow overlaying it. The mattress is too thin to hold anything of
value.
chair~
It's just your standard wooden chair. Uncomfortable and only real
usefulness would be as firewood.
~
E
window~
Overlooking the western gate you can see the shimmering protective dome.
You hope it lasts, peace and tranquility is a good thing.
~
S
#136
@@ -848,7 +848,7 @@ actually clerics and they are working over cauldrons of liquids that could not
possibly be food. At least it does not smell like food. This must be where
they make their healing elixirs, salves, and potions.
~
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~
~
@@ -861,7 +861,7 @@ spells line all three walls. Everything from potions to pills and everything
in between. Some of the jars contain strange beasts soaking in a strange
liquid. The smell of dust and strange herbs permeates the room.
~
1 d 1
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~
~
@@ -875,7 +875,7 @@ Most never make it. The Magi of the Purple and Grey robes has never been
achieved. The actual testing to be a Magi remains a mystery as only the Magi
themselves have witnessed it.
~
1 d 1
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~
~
@@ -889,7 +889,7 @@ of the High Council and the Tower of the Magi. All three structures are
impressive works of architecture and magic combined. To the south the dome
rises above you blocking all view to the chaotic world beyond.
~
1 0 1
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~
~
@@ -910,7 +910,7 @@ guarded diligently. These gates are normally locked at night to ensure the
safety of the city. Only the east and west gates remain open all day. The
luminescent dome encompassing the city can be seen just to the north.
~
1 0 1
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~
~
@@ -935,7 +935,7 @@ of warfare. Not only does this include brute force and the taking up of arms,
but also the cunning art of tactics that can decide the outcome of any battle.
A stairwell in the back of the room leads to the training room upstairs.
~
1 d 0
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~
~
@@ -953,7 +953,7 @@ this local tavern. Excessive drinking is looked down upon by all in Sanctus,
but the occasional drink never hurt anyone. Unless they were stupid enough to
go walking through the Thieves Quarter after a few too many.
~
1 d 0
1 8 0 0 0 0
D2
~
~
@@ -973,7 +973,7 @@ that treat his "employees" unfairly. The Inn appears to be well kept.
Further to the north you can see a winding staircase and a plethra of adjoining
rooms.
~
1 d 0
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~
~
@@ -987,7 +987,7 @@ someone honing a fine blade can be heard in the background. Some of the finest
weapons in the realm are made right here under the supervision of Shiro, the
master wesponsmith.
~
1 d 0
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~
~
@@ -1003,7 +1003,7 @@ But, Sarge would never complain. He has spent his life hammering metal into
weapons of mass destruction or armor of superior quality. It is rumoured that
has never been given a task that he could not complete.
~
1 d 0
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~
~
@@ -1017,7 +1017,7 @@ your west and no sound escapes the building to the east. The North Way splits
the city of Sanctus into two Quarters. The thieves quarter in the east and the
Warriors Quarter to the west.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1035,7 +1035,7 @@ equipment. It is often normal to purchase clothing with small tears and blood
stains in the small of their backs, but no one ever asks questions given the
excellent prices.
~
1 d 0
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~
~
@@ -1048,7 +1048,7 @@ that can afford them. The prices are fair and the service is excellent. The
place is rather deserted and only a few customers are chatting idly in the
back.
~
1 d 0
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~
~
@@ -1061,7 +1061,7 @@ The assortment of leather goods is very extensive and they are well made.
Anyone needing some armor but does not want to give up alot of movement and
flexibility need only come here.
~
1 d 0
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~
~
@@ -1075,7 +1075,7 @@ here since as soon as you are inebriated you will be relieved of any gold you
may be carrying. The bar seems to sell alot more than just drinks as large
shelves walls hung with equipment fill the place.
~
1 d 0
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~
~
@@ -1093,7 +1093,7 @@ one goes by without his permission. The room is shabby with little furniture.
Just a table and a few wooden chairs. A few expensive tapestries look out of
place hanging on the walls.
~
1 d 0
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~
~
@@ -1110,7 +1110,7 @@ lead a life of service to protect the city. They are all over worked and under
paid. But they serve their terms with pride. You stand in the northwest
corner of the barracks.
~
1 d 0
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~
~
@@ -1127,7 +1127,7 @@ where the army bases it's operations from. Everything they need is located
within this building. Adjoining rooms are to the west and south. The warriors
avenue is just to the east.
~
1 d 0
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~
door~
@@ -1148,7 +1148,7 @@ the north and the army barracks are in the building to the west. Various
stores lie further along Warriors Avenue to the east. There is a fair amount
of people, mostly soldiers, going about their daily lives.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1173,7 +1173,7 @@ relieve themselves of their worries. The cobblestone street is clean and well
maintained. The buildings around you are made of wood and some are several
stories tall.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1198,7 +1198,7 @@ structures in Sanctus, excluding of course the temple. Many travellers go
there to relax and unwind. Several small houses are to the south along this
road while the northern half seems to consist mostly of shops.
~
1 0 1
1 0 0 0 0 0
D0
~
~
@@ -1223,7 +1223,7 @@ hear someone working a grindstone to the north, most likely the weaponsmith.
A small house to the south is shadowed by the tower of Sanctus in the middle of
the city.
~
1 0 1
1 0 0 0 0 0
D0
~
~
@@ -1248,7 +1248,7 @@ towns Smithy. The street continues east and west with a small house to the
south. Townspeople walk the streets going about their business. You are just
another adventurer to them.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1274,7 +1274,7 @@ in shadows and mystery. Not a single sound escapes from that section of the
city. You are standing on the North Way which runs from the North Gate down to
the Temple of Sanctus.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1300,7 +1300,7 @@ for the economic policies of the city and do a very good job. Of course they
are so worried about keeping one another from stealing from the city that they
don't dare do it themselves.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1325,7 +1325,7 @@ you to hold your gold very tightly while in this quarter of the city. The
thieves may run the cities finances fairly, but they could care less about a
single adventurer.
~
1 0 1
1 0 0 0 0 0
D0
~
~
@@ -1350,7 +1350,7 @@ hides. Must be the towns leather shop. Tall buildings to the south must be
the houses of the locals. Probably shouldn't go wandering around, this place
is full of thieves as it is and you may be mistaken for one.
~
1 0 1
1 0 0 0 0 0
D0
~
~
@@ -1375,7 +1375,7 @@ The local bar for the thieves. The town used to have only one bar until the
warriors and thieves got into a huge braul and ended up burning the place to
the ground. A few citizens walk past staring at you curiously.
~
1 0 1
1 0 0 0 0 0
D0
~
~
@@ -1400,7 +1400,7 @@ above you to the east. Thieves Avenue makes a turn here to the south or west.
You are now in the northeastern corner of the city, in the heart of the Thieves
Quarter. Better keep an eye on your purse.
~
1 0 1
1 0 0 0 0 0
D0
~
~
@@ -1426,7 +1426,7 @@ get disoreientated and lost. This is where the city keeps the majority of it's
supplies. Kind of an oxymoron that the thieves of the city handle the
finances.
~
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~
~
@@ -1447,7 +1447,7 @@ your height with rows inbetween that barely allow you to walk through. Hard to
believe anyone could find their way out of this place, let alone know where to
find anything.
~
1 d 0
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~
~
@@ -1464,7 +1464,7 @@ the city has fought in. Sanctus has never fallen. Various weapons and suits
of armor are all bolted to the floor and walls. A small doorway leads into the
bunk room to the east. The hall continues north and south.
~
1 d 1
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~
~
@@ -1485,7 +1485,7 @@ sleeps. Some people are already in their racks since a watch must be stood
twenty four hours a day. You here someone grumbling in their sleep about how
they always get stuck with the midwatch.
~
1 d 0
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~
~
@@ -1506,7 +1506,7 @@ A well-travelled road continues north and south. You are in the Warriors
Quarter where the army of Sanctus bases it's operations. Several recruits rush
past on assignment.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1523,7 +1523,7 @@ roaring fire. The house is cluttered with the usual things that makes a house
look lived in. You could be happy spending the rest of your life living in a
house like this.
~
1 d 0
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~
door~
@@ -1536,7 +1536,7 @@ sends you immediately back out the door. This room should not even be
considered a home. You can barely even stand up the ceiling is so low and
cracks in the walls let you see outside.
~
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~
door~
@@ -1549,7 +1549,7 @@ are polished to a shine and the floor is made out of some strange type of
cement. Cushioned chairs surround a table set for dinner with expensive dishes
and silverware.
~
1 d 0
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~
door~
@@ -1562,7 +1562,7 @@ baking oven and a few piles of straw are the only things in the room. This
must be the poorest house in the entire city, how could anyone live like this.
~
1 d 0
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~
door~
@@ -1575,7 +1575,7 @@ Road is packed solid from years of traffic from people, wagons, and horses. A
small amount of dust is kicked up by every footstep. Directly to the south you
can see the Temple.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1592,7 +1592,7 @@ cover the entire floor. A candelabra sits in the middle of a polished oak
table. A four post bed can be seen in the back of the house. Nothing like
living the good life.
~
1 d 1
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~
door~
@@ -1605,7 +1605,7 @@ this house. Small mattresses lay on the floor in the back of the room. Not
much hope for privacy in this house. A few dolls are having a tea party in one
corner.
~
1 d 1
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~
door~
@@ -1618,7 +1618,7 @@ trespassing, I'm sure no one will mind. The house is very compact. The
kitchen and bedrooms are not seperated by any walls. This must be a house for
the poor.
~
1 d 1
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~
door~
@@ -1630,7 +1630,7 @@ A Clean House~
Well maintained it seems. Not everyone is rich enough to afford a housekeeper,
but these folks must be. You can hear a baby crying, sounds hungry.
~
1 d 1
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~
door~
@@ -1643,7 +1643,7 @@ to the west. The entrance looks to be a ways further north in the heart of the
Thieve's Quarter. South you can see another intersection and the northest
corner of the inner wall.
~
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~
~
@@ -1660,7 +1660,7 @@ You can hear a few workers in the distance pushing the large crates over the
dusty floor. A large box and tackle swings back and forth on a strangel pulley
system above you.
~
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~
~
@@ -1677,7 +1677,7 @@ nailed shut, some even wrapped in chains and padlocked. Enough stores to last
the city for a year must be packed away in this place. Everything is
surpringly clean and well maintained.
~
1 d 0
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~
~
@@ -1694,7 +1694,7 @@ hear people talking behind the doors, but cannot discern what they are saying.
The army of Sanctus is very well disciplined and your presence may not be
exactly appreciated. They do not take kindly to strangers.
~
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~
~
@@ -1715,7 +1715,7 @@ together in this confined room. The racks are stacked four high with only a
foot or two of space for someone to sit up. The mattresses are only about an
inch thick and look very uncomfortable.
~
1 d 0
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~
~
@@ -1736,7 +1736,7 @@ alley crosses the city east to west behind the homes of the local citizens.
The alley is very narrow and dark as the inner city wall follows it on the
southern side. Warriors Avenue continues north and south.
~
1 0 1
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~
~
@@ -1757,7 +1757,7 @@ are waiting to be cleaned up by the street sweeper. An alley cat hisses at you
and then bolts as you trespass on its territory. This alley does not look safe
and you wonder whether or not you will be running into some thugs.
~
1 0 1
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~
~
@@ -1774,7 +1774,7 @@ and the rattling of armor can be heard from the guards patrolling the top of
the wall. The alley is even darker here and a person could easily hide in the
shadows.
~
1 0 1
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~
~
@@ -1791,7 +1791,7 @@ but all are bolted, locked, or nailed shut. This is definitely not the most
friendly section of the city. An alley cat bolts past you as a large pile of
garbage almost collapses on it.
~
1 0 1
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~
~
@@ -1808,7 +1808,7 @@ The sound of creaking wagons and the pound of horse hooves on the dirt road
become trapped between the inner city wall and the houses within the alley
making strange echoing sounds that are very distracting.
~
1 0 1
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~
~
@@ -1825,7 +1825,7 @@ seem to be surprisingly empty for some reason. You notice shadowy alleys to
the east and west along the inner city wall. To the south is the Northern Gate
to the inner city.
~
1 0 1
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~
~
@@ -1850,7 +1850,7 @@ bother cleaning this place up. The sound of a fight can be heard further to
the east within the alley. This is definitely the most dangerous section of
Sanctus.
~
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~
~
@@ -1867,7 +1867,7 @@ that dispute was settled one way or the other. The inner city wall to the
south keeps the alley eternally in shadows, no matter the time of day or night.
Houses to the north have their back doors shut and locked.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1884,7 +1884,7 @@ garbage pile a few feet away. A mangy mutt trots past you and starts licking
up the pool of blood. You should keep moving unless you want to draw attention
to yourself.
~
1 0 1
1 0 0 0 0 0
D1
~
~
@@ -1901,7 +1901,7 @@ light. The wall looks to be made from stone blocks and some sort of filler.
You can't tell how thick it is, but judging from the height you would guess at
least half as wide as it is tall.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1918,7 +1918,7 @@ You are at the northeast corner of the inner city wall. On top of the wall you
can see some type of post where the guards watch for any trouble. A large
building to the east must be some sort of warehouse.
~
1 0 1
1 0 0 0 0 0
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~
~
@@ -1939,7 +1939,7 @@ They are closed, barred, and locked with a padlock the size of your head. No
one gets in or out without that key. An aisle to load and unload wagons runs
to the east.
~
1 d 0
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~
~
@@ -1961,7 +1961,7 @@ unpleasant smell. Three wagons fill the center of the room. All look empty.
A clump of mushrooms grows in the middle of the manure. They look ripe for
picking.
~
1 d 0
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~
~
@@ -1989,7 +1989,7 @@ the upkeep of armor and weapons. A grindstone is in one corner. In another
baskets of arrows are being sorted. A recruit is polishing some armor and a
large sack of equipment looks like it is ready to be taken to the Smithy.
~
1 0 0
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~
~
@@ -2010,7 +2010,7 @@ before they go on their next watch. The food does not look very appetizing,
but it serves it's purpose. The army has had financial problems since it's
inception.
~
1 d 0
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~
~
@@ -2031,7 +2031,7 @@ booming voice that echoes off the buildings and walls around you. The clank of
armor and weapons is all about you as guards change watches and work on their
equipment.
~
1 0 1
1 0 0 0 0 0
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~
~

File diff suppressed because it is too large Load Diff

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View File

@@ -33,7 +33,7 @@ Welcome to the world of:
@b||
@b\/
~
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~
~
@@ -45,7 +45,7 @@ Transportation Rooms~
and ceiling. Two sets of stairs sit in the middle of the room, one goes up, the
other down.
~
103 cde 0
103 28 0 0 0 0
D4
~
~
@@ -62,7 +62,7 @@ and floor. But there is one difference, in the middle of the room sits a
teleporter, this device is giving off a strange light, hums constantly. A sign
is nailed onto the wall.
~
103 cde 0
103 28 0 0 0 0
D5
~
<NONE>~
@@ -74,7 +74,7 @@ Namek Teleporter~
and floor. But there is one difference, in the middle of the room sits a
teleporter, this device is giving off a strange light, hums constantly.
~
103 cde 0
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D4
~
~
@@ -86,7 +86,7 @@ Kami's Lookout~
person is kneeling here tending to a well kempt flower garden whistling happily.
Another person stands here, a tall green man with pointy ears.
~
103 ce 1
103 20 0 0 0 0
S
#10305
Start of Planet Namek~
@@ -96,7 +96,7 @@ are also here, and many green people are walking around working here. Some
tending to the gardens, others training their skills. But one thing is certain,
all of them look male.
~
103 0 1
103 0 0 0 0 0
D0
~
~
@@ -113,7 +113,7 @@ Base of Korins Tower~
allowing the sun in. Towards the east is a dirt path in which you cannot see
the end of.
~
103 e 3
103 16 0 0 0 0
D1
~
~
@@ -125,7 +125,7 @@ Forest path~
air. @gTrees limit you to this single path, sounds come from the woods and area
ahead.
~
103 0 3
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D1
~
~
@@ -141,7 +141,7 @@ Forest Intersection~
towards the north is another small clearing. A large gaping hole is in the
middle of the ground here.
~
103 0 3
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D0
~
~
@@ -165,7 +165,7 @@ Gokus' House~
This is a cleared out space in the forest. @gThe house seems to make everything
feel good again, as if it has some magical feeling to it.
~
103 0 3
103 0 0 0 0 0
D2
~
~
@@ -177,7 +177,7 @@ A Dark Hole~
surrounding you. @gThe walls are sleek, it seems that if one were to fall into
this hole, they would not be able to escape easily.
~
103 a 3
103 1 0 0 0 0
D4
~
~
@@ -193,7 +193,7 @@ The Base of the Dark Hole~
and then, strange plants grow all over the walls here. @gIt is dark, almost so
dark it makes it hard to see, the only light comes from above you.
~
103 a 3
103 1 0 0 0 0
D4
~
~
@@ -205,7 +205,7 @@ A Forest Path~
air. @gThe trees still cover the area around the path, just limiting you to
this one spot.
~
103 0 3
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D1
~
~
@@ -221,7 +221,7 @@ The end of the Forest~
still inhabbit this area, and the smell of death is still strong, but not as
strong as it used to be.
~
103 0 3
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~
~
@@ -239,7 +239,7 @@ like it has been through many storms. Off to the east you see a small island
with an even smaller house, to the south is a large dome building marked with a
large black CC.
~
103 c 2
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~
~
@@ -263,7 +263,7 @@ The Entrance to Capsul Corp~
To the south is a large entrance to the building marked with a CC. This dome
shaped building seems a lot bigger than it did before.
~
103 0 2
103 0 0 0 0 0
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~
~
@@ -281,7 +281,7 @@ says that her name is Matilda. Lots of chairs cover the wall of the room, it is
clear that this is no ordinary place.
@n
~
103 de 0
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~
~
@@ -298,7 +298,7 @@ about, and the smell of death lingers in the air. @qThe walls have a reddish
liquid like substance splattered on them, making it kind of an uncomfortable
room.
~
103 d 0
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~
~
@@ -323,7 +323,7 @@ with some strange type of materal. The sounds of fighting echo around you.
@gThis room also has a random blood splatter, but the splatter here seems to be
more consistent then in the other room.
~
103 d 0
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~
~
@@ -336,7 +336,7 @@ Vegetas Atire~
part of the building. @gLarge brass statues cover the walls, and even more
strange is the fact that not a single one seems to be touching the ground.
~
103 d 0
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~
~
@@ -348,7 +348,7 @@ Teleportation Room~
planet. @gOne difference is that the teleportation unit seems to be more
technilogically advanced here, but it is hard to tell.
~
103 d 0
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~
~
@@ -369,7 +369,7 @@ lies amongst the sand here and there, and small birds chirp in the forest.
This place seems to be perfect to just relax and take a break from the everyday
life. @n
~
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~
~
@@ -392,7 +392,7 @@ destructive human hand,@n @Bthe trees to the northwest are to thick to see
through much less walk through. This also seems to be a perfect place to relax
from the troubles of everyday. @n
~
103 ce 3
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~
~
@@ -428,7 +428,7 @@ Heiach@B |
@B(____________________________________________________________________________)
@n
~
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~
~
@@ -440,7 +440,7 @@ Soaring Over the Ocean~
abundant here then they were on the beach and this does place is not as soothing
either. @n
~
103 0 8
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~
~
@@ -456,7 +456,7 @@ Soaring Over the Ocean~
abundant here then they were on the beach and this does place is not as soothing
either. @n
~
103 0 8
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~
~
@@ -472,7 +472,7 @@ Soaring Over the Ocean~
abundant here then they were on the beach and this does place is not as soothing
either. @n
~
103 0 8
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~
~
@@ -488,7 +488,7 @@ Soaring Over the Ocean~
But the salt still lingers in the air and the Seaguls fly overhead. @n @gThe
sun seems to be harsher here then it is any other part of the ocean.
~
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~
~
@@ -504,7 +504,7 @@ In Shallow Water~
a house with 'KAMI' in large red letters. A bald old man sits out front looking
at a dirty magazine. @n
~
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~
~
@@ -520,7 +520,7 @@ Infront of Kami House~
white facial hair and large sunglasses. He wears a turtle shell on his back.
@gWaves wash gentle up onto the shore, and a gentle breeze blows here.
~
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~
~
@@ -536,7 +536,7 @@ Kami House~
are an off white, and a large couch in the center of the room. Off to the north
seems to be the kitchin, and south is back to the shore.
~
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~
~
@@ -552,7 +552,7 @@ Kami Houses Kitchen~
and whistling. This room looks like the other but has a large table in the
center of it, and counters around the edge.
~
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~
~
@@ -569,7 +569,7 @@ noticably low.
There is a set stairs here leading up. @gA light glows through a crack in the
door at the top of the stairs.
~
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~
~
@@ -585,7 +585,7 @@ Roshis' Room~
are covering the floor and you can barely make out the wood under them. @gThe
windows lie open, letting the gentle breeze into the room.
~
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~
~
@@ -597,7 +597,7 @@ A Small Hall~
other areas of the building, it is a sleek marble and it has been freshly
shined. The hall continues to the south.
~
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~
~
@@ -613,7 +613,7 @@ A Small Hall~
other areas of the building, it is a sleek marble and it has been freshly
shined. The hall continues to the south.
~
103 d 0
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~
~
@@ -630,7 +630,7 @@ other areas of the building, it is a sleek marble and it has been freshly
shined. The hall is now over, if you go west, there seems to be someone there.
~
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~
~
@@ -647,7 +647,7 @@ with a rug here and there, a nice chandelier hangs from the ceiling, and the
walls are covered in a nice flowered wallpaper. A table only large enough for
three sits here, and three chairs are placed comfortably around it.
~
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~
~
@@ -664,7 +664,7 @@ couch, and a huge plasma TV on the wall. Pictures of Vegeta, Bulma, and Truncks
hang from the wall. A faint whistling comes from the west, adding to the
homely feeling.
~
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~
~
@@ -681,7 +681,7 @@ another TV like the one in the Living room, but this one has a game system
connected to it, and a young child with purple hair sits here playing it while
whistling.
~
103 cde 0
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~
~
@@ -698,7 +698,7 @@ the arch you are able to see a magnificent lush garden, anything you could
possibly think of resides in this place, in the its center is a huge oak tree,
it provides shade for anyone who sits under it.
~
103 e 3
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~
~
@@ -714,7 +714,7 @@ A Garden Path~
types of plants you have never seen before. Large rocks seperate plant rows,
acting as stepping stones for someone to walk through.
~
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~
~
@@ -732,7 +732,7 @@ area, the sun cannot get through the leaves of this tree, it seems to have been
placed here on purpose, a magical feeling is coming from the tree, it makes
your body tingle.
~
103 e 3
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~
~
@@ -748,7 +748,7 @@ A Garden Path~
types of plants you have never seen before. Large rocks seperate plant rows,
acting as stepping stones for someone to walk through.
~
103 e 0
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~
~
@@ -764,7 +764,7 @@ A Garden Path~
types of plants you have never seen before. Large rocks seperate plant rows,
acting as stepping stones for someone to walk through.
~
103 e 0
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~
~
@@ -781,7 +781,7 @@ here as they did on the path, the only exit is to the south. @gThe smell of
roses
lingers about here, making it a warm relaxing place.
~
103 e 0
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~
~
@@ -794,7 +794,7 @@ here are tall with a little fluff of leaves and branches at the very top.
There are also very few people in this village, and there are less children in
this village, it seems to be a farming village.
~
103 e 1
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~
~
@@ -811,7 +811,7 @@ are tall with a little fluff of leaves and branches at the very top. There are
also very few people in this village, and there are less children in this
village, it seems to be a farming village.
~
103 e 1
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~
~
@@ -828,7 +828,7 @@ are tall with a little fluff of leaves and branches at the very top. There are
also very few people in this village, and there are less children in this
village, it seems to be a farming village.
~
103 e 1
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~
~
@@ -845,7 +845,7 @@ are tall with a little fluff of leaves and branches at the very top. There are
also very few people in this village, and there are less children in this
village, it seems to be a farming village.
~
103 e 1
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~
~
@@ -862,7 +862,7 @@ are tall with a little fluff of leaves and branches at the very top. There are
also very few people in this village, and there are less children in this
village, it seems to be a farming village.
~
103 e 1
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~
~
@@ -879,7 +879,7 @@ road seems to lead off to a tall mountain. The trees here are even more scarce
then in the village, on the side of the road, there are many large boulders on
the side of the road.
~
103 ce 2
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~
~
@@ -896,7 +896,7 @@ taller and taller. You wonder what the significance of the mountain could be.
The boulders still line the road and there are less and less trees, the ground
seems to be harder here as well.
~
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~
~
@@ -912,7 +912,7 @@ Namek Road~
barely see the top of it, and yet there is a tree here and there, and the
boulders are still on the side of the road.
~
103 ce 2
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~
~
@@ -929,7 +929,7 @@ mountain seems to just go straight up for a ways, it seems unclimbable, for it
is just like one jagged cylindrcal piller. It seems you are able to fy to the
top though.
~
103 ce 0
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~
~
@@ -945,7 +945,7 @@ Flying Up the Mountain~
still far away, it might be easier to go back down. @gIt seems to be getting a
little warmer the further you go up.
~
103 c 8
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~
~
@@ -962,7 +962,7 @@ Flying Up the Mountain~
this height, cawing and fluttering about. @gIt seems to be getting a little
warmer the further you go up.
~
103 c 8
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~
~
@@ -979,7 +979,7 @@ Flying Up the Mountain~
but is not fully visible yet, it is still a little bit away. @gIt seems to be
getting a little warmer the further you go up.
~
103 c 8
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~
~
@@ -996,7 +996,7 @@ Flying at the Top of the Mountain~
the sun pounds down on you. Towards the north is a large house, with a strange
picture on the side.
~
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~
~
@@ -1013,7 +1013,7 @@ Infront of the Elders House~
large horns protruding off of the top of it. Above the door is a large round
glass window. The sun shines down warming the area.
~
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~
~
@@ -1030,7 +1030,7 @@ platform towards the back that will take you up to see him. @gThe walls are
bare here, nothing but a few cobwebs here and there, but it seems to be kept
rather neat.
~
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~
~
@@ -1047,7 +1047,7 @@ you saw outside. In the back center of the room is the Elder. He is huge,
quite possibly the largest namek you have ever seen. He sits in a huge white
chair with a Dragon Ball atop it.
~
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~
~
@@ -1060,7 +1060,7 @@ On either side of the gate are two large Dragons, both look so real it is eerie.
The sound of voices comes from the other side of the gate, it seems there is a
town there.
~
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~
~
@@ -1077,7 +1077,7 @@ A Dirt Path~
and it feels like it too. @gNo creatures or people seem to come here anymore,
it is just one deserted road.
~
103 c 3
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~
~
@@ -1093,7 +1093,7 @@ A Dirt Path~
and it feels like it too. @gNo creatures or people seem to come here anymore,
it is just one deserted road.
~
103 0 3
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~
~
@@ -1109,7 +1109,7 @@ A Dirt Path~
and it feels like it too. @gNo creatures or people seem to come here anymore,
it is just one deserted road.
~
103 0 3
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~
~
@@ -1125,7 +1125,7 @@ A Dirt Path~
a large lake that seems to fill a large area. @gNo creatures or people seem to
come here anymore, it is just one deserted road.
~
103 0 3
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~
~
@@ -1142,7 +1142,7 @@ strange smell to it, kind of sweet in nature yet powerful. No creatures are
here, not even a bird.
@n
~
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~
~
@@ -1160,7 +1160,7 @@ cannot see in here because the tree cover is so thick the light cannot penetrate
it. The air here smells stagnant and cold. Sounds fill the area, making it
impossible to think.
~
103 a 3
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~
~
@@ -1176,7 +1176,7 @@ A Small Clearing~
cylindricle rock lies in the center of this area, it seems to be the cause of
the clearing.
~
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~
~
@@ -1193,7 +1193,7 @@ path are thick, causing the area to be dark. Sounds emit from this area,
causing
an eerie feeling.
~
103 a 3
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~
~
@@ -1209,7 +1209,7 @@ A Large Clearing~
The grass grows freely and stands about waist high on either side of a short
dirt path leading to a large dark cave.
~
103 0 3
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~
~
@@ -1225,7 +1225,7 @@ Opening to a Large Cave~
from its sides, and many types of mushrooms grow here as well. The inside of
the cave looks dark and moist, it seems to not have been entered in years.
~
103 c 0
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~
~
@@ -1245,7 +1245,7 @@ Entering The Cave~
torch presides on the wall here makeing only a little visible, further into the
cave you cannot see though.
~
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~
~
@@ -1261,7 +1261,7 @@ Dark Cave~
and then, it also begins to get slimier, causing your feet to slip. @gIt seems
rare that anyone would ever enter such a dark dank place.
~
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~
~
@@ -1277,7 +1277,7 @@ Caves Intersection~
originate from this room, the light seems to come from the north where a large
ball of light can be seen.
~
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~
~
@@ -1297,7 +1297,7 @@ A Brightly Lit Cavern~
warm. A small orb lies in the middle of the cavern giving off a strange amount
of light.
~
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~
~
@@ -1310,7 +1310,7 @@ Leaveing Dark Cave~
back into the cave making it easier to see. @gThe sound of rabbits comes from
the outside, and the smell of flowers fills your nostrils.
~
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~
~
@@ -1326,7 +1326,7 @@ Dark Caves Exit~
outside. The fresh air seems to come as a shock seeing as how there was none
inside the cave.
~
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~
~
@@ -1342,7 +1342,7 @@ A Flower Field~
throught the flowers yet it seems the there is a path to the south leading you
away from the flowers.
~
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~
~
@@ -1358,7 +1358,7 @@ Path To the Villa~
perfectly round, and they glow beautifully. The path goes south towards a small
Villa.
~
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~
~
@@ -1374,7 +1374,7 @@ Infront of the Villa~
door is slightly ajar, the path you stand on has the same circular golden stones
as to the north.
~
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~
~
@@ -1390,7 +1390,7 @@ Center of the Building~
and a wooden floor that looks to have been freshly polished. @gAlthough the
room is kept neat, it seems that no one has lived here for quite some time.
~
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~
~
@@ -1413,7 +1413,7 @@ Piccolo's Bedroom~
@gThis is a small room, with a bed only large enough for one person, there is
a small mat in the center of the room, it looks to be used for meditation.
~
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~
~
@@ -1425,7 +1425,7 @@ The Villas Kitchen~
in the center of the room, one chair is off to the corner of the room. This
room seems to be well kempt.
~
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~
~
@@ -1441,7 +1441,7 @@ A Dimly Lit Room~
distorted by the outline of your body in the doorframe. In the center of the
room is a hole only large enough for one person to fit in at a time.
~
103 d 0
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~
~
@@ -1457,7 +1457,7 @@ A Rusty Ladder~
break at any time. @gThe ladder creeks under the strain you are putting on it,
flecks of rust fall to the ground as well.
~
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~
~
@@ -1473,7 +1473,7 @@ Bottom of the Ladder~
ceiling, casting shadows on the walls from the boxes that cover this area.
@gThe exit to the south seems clear, but it also seems to be very small.
~
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~
~
@@ -1489,7 +1489,7 @@ A Small Hallway~
nothing lining the walls here, and if there were it would make it impossible to
travel. To the east is a room that seems to be full of junk.
~
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~
~
@@ -1505,7 +1505,7 @@ Storage Room~
with items. There seems to be no walking space in this area, but you can see
clearly with the light hanging from the ceiling.
~
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~
~
@@ -1517,7 +1517,7 @@ A Ruined Room~
Rubble lies all over the ground here, and the stone that is actually standing
has large scorch marks on it.
~
103 l 0
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~
~
@@ -1534,7 +1534,7 @@ the other room, but an exit to the east can still be seen. @gIt is hard to see
what is happening in there, but sounds of gears and electricity come from the
room to the east.
~
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~
~
@@ -1550,7 +1550,7 @@ Teleportation Room~
walls are made of wood. A large circular object sits in the middle of the room,
glowing and humming.
~
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~
~
@@ -1562,7 +1562,7 @@ Going To the Cave~
here, it is a calm serene place, and the smell of apples lingers in the air all
around you.
~
103 0 3
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~
~
@@ -1578,7 +1578,7 @@ An Apple Orchard~
it is stronger here then it would be anywhere else. Apple Trees grow wildly
here, and there is no other tree to be seen.
~
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~
~
@@ -1594,7 +1594,7 @@ End of an Apple Orchard~
it is stronger here then it would be anywhere else. Apple Trees grow wildly
here, and there is no other tree to be seen. To the north is a lot of brush.
~
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~
~
@@ -1610,7 +1610,7 @@ Start of the Brush~
seems to be a path leading straight through it, the sounds of people come from
the other side of the brush.
~
103 0 3
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~
~
@@ -1626,7 +1626,7 @@ Path Through the Brush~
walking, the brush on both sides of you looks to be dangerious. @g It looks as
if there are multiple animals caught in the brush on both sides.
~
103 0 3
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~
~
@@ -1642,7 +1642,7 @@ A Dangerous Path~
seems as though it has grown there over the years, and it grows here as well,
but not as much, for it seems to have been trodden down by people.
~
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~
~
@@ -1658,7 +1658,7 @@ Journeys End Inn~
the door shows you that this place has been closed for many years. The windows
are broken, and a few are just missing.
~
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~
~

View File

@@ -20,7 +20,7 @@ Taylor's Zone Description Room~
Link N from 10463
@n
~
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~
~
@@ -38,7 +38,7 @@ break through the trees, but is unsuccessful. The morning dew still sits on the
forest floor, adding the this serene setting, the trees creep up towards the
sky, large branches sticking out of its trunk, blocking the sky from view.
~
104 0 3
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~
~
@@ -68,7 +68,7 @@ seem to hold onto their spirits, these trees seem to be gentle, but at the same
time they seem to be sinister, their branches seem to lash out and try to catch
you in their grasp.
~
104 0 3
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~
~
@@ -84,7 +84,7 @@ place. Some large branches cover this place, and multiple animal tracks are
imprinted into the ground here. Towards the top of the trees, the scratching of
little squirrels feet bounces off the trees surrounding this place.
~
104 0 3
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~
~
@@ -107,7 +107,7 @@ shines in from the trees around you, not letting in a lot of light though. The
rustling of leaves comes to your ears in the area around you, adding to the
feeling of being uncomfortable.
~
104 0 3
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~
~
@@ -127,7 +127,7 @@ were no trees overhead, this is not like the other parts of the forest, it is
mostly clear, and it seems to have been forced to be this way. The wind
whistles through here, rustling leaves and moving branches all around.
~
104 0 3
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~
~
@@ -145,7 +145,7 @@ is sleek, and it has a few blood stains every now and then. For as closed in as
this area is, it gives off a good amount of light, enough to illuminate your
path.
~
104 cde 0
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~
~
@@ -164,7 +164,7 @@ trees swaying branches. A small stream flows gently into the forest. Small
fish can be seen in the stream, bolting up and down the stream, distorting the
image af the pebbles. The grass is soft and the color is perfect. @n
~
104 e 2
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~
~
@@ -179,7 +179,7 @@ or a rope. Large plastic bottles cover the ground, and some foam coolers every
now and then. A piece of broken wood lies in a large brush pile, it seems to be
connected to the brush.
~
104 0 3
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~
~
@@ -198,7 +198,7 @@ sits at the back of the room where the items are and a Elven man sits behind it.
Light flows in through a small window on the side of the room, it seems to have
no glass so it a small breeze comes in through it. @n
~
104 cd 3
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~
~
@@ -217,7 +217,7 @@ to just rest. The air is fresh, and the sounds of animals also fills your ears.
Tall grass grows all around the lake, and large boulders are also here. It is
mysterious how they got here, air also has a moist smell in it.
~
104 ce 3
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~
~
@@ -235,7 +235,7 @@ To the north is another forest, dark shadows cover it's entrance. Even larger
skeletons cover the ground, some human, and some are unknown. A cold feeling
emits from the forest, adding an uncomfortable feeling to this area. @n
~
104 ce 3
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~
~
@@ -262,7 +262,7 @@ emit from the house, and a horrid smell also comes from the house. An old
rusted well sits in front of the house, it seems to have been protected from the
tree by the house.
~
104 c 3
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~
~
@@ -277,7 +277,7 @@ gate. At the top of the gate is some weird insigne, this is also on either side
of the gate. At the gates entrance the wooden platform stops and the ground
turns to rock.
~
104 0 1
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~
~
@@ -295,7 +295,7 @@ to the north the road continues, and it also continues to the south. Noise
emits from people walking around on this road, they seem to be in a hurry, and
don't want to talk to anyone.
~
104 0 1
104 0 0 0 0 0
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~
~
@@ -318,7 +318,7 @@ house are made of pine wood, each step has been carefully cut, and carefully put
in to its place. The door stands open, letting in the fresh air from the
outside. @n
~
104 0 1
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~
~
@@ -337,7 +337,7 @@ cover the wall towards the back. Some large swords are placed neatly in a
little case, also hanging on the wall. A large round oak table sits in the
center of the room, with one lone chair sitting at it. @n
~
104 d 1
104 8 0 0 0 0
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~
~
@@ -356,7 +356,7 @@ now and then. A sign is stuck into the ground on the side of the road, it seems
to be a direction sign. A warm feeling seems to be coming from all around you.
It seems to be coming from the towns people.
~
104 0 1
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~
~
@@ -374,7 +374,7 @@ others tall. But every person seems to be Elven. A warm feeling comes from the
area around you. The people seem to be giving this feeling off. The cobble
stone road is freshly polished and looks to be brand new.
~
104 0 1
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~
~
@@ -393,7 +393,7 @@ inside of it it has very few maps. But there are many sheets of parchment. A
very beautiful young looking elf sits behind the glass desk, making what seems
to be a map. @n
~
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~
~
@@ -407,7 +407,7 @@ lies to the west, it seems to be gaining a lot of attention. A small breeze
blows through this part of town. Another sign has been placed neatly on the
wall beside the buildings opening. @n
~
104 0 1
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~
~
@@ -427,7 +427,7 @@ and it turns out to be coming from a small cobble stone fire place off in the
other corner of the room. Each stone has been placed on this fireplace with
extreme care. @n
~
104 d 1
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~
~
@@ -446,7 +446,7 @@ the room. Lining the walls is a small assortment of armour, it seems that this
shop has just opened. Although there is not much armour, it seems to be
extremely expensive. @n
~
104 d 1
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~
~
@@ -465,7 +465,7 @@ A large golden statue of some old looking elf is in front of this house.
Beautiful pine steps are leading up to his house, and the door is nowhere to be
seen, it seems it has been taken off. @n
~
104 0 1
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~
~
@@ -487,7 +487,7 @@ center of the room. Heat emits from another well built looking cobble stone
fireplace. High in the rafter you notice another red glowing orb. This orb
adds another reddish tint, but the color is darker. @n
~
104 cde 1
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~
~
@@ -505,7 +505,7 @@ their mail. There are loads of bags with mail in them, he seems to be send mail
for a small fee though. The floor is also littered with paper, but this paper
is blank.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -519,7 +519,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -537,7 +537,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -555,7 +555,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -573,7 +573,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -591,7 +591,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -612,7 +612,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D1
~
~
@@ -626,7 +626,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -644,7 +644,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -665,7 +665,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D2
~
~
@@ -679,7 +679,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -700,7 +700,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D2
~
~
@@ -713,7 +713,7 @@ Human skeletons litter the floor, and multiple animal skeletons also fill this
place. The ceiling is not perfect here, and the walls are cover in scratches,
and the ceiling is cover in blood and scratches.
~
104 d 0
104 8 0 0 0 0
D0
~
~
@@ -739,7 +739,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -756,7 +756,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D0
~
~
@@ -770,7 +770,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -787,7 +787,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D0
~
~
@@ -801,7 +801,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -819,7 +819,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -844,7 +844,7 @@ too. Human skeletons litter the floor, and multiple animal skeletons also fill
this place. The ceiling is not perfect here, and the walls are cover in
scratches, and the ceiling is cover in blood and scratches.
~
104 d 0
104 8 0 0 0 0
D0
~
~
@@ -858,7 +858,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -880,7 +880,7 @@ large marble stone. The walls floor and ceiling are all smooth. The light
seems to bouce off the walls, a slight noise comes from the top of this room,
and a small white orb hovers in the air there.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -893,7 +893,7 @@ too. Human skeletons litter the floor, and multiple animal skeletons also fill
this place. The ceiling is not perfect here, and the walls are cover in
scratches, and the ceiling is cover in blood and scratches.
~
104 d 0
104 8 0 0 0 0
D0
~
~
@@ -918,7 +918,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D1
~
~
@@ -931,7 +931,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D2
~
~
@@ -944,7 +944,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D3
~
~
@@ -958,7 +958,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -976,7 +976,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -994,7 +994,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D0
~
~
@@ -1016,7 +1016,7 @@ marble stone. There are many scratches on the ground and they seem to have been
made by something in-human. The ceiling is made of the same marble, but this is
smoother, and only enough light is here to allow sight.
~
104 cde 0
104 28 0 0 0 0
D1
~
~
@@ -1033,7 +1033,7 @@ too. Human skeletons litter the floor, and multiple animal skeletons also fill
this place. The ceiling is not perfect here, and the walls are cover in
scratches, and the ceiling is cover in blood and scratches.
~
104 d 0
104 8 0 0 0 0
D2
~
~
@@ -1051,7 +1051,7 @@ too. Human skeletons litter the floor, and multiple animal skeletons also fill
this place. The ceiling is not perfect here, and the walls are cover in
scratches, and the ceiling is cover in blood and scratches.
~
104 d 0
104 8 0 0 0 0
D0
~
~
@@ -1072,7 +1072,7 @@ red marble. The floor has many different stains all over it, and the walls have
some of the same stains. The ceiling seems to be unscathed, it has the same
smooth texture it has had the whole time.
~
104 d 0
104 8 0 0 0 0
D3
~
~
@@ -1110,7 +1110,7 @@ Taylors Immortal Resting Chamber~
| | |
|___________|
~
104 cdeh 0
104 156 0 0 0 0
S
#10459
A New Zone Description Room~
@@ -1148,7 +1148,7 @@ A New Zone Description Room~
@W.''\ /'. .' \__.`)@y |- .'|@W .''\ /'. .' \__.`_
@W '. ` |' @y `\-/@W( \@n
~
104 ch 8
104 132 0 0 0 0
S
#10460
Path Through the Forest~
@@ -1156,7 +1156,7 @@ Path Through the Forest~
The earth is compact and the no shuberry grows near this place. The sky above
can be seen, but it looks as if the sky fades into the trees ahead. @n
~
104 0 3
104 0 0 0 0 0
D0
~
~
@@ -1173,7 +1173,7 @@ straight path. The brush looks like it is growing away from the road, as if
some sort of magic is causing it to retreat. The Sky is not able to be seen,
and the sounds of the forest have become silent now.
~
104 0 3
104 0 0 0 0 0
D2
~
~
@@ -1190,7 +1190,7 @@ straight path. The brush looks like it is growing away from the road, as if
some sort of magic is causing it to retreat. The Sky is not able to be seen,
and the sounds of the forest have become silent now. @n
~
104 0 0
104 0 0 0 0 0
D0
~
~
@@ -1209,11 +1209,11 @@ reside over this particular intersection, but oddly enough so does the presence
of life. The darkness engulfs the northern exit while the life fills the
surrounding area.
~
104 0 0
104 0 0 0 0 0
D0
~
~
0 0 20901
0 0 -1
D2
~
~
@@ -1227,7 +1227,7 @@ for months. Large tools scatter the desk off in the corner, and many piles of
papers with writing on them scatter this desk as well. The ceiling above is
nothing but a thick looking glass with bars filling in for support.
~
104 cn 1
104 8196 0 0 0 0
D0
~
~
@@ -1252,7 +1252,7 @@ opposite the fireplace, letting in a little light through the linen curtains.
A large squishy looking armchair sits in the middle of the room only a few feet
from the fireplace. @n
~
104 de 0
104 24 0 0 0 0
D0
~
~

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@@ -4,7 +4,7 @@ The Meeting Room Of The Gods~
middle of the room, lit by some unseen light source. There are many chairs
around the table, all empty. The Immortal Board Room is to the north.
~
12 d 0
12 8 0 0 0 0
D0
The Immortal Board Room can be seen to the north.
~
@@ -18,7 +18,7 @@ small precious stones on it. When a God comes to rent his belongings,
his essence is stored in the stones. The Immortal Board Room is to
the south.
~
12 d 0
12 8 0 0 0 0
D2
The Immortal Board Room can be seen to the south.
~
@@ -30,7 +30,7 @@ The Ice Box Of The Gods~
The Ice Box is for little boys and girls that cannot play nice. Be good
and maybe someone will come and get you.
~
12 defhk 0
12 1208 0 0 0 0
S
#1203
The Gods' Mortal Board Room~
@@ -38,7 +38,7 @@ The Gods' Mortal Board Room~
room. Any God can easily post and read messages from the mortal board room
without being seen by any mortals. The Immortal Board Room is to the west.
~
12 d 0
12 8 0 0 0 0
D3
The Immortal Board Room can be seen to the west.
~
@@ -53,7 +53,7 @@ east and the meeting room for the gods is to the south. To the north is the
Gods' Inn and to the west is a post office for Gods. In the northeast corner
you spot a small staircase leading upwards.
~
12 d 0
12 8 0 0 0 0
D0
The Gods' Inn can be seen just to the north.
~
@@ -96,7 +96,7 @@ it is not as slow. Even the Postal service knows not to anger the Gods.
Piles of junk mail line the walls. I guess even Gods get on mailing lists.
The Immortal Board Room is to the east.
~
12 d 0
12 8 0 0 0 0
D1
The Immortal Board Room is just to the east.
~
@@ -108,7 +108,7 @@ The Social Gathering Room~
This elegantly decorated room has one simple purpose. To socialize with
everyone else around in one central location.
~
12 d 0
12 8 0 0 0 0
D5
The Immortal Board Room is just down through the floor. Funny how you
didn't notice that exit before isn't it?
@@ -122,7 +122,7 @@ The Immortal Board Hall~
immortals. You can enter the hall of builders to the north, to the south are
the halls of justice, while to the west you can find the immortal board room.
~
12 d 0
12 8 0 0 0 0
D0
~
~
@@ -142,7 +142,7 @@ The Builders' Board Room~
if you need a refresher. TBA zone should be able to teach anyone, no matter how
new, the basics of building.
~
12 d 0
12 8 0 0 0 0
D2
~
~
@@ -154,7 +154,7 @@ The Immortals' Mortal Board Room~
Any God can easily post and read messages from the mortal board room without
being seen by any mortals. The Immortal Board Hall is to the west.
~
12 0 0
12 0 0 0 0 0
D3
~
~
@@ -167,7 +167,7 @@ north. Statues of Karileena the goddess of Honour and Justice, are lining the
walls. You realize this is where the exalted gods meet to discuss what course of
action to take against offenders in the realms.
~
12 d 9
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~
~

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@@ -4,6 +4,6 @@ The Builder Academy~
The Builder Academy zone has been moved: @RGOTO 3@n
~
13 d 0
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S
$~

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@@ -2,6 +2,6 @@
test~
You are in an unfinished room.
~
14 0 0
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S
$~

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@@ -25,11 +25,15 @@ East takes you through the other zones I have built here.
Down takes you to the starting room of this zone.
~
19 dj 0
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~
~
0 0 2700
D3
~
~
0 0 -1
D5
~
~
@@ -119,7 +123,7 @@ and the general decay of time. It appears as though there were indeed paths
here long ago, but water has saturated the ground, leaving nothing but
featureless mud.
~
19 0 2
19 0 0 0 0 0
D0
The ground seems to slope downwards in this direction, making it look
potentially difficult or impossible to get back up.
@@ -162,7 +166,7 @@ Squelching Ground~
slightest weight leaves deep imprints that quickly well back up with sloshing
mud and the few sickly bits of plant life that grow here.
~
19 0 2
19 0 0 0 0 0
D0
The ground dips suddenly, substantial flooding and algae rendering it very
slippery indeed.
@@ -190,7 +194,7 @@ and casting the boggy ground in shadow. The air is cooler here, the stone
itself emitting an almost unnatural chill in contrast to the warmth of the
surroundings.
~
19 a 2
19 1 0 0 0 0
D1
The ground seems flatter and more stable toward this direction, an upright
wooden stick breaking the smoothness of the horizon.
@@ -224,7 +228,7 @@ Drowned Land~
heat of some underground current. Large blisters swell from the ground, popping
with a hiss and releasing hot, swirling steam into the foggy air.
~
19 0 2
19 0 0 0 0 0
D0
It looks as though a large log has sunk into the area to the north, making it
at least stable to walk on.
@@ -252,7 +256,7 @@ giving the impression that this place has not recovered from some ancient
battle. Glimpses of metal can be seen half-buried in the ground, the armour and
weapons of some long-decayed army.
~
19 0 2
19 0 0 0 0 0
D0
A darkness and chill seem to emanate from this direction, a great rock
breaking the horizon far to the north.
@@ -285,7 +289,7 @@ The rust has leached into the water, discolouring it deep red and filling the
air with the overwhelming stench of decay and the sickly metallic scent of
blood.
~
19 0 2
19 0 0 0 0 0
D0
A rhythmic blast of heat comes from this direction, cloudy steam obscuring
the view of what lies beyond.
@@ -325,7 +329,7 @@ Slippery Slope~
Sloping steeply down from the south, thin rivulets of water trickle their way
lazily down, accumulating in a watery pool at the base.
~
19 0 2
19 0 0 0 0 0
D2
The way south looks too steep and too slippery to even begin trying to climb.
@@ -352,7 +356,7 @@ Scattered Rocks~
treacherous path for walking. Thin layers of slime glisten on the sharp rocks,
along with various other old and unidentifiable stains.
~
19 0 2
19 0 0 0 0 0
D0
More scattered broken rocks can be seen trailing off to the north, water
deepening steadily around them.
@@ -399,7 +403,7 @@ soil it nevertheless is so large that it almost completely blocks further
advancement. Tiny fungi sprinkle the rotting wood and surrounding mud, products
of its continuing decomposition.
~
19 0 2
19 0 0 0 0 0
D1
Little stony peaks rise from the slippery mud here, providing a somewhat
stable, albeit dangerous footpath.
@@ -427,7 +431,7 @@ now it is just a watery bog, its high sloping sides sodden with slime from
rotting vegetation and the wild overgrowth of algae and desperate creeping swamp
vines.
~
19 0 2
19 0 0 0 0 0
D0
The way to the north grows darker and deeper, a strange ominous feeling
hanging over the area like an invisible shadow.
@@ -448,7 +452,7 @@ Dark Waters~
of scum that floats everywhere. Insects dart quickly here and there, apparantly
fleeing from the more ominous shadows that slide just beneath the surface.
~
19 c 2
19 4 0 0 0 0
D2
The way south looks very slippery indeed, difficult to climb out of but not
impossible.
@@ -476,7 +480,7 @@ stirred by some unseen current. Strange things surface with the movement,
glimpses of shiny metal and splintered bone are all that mark this place as the
grave it has become.
~
19 0 2
19 0 0 0 0 0
D0
The vast splayed roots of a giant tree stand upturned in the air, blocking
any view of what lies beyond.
@@ -510,7 +514,7 @@ as though this tree died years ago. Dark streaks marr the wood, evidence
perhaps of long past lightning storms, or the use of powerful magic in this
area.
~
19 0 2
19 0 0 0 0 0
D0
This giant tree's trunk continues on into the north, sloping slightly
downward as it becomes increasingly submerged in the mud.
@@ -544,7 +548,7 @@ Scorched Trunk~
huge reaching branches hold it from complete submersion. Black unnatural burn
marks weave their way like rotting vines all along the ancient bark.
~
19 0 2
19 0 0 0 0 0
D0
Huge splaying branches reach out in every direction, preventing further
advancement.
@@ -583,7 +587,7 @@ Stony Path~
into the air as it laps around this small trail of island rocks, the only path
through this watery part of the swamp.
~
19 0 2
19 0 0 0 0 0
D2
The trail of jagged rocks continues to the south, the stones becoming
suddenly larger and less natural as though broken off from some designed
@@ -610,7 +614,7 @@ Puddle of Algae~
water. Plant life of various kinds tangle and intertwine into each other
beneath the water, making it very easy to become caught.
~
19 0 2
19 0 0 0 0 0
D1
The bleak surface of the dark water is broken here and there with the peak of
a jagged rock, leading off further to the east.
@@ -632,7 +636,7 @@ hole leading into darkness beneath, as though some hollow tree has become buried
just below the surface, the sound of thick mud dripping within a concealed space
below.
~
19 0 2
19 0 0 0 0 0
D0
Thin, mossy trees wave wearily, blocking any further view of what lies to the
north.
@@ -674,7 +678,7 @@ place even more miserable. The floor slants slightly downward to the north, and
each movement makes it dip a little more as if the swamp were threatening to
consume it whole.
~
19 ad 0
19 9 0 0 0 0
D0
The long hollow trunk of the tree continues, nothing but the smell of rotting
wood and thick mud giving any clues as to what lies beyond the darkness.
@@ -696,7 +700,7 @@ as to give the place a smothering claustrophobic feel. Little worms and maggots
wriggle their way through the fungating bark, making the enclosure seem to crawl
revoltingly.
~
19 ad 0
19 9 0 0 0 0
D0
The trunk dips even lower, creaking sounds and the smell of mouldy damp
wafting from the darkness ahead.
@@ -723,7 +727,7 @@ from a large hole in the ceiling. It seems as though extra weight in this part
of the submerged tree would sink it very quickly, the wood moaning and groaning
at any extra burden.
~
19 ad 0
19 9 0 0 0 0
D2
The wood enclosure seems to slope vaguely upwards, trickling mud running in
rivulets from the south and gathering in a small puddle here.
@@ -745,7 +749,7 @@ creak and groan, swamp moss spreading slowly as if to consume them. Thin
grasses lean pathetically against the lanky trunks, almost like weary children
clinging to their mothers.
~
19 c 3
19 4 0 0 0 0
D0
A large gathering of trees can be seen extending to the north, a small gap
opening the way.
@@ -784,7 +788,7 @@ A Broken Bridge~
almost natural mosaic walkway through the watery slime. No river runs through
here though the presence of this ancient bridge indicates that once there did.
~
19 c 2
19 4 0 0 0 0
D1
The sloping curve of a buried tree can be seen, rising like another small
wooden bridge out of the watery ground.
@@ -805,7 +809,7 @@ Sunken Road~
no naturally formed path and an indication that long ago these grounds saw dry
land, though now the smooth road is pitted with fungus and shelled creatures.
~
19 0 2
19 0 0 0 0 0
D0
The ground slopes downward, jagged rocks standing like little islands amongst
the murky waters.
@@ -839,7 +843,7 @@ Peak of the Rock~
been a spectacular view if not for the waves of heat that cause the air to
shimmer and swim, making everything seem eerily unreal.
~
19 0 2
19 0 0 0 0 0
D0
~
~
@@ -857,7 +861,7 @@ crevices and jagged stones that break the surface. To the east and the west,
large cavernous mouths protrude, though the hollows within appear to be
underwater.
~
19 0 2
19 0 0 0 0 0
D0
A sunken path leads treacherously to the north, looking as though it was
originally a continuation of the same path that extends to the south.
@@ -889,7 +893,7 @@ Flooded Cave~
be seen is slick with swamp slime and mosses, the odd glittering piece of armour
shining like stars from the inky depths below.
~
19 acd 9
19 13 0 0 0 0
D3
Open air breathes gently from the west, natural light rippling vaguely on the
surface of the breaking waters.
@@ -915,7 +919,7 @@ Underwater Enclosure~
swirling about and creating the apparant illusion of dark shadows and shapes
swimming cautiously about.
~
19 acd 9
19 13 0 0 0 0
D1
Murky water and spiked rocks travel in a vague north to south path just
outside the enclosure.
@@ -930,7 +934,7 @@ of slate and chunks of stone mixing with the wreckage to create an unstable
surface for walking on, the slick overgrowth of plant life making it even more
treacherous.
~
19 0 2
19 0 0 0 0 0
D0
The path continues wet and treacherous to the north, smooth paved surfaces
crumbled into broken pieces of stone and grit.
@@ -958,7 +962,7 @@ inch or two of sloshing muck. The great stone walls have been excavated
roughly, leaving sharp spikes and serrated areas that look almost deliberately
made.
~
19 ad 0
19 9 0 0 0 0
D0
The dark depths of the cavern don't reveal much visually, but the sound of
running water can be heard more intensely.
@@ -985,7 +989,7 @@ torches that have been placed in the natural cavernous cracks and crevices.
Dark green moss carpets the floor, squishing loudly with saturated water when
stepped on.
~
19 d 0
19 8 0 0 0 0
D0
The ground continues somewhat smoother to the north, dark cool stone curving
around to form the continuing wall.
@@ -1006,7 +1010,7 @@ visible within and large flickering shadows creeping through the gaps of them.
The rest of the cavern has been rather deliberately smoothed from the look of
it, as if to make a somewhat grander impression.
~
19 ad 0
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D0
Tall bamboo gates stand here, a rough rope wrapped around them and attached
with what looks like a wooden padlock.
@@ -1033,7 +1037,7 @@ trickling water. Dribbling noisily along the projecting rocks, the sound echoes
as if a large stream gushed through this place, the sounds of rushing water
amplifying along the stone walls and floor.
~
19 ad 0
19 9 0 0 0 0
D2
A subtle scent of fresh air wafts from the south, the sound of birds and
outside wild life echoing in what appears to be the entrance to this cave.
@@ -1056,7 +1060,7 @@ humanoid skulls. At the far north end, several swords have been tied together
and bent to form a crude jewelled throne. To the south, two large bamboo gates
stand, guardians to the way out.
~
19 cd 0
19 12 0 0 0 0
D2
Tall bamboo gates stand here, a rough rope wrapped around them and attached
with what looks like a wooden padlock.
@@ -1087,7 +1091,7 @@ sand so that everything beneath the surface is cloudy. Only the feel of laid
stone and grit indicates the path that lies here, a slight mist hovering over
the surface of the muggy water.
~
19 0 2
19 0 0 0 0 0
D0
A small enclosure can be seen to the north, tiny wisps of smoke escaping into
the air.
@@ -1114,7 +1118,7 @@ Dripping Cave~
more miserable. Thin layers of green slime coat the walls, and a few organic
encrustations higher up show that at one time water flooded this cave.
~
19 ad 0
19 9 0 0 0 0
D3
Slight wisps of mist swirl just inside from the gaping entrance to the west,
the sound of lazily trickling water coming from outside.
@@ -1131,7 +1135,7 @@ Wisps of smoke and glowing embers cling to life as the recently used campfire
slowly dies away. Various cooking utensils and simple clay pots lie soiled and
strewn about.
~
19 0 2
19 0 0 0 0 0
D2
Muddy, grimey water swirls lazily away, stirring up the gravelly ground as it
trickles noisily.
@@ -1164,7 +1168,7 @@ Grassy Hole~
lengths and echoing slightly as they hit rock surface below. A deep black hole
gapes widely in the ground, concealed perfectly until almost falling into it.
~
19 0 2
19 0 0 0 0 0
D0
Copious amounts of smoke fill the air thickly, staining the ground and plant
life darkly black and blocking any further view.
@@ -1193,7 +1197,7 @@ of dripping and trickling water all around. The stoney chill of the surrounding
rock seems to pierce through everything, feeling almost supernatural in its
strength.
~
19 acd 0
19 13 0 0 0 0
D0
Bright light shines from the larger cavern to the north, sending flickering
shadows all around and the choking smell of smoke.
@@ -1214,7 +1218,7 @@ Firelit Cavern~
escaping through a small hole. Dancing light casts flickering shadows all about
the room, piles of dried bracken and wood nearby to keep the fire fueled.
~
19 d 0
19 8 0 0 0 0
D0
A smallish, moss-covered cavern yawns widely to the north, the wafting smoke
making it difficult to see much else.
@@ -1248,7 +1252,7 @@ the floor here. Gentle heat wafts from the room to the south, filling the place
with shimmering warm air. Several large eggs lie nestled here and there,
partially covered with the grasses.
~
19 d 0
19 8 0 0 0 0
D2
Bright flickering fire sends shadows dancing all around, a curtain of smoke
veiling anything that lies beyond.
@@ -1264,7 +1268,7 @@ gate to prevent the young ones from wandering out. Little bits of meat are left
rotting about the floor, and bits of broken egg-shell are scattered about, the
few intact eggs rocking gently as though about to hatch.
~
19 d 0
19 8 0 0 0 0
D3
Bright flickering fire sends shadows dancing all around, a curtain of smoke
ve iling anything that lies beyond.
@@ -1280,7 +1284,7 @@ in from the east, slowly cooking smaller pieces that hang from hooks in the
ceiling. In the corner, large leaves cover what appears to be the half
butchered corpse of some unidentifiable animal.
~
19 d 0
19 8 0 0 0 0
D1
Bright flickering fire sends shadows dancing all around, a curtain of smoke
ve iling anything that lies beyond.
@@ -1296,7 +1300,7 @@ abandoned path. From a large crack in the ground, dark smoke billows slowly up
into the sky, shrouding the place in darkness and creating the claustrophobic
feeling of being unable to breathe.
~
19 a 2
19 1 0 0 0 0
D0
The water runs deeper to the north, shimmering fog wafting restlessly and
clouding any further view.
@@ -1331,7 +1335,7 @@ giving easily beneath and sending clouds of darkness up into the water. Broken
stalks litter the bottom, and deep footprints can be seen imprinted in the
watery ground, indicating that this way is well travelled.
~
19 0 2
19 0 0 0 0 0
D0
Deep waters and eerie blue mists swirl silently around, both almost purposely
hiding the way from view.
@@ -1359,7 +1363,7 @@ clouding everything so that only ghosts and shadows can be seen moving about in
the periphery of vision. The air is hot and stifling, but the cloudy moisture
leaves a bone-chilling cold on every surface.
~
19 0 2
19 0 0 0 0 0
D0
Some sort of entrance can be seen through the brush, a black stair descending
into darkness.
@@ -1392,7 +1396,7 @@ Eerie Wetlands~
die away as the bluish haze around this place swirls ever thicker. The water
slides easily, thick algae blocking any view as to what lies beneath.
~
19 0 2
19 0 0 0 0 0
D2
A well travelled way lies to the south, broken reeds and muddy footprints
left as recent evidence.
@@ -1419,7 +1423,7 @@ Absolute Darkness~
life swirling about. The blackness seems all-encompassing, nothing visible in
any direction, just the slimey touch of unseen creatures brushing past.
~
19 acd 9
19 13 0 0 0 0
D4
Faint shafts of natural light penetrate the darkness, the stalks of gently
swaying reeds only just visible through the murkiness.
@@ -1434,7 +1438,7 @@ teleporting it to room 1911 as part of the trigger. ;) And then I added some
more words at the end of this descrip because the error in zcheck was bugging me
:P
~
19 deh 0
19 152 0 0 0 0
S
T 1994
#1949
@@ -1443,7 +1447,7 @@ Endless Marshlands~
shadows potentially only the product of imagination. Almost untouched, the
quiet water and still reeds can be seen for miles.
~
19 0 2
19 0 0 0 0 0
D1
Chilly air breezes from the west, damp and clinging miserably to everything
like a cold sweat.
@@ -1470,7 +1474,7 @@ Endless Marshlands~
here. Desperate creeping plant life, hovering insects and scummy algae-infested
water appears to be all there is.
~
19 0 2
19 0 0 0 0 0
D0
A vast and confusing landscape stretches to the north, heavy fog making it
difficult to see any straight path through.
@@ -1497,7 +1501,7 @@ Crumbling Oak~
Sharp spokes of wood stick up like a thorny crown where the higher parts of the
tree have snapped away, presumably buried deep within the surrounding mud.
~
19 acd 0
19 13 0 0 0 0
D3
Tall, thin trees weave hypnotically in the wind, the croaks and chirps of
various wildlife filling the air.
@@ -1511,7 +1515,7 @@ Endless Marshlands~
wearily back and forth, and almost eternally around in the swirling mists
everything seems to look exactly the same.
~
19 c 2
19 4 0 0 0 0
D1
A vast and confusing landscape stretches to the east, heavy fog making it
difficult to see any straight path through.
@@ -1538,7 +1542,7 @@ Endless Marshlands~
wearily back and forth, and almost eternally around in the swirling mists
everything seems to look exactly the same.
~
19 c 2
19 4 0 0 0 0
D0
A vast and confusing landscape stretches to the north, heavy fog making it
difficult to see any straight path through.
@@ -1565,7 +1569,7 @@ Air-Filled Cavern~
this place is above ground, although swirling mud and grasses can be seen
dancing in the water just around the opening.
~
19 acd 0
19 13 0 0 0 0
D4
Dark swirling waters block most of the upper cavern from sight, minimal light
penetrates the surface, bits of floating debris making it hard to see what lies
@@ -1581,7 +1585,7 @@ odd green shoot of a struggling youngster colouring the gloominess, and the
scent of new plant life freshening the air, even as fungi consume the rotting
elders.
~
19 0 3
19 0 0 0 0 0
D1
Swaying branches trail leisurely over the murky waters, the sounds of
rustling and crow's screeching carrying on the air.
@@ -1609,7 +1613,7 @@ slimy swamp algae covering them with slick green ooze. Spindly desperate
branches grasp blindly at the air like the skeletal fingers of some long buried
giant.
~
19 0 3
19 0 0 0 0 0
D0
Thick, brittle treetrunks continue on and around to the north, the sounds of
wildlife crunching through the leaves.
@@ -1631,7 +1635,7 @@ mournful screeching of crows can be heard from the swaying branches above.
Most of the trees here are dead, only one or two trailing green leaves into the
watery surroundings.
~
19 0 3
19 0 0 0 0 0
D0
A vast array of dried branches forms a canopy overhead, a mighty tree
standing proudly to the north, even as it decays.
@@ -1652,7 +1656,7 @@ Circle of Trees~
creating a skeletal leaf-less canopy. The persistant creep of swamp vines and
moss coats nearly the entire trunk, as though the bog were trying to reclaim it.
~
19 0 3
19 0 0 0 0 0
D0
Tangled tree roots stretch out to the north, creeping through the treacherous
mud as though grasping for safety.
@@ -1674,7 +1678,7 @@ surrounding trees acting as footholds. It seems as though the brittle wood
moans gently, complaining at the cruelty of the wind, restless breezes scurrying
here and there as though being chased.
~
19 0 3
19 0 0 0 0 0
D2
A line of trees continues around, curving as if to form a large circle that
shrouds the outside from view.
@@ -1694,7 +1698,7 @@ Drowned Path~
pool. Dirt and grit settle slowly at the bottom, covering partially what appear
to be the carefully set slate tiles of an ancient road running north and south.
~
19 0 2
19 0 0 0 0 0
D0
A small junction lies ahead, this path meeting with a larger west-to-east
trail.
@@ -1727,7 +1731,7 @@ Circle of Trees~
they seem to be well-tended. Leaning in on each other, their green waving
branches seem to rustle uncomfortably, whispering quietly with each other.
~
19 0 3
19 0 0 0 0 0
D0
A greenish film of water and slime coats a long-neglected path to the north.
~
@@ -1753,7 +1757,7 @@ Circle of Trees~
trunks. The beautiful crimson leaves of a black gum tree seem almost to light
the area as a burning fire illuminates night.
~
19 0 3
19 0 0 0 0 0
D0
Younger saplings grow to the north, slender green branches and fresh budding
leaves adding a sense of freshness to the atmosphere.
@@ -1776,7 +1780,7 @@ enclosed within the trunks of the surrounding trees. A smoking fire lingers
here, some burned carcass giving off the smell of cooked flesh. Before the
altar, a large metal grid is embedded into the ground.
~
19 0 3
19 0 0 0 0 0
D0
A small water-logged path leads northward, flanked on either side by closely
hovering trees.
@@ -1797,7 +1801,7 @@ Drizzling Path~
make up this old path, creeping algae and swamp slime give it a carpeted look,
tinting both the stone and the water slightly green.
~
19 0 2
19 0 0 0 0 0
D1
~
~
@@ -1819,7 +1823,7 @@ surface of these dark waters. Small fish dart nervously about, hiding instantly
at the sight of any shadow, and bulrushes sway gently, spreading ripples
throughout the pool.
~
19 c 6
19 4 0 0 0 0
D1
~
~
@@ -1836,7 +1840,7 @@ Bend in an Ancient Path~
coated slightly with the glassy sheen of an inch or two of clear running water,
the carefully laid mosaic stones and coloured glass can clearly be seen.
~
19 0 2
19 0 0 0 0 0
D0
~
~
@@ -1861,7 +1865,7 @@ Place of Meeting~
rocks are placed strategically all around the center as if making up some sort
of seating. Beside the fire, a crude wooden platform has been erected.
~
19 0 2
19 0 0 0 0 0
D0
~
~
@@ -1883,7 +1887,7 @@ spider's cocoon. Only the commands who, tell and goto should work in this room
for any players under level 33. Oh the command wriggle also works, but only to
make the object cocoon visibly wriggle to anyone in room 1993.
~
19 dh 0
19 136 0 0 0 0
S
T 1921
#1969
@@ -1892,7 +1896,7 @@ Wooden Shelter~
shelter. Several reeds and grasses have been used to patch up the gaps, and the
whole structure has been coated with a layer of mud.
~
19 acd 0
19 13 0 0 0 0
D2
~
~
@@ -1906,7 +1910,7 @@ stone floor feeling slightly warm to the touch. Bundles of hollow reeds have
been used to create small tables, upon which dried grasses and leaves are heaped
like bedding.
~
19 acd 0
19 13 0 0 0 0
D2
~
~
@@ -1920,7 +1924,7 @@ ceiling grid. A large sacrificial slab stands in the center of the room,
covered with gruesome stains. Various metal instruments hang from the walls,
along with the well-used chains of past unfortunate prisoners here.
~
19 acd 0
19 13 0 0 0 0
D4
~
~
@@ -1933,7 +1937,7 @@ to display images of royalty and wealth. Gold and silver glint here and there
like stars in the dark clay walls, and a large cushioned chair sits against the
eastern wall.
~
19 cd 0
19 12 0 0 0 0
D3
~
~
@@ -1952,7 +1956,7 @@ animal skulls. Small piles of teeth and claws sprinkle the perimeter of the
floor, and it can only be assumed that these trophies are all that remain of
past enemies.
~
19 d 0
19 8 0 0 0 0
D1
~
~
@@ -1969,7 +1973,7 @@ armour that lie here. Miscellaneous scavenged shields and pieces of equipment
lie scattered around in varying states of decay or repair. A few finer pieces
hang along the wall, ready for use.
~
19 d 0
19 8 0 0 0 0
D1
~
~
@@ -1986,7 +1990,7 @@ embedded into the actual structure of the room and dangling as decorations from
the wall. Some useless trinkets and pieces of bent metal are also scattered
around amongst the treasure, collected apparantly only for their shiny surfaces.
~
19 ad 0
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D3
~
~
@@ -1999,7 +2003,7 @@ palace of Lost Ajhuutal. Creeping swamp plants and mosses glow slightly where
they touch the black stone, almost pulsing as though they were the living veins
of the structure itself.
~
19 acd 0
19 13 0 0 0 0
D2
~
~
@@ -2016,7 +2020,7 @@ stirs here. Beads of moisture condense on the cool black stone of the walls,
rivulets of water gathering and trickling like sweat in the suffocating
humidity.
~
19 ad 0
19 9 0 0 0 0
D1
~
~
@@ -2037,7 +2041,7 @@ struggle. Broken pieces of the floor lie gathering dust and large dark stains
have corroded the passage as though splashed with acid or burnt by some powerful
magic.
~
19 ad 0
19 9 0 0 0 0
D0
~
~
@@ -2058,7 +2062,7 @@ metallic and unmistakeable stench of congealing blood. New stains freshly cover
the old, years of lost struggles painted about the room with all that remains of
the unfortunate victims.
~
19 ad 0
19 9 0 0 0 0
D1
~
~
@@ -2079,7 +2083,7 @@ crystallised webbing. The decaying skull of a humanoid can also be spotted here
and there through the drifting strands of cottony thread, apparantly the trophy
of a past conquest.
~
19 ad 0
19 9 0 0 0 0
D0
~
~
@@ -2100,7 +2104,7 @@ carvings have been intricately woven into the cold, dripping stone walls, most
depicting various battles including the capture of the mighty leviathan and the
destruction of Fallorain's army.
~
19 ad 0
19 9 0 0 0 0
D1
~
~
@@ -2121,7 +2125,7 @@ this room are frost or the intricate webbings of spiders. A great stone altar
stands here, steps making it possible to actually stand upon it. To the north,
a great black gate stands, barring the way further into the palace.
~
19 d 0
19 8 0 0 0 0
D2
~
~
@@ -2135,7 +2139,7 @@ Palace of Lost Ajhuutal~
along the walls as rows of torches light the room with flickering firelight,
cold stone and slate paving the chilly corridor.
~
19 cdeh 0
19 156 0 0 0 0
D1
~
~
@@ -2154,7 +2158,7 @@ Palace of Lost Ajhuutal~
seeming to whisper words as it sighs along the jagged crooks and crevices in the
cavernous wall, wisps of silk glistening as they stir.
~
19 adh 0
19 137 0 0 0 0
D0
~
~
@@ -2175,7 +2179,7 @@ Palace of Lost Ahjuutal~
tall black columns supporting the increasingly high ceiling and every surface
sparkling with tiny dark jewels as though starlit.
~
19 adh 0
19 137 0 0 0 0
D1
~
~
@@ -2197,7 +2201,7 @@ strands. The taste for luxury is further evidenced here by the use of many
hundred mandora spider furs to cover the substantial floor with lush velvety
carpeting.
~
19 adh 0
19 137 0 0 0 0
D0
~
~
@@ -2218,7 +2222,7 @@ humid. Slight viscuous moisture coats the floors and walls alike, making the
naturally dark surroundings glimmer in places as though tiny eyes twinkled in
and out of existance.
~
19 adh 0
19 137 0 0 0 0
D1
~
~
@@ -2238,7 +2242,7 @@ Palace of Lost Ahjuutal~
cavernous walls, both runes and some unfathomable language darken the place
further with the lingering and heady presence of evil magic.
~
19 adh 0
19 137 0 0 0 0
D0
~
~
@@ -2261,7 +2265,7 @@ Functional and ornamental swords alike hang proudly displayed upon the walls,
with central glass cases containing elegant two-handed blades as well as
jewelled maces.
~
19 adh 0
19 137 0 0 0 0
D3
~
~
@@ -2276,7 +2280,7 @@ and pieces of parchment as well as large bound books that lie almost unseen
beneath layers of dust. At the northern end, a large fire crackles quietly,
giving off copious amounts of sickly smelling smoke.
~
19 dh 0
19 136 0 0 0 0
D3
~
~
@@ -2290,7 +2294,7 @@ from a red hot fireplace casts the dingy room in shadows, intermittently
illuminating a selection of terrifying metal instruments that decorate the
stained walls.
~
19 d 0
19 8 0 0 0 0
D3
~
~
@@ -2302,7 +2306,7 @@ Sticky Passage~
glistening as it oozes down the walls, collecting in slippery puddles and
droplets on the dark floor that sparkle almost like stars.
~
19 ad 0
19 9 0 0 0 0
D0
~
~
@@ -2323,7 +2327,7 @@ eerie wallpaper. A slight rustling echoes all throughout this dreary cavern,
and on closer inspection thousands of tiny spiders can be seen scuttling across
the ceiling and drifting on webbed strands through the musty air.
~
19 acd 0
19 13 0 0 0 0
D1
~
~
@@ -2338,7 +2342,7 @@ meats and herbs hang, slightly swaying from the ceiling. The unmistakeable
smell of aging cheese fills the air along with the pungently sweet scent of
ripening fruits.
~
19 ad 0
19 9 0 0 0 0
D1
~
~
@@ -2353,7 +2357,7 @@ Sparkling jewels and gems of many colours glitter from assorted piles like
bundles of freshly picked flowers, left scattered around the many ornamental
chests as though for casual decoration.
~
19 dh 0
19 136 0 0 0 0
D1
~
~
@@ -2368,7 +2372,7 @@ alike being woven into regal pieces adorned with gems. Elaborate helmets and
visors stand encased within crystal columns, and glittering shields shine from
the walls like moonlight.
~
19 adh 0
19 137 0 0 0 0
D1
~
~
@@ -2384,7 +2388,7 @@ rendered the structure alive. Even the beautiful maroon carpet has been utterly
spoiled, ugly patches of old and drying blood left almost proudly displayed,
tainting the air with a sickly metallic scent.
~
19 acd 0
19 13 0 0 0 0
D2
~
~
@@ -2398,7 +2402,7 @@ nets and cruel-looking traps litter the area, and an unbearable smell of rotting
food and waste fills the room. Spider-spun cocoons lie freely about the floor
or attached to the wall, some opened whereas others seem almost to writhe.
~
19 ad 0
19 9 0 0 0 0
D3
~
~
@@ -2411,7 +2415,7 @@ drifting away to join the wandering mist that swirls forlornly about. Tall
withered grasses whisper amongst themselves as they bend, almost seeming to
deliberately make way for passage.
~
19 0 2
19 0 0 0 0 0
D0
~
~

View File

@@ -6,7 +6,7 @@ that maybe you shouldn't have come here. However, things in the west change
dramatically. You can hear the shouts of soldiers in training. The road
continues to the north and south.
~
2 0 1
2 0 0 0 0 0
D0
~
~
@@ -64,7 +64,7 @@ made from sturdy timber with a set of wide double doors that appear to open
outwards. Wagon tracks lead right up to the warehouse. This must be where
traders come to unload their supplies.
~
2 0 1
2 0 0 0 0 0
D0
~
~
@@ -81,7 +81,7 @@ are to the south and east. The financial holdings of the city are said to be
hidden somewhere within this building. Of course only a fool would try to
steal from a bunch of thieves.
~
2 d 1
2 8 0 0 0 0
D0
~
~
@@ -103,7 +103,7 @@ Mattresses that are shredded to pieces by rats and mice line one wall. A small
washbasin, stool and bench are the only other luxuries these overworked brutes
own.
~
2 d 1
2 8 0 0 0 0
D0
~
~
@@ -124,7 +124,7 @@ This is where the lieutenants of the army relay their plans to the sargeants to
carry them out. You can work your way between the benches to the south, east,
or north.
~
2 d 1
2 8 0 0 0 0
D0
~
~
@@ -145,7 +145,7 @@ to polish the kitchen. A small scullery filled with messy pots gives the room
a charred smell. Large ovens line the east wall and are cold for the time
being.
~
2 d 1
2 8 0 0 0 0
D0
~
~
@@ -166,7 +166,7 @@ through the Warriors Quarter. Very few people are around, but plenty of
soldiers rush about. You wonder why anyone would sign up for the army after
all the stories you've heard.
~
2 0 1
2 0 0 0 0 0
D0
~
~
@@ -182,7 +182,7 @@ The Northern Temple Circle~
towering over you, shimmering in the light. The road continues to the south
and east. A stairwell leads up onto the top of the inner city wall.
~
2 0 1
2 0 0 0 0 0
D1
~
~
@@ -203,7 +203,7 @@ east. It looks like it leads into the temple. The smell of some sort of vile
concoction emanates from a building to the south. You think you can hear
someone chanting within.
~
2 0 1
2 0 0 0 0 0
D1
~
~
@@ -224,7 +224,7 @@ into the temple of Sanctus. The road continues to the east and west. A small
building to the south has boxes and envelopes stacked on both sides of the
entrance. You can hear someone cursing within.
~
2 0 1
2 0 0 0 0 0
D1
~
~
@@ -245,7 +245,7 @@ wonderful Temple of Sanctus. To the east and west is a road that looks to wind
around the temple. To the north you can't see anything but open road.
Everything around is silent, making you feel all alone.
~
2 0 1
2 0 0 0 0 0
D0
~
~
@@ -270,7 +270,7 @@ into the temple of Sanctus. The road continues to the east and west. To the
south is a building with barred windows and a reinforced door that currently
stands open. A sign above the door informs you that it is the Bank of Sanctus.
~
2 0 1
2 0 0 0 0 0
D1
~
~
@@ -292,7 +292,7 @@ sound of running water to the south and the squeak of a water pump can only
mean one thing. It must be the infamous Sanctus Water Hole run by none other
than Hazel herself.
~
2 0 1
2 0 0 0 0 0
D1
~
~
@@ -313,7 +313,7 @@ intersection just up ahead. A set of stone stairs leads up into the
northeastern lookout tower of the inner city wall. From there guards can
oversee the entire Thieves Quarter.
~
2 0 1
2 0 0 0 0 0
D2
~
~
@@ -334,7 +334,7 @@ if they might be able to swindle some of your gold. Most look at you with
disappointment as everyone knows few adventurers are rich these days. The
avenue follows along the inner city wall to the north and south.
~
2 0 1
2 0 0 0 0 0
D0
~
~
@@ -352,7 +352,7 @@ in a mansion, not a warehouse. Several benches line the walls. It almost
looks like some type of waiting room the thieves use to impress would be
traders.
~
2 d 1
2 8 0 0 0 0
D0
~
~
@@ -369,7 +369,7 @@ pump with fresh running water are kept in this room. Too bad none of the
workers seem to have ever touched any of them. Leave it to the thieves to hire
workers to do any manual labor.
~
2 d 1
2 8 0 0 0 0
D0
~
~
@@ -386,7 +386,7 @@ It's structure, ranking system, history, and future developments are all taught
to the recruits who usually fall asleep during the lectures, until they are
taken outside to be "woken up. "
~
2 d 1
2 8 0 0 0 0
D0
~
~
@@ -407,7 +407,7 @@ and winning wars few people realize that recruits go through some educational
training as well. They are taught the basics of reading and writing and
strategy to help them become better fighters and better citizens.
~
2 d 1
2 8 0 0 0 0
D0
~
~
@@ -428,7 +428,7 @@ have taken years to construct it. The inner city wall to your east is made of
the same material. That must have been one of the many foul jobs given to new
recruits.
~
2 0 1
2 0 0 0 0 0
D0
~
~
@@ -445,7 +445,7 @@ Sanctus. The tall reinforced western wall rises above you. Few people roam
the streets and the area has a very peaceful feeling. The sound of muttering
voices seems to be coming from within or on top of the wall to your west.
~
2 0 1
2 0 0 0 0 0
D0
~
~
@@ -462,7 +462,7 @@ you work your way to the counter. Several kettles are boiling over woodless
fires that put off no smoke. The yellow fog overflows the top of one of the
kettles, giving the room an awful aroma.
~
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~
~
@@ -474,7 +474,7 @@ Post Office~
postal service of Sanctus is heavily overworked it seems. Somewhere amidst the
piles of mail you hear someone snoring. Maybe not overworked, just lazy.
~
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~
~
@@ -487,7 +487,7 @@ candles surround you in a blanket of light. You can hear a soft humming noise
coming from within the depths of the temple. Maybe it would be worth your time
to go have a look.
~
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~
~
@@ -504,7 +504,7 @@ tediously counting a few thousand coins spread out on the table before him.
This bank is well known for the security it enforces to ensure safe storage of
the cities gold.
~
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~
~
@@ -517,7 +517,7 @@ large water pump behind her drips slowly into a bucket set below to catch the
water. The DRIP, DRIP, DRIP would drive a normal person crazy, but not Hazel.
She loves her water.
~
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~
~
@@ -530,7 +530,7 @@ clanking can be heard as some guards must be making their rounds on top of the
wall. This road winds around the Temple of Sanctus allowing you to enter from
either the north or south.
~
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~
~
@@ -547,7 +547,7 @@ obvious reasons and most people are too wary of their gold to chance an
encounter with a pickpocket. A large warehouse to the east and the inner city
wall to the west guides the avenue to the north or south.
~
2 0 1
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~
~
@@ -564,7 +564,7 @@ the board. A bunch of chairs and benches are arranged in rows facing the
board. Looks like someone is preparing for a meeting. Maybe you can sit in
and learn a few things.
~
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~
~
@@ -585,7 +585,7 @@ haphazardly all over it. The type of writing that only the person who made it
can really comprehend what it means. This must be where some of the planning
for the city takes place.
~
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~
~
@@ -606,7 +606,7 @@ army. Many sleepless nights have always been spent in this room during small
skirmishes that almost break out into an all out war. Chairs line the walls
and a large table fills the center of the room.
~
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~
~
@@ -618,7 +618,7 @@ The Latrine~
couple of pots lie on the floor and a bucket of water sits on the table. Very
rudimentary, but functional, which seems to be the unsung motto of the army.
~
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~
~
@@ -631,7 +631,7 @@ Warriors Quarter and Clerics Quarters meet. The Western Road runs from the
temple to the west gate. Very few people are about, mostly just soldiers on
patrol.
~
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~
~
@@ -648,7 +648,7 @@ of Sanctus can only be entered from the north or south. A small shed of some
sort has been erected to the east. It was recently made from wood and appears
to have been constructed in a hurry.
~
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~
~
@@ -669,7 +669,7 @@ buoyant vests. An old salty sailor sits in the back carving out what must be a
canoe from a huge oak. He looks about as tough as they come. You can't help
but look for a parrot and peg leg.
~
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~
~
@@ -682,7 +682,7 @@ donate to those who are less fortunate. Racks and shelves line the walls to
supply ample storage for those who wish to donate. Be a good citizen and leave
something for the poor.
~
2 cd 1
2 12 0 0 0 0
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~
~
@@ -700,7 +700,7 @@ fountain! Maybe you could get a drink there. The floor at your feet is made
from marble, and looks flawless. A lot of time and effort must have been put
into this temple.
~
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~
~
@@ -725,7 +725,7 @@ white marble rise up to the ceiling which looks to be pure hammered gold.
Several cushions and benches line the walls to allow a place for people to wait
before the daily services.
~
2 d 1
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~
~
@@ -742,7 +742,7 @@ Everything a person could imagine. All used to make some of the finest clothes
in the realm. Every type of clothing can be found here. What you don't see,
Carla can make.
~
2 d 1
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~
~
@@ -755,7 +755,7 @@ venture out into the city. The Tower of Sanctus shines brightly, it's white
marble reflecting all light that strikes it. The Tower is rumoured to be a
combination of magic and perfect architecture.
~
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~
~
@@ -776,7 +776,7 @@ any light that shines at it, the smooth white walls seem almost magical. To
the south the avenue reaches an intersection. The meeting of the Thieves
Quarter and the Magi's Quarter.
~
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~
~
@@ -793,7 +793,7 @@ expect in a bank, not in a warehouse. The vault looks impossible to pick and
considering who made it you bet only the person with the key could ever get
into it. A large ornate rug covers the floor.
~
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~
~
@@ -806,7 +806,7 @@ of coin counting apparatus. Unfortunately, no money has been left out. Even
under the tables and in the corners. The room is very clean and organized just
right. If you moved something I bet people would know.
~
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~
~
@@ -819,7 +819,7 @@ kept open, the tall wooden beams are reinforced with metal bars. Guards can be
heard above you, lookouts to warn in the case of an attack. The town looks
very safe and secure from here.
~
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~
~
@@ -844,7 +844,7 @@ you can see the Warriors Barracks and to the south the Hall of Clerics. The
road consists of hard packed dirt with a few ruts from wagons. The hustle and
bustle of the city can be heard all around you.
~
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~
~
@@ -861,7 +861,7 @@ the army to the north while a smaller building to the south appears to be part
of the clerics quarter. The temple rises above you to the east. You could
leave the protection of the city and go west through the gate.
~
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~
~
@@ -878,7 +878,7 @@ Temple is where people go to pray to the gods, they are guaranteed safety
within certain rooms of the temple. A safe haven is very rare in the realm
these days. That is why Sanctus was created.
~
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~
~
@@ -903,7 +903,7 @@ The inner wall appears to be about twenty feet in thickness. No one could ever
batter down this wall. Looking up you see a portculis built into the wall.
You wonder what would happen if it were to suddenly let go and crush you.
~
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~
~
@@ -920,7 +920,7 @@ Sanctus to the western gate and beyond the protection of the dome. Few people
travel beyond the dome because they fear the gateways between worlds may open
at anytime. Only brave adventurers dare travel far beyond the city walls.
~
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~
~
@@ -945,7 +945,7 @@ contact with the gods or each other. The board is monitored and any questions
should be promptly answered. If the board is not the place to solve your
problems simply go to the post office and mail a god.
~
2 d 1
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~
~
@@ -958,7 +958,7 @@ own reflection perfectly. Not a single marr or scratch on it's flawless
surface. The echo of people walking inside the temple can be heard, though not
pinpointed.
~
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~
~
@@ -983,7 +983,7 @@ where Rumble and Ferret began restoring order to the world. Many tales abound
about this fabled temple and its founders. Most are just that, tales, but many
hold truths beyond what even the storytellers realize.
~
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~
~
@@ -1014,7 +1014,7 @@ can be seen to the north. The sound of running water can be heard to the west.
To the south you see people in prayer, while to the east you see a small room
with several people gossiping.
~
2 d 1
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~
~
@@ -1039,7 +1039,7 @@ This board is used for no other reason than to socialize with one and another.
Various boards can be found throughout the realm. This one can be viewed by
anyone.
~
2 d 1
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~
~
@@ -1052,7 +1052,7 @@ travelling for those wishing to visit the temple from the farmlands. The
farmlands are known to be one of the most stable regions outside the protection
of the dome.
~
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~
~
@@ -1077,7 +1077,7 @@ is so thick that no matter the time of day shadows still lurk everywhere under
here. A portculis is built into the ceiling above you. Must be the controls
for it are on top of it.
~
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~
~
@@ -1094,7 +1094,7 @@ of Sanctus. North lies the Thieves Quarter while to the South you can enter
the Magi's Quarter. This road bustles with activity as people go about their
daily lives.
~
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~
~
@@ -1119,7 +1119,7 @@ Thieves Quarter and their warehouse. South is the Magi's Mansion and the
Magi's Quarter. To the east you can exit the city through the Eastern Gate.
The infamous Temple of Sanctus can be seen rising from the center of the city.
~
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~
~
@@ -1136,7 +1136,7 @@ entire city spreads out before you to the west. The safety of the city is
preferred by almost everyone. But, some people choose to live outside the east
gate where there are very few troubles or mishaps.
~
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~
~
@@ -1153,7 +1153,7 @@ the residential district. This area is known for it's relative safety. Very
few problems arise from beyond the east gate. The city of Sanctus lies to the
west. To the east you can see the remains of an old gatheouse.
~
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~
~
@@ -1171,7 +1171,7 @@ chairs a writing pad, inkpen and ink blotter. This is where the high
councillors spend their nights. They live a life without possession or
desires.
~
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~
~
@@ -1184,7 +1184,7 @@ in small pots lining the walls. A large wooden box crafted like a chair with a
hole cut in the top must be the only bathroom in the entire Hall of Clerics.
You can hear something moving around below you.
~
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~
~
@@ -1197,7 +1197,7 @@ Warriors Quarter, go east into the Temple of Sanctus or west to the western
gate. A large building and the inner city wall on each side of this north
south street leaves little room for walking.
~
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~
~
@@ -1214,7 +1214,7 @@ town folk. Everything, well almost everything, can be found within these walls
to support the town. A woman lugging a sack full of groceries arrives from the
east.
~
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~
~
@@ -1235,7 +1235,7 @@ and vegetable stands line both walls. This shop seems to carry everything,
except bread and meat. Must be the Baker, Butcher, and Grocer have an
understanding.
~
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~
~
@@ -1248,7 +1248,7 @@ on. Several candles line the walls. Large murals dominate the wall and
ceiling above a small altar. Those who are feeling pious may come here to give
thanks to their gods.
~
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~
~
@@ -1265,7 +1265,7 @@ unusually quiet. It appears people are in prayer inside. The center of the
Temple lies to the north. The white marble floor, walls, and ceilings of the
temple are spotless.
~
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~
~
@@ -1290,7 +1290,7 @@ walls, filling the alter and even hanging from the ceiling by chandeliers.
The candles are scented, leaving a faint aroma of spring flowers. Cushions of
various colors cover the floor in precise rows.
~
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~
~
@@ -1307,7 +1307,7 @@ Furrier is trying to blanket the disgusting smell from the tanning process.
This guy can make almost anything from a good fur hide. He is very skilled and
his prices are not too outrageous.
~
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~
~
@@ -1320,7 +1320,7 @@ You are just inside the market center of Sanctus. The stores have all taken up
shop surrounding the Temple. They originally were afraid the outer city could
be overrun, but now they are just too lazy to move.
~
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~
~
@@ -1342,7 +1342,7 @@ Eastern Road or head further north into the Thieves Quarter. This Quarter of
the city is very well maintained, decorative streetlamps line both sides of the
wide street.
~
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~
~
@@ -1359,7 +1359,7 @@ Green, and one Yellow. The closets are filled with robes and small sandals,
all of the same three colors. You have trespassed on three of the five orders
of the Master Magi.
~
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~
~
@@ -1372,7 +1372,7 @@ northern walls. Filled with robes of Red and Black. The floor is covered in a
thick maroon run that cushions your every step. The Master Magi must live in
this room. Better not be caught trespassing.
~
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~
~
@@ -1386,7 +1386,7 @@ and cushions allow comfortable places to relax and peruse the many novels.
Light from lanterns hanging overhead fills the room as if it was broad
daylight.
~
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~
~
@@ -1407,7 +1407,7 @@ overweight cooks are sampling their favorite dishes as they prepare for the
next meal. They look at you just daring you to try and take some of their food
that they spent hours preparing.
~
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~
~
@@ -1428,7 +1428,7 @@ audience with any who request it. To the east the inner city wall look about
as impenetrable as any wall you have ever seen. Clerics Avenue continues north
and south.
~
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~
~
@@ -1445,7 +1445,7 @@ displayed in one window depicts several precious gems and minerals. The Temple
Circle continues north and south. The cobblestone streets are bordered by the
inner city wall to the west and various stores and shops to the east.
~
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~
~
@@ -1466,7 +1466,7 @@ some steel bars. Must be the jeweler has had problems with thieves. Several
nuggets of strang minerals are display on shelves all around you. Lucky is the
individual who can find some of these valuable items to sell.
~
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~
~
@@ -1479,7 +1479,7 @@ Everything from rabbit, to cow, to... That one looks an awful lot like a cat.
Any meat you may need, this guy sells it. Blood covers the counter and the
small cutting area behind it.
~
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~
~
@@ -1492,7 +1492,7 @@ The white marble walls have been polished smooth. A small road to the south
leads to the Cleric's and Magi's quarters of the city. The scent of flowers
soothes you.
~
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~
~
@@ -1509,7 +1509,7 @@ woman behind the counter is pounding relentlessly on a stubborn hunk of dough.
Those arms on her remind you of the smithy. Various baked goods fill the
entire room. Baked fresh daily of course.
~
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~
~
@@ -1522,7 +1522,7 @@ buckets around the store. The items look second hand, but they would all serve
their purpose. A few other customers wander the store. They can't seem to
find what they are looking for either.
~
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~
~
@@ -1535,7 +1535,7 @@ mining equipment. The cobblestone road is blocked to the east by the inner
city wall and several stores crowd against the Temple of Sanctus to the west.
~
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~
~
@@ -1556,7 +1556,7 @@ they must be magical in nature since no oil you've ever seen burns that color.
The beautiful cobblestone road meanders north and south. The Magi Mansion to
the east looks glorious.
~
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~
~
@@ -1573,7 +1573,7 @@ the hundreds of volumes of books it holds. These are the chronicles of the
Magi. Within them they hold the secrets of their mystical art. A large sign
above the bookshelf warns anyone from attempting to touch the books.
~
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~
~
@@ -1594,7 +1594,7 @@ silverware and spotless wine glasses all fill the majestic table. Enough for
seven settings. Two of the place settings are turned upside down. Servants
rush about their work around you.
~
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~
~
@@ -1615,7 +1615,7 @@ problems. The High Council will then vote and decide on a way to settle the
matter. Their word is final and none ever disobey them. They are respected
for their intelligence and wisdom.
~
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~
~
@@ -1632,7 +1632,7 @@ other. The Hall is the only form of justice within the city besides the army.
Everyone respects the High Council for their devotion and wisdom towards what
is right.
~
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~
~
@@ -1650,7 +1650,7 @@ least three times your height and you can not tell how thick it must be. You
hear the sound of clanking armor and idle chat as guards on the wall above you
make their rounds.
~
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~
~
@@ -1667,7 +1667,7 @@ and west inner city walls merge here. A set of stone stairs lead up into a
small lookout post above you. The street turns here, wrapping around the
Temple of Sanctus.
~
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~
~
@@ -1688,7 +1688,7 @@ wall of the inner city. Small shops line the road to your north. The Tower of
Sanctus, with it's single tall spire reaching to the heavens, looks
magnificient. A style of workmanshi that has never been surpassed.
~
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~
~
@@ -1705,7 +1705,7 @@ swaying above the door in the breeze depicts a hunk of meat crosse with a
butcher's axe. You can see an intersection just to the east where you can exit
the inner city or enter the Temple.
~
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~
~
@@ -1725,7 +1725,7 @@ The Southern Temple Circle Intersection~
You may also travel along the Temple Circle east and west. To the south you
can exit the inner city and work your way into the Magi's or Cleric's Quarters.
~
2 0 1
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~
~
@@ -1750,7 +1750,7 @@ stomach rumble. To the west you can see an intersection that can lead into the
Temple to the north or exit the inner city to the south. The inner city wall
stretches east and west alon the Temple Circle.
~
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~
~
@@ -1771,7 +1771,7 @@ wall of the inner city. Small shops line the road to your north. The Tower of
Sanctus, with it's single tall spire reaching to the heavens, looks
magnificient. A style of workmanshi that has never been surpassed.
~
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~
~
@@ -1789,7 +1789,7 @@ good business and the overall wealth of the city seems to be geared mostly to
the middle class. Only a few have achieved poverty or great wealth within the
city.
~
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~
~
@@ -1811,7 +1811,7 @@ powerful within the city and have begun living the life that shows it. Unlike
the Clerics who do not believe in worldly possessions the Magi surround
themselves with it.
~
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~
~
@@ -1828,7 +1828,7 @@ ceiling. It depicts a battle with the Master Magi obliterating hundreds of
demons by calling down lightning and hurling fireballs. The demons look
vaguely familiar, like something you remember from a dream.
~
2 d 1
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~
~
@@ -1845,7 +1845,7 @@ where the servants and students sleep and, from the looks of the table and what
is on it, gamble. The table is full of chips and various headed die. A deck
of cards lies in the center of the table waiting to be dealt.
~
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~
~
@@ -1862,7 +1862,7 @@ south. The citizens of Sanctus come here to settle disputes by seeking the
guidance of the High Council. The High Council has come to be the law of the
land here.
~
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~
~

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@@ -5,7 +5,7 @@ away. You wonder how this tower still stands after all these years. High
above in the tower a light flashes. Do you dare enter? Words are chiseled
into a tablet beside the entrance.
~
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~
~
@@ -36,7 +36,7 @@ A Dark Hallway~
drawings and symbols carved into the stone walls. A sudden gust of wind
carries the smell of rotting flesh to you.
~
22 d 0
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~
~
@@ -54,7 +54,7 @@ remains of what might have been paintings and tapestries cover the floor.
The stench grows worse the deeper you enter, maybe you should turn back
now.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -72,7 +72,7 @@ passageway top to bottom. If only you could understand them. The dark hallway
curves to the east and south. The walls made from mortar and stone crumble at
the touch and are covered in dust and grime.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -88,7 +88,7 @@ A Dark Hallway~
maggot ridden half-eaten corpse. Strange, you only see human footprints
encircling it.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -104,7 +104,7 @@ A Dark Hallway~
and confused. You think it might be the horrible stench or maybe it's the
intracate carvings that seem to draw your eye.
~
22 d 0
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~
~
@@ -120,7 +120,7 @@ A Dark Hallway~
around them. The smell is almost unbearable and you hardly even notice
the symbols and carvings anymore.
~
22 d 0
22 8 0 0 0 0
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~
door~
@@ -141,7 +141,7 @@ higher you go. You feel the walls starting to close in on you. You
wonder whether or not it's a good idea to continue. Another hallway leads
to the south.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -161,7 +161,7 @@ A Dark Hallway~
rats having a feast on the unfortunate victim. Far off in the distance
you hear screams. A passage also leads to the south.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -183,7 +183,7 @@ symbols don't seem to be carved, but scratched or clawed into the stone.
Chunks of flesh and fingernails can be seen in the scratches, all oozing with
blood.
~
22 d 0
22 8 0 0 0 0
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~
door~
@@ -203,7 +203,7 @@ A Dark Hallway~
climbing to the top of this tower. The screams stop with an unnatural
abruptness.
~
22 d 0
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~
~
@@ -219,7 +219,7 @@ A Dark Hallway~
you hear screams, but a different voice this time. A hot breeze carries with
it the smell of smoke and something even more unpleasant.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -235,7 +235,7 @@ A Dark Hallway~
leg as you walk by. One swift kick and it's head goes rolling away, but
the hand still reaches for you.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -252,7 +252,7 @@ tortured. That or they have simply gone mad. The walls, floor, and ceiling
seem to be getting closer together. The darkness seems to deepen and cloak
everything in shadows.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -268,7 +268,7 @@ A Dark Hallway~
wall. Looking out you can see a city far below. A fog has set in about the
tower and the shrouds the city enough so you cannot name it.
~
22 d 0
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~
~
@@ -284,7 +284,7 @@ Stairs~
louder in that direction. The stone and mortar walls are damp and small
trickles of water run down from somewhere above.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -300,7 +300,7 @@ Hidden Room~
Unlike the rest of this decrepit tower this room is in excellent shape
and looks to be used as a study with books lining the walls.
~
22 d 0
22 8 0 0 0 0
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~
door~
@@ -312,7 +312,7 @@ Hidden Room~
books and other assorted items. The smell of rot and decay is not evident
here. Instead, everything is covered in a fine layer of powdery dust.
~
22 d 0
22 8 0 0 0 0
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~
door~
@@ -324,7 +324,7 @@ Red Hallway~
nauseating and your eyes water from the acrid smoke. You become disorientated
and can barely see any exits through the smoke.
~
22 d 0
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~
~
@@ -341,7 +341,7 @@ Red Hallway~
The passage seems to glow a strange reddish color further to the west. The red
glow is scattered by the smoke and seems to pulse with a life of its own.
~
22 d 0
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D1
~
~
@@ -358,7 +358,7 @@ Red Hallway~
noises to the south or you can walk through the smoke to the west. An eerie
red glow is barely visible through the heavy smoke.
~
22 d 0
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D2
~
~
@@ -375,7 +375,7 @@ Red Hallway~
touch and you feel a hot draft pushing you to the north. You can continue
into the heat to the south.
~
22 d 0
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D0
~
~
@@ -391,7 +391,7 @@ A Green Hallway~
like you're being watched. Will you go up to the south or down to the east.
Either way the hall looks dangerous.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -407,7 +407,7 @@ A Green Hallway~
Hallway continues east or west. Movement in your periphery makes you look for
something that is no longer there.
~
22 d 0
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D1
~
~
@@ -424,7 +424,7 @@ to pulse with a life of their own. The green fungus on the walls glows a
strange lime-green color. The smell of fresh cut flowers seems ironic in a
place like this.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -440,7 +440,7 @@ A Red Hallway~
north or go back south and flee this area. The heat is still bareable, but is
getting even worse.
~
22 d 0
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D0
~
~
@@ -456,7 +456,7 @@ Stairs~
lead up to the next level of the tower. The exit to the east is the source of
the hot breeze and also an eerie red glow.
~
22 d 0
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D1
~
~
@@ -473,7 +473,7 @@ live here. You see a massive pile of bones against the wall. The bones appear
to be humanoid, but are scorched and scattered apart so it is difficult to
tell.
~
22 d 0
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D0
~
~
@@ -495,7 +495,7 @@ south or you can flee from the heat to the north. A flickering glow that must
come from an open flame somewhere further down the hall causes shadows to dance
along the stone and mortar walls.
~
22 d 0
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D0
~
~
@@ -511,7 +511,7 @@ A Green Hallway~
clearly see your surroundings. The passage climbs to the south or heads
back down to the north.
~
22 d 0
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D0
~
~
@@ -526,7 +526,7 @@ A Dead End~
The algae and fungus is extremely thick in this area. You keep thinking you
see movement out of the corner of your eye. You can only return to the north.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -538,7 +538,7 @@ Stairs~
out the stone walls, floor, and ceiling. A stone staircase leads up to the
second level of the tower.
~
22 d 0
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D1
~
~
@@ -554,7 +554,7 @@ A Green Hallway~
exit west but you can't see where it leads. The slime of algea, fungus, and
various other forms of mold make travel difficult and treacherous.
~
22 d 0
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D0
~
~
@@ -574,7 +574,7 @@ A Red Hallway~
the north the heat and flames seem to intensify. A cooler breeze to the east
beckons you.
~
22 d 0
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D0
~
~
@@ -590,7 +590,7 @@ A Red Hallway~
breathe. The red glow of what must be fire comes from the west. Back east
awaits a cooler and safer haven.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -606,7 +606,7 @@ A Red Hallway~
also leave to the east. The strange fire does not seem to have any fuel and
burns an even stranger blue green flame.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -622,7 +622,7 @@ A Red Hallway~
since standing still would probably get you burned. The heat continues
from the west or you can get away from it to the north.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -638,7 +638,7 @@ A Green Hallway~
up to the east or head back to the north. The sound of running water echoes
off the walls.
~
22 d 0
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D0
~
~
@@ -654,7 +654,7 @@ A Green Hallway~
them seem to twitch or move slightly. You can continue up to the east
or go down to the west.
~
22 d 0
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D1
~
~
@@ -671,7 +671,7 @@ unnerving. The story behind this tower and its inhabitants is still a mystery.
It will take a thorough search to root out the evil that caused this pitiful
downfall.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -687,7 +687,7 @@ A Green Hallway~
feel out of place with all of these undead creatures. The climb
continues to the north or you can head down to the west.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -703,7 +703,7 @@ Bloody Stairs~
hear screams and groans of pain coming from the south. Paintings line the
stairwell, depicting scenes of a great battle with undead foes.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -719,7 +719,7 @@ Bloody Hallway~
from both east and west or you can flee to the north and south. The once fine
adornments to the hallway have all been torn down and shredded.
~
22 d 0
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D0
~
~
@@ -743,7 +743,7 @@ Bloody Hallway~
hot irons laid into it. Various tools lay everywhere that make you cringe
just thinking about their purpose.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -755,7 +755,7 @@ Bloody Hallway~
dead or at least unconscious. Who could do such things? You hear a
death cry to the north.
~
22 d 0
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D0
~
~
@@ -771,7 +771,7 @@ Bloody Hallway~
are stacked everywhere continuing to the east and west. The smell of death
fills this part of the hallway.
~
22 d 0
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D0
~
~
@@ -796,7 +796,7 @@ laid negligently on the floor. You should leave back south. But, something
compels you to stay and see the atrocities performed on the helpless souls
within.
~
22 d 0
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D2
~
~
@@ -808,7 +808,7 @@ Waiting Room~
look broken and death lingers in their eyes. They look beyond hope and may as
well already be dead.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -820,7 +820,7 @@ Torture Chamber~
choice is to head back south. Various body parts, intestines, and other
unidentifiable body parts lay neatly at the prisoners feet.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -832,7 +832,7 @@ Bloody Hallway~
north or the bodies continue to the west. A once fine oaken table has been
hacked to pieces and scattered about the room.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -848,7 +848,7 @@ Empty Hallway~
for what must have been years. You can exit north towards the screams or
south into the abandoned hallway.
~
22 d 0
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D0
~
~
@@ -865,7 +865,7 @@ hallway. The ladder is sloped at a very slight angle and looks sturdy enough
to hold one person at a time. The steel steps are extremely rusted, but very
thick and wide.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -882,7 +882,7 @@ still look strong. An empty hallway to the south is the only other exit.
Several paintings on the wall show the tower in its golden days. It has fallen
a long ways since then.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -898,7 +898,7 @@ Stairs~
make it difficult to see very far ahead. An exit to the east opens into an
empty hallway.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -914,7 +914,7 @@ Empty Hallway~
feel like someone is watching you. The hallway continues east and west
or you can go north.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -934,7 +934,7 @@ Empty Hallway~
in ages. You can exit north towards the screams or follow the passage east or
west.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -954,7 +954,7 @@ Empty Hallway~
walk, leaving a clear marking of your passage. A few other traces of passage
are marked by the scattered dust.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -970,7 +970,7 @@ Empty Hallway~
Your clothes have developed a fine layer of the dust and your throat, nose, and
lungs seem filled with a chalky film.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -991,7 +991,7 @@ and fall apart when you put any sizeable force upon them. They seem
treacherous, but passable. An empty hallway to the west looks far more
inviting.
~
22 d 0
22 8 0 0 0 0
D3
~
~
@@ -1007,7 +1007,7 @@ A Dark Hallway~
light. You think it continues to the east and south. The sound of echoing
footsteps can be heard in the distance.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -1023,7 +1023,7 @@ A Dark Hallway~
and inventoried. The hall continues south and west. You notice a small window
in the east wall that looks out into a clouded valley.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -1039,7 +1039,7 @@ A Lighted Hallway~
the south. Strange how this hallway seems so clean compared to the rest of the
tower. Maybe some life does exist within these walls.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -1056,7 +1056,7 @@ can go south. The floor, walls, and ceilings are freshly cleaned. Not a speck
of dust can be seen anywhere. A pristine white glow is reflected on every
surface from an overhead lamp.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -1072,7 +1072,7 @@ A Dark Hallway~
neatly against both walls. The hall continues north and south. A small
collapse in one of the walls shows nothing but darkness on the other side.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1087,7 +1087,7 @@ A Dark Hallway~
More bodies are stacked here neatly. They each have a tag on their toe with
a number written on it for identification. The hall continues north and south.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1103,7 +1103,7 @@ A Lighted Hallway~
the south seems very refreshing and out of place. Paintings along the wall
display a gathering, most likely a feast, within the tower centuries ago.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1119,7 +1119,7 @@ A Lighted Hallway~
who in their right mind would live here? The hallway continues north and
south.
~
22 d 0
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D0
~
~
@@ -1136,7 +1136,7 @@ An entire section of the wall is missing and opens into a hidden inner wall of
the tower. Their is neither a floor nor ceiling within, just a long drop to
whatever lay below.
~
22 d 0
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~
~
@@ -1152,7 +1152,7 @@ A Long Ramp~
several corpses in it off to one side. A hallway is to the north. The
barrow's front wheel is broken, making it unuseable.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -1169,7 +1169,7 @@ comes down from somewhere above. To the north is a hallway. The stairs are
carved out of what appears to be granite and are still in excellent condition
compared to the rest of the tower.
~
22 d 0
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~
~
@@ -1186,7 +1186,7 @@ hallway. An old wooden ladder leads down into the darkness. The remains of a
stairway can be seen below. The ladder must have been a substitute after a
recent collapse of the stairs.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1202,7 +1202,7 @@ A Hall of Corpses~
The walls here are paneled with what used to be polished pine boards. Now they
are warped and rotting, along with the rest of the tower.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -1218,7 +1218,7 @@ A Hall of Corpses~
west. Several of the corpses occasionally twitch or try to rise. They seem to
be transitioning from death to undeath.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -1235,7 +1235,7 @@ The hall continues south or east. The feeling of unseen eyes comes from every
direction. The wooden paneling in this part of the tower has collapsed leaving
dozens of possible unseen hideouts. The hall continues south or east.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -1251,7 +1251,7 @@ A Cold Hallway~
could also go west but that sounds like such a pretty voice. You seem to have
heard stories about a tantalizing voice like this, but who cares.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -1267,7 +1267,7 @@ Ramp~
bodies litter the floor and the hall to the north. The wooden ramp sags
slightly as you walk over it.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1283,7 +1283,7 @@ A Hall of Corpses~
trail of blood where someone must have used a wheelbarrow to move the
corpses. The tracks lead north, higher into the tower.
~
22 d 0
22 8 0 0 0 0
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~
~
@@ -1299,7 +1299,7 @@ A Cold Hallway~
frost. The unnatural chill in this area is unnerving. The hallway continues
north and south.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1315,7 +1315,7 @@ Ladder~
balance and fall as you climb two rungs at a time. Who cares where else
you can go, just go up to that beautiful voice.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1331,7 +1331,7 @@ Ramp~
is to the north. The ramp is about ready to collapse. The sagging wood creaks
with the slightest pressure.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1347,7 +1347,7 @@ Staircase~
the north. The wooden panels covering the stone walls has completely
collapsed.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1363,7 +1363,7 @@ Hall of Rebirth~
either drunk or incompetent. The tracks veer back and forth running into the
walls in several places.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -1380,7 +1380,7 @@ negligently to mix with the rest of the corpses that lay everywhere. You
hear moaning and chanting to the south. You can't see past the bodies to
the north.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1400,7 +1400,7 @@ A Hallway~
changes pitch to sorrow and grief. You charge on hardly even noticing
another room to the north.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1419,7 +1419,7 @@ A Hallway~
The singing is coming from the west. How beautiful, it must be a damsel in
distress, trapped in this tower against her will. She must be awaiting rescue.
~
22 d 0
22 8 0 0 0 0
D3
~
~
@@ -1435,7 +1435,7 @@ Hall of Rebirth~
strange words and making wild gestures. A corpse suddenly rises at his
command. You should flee to the north.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1448,7 +1448,7 @@ you. You kneel behind her and tell her your name and that you will rescue
her. But then she turns towards you and you see the ugliest face to ever
plague a human body.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1460,7 +1460,7 @@ Spiral Staircase~
that strange flickering light. You can go up to investigate or return
south.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -1476,7 +1476,7 @@ A Collapsing Room~
the east where the entire wall and half the floor has fallen to the ground
below. This room is the highest in the tower that still remains.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -1489,7 +1489,7 @@ flickering from the wind blowing in through a gaping hole in the east
wall. A coffin lays in the middle of the room. You hear a fluttering of
wings to the east.
~
22 d 0
22 8 0 0 0 0
D5
~
~
@@ -1501,7 +1501,7 @@ Rumbles Dungeon~
your head. There is no turning back now. The hall continues east and west.
A large cell fills the entire room just to the north.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -1517,7 +1517,7 @@ Rumbles Dungeon~
heavily guarded and looks to be impossible to escape from. What kind of
prisoner could need this much protection.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1533,7 +1533,7 @@ Rumbles Dungeon~
This safe haven seems strangely peaceful, yet an evil presence can be detected
through the cell to the east.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1549,7 +1549,7 @@ Rumbles Dungeon~
mortar and stone freshly laid. The passage is clean and well kept. Guards
patrol these halls constantly.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -1565,7 +1565,7 @@ Rumbles Dungeon~
impossible to open. The door glows with a faint aura. There is also a
sign here with crossed lightning bolts above it.
~
22 d 0
22 8 0 0 0 0
D1
~
~
@@ -1592,7 +1592,7 @@ Rumbles Dungeon~
strange glow seems to be coming from within it. Some form of magical
enchantment maybe. The walls are heavily reinforced and recently erected.
~
22 d 0
22 8 0 0 0 0
D2
~
~
@@ -1608,7 +1608,7 @@ Rumbles Dungeon~
to be the only other structure in this hidden basement and must contain someone
of great importance to be so heavily guarded.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1624,7 +1624,7 @@ Rumbles Dungeon~
or something to break through those impenetrable walls. The guards are heavily
armored and look well trained.
~
22 d 0
22 8 0 0 0 0
D0
~
~
@@ -1640,7 +1640,7 @@ Dungeon Cell~
protection to hold those with special powers within. It looks impenetrable.
The perfect prison for the worst type of prisoner.
~
22 dh 0
22 136 0 0 0 0
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~
door~

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@@ -1,478 +1,478 @@
#24800
Gbetz's Zone Description Room ~
The Elven Woods by Gbetz
This is a new area, complete with shops, an elven forest, a reception area, and
guilds... It can be used in place of the major town or as another one.
Please enjoy,
Gbetz@gargamel.asms.state.k12.al.us
Builder : Gbetz
Zone : 248 Elven Woods
Began :
Player Level : 15-17
Rooms : 29
Mobs : 10
Objects : 23
Shops : 5
Links : 01s
~
248 j 0
S
#24801
Entrance to the Elven Forest~
Trees tower above you blocking the majority of light with their expanse
canopies. A large steel reinforced wooden gate is set into a wall of wood logs
just to the north.
~
248 0 3
D0
~
~
0 -1 24802
S
#24802
Guarded Path Through the Forest~
The path runs straight through the forest from south to north. You feel
yourself observed by someone. To the east you see a wooden door in a large
tree, and to the west you see a rope hanging down from a tree.
~
248 0 3
D0
~
~
0 -1 24807
D1
~
~
0 -1 24803
D2
~
~
0 -1 24801
D4
~
~
0 -1 24806
S
#24803
A Guard Room~
In the north-east corner of this dimly lit room stands a large round stone
table. To the east and west you can see doors. The sound of footseps can be
heard in the distance.
~
248 d 3
D1
~
~
0 -1 24804
D3
~
~
0 -1 24802
S
#24804
A Guard Chief's Bedroom~
This room is apparantly the chief of the elven guards bedroom. Decorations
and awards line the walls. In a corner stands a large bed and there is a door
to the west.
~
248 d 3
D3
~
~
0 -1 24803
S
#24805
A Cellar~
The damp earthen cellar is relatively cool. Shelves line all the walls.
Filled, almost to the point of collapse, with various dried foods and storage
containers.
~
248 ad 3
D4
~
~
0 -1 24803
S
#24806
On the Platform~
You are standing on a wooden platform above the beginning of the elven
forest. From here, above the tree tops, the town of Thewston is visible in the
distance.
~
248 c 5
D5
~
~
0 -1 24802
S
#24807
A Guarded Path Through the Forest~
The path runs straight through the forest from south to north. The forest
is in good condition and looks well kept. No dead branches or brush is visible
between the trees.
~
248 0 3
D0
~
~
0 -1 24808
D2
~
~
0 -1 24802
S
#24808
A Path Crossing~
The path splits up into four here, one in every direction. In the middle of
the crossing stands a gigantic stone obelisk with some runes engraved into it.
~
248 0 3
D0
~
~
0 -1 24809
D2
~
~
0 -1 24807
E
runes obelisk stone~
If you had been an old elven sage you might have known what the runes told,
but you are not, so this means nothing to you....
~
S
#24809
A Fine Path Through the Elven Forest~
On both sides of this path is doors. Over the eastern door is a sign
telling you this must be the weapon shop, and over the western door is a
similar sign telling you it's the armoury.
~
248 0 3
D0
~
~
0 -1 24812
D1
~
~
0 -1 24810
D2
~
~
0 -1 24808
D3
~
~
0 -1 24811
S
#24810
The Elven Armoury~
On the walls of this large room are fine elven armours hanging. A few other
odds and ends lay about that are required for the bending and pounding of the
armour.
~
248 d 0
D3
~
~
0 -1 24809
S
#24811
The Elven Weaponry~
On the counter and upon the walls hang fine weapons of elven quality. In
the back you can hear the roar of the furnace and the pumping of the billows.
~
248 d 0
D1
~
~
0 -1 24809
S
#24812
A Fine Path Through the Elven Forest~
On both sides of this path are doors. Over the eastern door is a sign
telling you this must be the magic shop of the elven village, and over the
western door is a similar sign telling you it's Quintors fine shop. To the
north the path continues.
~
248 0 3
D0
~
~
0 -1 24815
D1
~
~
0 -1 24814
D2
~
~
0 -1 24809
D3
~
~
0 -1 24813
S
#24813
Quintor's Fine Shop~
In this fine room you can see all kinds of equipment. Everything from bags
to torches can bee seen on the shelves. The items are of a fair quality and
reasonably priced.
~
248 d 0
D1
~
~
0 -1 24812
S
#24814
The Elven Magic Shop~
As you enter this store you feel a sensation in your stomach. There is
something wrong here or is it just the powers of all magic in here? All around
this room you see objects of different shapes and sizes.
~
248 d 0
D3
~
~
0 -1 24812
S
#24815
The End of the Path~
On both sides of this path are doors. Over the eastern door is a sign
telling you this must be the tavern of the village, and to the north you see a
large house, about two stores high.
~
248 0 3
D0
~
~
0 -1 24817
D1
~
~
0 -1 24816
D2
~
~
0 -1 24812
S
#24816
The Tavern of Hope~
You are standing in the bar of the Tavern. The bar is set against the
northern wall, old elven writings, carvings and symbols cover its top. A
fireplace is built into the eastern wall, and through the door in the western
wall you se the fine path. This place really makes you feel at home.
~
248 d 0
D3
~
~
0 -1 24815
D4
~
~
0 -1 24890
S
#24817
Inside a Fine House~
A large staircase leads into a foyer in front of the house. At the top of
the stairs two doors lead to the east or west into the house. The house is
well kept.
~
248 d 0
D1
~
~
0 -1 24819
D2
~
~
0 -1 24815
D3
~
~
0 -1 24818
D4
~
~
0 -1 24820
S
#24818
A Guard Room~
A table with chairs scattered about fills the center of the room. Along the
walls are several sets of beds. Items are scattered about the table and the
room is a mess.
~
248 d 0
D1
~
~
0 -1 24817
S
#24819
The Trophy Room of the Elven King~
The walls are covered in trophies, tapestries, paintings, and other various
gifts the King has acquired during his long life. All are exquisitely made and
in good taste.
~
248 d 0
D3
~
~
0 -1 24817
S
#24820
The Grand Stairway~
The stairs are wooden with a carpet running down the center. The carpet is
plush, almost like a moss which its color resembles. The house seems to be
another extension of the forest.
~
248 d 0
D4
~
~
0 -1 24821
D5
~
~
0 -1 24817
S
#24821
The Upper Floor of the House~
The corridor is lined on both sides by doors. Everything is made of wood.
From the floor to the ceiling it is all well polished. Small wooden stands
break are scattered about the hall holding various flowers in vases.
~
248 d 0
D0
~
~
0 -1 24823
D1
~
~
0 -1 24822
D2
~
~
0 -1 24824
D5
~
~
0 -1 24820
S
#24822
The Corridor~
You are standing in a corridor with wooden floor and ceiling. Door are
placed in the north and south walls. Further to the east the corridor ends at
a window overlooking the forest.
~
248 d 0
D0
~
~
0 -1 24826
D1
~
~
0 -1 24825
D2
~
~
0 -1 24827
D3
~
~
0 -1 24821
S
#24823
The Library~
Book shelves line the walls of this room. In the center of the room is a
large desk and some chairs. The shelves are filled with books bound in leather
and scrolls stacked high.
~
248 d 0
D2
~
~
0 -1 24821
S
#24824
The Living Room~
A set of large padded chairs face a roaring fireplace that fills the room
with its radiant heat. The wooden logs in the fire crack and sputter as the
flames consume them.
~
248 d 0
D0
~
~
0 -1 24821
S
#24825
Falling ~
That was a mistake. You are not a bird. You fall to the ground and splat!
Like a bug on a windshield. Ask a wizard to get a spatula. Perhaps your
remains will soften the fall for the next victim.
~
248 cj 0
S
T 24800
#24826
The Guards Bedroom~
This looks like an ordinary bed room with about twenty beds in it. There
are no other exits than the one to the south. The beds look uncomfortable and
unkept.
~
248 d 0
D0
~
~
0 -1 24827
D2
~
~
0 -1 24822
S
#24827
The Training Room~
The middle of the room is filled with a rack of training equipment.
Everything from padding to wooden weapons. The floor is wooden with sawdust to
help clean up any accidents.
~
248 d 0
D0
~
~
0 -1 24822
S
#24890
The Reception of the Tavern of Hope~
A staircase leads down to the entrance hall. A conspicous sign hangs over
the counter. All the noise and excitement seems to be coming from the entrance
hall.
~
248 cd 0
D5
You see the Tavern of Hope.
~
~
0 -1 24816
E
sign~
Rooms are expensive but good! You may:
Offer - get an offer on a room - Time is in real life days.
Rent - Rent a room (saves your stuff, and quits the game),
minimum charge is one day.
MY WAY OR THE HIGHWAY
PAY YOUR RENT!
WE WON'T THINK TWICE BEFORE KICKING YOU OUT.
~
S
$~
#24800
Gbetz's Zone Description Room ~
The Elven Woods by Gbetz
This is a new area, complete with shops, an elven forest, a reception area, and
guilds... It can be used in place of the major town or as another one.
Please enjoy,
Gbetz@gargamel.asms.state.k12.al.us
Builder : Gbetz
Zone : 248 Elven Woods
Began :
Player Level : 15-17
Rooms : 29
Mobs : 10
Objects : 23
Shops : 5
Links : 01s
~
248 512 0 0 0 0
S
#24801
Entrance to the Elven Forest~
Trees tower above you blocking the majority of light with their expanse
canopies. A large steel reinforced wooden gate is set into a wall of wood logs
just to the north.
~
248 0 0 0 0 0
D0
~
~
0 -1 24802
S
#24802
Guarded Path Through the Forest~
The path runs straight through the forest from south to north. You feel
yourself observed by someone. To the east you see a wooden door in a large
tree, and to the west you see a rope hanging down from a tree.
~
248 0 0 0 0 0
D0
~
~
0 -1 24807
D1
~
~
0 -1 24803
D2
~
~
0 -1 24801
D4
~
~
0 -1 24806
S
#24803
A Guard Room~
In the north-east corner of this dimly lit room stands a large round stone
table. To the east and west you can see doors. The sound of footseps can be
heard in the distance.
~
248 8 0 0 0 0
D1
~
~
0 -1 24804
D3
~
~
0 -1 24802
S
#24804
A Guard Chief's Bedroom~
This room is apparantly the chief of the elven guards bedroom. Decorations
and awards line the walls. In a corner stands a large bed and there is a door
to the west.
~
248 8 0 0 0 0
D3
~
~
0 -1 24803
S
#24805
A Cellar~
The damp earthen cellar is relatively cool. Shelves line all the walls.
Filled, almost to the point of collapse, with various dried foods and storage
containers.
~
248 9 0 0 0 0
D4
~
~
0 -1 24803
S
#24806
On the Platform~
You are standing on a wooden platform above the beginning of the elven
forest. From here, above the tree tops, the town of Thewston is visible in the
distance.
~
248 4 0 0 0 0
D5
~
~
0 -1 24802
S
#24807
A Guarded Path Through the Forest~
The path runs straight through the forest from south to north. The forest
is in good condition and looks well kept. No dead branches or brush is visible
between the trees.
~
248 0 0 0 0 0
D0
~
~
0 -1 24808
D2
~
~
0 -1 24802
S
#24808
A Path Crossing~
The path splits up into four here, one in every direction. In the middle of
the crossing stands a gigantic stone obelisk with some runes engraved into it.
~
248 0 0 0 0 0
D0
~
~
0 -1 24809
D2
~
~
0 -1 24807
E
runes obelisk stone~
If you had been an old elven sage you might have known what the runes told,
but you are not, so this means nothing to you....
~
S
#24809
A Fine Path Through the Elven Forest~
On both sides of this path is doors. Over the eastern door is a sign
telling you this must be the weapon shop, and over the western door is a
similar sign telling you it's the armoury.
~
248 0 0 0 0 0
D0
~
~
0 -1 24812
D1
~
~
0 -1 24810
D2
~
~
0 -1 24808
D3
~
~
0 -1 24811
S
#24810
The Elven Armoury~
On the walls of this large room are fine elven armours hanging. A few other
odds and ends lay about that are required for the bending and pounding of the
armour.
~
248 8 0 0 0 0
D3
~
~
0 -1 24809
S
#24811
The Elven Weaponry~
On the counter and upon the walls hang fine weapons of elven quality. In
the back you can hear the roar of the furnace and the pumping of the billows.
~
248 8 0 0 0 0
D1
~
~
0 -1 24809
S
#24812
A Fine Path Through the Elven Forest~
On both sides of this path are doors. Over the eastern door is a sign
telling you this must be the magic shop of the elven village, and over the
western door is a similar sign telling you it's Quintors fine shop. To the
north the path continues.
~
248 0 0 0 0 0
D0
~
~
0 -1 24815
D1
~
~
0 -1 24814
D2
~
~
0 -1 24809
D3
~
~
0 -1 24813
S
#24813
Quintor's Fine Shop~
In this fine room you can see all kinds of equipment. Everything from bags
to torches can bee seen on the shelves. The items are of a fair quality and
reasonably priced.
~
248 8 0 0 0 0
D1
~
~
0 -1 24812
S
#24814
The Elven Magic Shop~
As you enter this store you feel a sensation in your stomach. There is
something wrong here or is it just the powers of all magic in here? All around
this room you see objects of different shapes and sizes.
~
248 8 0 0 0 0
D3
~
~
0 -1 24812
S
#24815
The End of the Path~
On both sides of this path are doors. Over the eastern door is a sign
telling you this must be the tavern of the village, and to the north you see a
large house, about two stores high.
~
248 0 0 0 0 0
D0
~
~
0 -1 24817
D1
~
~
0 -1 24816
D2
~
~
0 -1 24812
S
#24816
The Tavern of Hope~
You are standing in the bar of the Tavern. The bar is set against the
northern wall, old elven writings, carvings and symbols cover its top. A
fireplace is built into the eastern wall, and through the door in the western
wall you se the fine path. This place really makes you feel at home.
~
248 8 0 0 0 0
D3
~
~
0 -1 24815
D4
~
~
0 -1 24890
S
#24817
Inside a Fine House~
A large staircase leads into a foyer in front of the house. At the top of
the stairs two doors lead to the east or west into the house. The house is
well kept.
~
248 8 0 0 0 0
D1
~
~
0 -1 24819
D2
~
~
0 -1 24815
D3
~
~
0 -1 24818
D4
~
~
0 -1 24820
S
#24818
A Guard Room~
A table with chairs scattered about fills the center of the room. Along the
walls are several sets of beds. Items are scattered about the table and the
room is a mess.
~
248 8 0 0 0 0
D1
~
~
0 -1 24817
S
#24819
The Trophy Room of the Elven King~
The walls are covered in trophies, tapestries, paintings, and other various
gifts the King has acquired during his long life. All are exquisitely made and
in good taste.
~
248 8 0 0 0 0
D3
~
~
0 -1 24817
S
#24820
The Grand Stairway~
The stairs are wooden with a carpet running down the center. The carpet is
plush, almost like a moss which its color resembles. The house seems to be
another extension of the forest.
~
248 8 0 0 0 0
D4
~
~
0 -1 24821
D5
~
~
0 -1 24817
S
#24821
The Upper Floor of the House~
The corridor is lined on both sides by doors. Everything is made of wood.
From the floor to the ceiling it is all well polished. Small wooden stands
break are scattered about the hall holding various flowers in vases.
~
248 8 0 0 0 0
D0
~
~
0 -1 24823
D1
~
~
0 -1 24822
D2
~
~
0 -1 24824
D5
~
~
0 -1 24820
S
#24822
The Corridor~
You are standing in a corridor with wooden floor and ceiling. Door are
placed in the north and south walls. Further to the east the corridor ends at
a window overlooking the forest.
~
248 8 0 0 0 0
D0
~
~
0 -1 24826
D1
~
~
0 -1 24825
D2
~
~
0 -1 24827
D3
~
~
0 -1 24821
S
#24823
The Library~
Book shelves line the walls of this room. In the center of the room is a
large desk and some chairs. The shelves are filled with books bound in leather
and scrolls stacked high.
~
248 8 0 0 0 0
D2
~
~
0 -1 24821
S
#24824
The Living Room~
A set of large padded chairs face a roaring fireplace that fills the room
with its radiant heat. The wooden logs in the fire crack and sputter as the
flames consume them.
~
248 8 0 0 0 0
D0
~
~
0 -1 24821
S
#24825
Falling ~
That was a mistake. You are not a bird. You fall to the ground and splat!
Like a bug on a windshield. Ask a wizard to get a spatula. Perhaps your
remains will soften the fall for the next victim.
~
248 516 0 0 0 0
S
T 24800
#24826
The Guards Bedroom~
This looks like an ordinary bed room with about twenty beds in it. There
are no other exits than the one to the south. The beds look uncomfortable and
unkept.
~
248 8 0 0 0 0
D0
~
~
0 -1 24827
D2
~
~
0 -1 24822
S
#24827
The Training Room~
The middle of the room is filled with a rack of training equipment.
Everything from padding to wooden weapons. The floor is wooden with sawdust to
help clean up any accidents.
~
248 8 0 0 0 0
D0
~
~
0 -1 24822
S
#24890
The Reception of the Tavern of Hope~
A staircase leads down to the entrance hall. A conspicous sign hangs over
the counter. All the noise and excitement seems to be coming from the entrance
hall.
~
248 12 0 0 0 0
D5
You see the Tavern of Hope.
~
~
0 -1 24816
E
sign~
Rooms are expensive but good! You may:
Offer - get an offer on a room - Time is in real life days.
Rent - Rent a room (saves your stuff, and quits the game),
minimum charge is one day.
MY WAY OR THE HIGHWAY
PAY YOUR RENT!
WE WON'T THINK TWICE BEFORE KICKING YOU OUT.
~
S
$~

View File

@@ -1,458 +1,458 @@
#24900
Jedi Zone Description Room~
Builder : G.Threepwood
Zone : 249 Jedi Clan House
Began :
Player Level :
Rooms : 20
Mobs : 1
Objects : 2
Links :
~
249 0 0
S
#24901
The Entrance of JEDI CLAN house~
You have just entered in JEDI clan general headquarters.
Suddenly you realize that a different atmosphere surrounds you...
You have a strange feeling, you feel the FORCE getting stronger in you.
You see a sign. To the north, you find the JEDI clan atrium.
~
249 dg 0
D0
You see a central room, an atrium, that way.
~
~
0 -1 24902
E
sign~
+-----------------------------------------+
| This area was create by G.Threepwood |
| for NIRVANA mud. |
+-----------------------------------------+
~
S
#24902
The Atrium~
You see a great room with a wide opening in the ceiling, light
floods the room. Huge marble pillars rise on either side of you and hold
the ceiling. In the middle of the room you note a beautiful circular table
made of marble. You perceive that the Jedi member come to here to expose
their ideas. The walls are white with some inscriptions in it. You also
see a Code of Laws where can be read the JEDI's rules. To the east you
see the Library, to the west the Treasury.
~
249 dg 0
D0
You see the Hall.
~
~
0 0 24905
D1
You see the path to the Library.
~
~
0 0 24903
D2
You see the Entrance of JEDI clan house.
~
~
0 0 24901
D3
You see the Treasury.
~
~
0 0 24904
E
inscription wall~
May the Force be with you.
~
E
code laws~
. The Jedi Member Rules .
----------------------------------------------------------------------------
Obligations
1 - Total obdience to the Masters of the Clan;
2 - Keep in secret the arquitecture of the clan house;
3 - Aid brothers who are in trouble;
4 - Do not distribute clan's holy equipment;
Rights
1 - Have access to the Jedi HQ;
2 - Pick up any eq found in the donation room or in the store;
3 - Ask others members help;
Punishments
1 - Desertors are punished with their lives;
2 - Killing members of this brotherhood is punished with death;
3 - Treason is punishable by immediate death;
.... ....
.... ....
.... May the Force be with you! ....
~
S
#24903
The Library~
You are standing in a large room with many bookcases. The shelves have
a great deal of books, scrolls, papyrus and notes. The room is lighted by
many candeladra, which makes this room very clear. You also perceive some
desks and a bench where a scribe works hard. Here the JEDI members exercise
their mental faculty. To the west you see the atrium.
~
249 dfg 0
D3
You see the Atrium.
~
~
0 -1 24902
E
note~
Scribere scribendo, dicendo dicere disces.
~
S
#24904
The Treasury~
You are in a relatively small room. There are some benches and desks.
You see a big bin that seems to be impossible to open. Here is protected
the gold and the values of the JEDI members.
To the east you get to the Atrium.
~
249 dg 0
D1
You see the Atrium.
~
~
0 0 24902
S
#24905
The Common Hall~
You in a simple room with some pictures on the wall and on the floor.
There is a big stair made of old good oak just in front of you.
Where does it lead?, you inquire yourself.
To the south you get to the Atrium.
~
249 dg 0
D0
You see the High Members Hall.
~
~
0 0 24906
D2
You see the Atrium.
~
~
0 0 24902
D4
You hear some voices and noises from there.
~
~
0 0 24907
S
#24906
The High Members Hall~
You are in the middle of a well ardornated room. Many pictures were
drawn on the walls. Undoubtly, holy pictures. You note the existence of
three rooms adjacents to this one. You see a yellow glow coming from the
west room. What is there?
~
249 deg 0
D0
You see the Threepwood's Office.
~
~
0 0 24919
D1
You see the Sneaky's Room.
~
~
0 0 24918
D2
You see the Common Hall.
~
~
0 0 24905
D3
You see the Kirian's Laboratory.
~
~
0 0 24917
S
#24907
The Upper Floor~
You are in the upstairs. You are positive that here you will find many
interesting things. The Force runs faster in your soul. You note a
imposing statue of an Old Jedi situated in front of you.
To down you reach the downstairs, to the east there is a corridor,
to the west you see the training center.
~
249 dg 0
D0
You see nothing important.
~
statue old jedi~
1 0 24911
D1
You see a long corridor.
~
~
0 0 24908
D3
You see the Upper Hall.
~
~
0 0 24912
D5
You see the downstaris.
~
~
0 0 24905
S
#24908
The Corridor~
You get to a wide corridor that becomes narrower as you walk through it.
The Force is more powerful in you. You note that to the east the room become
dark. There are paintings hanged on the wall. The light comes from a very
small hole in the ceiling.
~
249 dg 0
D1
You see the tunnel.
~
~
0 0 24909
D3
You see the the Upper Floor.
~
~
0 0 24907
S
#24909
The Tunnel~
You find yourself in a narrow dark tunnel. The light is really poor here.
The inscriptions and the pictures on the walls are almost invisible.
Althrough you are in this strange ambient, you get the impression that you
have been here before... How odd!
~
249 adgi 0
D1
You see the Holy Chamber.
~
holy~
0 0 24910
D3
You see the corridor.
~
~
0 0 24908
E
holy~
You note that the force is stronger in the Holy Chamber.
~
S
#24910
The Holy Chamber~
You are in a mystical atmosphere here. Your soul is in real peace and
you feel better than never before. The wall, the floor, everything is very
clear and white. You see a great pedestal and some candeladra. There is a
beautiful holy altar with a great ark on it. A Jedi Member get here to rise
his spiritual status. You understand that religion is taken serious by
the JEDI. A Jedi have his inicialization here during the Holy Ritual.
~
249 deg 0
D3
You see the tunnel.
~
~
0 0 24909
E
rules~
. The Jedi Member Rules .
----------------------------------------------------------------------------
Obligations
1 - Total obdience to the Masters of the Clan;
2 - Keep in secret the arquitecture of the clan house;
3 - Aid brothers who are in trouble;
4 - Do not distribute clan's holy equipment;
Rights
1 - Have access to the Jedi HQ;
2 - Pick up any eq found in the donation room or in the store;
3 - Ask others members help;
Punishments
1 - Desertors are punished with their lives;
2 - Killing members of this brotherhood is punished with death;
3 - Treason is punishable by immediate death;
.... ....
.... ....
.... May the Force be with you! ....
~
E
ark~
It is so bright that you cannot perceive its details.
~
S
#24911
The JEDI's Donation Room~
You see a large room with many things on it. There are on the ceiling
some unknow, at least for you, hanging objects. The floor is covered with
a white painting, with many symbols. Holy symbols? Here you find equipments
and weapons that were donated by other members of the clan.
~
249 dg 0
D2
You see the Upper Floor.
~
~
0 0 24907
S
#24912
The Tablinum~
The Upper Floor continues. But the walls become stronger. You almost
feel in jail. There is on the floor a big soft carpet ornated this many
geometric figures, you feel like stepping in a cloud. The walls are covered
with a special paint.
~
249 dg 0
D0
You see a big wall, seems to be indestructible.
~
wall paint~
1 0 24913
D1
The Hall continues that way.
~
~
0 0 24907
D2
You see the restaurant.
~
~
0 0 24914
D3
~
~
0 0 24915
S
#24913
The Store~
You are in small room but it is full of things. There are many shelves
filled with all sorts of boxes. You see many containers, crates and sacks
everywhere. The Jedi members' equipment can be left here save from disasters.
Cool!!
~
249 0 0
D2
You see the Upper floor.
~
~
0 0 24912
S
#24914
The Restaurant~
You are in a very spacious room. The smell is very rich. You note that
very tasteful food is being made here. A incredible sort of bread is here.
Danish, croissant, french... Uhmmm! Your stomach moves. You see many drinks
being sold here. This remembers you you are thirsty.
~
249 0 0
D0
You see the Upper floor.
~
~
0 0 24912
S
#24915
The Trainning Center~
The Jedi knight's legacy is the knowlegment. Here the Jedi passes their
fighting experience to youngers. You hear some shouts and noises
from the west. To the east you see the Upper Floor, and to the west
the Jedi Arena.
~
249 dg 0
D1
You see the Upper foor.
~
~
0 0 24912
D3
Wow! The Arena.
~
~
0 0 24916
S
#24916
The Jedi Arena~
You see a very large circular area where fighters and gladiators
exercise their physicals habilities. The ground is covered with sand,
compacted sand. Outside the this area, there is a sitting in which
people watch the trainment of the members.
~
249 0 0
D1
You see the trainnig center.
~
~
0 0 24915
S
#24917
Kirian's Laboratory~
You are standing in a simple adorned room, but you note your
fine accomplishment. The walls and the floor are very smooth. In
the middle of room you see two large marble tables. On the first many
books of science an mystical arts. On the second, a collection of
magic objects. On the corner you see a small desk with some scrolls.
A floating magic light illumines the room. Surrounded by this magic
atmosphere you realize that the FORCE is strong here.
~
249 cdegj 0
D1
You see the High Members Hall.
~
~
0 0 24906
S
#24918
Sneaky's Room~
Sneaky's room description must be setted here!!
~
249 cdegj 0
D3
You see the High Member Hall.
~
~
0 0 24906
S
#24919
Threepwood's Office~
You entered in dark room. Shadows are everywhere. The shadows seem
to move. You have the true impression that you are being beholded. You become
nervous when you see an incredible collection of daggers. A bookcase holds
many books of secret arts. You also perceive a big desk on where is found
a lot of papers and a spot of blood... What!!!! You feel something touching
your back. You turn around, and see nothing. Although the lack of
illumination you can positively realize holy inscriptions written on the
walls.
~
249 cdegj 0
D2
You see the High Members Hall.
~
~
0 0 24906
E
blood~
My God!! This blood is still warm!!
~
E
inscription~
Qui spernit consilium, spernit auxilium.
~
E
collection~
You have never seen so many daggers. And how sharp!! Ouch!
~
E
wall~
Unum castigabis, centum emendabis.
~
S
$~
#24900
Jedi Zone Description Room~
Builder : G.Threepwood
Zone : 249 Jedi Clan House
Began :
Player Level :
Rooms : 20
Mobs : 1
Objects : 2
Links :
~
249 0 0 0 0 0
S
#24901
The Entrance of JEDI CLAN house~
You have just entered in JEDI clan general headquarters.
Suddenly you realize that a different atmosphere surrounds you...
You have a strange feeling, you feel the FORCE getting stronger in you.
You see a sign. To the north, you find the JEDI clan atrium.
~
249 72 0 0 0 0
D0
You see a central room, an atrium, that way.
~
~
0 -1 24902
E
sign~
+-----------------------------------------+
| This area was create by G.Threepwood |
| for NIRVANA mud. |
+-----------------------------------------+
~
S
#24902
The Atrium~
You see a great room with a wide opening in the ceiling, light
floods the room. Huge marble pillars rise on either side of you and hold
the ceiling. In the middle of the room you note a beautiful circular table
made of marble. You perceive that the Jedi member come to here to expose
their ideas. The walls are white with some inscriptions in it. You also
see a Code of Laws where can be read the JEDI's rules. To the east you
see the Library, to the west the Treasury.
~
249 72 0 0 0 0
D0
You see the Hall.
~
~
0 0 24905
D1
You see the path to the Library.
~
~
0 0 24903
D2
You see the Entrance of JEDI clan house.
~
~
0 0 24901
D3
You see the Treasury.
~
~
0 0 24904
E
code laws~
. The Jedi Member Rules .
----------------------------------------------------------------------------
Obligations
1 - Total obdience to the Masters of the Clan;
2 - Keep in secret the arquitecture of the clan house;
3 - Aid brothers who are in trouble;
4 - Do not distribute clan's holy equipment;
Rights
1 - Have access to the Jedi HQ;
2 - Pick up any eq found in the donation room or in the store;
3 - Ask others members help;
Punishments
1 - Desertors are punished with their lives;
2 - Killing members of this brotherhood is punished with death;
3 - Treason is punishable by immediate death;
.... ....
.... ....
.... May the Force be with you! ....
~
E
inscription wall~
May the Force be with you.
~
S
#24903
The Library~
You are standing in a large room with many bookcases. The shelves have
a great deal of books, scrolls, papyrus and notes. The room is lighted by
many candeladra, which makes this room very clear. You also perceive some
desks and a bench where a scribe works hard. Here the JEDI members exercise
their mental faculty. To the west you see the atrium.
~
249 104 0 0 0 0
D3
You see the Atrium.
~
~
0 -1 24902
E
note~
Scribere scribendo, dicendo dicere disces.
~
S
#24904
The Treasury~
You are in a relatively small room. There are some benches and desks.
You see a big bin that seems to be impossible to open. Here is protected
the gold and the values of the JEDI members.
To the east you get to the Atrium.
~
249 72 0 0 0 0
D1
You see the Atrium.
~
~
0 0 24902
S
#24905
The Common Hall~
You in a simple room with some pictures on the wall and on the floor.
There is a big stair made of old good oak just in front of you.
Where does it lead?, you inquire yourself.
To the south you get to the Atrium.
~
249 72 0 0 0 0
D0
You see the High Members Hall.
~
~
0 0 24906
D2
You see the Atrium.
~
~
0 0 24902
D4
You hear some voices and noises from there.
~
~
0 0 24907
S
#24906
The High Members Hall~
You are in the middle of a well ardornated room. Many pictures were
drawn on the walls. Undoubtly, holy pictures. You note the existence of
three rooms adjacents to this one. You see a yellow glow coming from the
west room. What is there?
~
249 88 0 0 0 0
D0
You see the Threepwood's Office.
~
~
0 0 24919
D1
You see the Sneaky's Room.
~
~
0 0 24918
D2
You see the Common Hall.
~
~
0 0 24905
D3
You see the Kirian's Laboratory.
~
~
0 0 24917
S
#24907
The Upper Floor~
You are in the upstairs. You are positive that here you will find many
interesting things. The Force runs faster in your soul. You note a
imposing statue of an Old Jedi situated in front of you.
To down you reach the downstairs, to the east there is a corridor,
to the west you see the training center.
~
249 72 0 0 0 0
D0
You see nothing important.
~
statue old jedi~
1 0 24911
D1
You see a long corridor.
~
~
0 0 24908
D3
You see the Upper Hall.
~
~
0 0 24912
D5
You see the downstaris.
~
~
0 0 24905
S
#24908
The Corridor~
You get to a wide corridor that becomes narrower as you walk through it.
The Force is more powerful in you. You note that to the east the room become
dark. There are paintings hanged on the wall. The light comes from a very
small hole in the ceiling.
~
249 72 0 0 0 0
D1
You see the tunnel.
~
~
0 0 24909
D3
You see the the Upper Floor.
~
~
0 0 24907
S
#24909
The Tunnel~
You find yourself in a narrow dark tunnel. The light is really poor here.
The inscriptions and the pictures on the walls are almost invisible.
Althrough you are in this strange ambient, you get the impression that you
have been here before... How odd!
~
249 329 0 0 0 0
D1
You see the Holy Chamber.
~
holy~
0 0 24910
D3
You see the corridor.
~
~
0 0 24908
E
holy~
You note that the force is stronger in the Holy Chamber.
~
S
#24910
The Holy Chamber~
You are in a mystical atmosphere here. Your soul is in real peace and
you feel better than never before. The wall, the floor, everything is very
clear and white. You see a great pedestal and some candeladra. There is a
beautiful holy altar with a great ark on it. A Jedi Member get here to rise
his spiritual status. You understand that religion is taken serious by
the JEDI. A Jedi have his inicialization here during the Holy Ritual.
~
249 88 0 0 0 0
D3
You see the tunnel.
~
~
0 0 24909
E
ark~
It is so bright that you cannot perceive its details.
~
E
rules~
. The Jedi Member Rules .
----------------------------------------------------------------------------
Obligations
1 - Total obdience to the Masters of the Clan;
2 - Keep in secret the arquitecture of the clan house;
3 - Aid brothers who are in trouble;
4 - Do not distribute clan's holy equipment;
Rights
1 - Have access to the Jedi HQ;
2 - Pick up any eq found in the donation room or in the store;
3 - Ask others members help;
Punishments
1 - Desertors are punished with their lives;
2 - Killing members of this brotherhood is punished with death;
3 - Treason is punishable by immediate death;
.... ....
.... ....
.... May the Force be with you! ....
~
S
#24911
The JEDI's Donation Room~
You see a large room with many things on it. There are on the ceiling
some unknow, at least for you, hanging objects. The floor is covered with
a white painting, with many symbols. Holy symbols? Here you find equipments
and weapons that were donated by other members of the clan.
~
249 72 0 0 0 0
D2
You see the Upper Floor.
~
~
0 0 24907
S
#24912
The Tablinum~
The Upper Floor continues. But the walls become stronger. You almost
feel in jail. There is on the floor a big soft carpet ornated this many
geometric figures, you feel like stepping in a cloud. The walls are covered
with a special paint.
~
249 72 0 0 0 0
D0
You see a big wall, seems to be indestructible.
~
wall paint~
1 0 24913
D1
The Hall continues that way.
~
~
0 0 24907
D2
You see the restaurant.
~
~
0 0 24914
D3
~
~
0 0 24915
S
#24913
The Store~
You are in small room but it is full of things. There are many shelves
filled with all sorts of boxes. You see many containers, crates and sacks
everywhere. The Jedi members' equipment can be left here save from disasters.
Cool!!
~
249 0 0 0 0 0
D2
You see the Upper floor.
~
~
0 0 24912
S
#24914
The Restaurant~
You are in a very spacious room. The smell is very rich. You note that
very tasteful food is being made here. A incredible sort of bread is here.
Danish, croissant, french... Uhmmm! Your stomach moves. You see many drinks
being sold here. This remembers you you are thirsty.
~
249 0 0 0 0 0
D0
You see the Upper floor.
~
~
0 0 24912
S
#24915
The Trainning Center~
The Jedi knight's legacy is the knowlegment. Here the Jedi passes their
fighting experience to youngers. You hear some shouts and noises
from the west. To the east you see the Upper Floor, and to the west
the Jedi Arena.
~
249 72 0 0 0 0
D1
You see the Upper foor.
~
~
0 0 24912
D3
Wow! The Arena.
~
~
0 0 24916
S
#24916
The Jedi Arena~
You see a very large circular area where fighters and gladiators
exercise their physicals habilities. The ground is covered with sand,
compacted sand. Outside the this area, there is a sitting in which
people watch the trainment of the members.
~
249 0 0 0 0 0
D1
You see the trainnig center.
~
~
0 0 24915
S
#24917
Kirian's Laboratory~
You are standing in a simple adorned room, but you note your
fine accomplishment. The walls and the floor are very smooth. In
the middle of room you see two large marble tables. On the first many
books of science an mystical arts. On the second, a collection of
magic objects. On the corner you see a small desk with some scrolls.
A floating magic light illumines the room. Surrounded by this magic
atmosphere you realize that the FORCE is strong here.
~
249 604 0 0 0 0
D1
You see the High Members Hall.
~
~
0 0 24906
S
#24918
Sneaky's Room~
Sneaky's room description must be setted here!!
~
249 604 0 0 0 0
D3
You see the High Member Hall.
~
~
0 0 24906
S
#24919
Threepwood's Office~
You entered in dark room. Shadows are everywhere. The shadows seem
to move. You have the true impression that you are being beholded. You become
nervous when you see an incredible collection of daggers. A bookcase holds
many books of secret arts. You also perceive a big desk on where is found
a lot of papers and a spot of blood... What!!!! You feel something touching
your back. You turn around, and see nothing. Although the lack of
illumination you can positively realize holy inscriptions written on the
walls.
~
249 604 0 0 0 0
D2
You see the High Members Hall.
~
~
0 0 24906
E
wall~
Unum castigabis, centum emendabis.
~
E
collection~
You have never seen so many daggers. And how sharp!! Ouch!
~
E
inscription~
Qui spernit consilium, spernit auxilium.
~
E
blood~
My God!! This blood is still warm!!
~
S
$~

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#25500
Old Sailor's Home~
You enter into a small cavern about ten by ten in diameter. The flickering
light you noticed earlier comes from a campfire in the center of the floor.
Crude furniture made from driftwood and rocks lies strewn about, and some
raggety clothing hangs on a peg of wood jammed into a crack in the stone wall.
~
255 di 0
D3
~
~
0 0 25531
E
credits~
*Shipwreck
*Written for Dibrova by Kaan
This is a subterranean ship stuck in cave-in with a bunch of aggro pirate
ghosts who are also invisible. Some decent eq for the mid-level player as
well as some good experience. Connects to Beach and Lighthouse area, also
available for download.
Zone 255 is linked to the following zones:
265 Beach & Lighthouse at 25507 (up ) ---> 26506
265 Beach & Lighthouse at 25531 (west ) ---> 26502
~
S
#25501
Skeleton Room~
This room looks to have been used as a sort of holding cell for crew members
who commited crimes or for unwanted stowaways. A pile of human bones sits in a
corner, being the only thing in the room except, of course, for the ever
lingering stale smell of death.
~
255 ad 0
D4
~
~
0 0 25514
E
bones pile~
They look like any other pile of bones you've looked through.
~
S
#25507
On a Rope Ladder~
You begin climbing down the rope ladder. Below you, there is a mist
obscuring all except a foot or so below you. In fact, you can barely see your
feet as they descend. The air around seems to much more damp than the air
above, near the sea. You can hear a creaking noise, a noise made up of many
different pitches, all blended into one, like a hundred grannies rocking in old
chairs all at once.
~
255 di 0
D4
~
~
0 0 26506
D5
~
~
0 -1 25508
S
#25508
Out of the Mists~
As you descend farther down the ladder, the mists begin to part, and what you
see below you takes your breath away. You find yourself in an immense cavern,
the floor of which is all sea water. Floating on the sea floor of this cavern,
directly below you, and from the looks of it, entombed here forever, is a huge
saling vessel. The rope you are on drops you onto the crow's nest of the main
mast of this ship. You see no movement on deck, not that you expected to, as it
looks as if this ship has been here for many decades, possibly even centuries.
~
255 di 0
D4
~
~
0 -1 25507
D5
~
~
0 -1 25509
S
#25509
Crow's Nest - Main Mast~
You stand on a small round platform which encircles the top of the main mast.
A set of small iron rungs lead down the mast to the deck at midships. Rigging
surrounds you on all sides, but none of it looks too stable. The rope ladder
ascends up through the mists.
~
255 0 5
D4
~
~
0 -1 25508
D5
~
~
0 -1 25510
S
#25510
Gangway - Midships~
You stand in the center of this once-mighty vessel, gently rocking with the
water beneath. You can hear no sound but that of the ship creaking beneath you,
the crew that ran this proud ship must have long since deserted it or died
trying to get it out of this cavern. The gangway runs north to south the length
of the ship. The gunwales lies east and west of you.
~
255 0 5
D0
~
~
0 -1 25511
D1
~
~
0 -1 25519
D2
~
~
0 -1 25515
D3
~
~
0 -1 25518
D4
You look up the rungs in the mast into a deep, inpenetrable mist.
~
~
0 0 25509
S
#25511
Gangway~
Your footsteps echo hollowly on the old planking, giving you a sense of
danger impending. A hatch in the floor here gives you access to the lower deck.
~
255 0 5
D0
~
~
0 -1 25512
D2
~
~
0 -1 25510
D5
~
~
0 -1 25520
E
hatch~
The hatch has a handle set into it. It does not appear to be locked.
~
S
#25512
Gangway at Foremast~
The foremast raises from the deck here, rotted rigging still attached to
tattered sails. The ganway continues on north and south of you.
~
255 i 0
D0
~
~
0 -1 25513
D2
~
~
0 -1 25511
S
#25513
Forecastle~
You stand near the front most section of the ship, with the cavern wall
staring you right in the face. You can now see how the ship got trapped in this
cavern. It looks as if at one time this was a small cove with deep enough
waters to harbor a ship. The northern wall, now a tremendous pile of rubble,
must have come down, sealing the ship in.
~
255 di 0
D0
~
~
0 -1 25514
D2
~
~
0 -1 25512
S
#25514
Bow~
You stand at the very front of the ship. There is a small square hole
leading down from here or you may head south along the gangway.
~
255 di 0
D2
~
~
0 -1 25513
D5
~
~
0 0 25501
S
#25515
Poopdeck~
You stand on the poop deck, the main section of the upper deck, where most of
the sailing must have been done when this craft was seaworthy.
~
255 di 0
D0
~
~
0 -1 25510
D2
~
~
0 -1 25516
S
#25516
At the Wheel~
Here the huge wheel of the ship still rests in place, not a scratch or nick
on it. A compass sits in its stand here as well, also still in fine condition.
You may head north along the gangway or south to the stern.
~
255 di 0
D0
~
~
0 -1 25515
D2
~
~
0 -1 25517
S
#25517
Stern~
You stand at the back of the ship, which butts up against the cavern wall.
The floors here still seem to be free of any litter or debris, strange for a
ship that appears to have been stuck in one place for so long.
~
255 di 0
D0
~
~
0 -1 25516
S
#25518
Port Gunwale~
The sides of the ship are roughly 3 ft in height.
~
255 d 0
D1
~
~
0 -1 25510
S
#25519
Starboard Gunwale~
The sides of the ship are roughly 3 ft in height.
~
255 0 0
D3
~
~
0 -1 25510
S
#25520
In a Corridor - Lower Deck~
You stand in a small, cramped corridor which runs north to south. You notice
doors spaced at intervals in front and behind you, but none next to you. Doors
stand closed at the end of the hall at both ends.
~
255 ad 0
D0
~
~
0 -1 25521
D2
~
~
0 -1 25523
D4
~
~
0 -1 25511
S
#25521
In a Corridor - Lower Deck~
The corridor ends just north of you at a door. Doors flank you on both east
and west sides.
~
255 ad 0
D0
~
~
0 -1 25522
D1
~
door~
1 0 25529
D2
~
~
0 -1 25520
D3
~
door~
1 0 25530
S
#25522
North End of Corridor~
You stand in front of a closed door at the north end of the corridor. No
markings or signs adorn the door, so it could lead anywhere.
~
255 ad 0
D0
door
~
door~
1 -1 25526
D2
~
~
0 -1 25521
S
#25523
In a Corridor - Lower Deck~
The corridor runs south and north from here, ending just south of you in a
closed door. Doors flank either side of you, east and west, or you may go back
north.
~
255 ad 0
D0
~
~
0 -1 25520
D1
~
~
1 -1 25528
D2
~
~
0 -1 25524
D3
~
~
1 -1 25527
S
#25524
South End of Corridor~
You stand at the southern end of the corridor in front of a large oak door.
You may go back north or try the door.
~
255 ad 0
D0
~
~
0 -1 25523
D2
The door seems to be solid and sturdy, despite the effects of time and decay.
~
door~
1 -1 25525
S
#25525
Captain's Quarters~
This is easily the biggest single room on the whole lower deck of the ship,
not that that is saying too much. A large, quite comfortable looking bed rests
against one wall, a desk, nailed to the floor, sits at another end with a stool
similarly attached to floor.
~
255 ad 0
D0
~
door~
1 -1 25524
S
#25526
Bunk Room~
This room is where the majority of the crew must have slept. Bunks built
into the walls of this room make small alcoves for each sailor. The cushions in
each have long since rotted into decay, and even the wood which fashioned these
walls looks now so rotted as not to be able hold any one man's weight.
~
255 ad 0
D2
~
door~
1 -1 25522
S
#25527
Galley and Mess Room~
All food for the ship was prepared and eaten in this room. A small but
servicable kitchen is set up at one end of the room, while a long table which
benches lining either side is set up at the other side.
~
255 ad 0
D1
~
~
1 -1 25523
S
#25528
The Latrine~
This room, although unused for who knows how long, still smells the same as
it must have when in operation. A small, dirty basin sits in the center of the
room, awaiting use, seeming almost to smile at you, daring you to use it.
~
255 ad 0
D3
~
~
1 -1 25523
S
#25529
Rowing Room - Starboard Side~
This long room houses a set of rotted wooden benches, all deluxe with rotted
oars to match. What a joy it must have been to be down here when there was no
wind!
~
255 ad 0
D3
~
~
1 -1 25521
S
#25530
Rowing Room - Port Side~
This room houses a set of rotted wooden benches complete with rotted oars
resting on each. You can smell the sweat still in the air from the men who must
have worked their heart and soul to keep this vessel moving in calm waters.
~
255 ad 0
D1
~
~
1 -1 25521
S
#25531
Cave Entrance~
You stand at the entrance to a cave half way down the cliff face. You see a
flickering light inside which could be a campfire, could be a lantern. It also
could be a cook fire - a cook fire to cook you!
~
255 i 5
D1
~
~
0 0 25500
D3
~
~
0 0 26502
S
$~
#25500
Old Sailor's Home~
You enter into a small cavern about ten by ten in diameter. The flickering
light you noticed earlier comes from a campfire in the center of the floor.
Crude furniture made from driftwood and rocks lies strewn about, and some
raggety clothing hangs on a peg of wood jammed into a crack in the stone wall.
~
255 264 0 0 0 0
D3
~
~
0 0 25531
E
credits~
*Shipwreck
*Written for Dibrova by Kaan
This is a subterranean ship stuck in cave-in with a bunch of aggro pirate
ghosts who are also invisible. Some decent eq for the mid-level player as
well as some good experience. Connects to Beach and Lighthouse area, also
available for download.
Zone 255 is linked to the following zones:
265 Beach & Lighthouse at 25507 (up ) ---> 26506
265 Beach & Lighthouse at 25531 (west ) ---> 26502
~
S
#25501
Skeleton Room~
This room looks to have been used as a sort of holding cell for crew members
who commited crimes or for unwanted stowaways. A pile of human bones sits in a
corner, being the only thing in the room except, of course, for the ever
lingering stale smell of death.
~
255 9 0 0 0 0
D4
~
~
0 0 25514
E
bones pile~
They look like any other pile of bones you've looked through.
~
S
#25507
On a Rope Ladder~
You begin climbing down the rope ladder. Below you, there is a mist
obscuring all except a foot or so below you. In fact, you can barely see your
feet as they descend. The air around seems to much more damp than the air
above, near the sea. You can hear a creaking noise, a noise made up of many
different pitches, all blended into one, like a hundred grannies rocking in old
chairs all at once.
~
255 264 0 0 0 0
D4
~
~
0 0 26506
D5
~
~
0 -1 25508
S
#25508
Out of the Mists~
As you descend farther down the ladder, the mists begin to part, and what you
see below you takes your breath away. You find yourself in an immense cavern,
the floor of which is all sea water. Floating on the sea floor of this cavern,
directly below you, and from the looks of it, entombed here forever, is a huge
saling vessel. The rope you are on drops you onto the crow's nest of the main
mast of this ship. You see no movement on deck, not that you expected to, as it
looks as if this ship has been here for many decades, possibly even centuries.
~
255 264 0 0 0 0
D4
~
~
0 -1 25507
D5
~
~
0 -1 25509
S
#25509
Crow's Nest - Main Mast~
You stand on a small round platform which encircles the top of the main mast.
A set of small iron rungs lead down the mast to the deck at midships. Rigging
surrounds you on all sides, but none of it looks too stable. The rope ladder
ascends up through the mists.
~
255 0 0 0 0 0
D4
~
~
0 -1 25508
D5
~
~
0 -1 25510
S
#25510
Gangway - Midships~
You stand in the center of this once-mighty vessel, gently rocking with the
water beneath. You can hear no sound but that of the ship creaking beneath you,
the crew that ran this proud ship must have long since deserted it or died
trying to get it out of this cavern. The gangway runs north to south the length
of the ship. The gunwales lies east and west of you.
~
255 0 0 0 0 0
D0
~
~
0 -1 25511
D1
~
~
0 -1 25519
D2
~
~
0 -1 25515
D3
~
~
0 -1 25518
D4
You look up the rungs in the mast into a deep, inpenetrable mist.
~
~
0 0 25509
S
#25511
Gangway~
Your footsteps echo hollowly on the old planking, giving you a sense of
danger impending. A hatch in the floor here gives you access to the lower deck.
~
255 0 0 0 0 0
D0
~
~
0 -1 25512
D2
~
~
0 -1 25510
D5
~
~
0 -1 25520
E
hatch~
The hatch has a handle set into it. It does not appear to be locked.
~
S
#25512
Gangway at Foremast~
The foremast raises from the deck here, rotted rigging still attached to
tattered sails. The ganway continues on north and south of you.
~
255 256 0 0 0 0
D0
~
~
0 -1 25513
D2
~
~
0 -1 25511
S
#25513
Forecastle~
You stand near the front most section of the ship, with the cavern wall
staring you right in the face. You can now see how the ship got trapped in this
cavern. It looks as if at one time this was a small cove with deep enough
waters to harbor a ship. The northern wall, now a tremendous pile of rubble,
must have come down, sealing the ship in.
~
255 264 0 0 0 0
D0
~
~
0 -1 25514
D2
~
~
0 -1 25512
S
#25514
Bow~
You stand at the very front of the ship. There is a small square hole
leading down from here or you may head south along the gangway.
~
255 264 0 0 0 0
D2
~
~
0 -1 25513
D5
~
~
0 0 25501
S
#25515
Poopdeck~
You stand on the poop deck, the main section of the upper deck, where most of
the sailing must have been done when this craft was seaworthy.
~
255 264 0 0 0 0
D0
~
~
0 -1 25510
D2
~
~
0 -1 25516
S
#25516
At the Wheel~
Here the huge wheel of the ship still rests in place, not a scratch or nick
on it. A compass sits in its stand here as well, also still in fine condition.
You may head north along the gangway or south to the stern.
~
255 264 0 0 0 0
D0
~
~
0 -1 25515
D2
~
~
0 -1 25517
S
#25517
Stern~
You stand at the back of the ship, which butts up against the cavern wall.
The floors here still seem to be free of any litter or debris, strange for a
ship that appears to have been stuck in one place for so long.
~
255 264 0 0 0 0
D0
~
~
0 -1 25516
S
#25518
Port Gunwale~
The sides of the ship are roughly 3 ft in height.
~
255 8 0 0 0 0
D1
~
~
0 -1 25510
S
#25519
Starboard Gunwale~
The sides of the ship are roughly 3 ft in height.
~
255 0 0 0 0 0
D3
~
~
0 -1 25510
S
#25520
In a Corridor - Lower Deck~
You stand in a small, cramped corridor which runs north to south. You notice
doors spaced at intervals in front and behind you, but none next to you. Doors
stand closed at the end of the hall at both ends.
~
255 9 0 0 0 0
D0
~
~
0 -1 25521
D2
~
~
0 -1 25523
D4
~
~
0 -1 25511
S
#25521
In a Corridor - Lower Deck~
The corridor ends just north of you at a door. Doors flank you on both east
and west sides.
~
255 9 0 0 0 0
D0
~
~
0 -1 25522
D1
~
door~
1 0 25529
D2
~
~
0 -1 25520
D3
~
door~
1 0 25530
S
#25522
North End of Corridor~
You stand in front of a closed door at the north end of the corridor. No
markings or signs adorn the door, so it could lead anywhere.
~
255 9 0 0 0 0
D0
door
~
door~
1 -1 25526
D2
~
~
0 -1 25521
S
#25523
In a Corridor - Lower Deck~
The corridor runs south and north from here, ending just south of you in a
closed door. Doors flank either side of you, east and west, or you may go back
north.
~
255 9 0 0 0 0
D0
~
~
0 -1 25520
D1
~
~
1 -1 25528
D2
~
~
0 -1 25524
D3
~
~
1 -1 25527
S
#25524
South End of Corridor~
You stand at the southern end of the corridor in front of a large oak door.
You may go back north or try the door.
~
255 9 0 0 0 0
D0
~
~
0 -1 25523
D2
The door seems to be solid and sturdy, despite the effects of time and decay.
~
door~
1 -1 25525
S
#25525
Captain's Quarters~
This is easily the biggest single room on the whole lower deck of the ship,
not that that is saying too much. A large, quite comfortable looking bed rests
against one wall, a desk, nailed to the floor, sits at another end with a stool
similarly attached to floor.
~
255 9 0 0 0 0
D0
~
door~
1 -1 25524
S
#25526
Bunk Room~
This room is where the majority of the crew must have slept. Bunks built
into the walls of this room make small alcoves for each sailor. The cushions in
each have long since rotted into decay, and even the wood which fashioned these
walls looks now so rotted as not to be able hold any one man's weight.
~
255 9 0 0 0 0
D2
~
door~
1 -1 25522
S
#25527
Galley and Mess Room~
All food for the ship was prepared and eaten in this room. A small but
servicable kitchen is set up at one end of the room, while a long table which
benches lining either side is set up at the other side.
~
255 9 0 0 0 0
D1
~
~
1 -1 25523
S
#25528
The Latrine~
This room, although unused for who knows how long, still smells the same as
it must have when in operation. A small, dirty basin sits in the center of the
room, awaiting use, seeming almost to smile at you, daring you to use it.
~
255 9 0 0 0 0
D3
~
~
1 -1 25523
S
#25529
Rowing Room - Starboard Side~
This long room houses a set of rotted wooden benches, all deluxe with rotted
oars to match. What a joy it must have been to be down here when there was no
wind!
~
255 9 0 0 0 0
D3
~
~
1 -1 25521
S
#25530
Rowing Room - Port Side~
This room houses a set of rotted wooden benches complete with rotted oars
resting on each. You can smell the sweat still in the air from the men who must
have worked their heart and soul to keep this vessel moving in calm waters.
~
255 9 0 0 0 0
D1
~
~
1 -1 25521
S
#25531
Cave Entrance~
You stand at the entrance to a cave half way down the cliff face. You see a
flickering light inside which could be a campfire, could be a lantern. It also
could be a cook fire - a cook fire to cook you!
~
255 256 0 0 0 0
D1
~
~
0 0 25500
D3
~
~
0 0 26502
S
$~

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@@ -1,128 +1,128 @@
#26800
Blindingly lit hallway~
This east-west hallway is so brightly lit that you can barely see anything.
You have to shield your eyes just to see in front of you. It appears to be
made from the same metal as the entrance to the building does.
~
268 d 0
D0
You see nothing there. Really. You don't. I promise.
~
door secret~
0 0 26804
D1
You see the blindingly bright hallway.
~
~
0 0 26802
D3
You see the blindingly bright hallway.
~
~
0 0 26798
E
credits~
Vice Island is an evil-only area. It's rather large for a medium-sized MUD
and is intended to be used in concurrence with Oceania.
This area is intended to be part 1 of 4 subareas I have in mind for Oceania.
It has mainly evil mobs, and almost all of the equipment in it is evil only.
---------------------------------------------------------------------------
I make no legal claim on Vice Island save this: You MUST give me credit for
its design SOMEPLACE in your mud. You can hide it if you want, but I want
some credit somewhere for it. :) I spent 6 months making Oceania and Vice
Island, and I feel some need to have it known that my work is appreciated.
---------------------------------------------------------------------------
Builder : Questor
Zone : 268 Vice Island II
Player Level : 20-25
Rooms : 5
Links :
Zone 268 is linked to the following zones:
267 Vice Island at 26800 (west ) ---> 26798
267 Vice Island at 26804 (east ) ---> 26797
267 Vice Island at 26804 (south) ---> 26792
~
S
#26801
Deadly Iron Maiden~
As you step into the room, you trip over a piece of wire--the wire breaks,
and the bars of the coffin-like structure start to close. You try to run out,
but before you can, the door snaps shut. You feel the spikes pierce your skin
as you are about to lose consciousness the closing walls stop and you wonder at
the luck you seem to have of late.
~
268 cj 0
S
T 26800
#26802
Blindingly lit hallway~
This east-west hallway is so brightly lit that you can barely see anything.
You have to shield your eyes just to see in front of you. It appears to be
made from the same metal as the entrance to the building does. Openings to
your north and south look like they need to be examined closely before you even
think about going those ways. The Grand Temple of Terror is to your east.
~
268 d 0
D0
It looks as if this is the true source of all the light. It, however, is NOT
cold like the globe in the first room, and it is also not at all the kind of
place a person could survive if they took the chance.
~
~
0 0 26803
D1
You can see the grand temple of terror.
~
~
0 0 26804
D2
You can see what looks to be an iron maiden in the southern room--however,
it fits every part of that room...and looks like it's just about to snap
shut. It looks like you'd be very dumb to attempt entrance.
~
~
0 0 26801
D3
The blindingly lit hallway continues onwards.
~
~
0 0 26800
S
#26803
The HellFire Room~
You should really be more careful in your adventures. The gods favor you
this day. This used to be a death trap. Next time read the descriptions.
The Gods are not always forgiving.
~
268 cj 0
D2
Umm...you're dead. You can't look that way. Leave us alone. We're a DT damnit!
~
~
0 0 26802
S
#26804
Grand Temple of Terror~
This shrine to terror couldn't be more aptly named. Elaborately made
drawings all around the room depict one terrifying act after another. The
light is so bright that even though you close your eyes to hide the awful
sights, you can still see them! You want to run, but are mesmerized by the
utter horror of this place.
~
268 d 0
D1
You see nothing worth mentioning...
~
door secret~
1 -1 26797
D2
You see, strangely enough, a way to the High Priest of Terror's office.
~
~
0 0 26792
E
drawings~
Don't look at them any more closely than you have to!
~
S
$~
#26800
Blindingly lit hallway~
This east-west hallway is so brightly lit that you can barely see anything.
You have to shield your eyes just to see in front of you. It appears to be
made from the same metal as the entrance to the building does.
~
268 8 0 0 0 0
D0
You see nothing there. Really. You don't. I promise.
~
door secret~
0 0 26804
D1
You see the blindingly bright hallway.
~
~
0 0 26802
D3
You see the blindingly bright hallway.
~
~
0 0 26798
E
credits~
Vice Island is an evil-only area. It's rather large for a medium-sized MUD
and is intended to be used in concurrence with Oceania.
This area is intended to be part 1 of 4 subareas I have in mind for Oceania.
It has mainly evil mobs, and almost all of the equipment in it is evil only.
---------------------------------------------------------------------------
I make no legal claim on Vice Island save this: You MUST give me credit for
its design SOMEPLACE in your mud. You can hide it if you want, but I want
some credit somewhere for it. :) I spent 6 months making Oceania and Vice
Island, and I feel some need to have it known that my work is appreciated.
---------------------------------------------------------------------------
Builder : Questor
Zone : 268 Vice Island II
Player Level : 20-25
Rooms : 5
Links :
Zone 268 is linked to the following zones:
267 Vice Island at 26800 (west ) ---> 26798
267 Vice Island at 26804 (east ) ---> 26797
267 Vice Island at 26804 (south) ---> 26792
~
S
#26801
Deadly Iron Maiden~
As you step into the room, you trip over a piece of wire--the wire breaks,
and the bars of the coffin-like structure start to close. You try to run out,
but before you can, the door snaps shut. You feel the spikes pierce your skin
as you are about to lose consciousness the closing walls stop and you wonder at
the luck you seem to have of late.
~
268 516 0 0 0 0
S
T 26800
#26802
Blindingly lit hallway~
This east-west hallway is so brightly lit that you can barely see anything.
You have to shield your eyes just to see in front of you. It appears to be
made from the same metal as the entrance to the building does. Openings to
your north and south look like they need to be examined closely before you even
think about going those ways. The Grand Temple of Terror is to your east.
~
268 8 0 0 0 0
D0
It looks as if this is the true source of all the light. It, however, is NOT
cold like the globe in the first room, and it is also not at all the kind of
place a person could survive if they took the chance.
~
~
0 0 26803
D1
You can see the grand temple of terror.
~
~
0 0 26804
D2
You can see what looks to be an iron maiden in the southern room--however,
it fits every part of that room...and looks like it's just about to snap
shut. It looks like you'd be very dumb to attempt entrance.
~
~
0 0 26801
D3
The blindingly lit hallway continues onwards.
~
~
0 0 26800
S
#26803
The HellFire Room~
You should really be more careful in your adventures. The gods favor you
this day. This used to be a death trap. Next time read the descriptions.
The Gods are not always forgiving.
~
268 516 0 0 0 0
D2
Umm...you're dead. You can't look that way. Leave us alone. We're a DT damnit!
~
~
0 0 26802
S
#26804
Grand Temple of Terror~
This shrine to terror couldn't be more aptly named. Elaborately made
drawings all around the room depict one terrifying act after another. The
light is so bright that even though you close your eyes to hide the awful
sights, you can still see them! You want to run, but are mesmerized by the
utter horror of this place.
~
268 8 0 0 0 0
D1
You see nothing worth mentioning...
~
door secret~
1 -1 26797
D2
You see, strangely enough, a way to the High Priest of Terror's office.
~
~
0 0 26792
E
drawings~
Don't look at them any more closely than you have to!
~
S
$~

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@@ -1,32 +1,38 @@
#2700
Detta's [Memlin Caverns] Description Room~
@BTheme:@n This zone is the under-mountain homeland of a group of neutral
@BTheme:@n This zone is the under-mountain homeland of a group of neutral
peace-loving creatures called memlins. Their humble network of caverns has
been infiltrated by a sorceress who has recently risen to power and is seeking
to build her palace beneath the mountain with the help of the enslaved memlin
race. The basic objective then is to destroy the sorceress, though she has her
ways of staying alive! For players interested in a deeper knowledge of the
zone, there is @Ynow a little tour guide available@n in the temple who will
explain all sorts of things about the storyline behind it. @GPlayers:@n This zone is geared towards players
explain all sorts of things about the storyline behind it
@GPlayers:@n This zone is geared towards players
between levels 17-25, and is slightly evil aligned with most of the mobs being
either neutral or evil. It is primarily a quest zone with killing the
sorceress not being just your usual hack n slash job ;-) Lots of xp to be
gained however if you feel like slaughtering the helpless community instead of
helping them! @RLocation:@n The zone itself is almost entirely underground,
helping them!
@RLocation:@n The zone itself is almost entirely underground,
and made up of a network of caverns. Its sole exit however, opens out into a
forest and this is the area it would be most seamlessly attached to.
@M Secrets:@n There are quite a few here now. I'd recommend exploring
@MSecrets:@n There are quite a few here now. I'd recommend exploring
the zone without taking a peek at these little spoilers.. But if you
must, just type LOOK SPOILERS to reveal all.
@CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses, please mudmail me - Detta. :-) All input appreciated!
@CNote:@n If you have any suggestions, spot any typos, bugs, or weirdnesses,
please mudmail me - Detta. :-) All input appreciated!
You can also email me at detta@@builderacademy.net
East takes you through the other zones I have built here.
Down takes you to the starting room of this zone.
~
27 dj 0
27 520 0 0 0 0
D1
~
~
@@ -138,7 +144,7 @@ from the opening, and a faint sound of clanging can be heard from within.
Large amounts of rubble are piled up at the entrance as though there has been a
lot of digging activity.
~
27 cd 3
27 12 0 0 0 0
D0
The cave is too dark to see very far inside, but figures can be glimpsed
moving in and out of shadows.
@@ -174,7 +180,7 @@ edges stick out from the stone walls as though it has been dug in a hurry, and
a thin slime coats every surface, sticky moisture hanging in the air. From far
below, sounds of footsteps and the clanging of iron on rock can be heard.
~
27 ad 0
27 9 0 0 0 0
D2
Fresh air seems to be wafting from this direction, and the cave entrance can
be spotted a little further along, opening into a thick forest.
@@ -202,7 +208,7 @@ down to the bottom at the slightest disturbance. The air here is suffocatingly
humid and this is intensified by the wafts of heat coming from the lower end of
the passage.
~
27 acd 0
27 13 0 0 0 0
D0
A small puddle marks the end of the passage where the floor flattens out
into what appears to be a larger room.
@@ -231,7 +237,7 @@ has been passed through many times. Sharp stalactites hang down like teeth
from the entrance of each connecting tunnel, giving the impression of standing
in a creature's jaws.
~
27 ad 0
27 9 0 0 0 0
D0
A puff of dust hangs about this small entrance into a dimly lit cave and
every now and again the clang of a metal object being dropped can be heard.
@@ -276,7 +282,7 @@ to the cavern walls by a natural dribble of resin that has subsequently
hardened. This gives the tunnel an almost gilded appearance, delicate veins of
smooth glassy amber lining its length.
~
27 ad 0
27 9 0 0 0 0
D1
The tunnel carries onward, curving gently around into darkness so that
nothing can be seen ahead.
@@ -297,7 +303,7 @@ moisture and making it easier to walk without slipping. A flickering lantern
is fixed here, sending shadows dancing across the walls and small memlin
footprints lead to the north.
~
27 d 0
27 8 0 0 0 0
D0
Small memlin footprints lead this way, growing slightly more faded as the
sandy ground becomes carpeted with moss.
@@ -330,7 +336,7 @@ an old mine cart. This room is far smaller than is comfortable, and a
lingering cloud of dust makes it feel even more claustrophobic. To the north a
small back door is partially covered by a ragged curtain.
~
27 acd 0
27 13 0 0 0 0
D0
A strange mist surrounds the northern curtain, circulating slowly but not
dispersing, as if it guarded the way.
@@ -368,7 +374,7 @@ carefully, sanded smooth and polished so that the silvery hue of the rock has a
metallic shine to it. Somewhere nearby, several drops of liquid can be heard
dripping constantly onto rock.
~
27 d 0
27 8 0 0 0 0
D0
A sound of dripping echoes prominently from this end of the tunnel, and a
slight reddish stain spreads across the floor.
@@ -390,7 +396,7 @@ crimson liquid seem to ooze from the ceiling, staining the walls blood red as
they weep their way slowly down, collecting like a spreading wound on the
ground.
~
27 ad 0
27 9 0 0 0 0
D0
A cool white light emanates from this end of the tunnel, and the air seems to
grow colder as it is approached, perhaps the influence of some unwelcoming
@@ -413,7 +419,7 @@ into the tunnel. Diamond-hard and flawless, they seem strikingly out of place
in the dusty passage, illuminating it with refracted light. Blood-red beryll
is embedded carefully into the glassy surface, inscribing some evil spell.
~
27 cd 0
27 12 0 0 0 0
D0
A cool draft breezes from this direction, and the cold light of the gates
gives the impression that the tunnel turns to ice.
@@ -441,7 +447,7 @@ that seems to reflect an inner source of light. Colours dance and sparkle on
the faceted surface of the walls and the air here is cool enough to chill
breath. To the south, two large clear gates block the exit.
~
27 d 0
27 8 0 0 0 0
D2
A bright glow shimmers from this end of the passage, tinted only by the
blood red hue of some gem refracting light.
@@ -469,7 +475,7 @@ welcome scent of greenery that freshens the atmosphere. A bubbling fountain
murmurs quietly at one end of the room, and a prominent sign displays dates and
times of apparent significance.
~
27 ad 0
27 9 0 0 0 0
D0
The tunnel seems to get much narrower and the roof much lower, sticky slime
indicates that this passage is quite slippery.
@@ -522,7 +528,7 @@ here and there with a small sprouting mushroom. The fungi seem almost to be
cultivated here as a source of light, for they illuminate the darkness with a
soft green glow, thriving off the ever present film of mineral-rich moisture.
~
27 d 0
27 8 0 0 0 0
D0
A floral scent wafts from this direction, and the carpet of moss becomes
more lush.
@@ -550,7 +556,7 @@ allowing natural sunlight and warmth to fill the room. Creeping vines twist
their way across the walls, along with splashes of pink and purple flora. The
intense evaporation causes a constant indoor rain to drip from the ceiling.
~
27 d 0
27 8 0 0 0 0
D2
A green glow comes from this direction, and the rich carpet of grass gives
way to a sandy path.
@@ -577,7 +583,7 @@ waft on the air, and children can be heard playing nearby. The sandy floor
takes on a greenish hue where an abundance of soft moss begins to carpet the
area.
~
27 d 0
27 8 0 0 0 0
D0
Aromatic smells of various cooking foods waft from this direction, and the
sound of simmering pots can be heard.
@@ -611,7 +617,7 @@ pot sits on the counter emitting some unnameable aroma. Huge stacks of plates
indicate the usage of this kitchen by the majority, if not the entire memlin
population.
~
27 d 0
27 8 0 0 0 0
D0
The ceiling dips lower here and framing the entrance are many decorative
herbs, but not nearly enough to create the overpowering mix of scents that
@@ -649,7 +655,7 @@ horticulture in memlin living. Though looking closer, these tools appear
neglected and rusted, while newer and more recently used mining picks occupy
the majority of the small space.
~
27 ad 0
27 9 0 0 0 0
D0
The area beyond looks well-travelled and well-lit, the sounds of life and
activity filling the air.
@@ -676,7 +682,7 @@ that a fall here would mean definite injury, as indicated by the faded blood
streaks on the rock. A film of slimy moisture makes the ground even more
treacherous to navigate, and the wisdom of staying here is questionable.
~
27 ad 0
27 9 0 0 0 0
D0
The tunnel slopes downward, a slight breeze of hot humid air wafting up from
below.
@@ -708,7 +714,7 @@ remnants of broken toys and useless tools littering the floor. Old cobwebs
coat everything in a film of dust and time, but even the spider weavers seem to
have forsaken this place, abandoning it and its contents to slow decay.
~
27 acd 0
27 13 0 0 0 0
D3
The door is so well designed that when it closes it blends seamlessly into
the surrounding rock, making the cupboard appear inescapable.
@@ -739,7 +745,7 @@ walls and making the air shimmer. The slime everywhere seems to have congealed
into sticky pools of fungus and mineral-saturated water, coating every jagged
rock as though the cavern bleeds.
~
27 ad 0
27 9 0 0 0 0
D0
The way ahead is dimmed with the darkness of swirling debris, smoke and dust
filling the air in waves of hot grimy air.
@@ -762,7 +768,7 @@ is heavy with humidity. In the middle of the room there is a large stone
sculpture of weighing scales depicting the central memlin belief of balance and
moderation.
~
27 d 0
27 8 0 0 0 0
D0
A gentle mist of moisture fills the entrance to this cavern, the lazy sound
of stirring water coming from within.
@@ -804,7 +810,7 @@ air seem to shimmer, and the sound of dripping echoes off the jagged walls. A
small row of towels are hung neatly to the side, along with some lumps of
sweet-smelling soap.
~
27 acd 0
27 13 0 0 0 0
D2
A large cave stands to the south, a tall sculpture only just visible through
the swirling droplets of water.
@@ -831,7 +837,7 @@ be seen carved into the walls. A few trailing vines act as ladders to the ones
nearest the roof, and inside the lower ones tufts of fresh and dry moss can be
seen heaped together as bedding.
~
27 ad 0
27 9 0 0 0 0
D0
A small opening leads into a very tiny hollow, barely big enough for a small
memlin to move comfortably around in.
@@ -863,7 +869,7 @@ walls have been carefully sanded smooth and child's drawings hang on the wall.
A few scattered toys stick out of the moss bedding and a tiny chair sits in the
corner.
~
27 ad 0
27 9 0 0 0 0
D2
Dark green mosses carpet the way south, the larger cavern dim and hot with
humidity.
@@ -890,7 +896,7 @@ too, is obscured by dried spices and herbs, filling the air with a heady
mixture of scents. A dip in the middle of the roof allows a strange tubed
contraption to collect the dripping condensation.
~
27 d 0
27 8 0 0 0 0
D2
~
~
@@ -903,7 +909,7 @@ talented sculptors. Smooth green and almost phosphorescent, the massive arch
is the only thing approaching light in this room. All else extends coldly and
ominously into darkness.
~
27 d 0
27 8 0 0 0 0
D0
~
~
@@ -924,7 +930,7 @@ intruders. Delicate patterns of crystalline frost weave their way up the vast
sculpted walls, complimenting the deep green veins of the polished marble
floor.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -945,7 +951,7 @@ amplified by the smooth walls, and emerald-flecked marble floor. Darkness
closes like a predator on the periphery of vision, shrouding the finer details
of the place in blackness.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -966,7 +972,7 @@ deep and foreboding about the place as though a living entity. A cool chill
swirls about the place, the slightest sound echoing off the distant, unyielding
walls and ceiling.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -983,7 +989,7 @@ high that they seem to reach endlessly into night. Perfectly flawless and
diamond-hard they seem almost as indestructable as the mountainous cavern
itself.
~
27 ad 0
27 9 0 0 0 0
D1
~
~
@@ -1004,7 +1010,7 @@ massive staircase here. Deep forest green colours swirl about the floor,
reflecting the surroundings perfectly on the polished surface. The great stone
walls chisled almost to glassy smoothness.
~
27 ad 0
27 9 0 0 0 0
D2
~
~
@@ -1024,7 +1030,7 @@ Bottom of a Spiral Stair~
Each high step is polished and sculpted to a slippery razor-sharp edge and only
the one-sided banister gives any indication that it may be safe to climb.
~
27 ad 0
27 9 0 0 0 0
D2
~
~
@@ -1041,7 +1047,7 @@ mountainside itself. Glisteningly smooth, the rich deposits of chromite ore
give it a deep silvery-black lustre, making it even harder to see beyond the
darkness that shrouds each step.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -1058,7 +1064,7 @@ jade-like green of the mineral Serpentine. Apart from its obvious ornamental
beauty, the metamorphic nature of this stone indicates that at one time intense
heat flowed through this area.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -1075,7 +1081,7 @@ view of the regal surroundings if they were not so shrouded in dark. Faded
smoke stains smear the mountainous walls here, and tiny black garnets sprout
from the rock, the products of some past raging inferno.
~
27 acd 0
27 13 0 0 0 0
D2
~
~
@@ -1091,7 +1097,7 @@ Icy Dome~
of ice. Cool air wafts about the place and the walls and ceiling are glassy
smooth as though this cavern were simply melted away.
~
27 d 0
27 8 0 0 0 0
D1
~
~
@@ -1112,7 +1118,7 @@ Icy Dome~
beneath as though something were frozen into the glacier itself. Frost weaves
its way up the walls, gilding delicate silver patterns around the dome.
~
27 d 0
27 8 0 0 0 0
D2
~
~
@@ -1128,7 +1134,7 @@ Icy Dome~
of wailing. Tiny crystals of ice sprinkle from the ceiling with each breeze,
tinkling like chimes as they hit the floor and shatter into pieces.
~
27 d 0
27 8 0 0 0 0
D0
~
~
@@ -1148,7 +1154,7 @@ Icy Dome~
surrounding mountainous range visible through the panoramic wall of ice that
curves completely around this gigantic dome.
~
27 d 0
27 8 0 0 0 0
D0
~
~
@@ -1165,7 +1171,7 @@ infinitely below, preserved within frozen cobwebs of time. Dancing and
shifting all around the sky, spectacular blue and green aurora borealis splash
their colours upon the vast white canvas of snow.
~
27 c 5
27 4 0 0 0 0
D3
~
~
@@ -1178,7 +1184,7 @@ through which nothing can be seen. Dark figures quiver eerily on the periphery
of vision, and the mist itself seems to coalesce into strange shapes, wispy
tendrils weaving as though to some unheard music.
~
27 acd 0
27 13 0 0 0 0
D0
~
~
@@ -1198,7 +1204,7 @@ cavern reveals no source of the ghostly figures and it almost seems as though
they have a life of their own, their alien forms twisting and weaving in
perpetual motion as the illumination throughout the cave flickers.
~
27 adh 0
27 137 0 0 0 0
D0
~
~
@@ -1218,7 +1224,7 @@ the rounded walls, filling the room with the tranquil sapphire hue of twilight.
The roof of the cave is high and peaks into a slight dome, tiny crystalized
stalactites bejewelling the ceiling and reflecting the light like stars.
~
27 dh 0
27 136 0 0 0 0
D0
~
~
@@ -1250,7 +1256,7 @@ and murmuring in some unfelt breeze. Floor tiles of ebony and ivory depict an
image of balancing scales, and a magnificent altar stands at the far end of the
room.
~
27 dh 0
27 136 0 0 0 0
D2
~
~
@@ -1263,7 +1269,7 @@ moss grows from the ground and walls, sprinkled with a dew-like moisture and
elaborate paintings of the rising sun accompanied with dawn colours decorates
the corridor.
~
27 dh 0
27 136 0 0 0 0
D1
~
~
@@ -1281,7 +1287,7 @@ alight with sunfire. The atmosphere seems immensely energized, almost
prickling with some sort of static, and the place itself seems to hum quietly,
tiny sparks igniting randomly in the air.
~
27 dh 0
27 136 0 0 0 0
D2
~
~
@@ -1301,7 +1307,7 @@ lovers, of smiling families, of beauty, bejewelled castles and powerful thrones
shaping themselves in the mist as though every lingering daydream found its way
into this room.
~
27 dh 0
27 136 0 0 0 0
D0
~
~
@@ -1327,7 +1333,7 @@ pool on the ground that sends ripples of light reflecting throughout the cave.
Soft moss and dried bracken carpet the floor, filling the air with a soothing
green scent.
~
27 dh 0
27 136 0 0 0 0
D3
~
~
@@ -1341,7 +1347,7 @@ undecorated on every side of the room. Only two White Ash trees grow smoothly
from the ground, their heads bowed to cross each other, forming the frame for a
flawless glass mirror in the center of the room.
~
27 dh 0
27 136 0 0 0 0
D1
~
~
@@ -1355,7 +1361,7 @@ light shines from an equally invisible source. No shadows or colours of any
sort are evident, only the overwhelming glow of illumination in every
direction.
~
27 dh 0
27 136 0 0 0 0
D0
~
~
@@ -1369,7 +1375,7 @@ mosaic path. Sapphire streaks glisten darkly in the cavern walls and the sound
of crickets chirping echoes faintly though none can be seen. Splashes of
silver portray the rising of the moon, and emerging of the stars.
~
27 adh 0
27 137 0 0 0 0
D1
~
~
@@ -1387,7 +1393,7 @@ breeze wafts about, the otherwise muggy air seems unbearably close, clinging
like a smothering film to everything it touches. Soft, dark moss carpets the
entire floor, and a slight sticky residue dampens the oddly stained walls.
~
27 adh 0
27 137 0 0 0 0
D1
~
~
@@ -1405,7 +1411,7 @@ and slight rumbling vibrates the floor and walls. In the smokey air, it seems
as though strange creatures come to life, distorted faces and whispering voices
linger just on the periphery of perception.
~
27 adh 0
27 137 0 0 0 0
D0
~
~
@@ -1431,7 +1437,7 @@ shadows. In the center of the room two gnarled trees of Black Ash twist into
each other, a shattered mirror embedded between them, shards of glass
sprinkling the floor around.
~
27 adh 0
27 137 0 0 0 0
D3
~
~
@@ -1445,7 +1451,7 @@ flickering fire when any light falls their way. Smouldering heat seems to
emanate from the floor, steam rising lazily out of holes in the ground, filling
the cavern with the sound of slow breathing.
~
27 acdh 0
27 141 0 0 0 0
D1
~
~
@@ -1459,7 +1465,7 @@ depths of an inescapable abyss, not even the faintest flicker penetrates this
place. In fact the dark seems to have a life of its own, actively swallowing
any potential source of light.
~
27 adh 0
27 137 0 0 0 0
D0
~
~
@@ -1472,7 +1478,7 @@ Heart of the Mines~
rhythm of metal striking rock. Small rocks and debris line either side of the
path, which is thick with the muddy sludge of loose dirt and water.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -1493,7 +1499,7 @@ cast from the collection of little graves that fill this room. Careful
newly-placed piles of stones lie restfully side by side, not yet covered with
dust though the air hangs heavy with it.
~
27 acd 0
27 13 0 0 0 0
D1
~
~
@@ -1511,7 +1517,7 @@ ceiling have all collapsed in, leaving nothing but the fine rivulets of water
that seep from the wreckage, trickling like tears along the battered,
darkly-stained floor.
~
27 acd 0
27 13 0 0 0 0
D1
~
~
@@ -1524,7 +1530,7 @@ particles of grime that dance in the turbulent, smokey air. An intensely acrid
smell of sweat hangs heavily over the place, along with the metallic tang of raw
minerals and recently spilt blood.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -1544,7 +1550,7 @@ Breezy Cavern~
fresh, sweet-scented air blows continuously, circulating itself into the staler,
musty air of the deeper caves.
~
27 acd 0
27 13 0 0 0 0
D1
~
~
@@ -1561,7 +1567,7 @@ towards the north end of the corridor where digging appears to be ongoing.
Huge piles of loose rock and stone crowd the already cramped tunnel, and the
choking smell of burning stifles the place.
~
27 ad 0
27 9 0 0 0 0
D1
~
~
@@ -1585,7 +1591,7 @@ the ceiling. Some sort of sort of phosphorus sap has been used to paint a
large circle all the way around the center of the room, the same substance
marking strange symbols along the walls.
~
27 cdh 0
27 140 0 0 0 0
D1
~
~
@@ -1599,7 +1605,7 @@ T 2754
liberally decorated with everything that used to make up the insides of your
body.
~
27 b 0
27 2 0 0 0 0
S
T 2735
#2765
@@ -1609,7 +1615,7 @@ piles of dust and rock leach slowly into murky puddles of condensation, and
every slight echo causes a brief rain of pebbles from the ceiling, indicating
that this cave may not be safe to stand in, let alone excavate.
~
27 acd 0
27 13 0 0 0 0
D1
~
~
@@ -1623,7 +1629,7 @@ effect. Delicate creeping vines adorn the walls, and dozens of long green
stalks sway gently, dancing in the air currents produced by the hundreds of
teeny @Cwishes@n growing like tufts of cotton up their lengths.
~
27 d 0
27 8 0 0 0 0
D1
~
~
@@ -1636,7 +1642,7 @@ are battered and marred with hundreds of gashes. A strange bitter smell lingers
on the air, and a kind of energy prickles in the room as though traces of some
powerful magic remain.
~
27 acd 0
27 13 0 0 0 0
D2
~
IvoryDoor~
@@ -1653,7 +1659,7 @@ walls, a slick slime covering every surface and making them glisten wetly as if
coated with oil. Heat wafts slowly through the room, intensifying toward the
northern part of the corridor.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -1670,7 +1676,7 @@ hot air. The sound of desperate wailing accompanies the continuous breeze that
churns indecisively about the room, rippling the ominous puddles that darken the
floor.
~
27 ad 0
27 9 0 0 0 0
D0
~
~
@@ -1695,7 +1701,7 @@ howling as it rushes along the jagged cavern as though seeking an escape, and
clinking the many hanging chains like some restless ghost. The smell of decay
hangs heavy here, the lingering presence of rotting flesh and hope alike.
~
27 ad 0
27 9 0 0 0 0
D3
~
~
@@ -1708,7 +1714,7 @@ center of the room, dark bloodied chains draped carelessly over it. Against the
western wall a massive steel stove burns, flickering firelight illuminating a
selection of terrifying metal instruments hung upon the walls.
~
27 d 0
27 8 0 0 0 0
D1
~
~
@@ -1721,7 +1727,7 @@ giant monolith they stand unyielding and unnaturally black, offering no hint of
what lies beyond them except for their burning surfaces, and the bright scarlet
glow that shines around the seams.
~
27 ad 0
27 9 0 0 0 0
D0
Jet-black gates loom menacingly from the floor, towering like dark shadow
guardians, blocking the passage forward.
@@ -1753,7 +1759,7 @@ posts along the walls. A floating orb of fire flickers within the obsidian
hands of a dark humanoid statue, illuminating various scrolls and parchments
scattered about the room.
~
27 ad 0
27 9 0 0 0 0
D1
~
~
@@ -1767,7 +1773,7 @@ portrayals of dragons and monsters are carved into every polished surface.
Flickering firelight casts the whole room in and out of shadows, making it seem
as though the carvings move just in the periphery of vision.
~
27 d 0
27 8 0 0 0 0
D3
~
~
@@ -1780,7 +1786,7 @@ haze. In the center of the room the enormous gelatinous mass of the Receptacle
pulsates slowly and continuously, surface contractions spreading down each of
the massive tentacles that reach in every direction.
~
27 d 0
27 8 0 0 0 0
D0
~
~
@@ -1809,7 +1815,7 @@ They become smaller as they reach outwards, all attaching to one parent tentacle
that throbs rhythmically, a vague stirring shape only just visible through the
semi-transparent surface.
~
27 d 0
27 8 0 0 0 0
D2
~
~
@@ -1823,7 +1829,7 @@ rocky floor and walls in a thin layer of slick, transparant slime. A
particularly thick coating covers the central main tentacle, obscuring a clear
view of the shadowy movements within.
~
27 d 0
27 8 0 0 0 0
D3
~
~
@@ -1836,7 +1842,7 @@ pod than part of an organism, this womb-like structure pulses rhythmically.
Some form of stirring life can be seen inside, but the surrounding tissues are
too opaque to allow a close examination.
~
27 d 0
27 8 0 0 0 0
D0
~
~
@@ -1848,7 +1854,7 @@ Tentacle Tunnel~
waves as a blurry form moves within. Several slimy offshoots sprout from the
center like spindley fingers, clawing their way up the slippery, jagged walls.
~
27 d 0
27 8 0 0 0 0
D1
~
~
@@ -1861,7 +1867,7 @@ and billows of dark smoke rising from the molten chasm below, the intense heat
stifling the air and making it difficult to breathe. Two large gates guard the
passage to the south.
~
27 cd 0
27 12 0 0 0 0
D0
~
~
@@ -1890,7 +1896,7 @@ old grey dust cover the once beautiful surfaces of wood and satin. Dreary
cobwebs linger in the corners like ghostly shadows, whispering silent words in
the cool breeze.
~
27 ad 0
27 9 0 0 0 0
D3
~
~
@@ -1905,7 +1911,7 @@ changing into various humanoid forms as it fills the room with heat and a film
of moisture. Scarlet symbols of passion and possession paint the floor and
ceiling alike, splashed liberally here and there like splatters of blood.
~
27 d 0
27 8 0 0 0 0
D1
~
~
@@ -1917,7 +1923,7 @@ Firey Hall~
across the firey pit beneath, swirling heat distorts the view of everything.
The air itself burning and shimmering like a blast from a powerful oven.
~
27 d 0
27 8 0 0 0 0
D0
~
~
@@ -1938,7 +1944,7 @@ throne stands in the center, formed magically from red beryll and studded with
glimmering blooddrop rubies. A feeling of intense anger and energy fills the
air, tiny static sparks igniting randomly here and there.
~
27 d 0
27 8 0 0 0 0
D2
~
~
@@ -1954,7 +1960,7 @@ the vast dark canvas of deep space. Burning suns and icy moons light the
blackness, shimmering gaseous clouds sparkling with stardust and cosmic debris
as they wander past.
~
27 de 0
27 24 0 0 0 0
D0
~
~
@@ -1979,7 +1985,7 @@ they are merely illusions of walls. A faint breeze whispers gently through the
air and silvery blue veins of electricity lick around the borders of this room,
bright sparks randomly igniting like tiny winking fireflies.
~
27 d 0
27 8 0 0 0 0
D1
~
~
@@ -1992,7 +1998,7 @@ cemented together and solid beyond breaking. Hard flawless gems twinkle
brightly amongst the mosaic slate pieces of the floor, a coolness emanating from
every elemental substance in this room.
~
27 d 0
27 8 0 0 0 0
D3
~
~
@@ -2009,7 +2015,7 @@ the great cosmic dance and maintaining the equilbrium of order. The exertion of
their efforts can be seen influencing all that exists, continuously pulling
everything to a state of balance, dark to light and light to dark.
~
27 d 0
27 8 0 0 0 0
D0
~
~
@@ -2028,7 +2034,7 @@ the initial sprouts of growth and life colouring its dusky surface with splashes
of green, the nearby stars starting to glow brightly as if emblazened with
unnatural fire.
~
27 d 0
27 8 0 0 0 0
D2
~
~
@@ -2047,7 +2053,7 @@ around. Only in the distance can the dark shapes of gigantic creatures be seen
moving slowly across the horizon. In the sky, an enormously bright wave of
light can be seen slowly moving away into the recesses of space.
~
27 e 2
27 16 0 0 0 0
D0
~
~
@@ -2073,7 +2079,7 @@ odd, as though peering through a bent glass. Several paintings adorn the darkly
painted walls, all imagery of the forbidden union of Cui with Cui, and the
unnatural creature that is the consequence.
~
27 d 0
27 8 0 0 0 0
D1
~
~
@@ -2087,7 +2093,7 @@ stirs the hanging tapestries on the walls. Each woven artwork depicting the
joining of Cui with their lesser Denuo kin, powerful and beautiful Ve offspring
populating the world.
~
27 d 0
27 8 0 0 0 0
D3
~
~
@@ -2100,7 +2106,7 @@ growing that will soon be massive trees. Figures of both Cui and humanoid life
can be seen moving across the terrain, a moderate glow of light sweeping
steadily across the sky.
~
27 0 2
27 0 0 0 0 0
D0
~
~
@@ -2130,7 +2136,7 @@ some invisible force. The weapons of warriors are proudly displayed, sharp
spears and shining metal swords, the heat in this place making the air shimmer
as though merely a mirage.
~
27 d 0
27 8 0 0 0 0
D3
~
~
@@ -2144,7 +2150,7 @@ be heard gurgling amidst nearby rocks and leading into a small luminous pond.
Plant life blooms abundantly here, grasses and mosses covering every surface,
colourful flower blossoms and tree sprouts beginning to show through the green.
~
27 0 2
27 0 0 0 0 0
D1
~
~
@@ -2157,7 +2163,7 @@ trees and plant life. Many varieties of animal can be glimpsed wandering
through the grasses and brush, the signs of humanoid civilization visible in the
form of distant villages.
~
27 0 2
27 0 0 0 0 0
D2
~
~
@@ -2170,7 +2176,7 @@ Lightly sanded, the floor is speckled here and there with a fungi growth or
patch of moss. Trickling water can be heard although not seen, and a film of
moisture covers the slick ceiling, sparkling stalactites beginning to form.
~
27 d 0
27 8 0 0 0 0
D4
~
~
@@ -2183,7 +2189,7 @@ ground, the aftermath of a felling in recent years. Brown grasses rustle
restlessly in the somewhat smokey air, and the peaks of a mountain range are
only just visible to the north.
~
27 0 3
27 0 0 0 0 0
D0
~
~
@@ -2201,7 +2207,7 @@ of musk and gentle wood-wind music can only vaguely be heard beneath the
meditative murmuring of a central glass fountain, adding to the almost ethereal
tranquility of this place.
~
27 d 0
27 8 0 0 0 0
E
wall-hung wall hung candles~
These tall elegant candles burn brightly, scarlet flickers of flame dancing

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@@ -1,368 +1,368 @@
#27600
The Church~
Looking at the condition of the church, you wonder what kind of
bishop would allow a church's condition to get so bad. As you look
around, you notice a sign that reads Church of the Pythons. After a
moment of pondering, you realize that this is the home of the famed
Bishop from Monty Python. Remember... the Bishop is watching YOU!
Second Avenue is to the south.
~
276 d 0
D2
You see Second Avenue.
~
~
0 -1 27599
E
sign~
The sign reads Church of the Pythons. Like you didn't already know that,
duh!
~
E
credits info~
The city of New Sparta. By Naved.
Zone 276 is linked to the following zones:
275 New Sparta at 27600 (south) ---> 27599
275 New Sparta at 27601 (north) ---> 27599
275 New Sparta at 27604 (east ) ---> 27570
275 New Sparta at 27612 (south) ---> 27580
275 New Sparta at 27614 (east ) ---> 27516
275 New Sparta at 27616 (west ) ---> 27569
~
S
#27601
Fire Station~
This is the place where the firemen spend most of their time,
free or otherwise. Because they hardly ever see their wives, they
particularly enjoy sliding down the pole to the fire engines.
Stairs lead up to the firemen's quarters, Second Avenue is to
the north, and to the south is Fire Marshall Bob's office.
~
276 d 0
D0
You see the Second Avenue.
~
~
0 -1 27599
D2
You see the Fire Marshall's office.
~
~
0 -1 27602
D4
You look up to the firemen's quarters.
~
~
0 -1 27603
S
#27602
Fire Marshall Bob's Office~
Small fires are scattered about the office as well as various highly
flammable chemicals. The Fire Marshall is obviously not very competent.
The Fire Station is to the north.
~
276 d 0
D0
You see the fire station.
~
~
0 -1 27601
S
#27603
Firemen's Quarters~
This is a well lived in room, and from the looks of the empty beer
cans, pizza boxes and the scattered decks of playing cards, it seems
like this room is used for more than just sleeping. Other discarded
objects in the room prove that this room is frequented by call girls.
The Fire Station is down the fire pole.
~
276 d 0
D5
You see the station.
~
~
0 -1 27601
E
objects~
They seem to be some kind of used contraceptive device.
~
S
#27604
Second Avenue~
Nothing here... you can go now. The construction workers still haven't
started building on this section of the road.
To the east is the intersection of Broadway and Second Ave and to the
west you smell something bad.
~
276 0 1
D1
We already told you in the description that Broadway is there.
~
~
0 -1 27570
D3
Second avenue continues.
~
~
0 -1 27605
S
#27605
Second Avenue~
The stench is REALLY strong here. It is so strong and ubiquitous,
you can't tell whether the smell is coming from the dump to the west,
the pigs to the south, or from the animals to the north.
~
276 0 1
D0
You hear lots of barking and meowing.
~
~
0 -1 27606
D1
Doesn't Second Avenue look boring?
~
~
0 -1 27604
D2
The Police Station.
~
~
0 -1 27607
D3
Now that you've stopped for a while, it has become apparent the smell is
emanating from this direction.
~
~
0 -1 27608
S
#27606
The Pound~
Yes, as a favour to newbies everywhere, we created the pound full of fidos
and cats for quick experience. Go to town on them. Second Avenue is to the
south.
~
276 d 0
D2
You see Second Avenue.
~
~
0 -1 27605
S
#27607
The Police Station~
There are dozens of policemen franticly searching through various
tidbits of evidence looking for answers to all the killings and murders
in New Sparta. Watch out, they might even have your name!
Second Avenue is to the north, the Chief's office is to the south,
and the jail is to the west.
~
276 d 0
D0
You see Second Avenue.
~
~
0 -1 27605
D2
You see the Chief's office.
~
door~
1 -1 27609
D3
You see the Jail.
~
~
0 -1 27610
S
#27608
The Jersey Dump~
This is the main dump, where everyone from anywhere throws their
trash, radioactive or otherwise. Go ahead -- feel free to dump here
too, but don't stay too long 'cause the radiation can be fatal.
Second Avenue runs east.
~
276 0 1
D1
You see Second Avenue.
~
~
0 -1 27605
S
T 27600
#27609
The Chief's Office~
Here you are in the office of New Sparta's new Chief of Police,
Chief O'Hara, who just transferred from the Gotham Police Force. His
office is neatly decorated with bat paraphranalia on one wall, and a
fully stocked bar on the other.
A door to the north leads to the rest of the station.
~
276 d 0
D0
You see the main station.
~
door~
0 -1 27607
S
#27610
The Jail~
You get the impression that more things go on in here than is
supposed to. South of here is the actual jail cell, where most of
New Sparta's notorious criminals reside. There are only two ways
into the cell -- get the key off of the warden, or be convicted...
The Police Station is to the east.
~
276 d 0
D1
You see the Police Station.
~
~
0 -1 27607
D2
You see the jail cell, along with various criminals, including the
notorious Esprit.
~
cell door~
2 27500 27611
S
#27611
The Jail Cell~
If you are in here, for your sake you had better have a key,
or you may rot here indefinitely, as the cell door is extremely
hard to open from the inside. Oh, and just one word of advice --
don't bend over for the soap!
~
276 d 0
D0
You see the cell door leading to the free world.
~
cell door~
2 27500 27610
S
#27612
The Entrance To Goethe's Garden~
This is the entrance to Goethe's Garden, the public park
of New Sparta. The park is named after the famous martyr and
generous donor of the land which New Sparta is built upon,
Goethe.
To the north is the Statue of Goethe, and to the south is
Broadway.
~
276 0 1
D0
You see the Statue of Goethe.
~
~
0 -1 27613
D2
You see Broadway.
~
~
0 -1 27580
S
#27613
The Statue Of Goethe~
Much like the man, the very lifelike statue exudes an aura
of verbosity. The Statue was constructed many years ago to
honour his genius and humanitarianism, and to his contribution
to the foundation of New Sparta.
To the south is Goethe's Garden.
~
276 0 1
D2
You see Goethe's Garden.
~
~
0 -1 27612
E
statue goethe~
You witness in front of yourself a monolith of manhood, a guru of grandiosity
a plethora of poetic prowess, an epitome of elegance, the sultan of sonnets, the
champion of chivalry, an embodyment of empathy, and the zenith of...
Something. It is Goethe! The statue of Goethe looms before you. He is mounted
on his favorite steed, the trusty Nessumsar. As always the sweet essence of his
poetry is dripping off his tongue. His all-knowing eyes seem to pierce through
you. You can't help but fell embarrassed about all your shortcomings as you
stand beside this solemn stud (not the horse silly, the man-stud Goethe! ).
~
S
#27614
First Avenue~
You immediatly realize that the city suddenly grew darker when
you left Broadway and it makes you feel uncomfortable. You hear
the sounds of what you think is a war being raged off to the west
and you wonder if it is safe to find out what's going on.
The Intersection of First and Broadway is to the east and Hell's
Kitchen is to the west.
~
276 0 1
D1
You see the Intersection of First and Broadway.
~
~
0 -1 27516
D3
You see the entrance to Hell's Kitchen.
~
~
0 -1 27615
S
#27615
The Entrance To Hell's Kitchen~
As you walk in, you wonder why it is so dark here... and then
you realize either that the electric company is too afraid to come
and repair the lights or because the people here are too poor to
afford lights. You sense the tremendous evil that lurks within and
decide that your personal safety is more important than exploring...
besides you can think of at least of a dozen better places you'd
rather be than in Hell's Kitchen.
You decide that the only real exit is to First Avenue which is
to the east.
~
276 a 1
D1
You see First Avenue.
~
~
0 -1 27614
S
#27616
Petland Discount Store~
This is more then just your average neighborhood pet store... Here,
they specialize in exotic pets for today's adventurers. There is a sign
on the wall.
Broadway is to the west.
~
276 d 0
D3
You see a doorway that leads to Broadway.
~
~
0 -1 27569
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
#27617
PETSHOP STOREROOM~
Mortals should never come here!
~
276 jk 0
S
$~
#27600
The Church~
Looking at the condition of the church, you wonder what kind of
bishop would allow a church's condition to get so bad. As you look
around, you notice a sign that reads Church of the Pythons. After a
moment of pondering, you realize that this is the home of the famed
Bishop from Monty Python. Remember... the Bishop is watching YOU!
Second Avenue is to the south.
~
276 8 0 0 0 0
D2
You see Second Avenue.
~
~
0 -1 27599
E
credits info~
The city of New Sparta. By Naved.
Zone 276 is linked to the following zones:
275 New Sparta at 27600 (south) ---> 27599
275 New Sparta at 27601 (north) ---> 27599
275 New Sparta at 27604 (east ) ---> 27570
275 New Sparta at 27612 (south) ---> 27580
275 New Sparta at 27614 (east ) ---> 27516
275 New Sparta at 27616 (west ) ---> 27569
~
E
sign~
The sign reads Church of the Pythons. Like you didn't already know that,
duh!
~
S
#27601
Fire Station~
This is the place where the firemen spend most of their time,
free or otherwise. Because they hardly ever see their wives, they
particularly enjoy sliding down the pole to the fire engines.
Stairs lead up to the firemen's quarters, Second Avenue is to
the north, and to the south is Fire Marshall Bob's office.
~
276 8 0 0 0 0
D0
You see the Second Avenue.
~
~
0 -1 27599
D2
You see the Fire Marshall's office.
~
~
0 -1 27602
D4
You look up to the firemen's quarters.
~
~
0 -1 27603
S
#27602
Fire Marshall Bob's Office~
Small fires are scattered about the office as well as various highly
flammable chemicals. The Fire Marshall is obviously not very competent.
The Fire Station is to the north.
~
276 8 0 0 0 0
D0
You see the fire station.
~
~
0 -1 27601
S
#27603
Firemen's Quarters~
This is a well lived in room, and from the looks of the empty beer
cans, pizza boxes and the scattered decks of playing cards, it seems
like this room is used for more than just sleeping. Other discarded
objects in the room prove that this room is frequented by call girls.
The Fire Station is down the fire pole.
~
276 8 0 0 0 0
D5
You see the station.
~
~
0 -1 27601
E
objects~
They seem to be some kind of used contraceptive device.
~
S
#27604
Second Avenue~
Nothing here... you can go now. The construction workers still haven't
started building on this section of the road.
To the east is the intersection of Broadway and Second Ave and to the
west you smell something bad.
~
276 0 0 0 0 0
D1
We already told you in the description that Broadway is there.
~
~
0 -1 27570
D3
Second avenue continues.
~
~
0 -1 27605
S
#27605
Second Avenue~
The stench is REALLY strong here. It is so strong and ubiquitous,
you can't tell whether the smell is coming from the dump to the west,
the pigs to the south, or from the animals to the north.
~
276 0 0 0 0 0
D0
You hear lots of barking and meowing.
~
~
0 -1 27606
D1
Doesn't Second Avenue look boring?
~
~
0 -1 27604
D2
The Police Station.
~
~
0 -1 27607
D3
Now that you've stopped for a while, it has become apparent the smell is
emanating from this direction.
~
~
0 -1 27608
S
#27606
The Pound~
Yes, as a favour to newbies everywhere, we created the pound full of fidos
and cats for quick experience. Go to town on them. Second Avenue is to the
south.
~
276 8 0 0 0 0
D2
You see Second Avenue.
~
~
0 -1 27605
S
#27607
The Police Station~
There are dozens of policemen franticly searching through various
tidbits of evidence looking for answers to all the killings and murders
in New Sparta. Watch out, they might even have your name!
Second Avenue is to the north, the Chief's office is to the south,
and the jail is to the west.
~
276 8 0 0 0 0
D0
You see Second Avenue.
~
~
0 -1 27605
D2
You see the Chief's office.
~
door~
1 -1 27609
D3
You see the Jail.
~
~
0 -1 27610
S
#27608
The Jersey Dump~
This is the main dump, where everyone from anywhere throws their
trash, radioactive or otherwise. Go ahead -- feel free to dump here
too, but don't stay too long 'cause the radiation can be fatal.
Second Avenue runs east.
~
276 0 0 0 0 0
D1
You see Second Avenue.
~
~
0 -1 27605
S
T 27600
#27609
The Chief's Office~
Here you are in the office of New Sparta's new Chief of Police,
Chief O'Hara, who just transferred from the Gotham Police Force. His
office is neatly decorated with bat paraphranalia on one wall, and a
fully stocked bar on the other.
A door to the north leads to the rest of the station.
~
276 8 0 0 0 0
D0
You see the main station.
~
door~
0 -1 27607
S
#27610
The Jail~
You get the impression that more things go on in here than is
supposed to. South of here is the actual jail cell, where most of
New Sparta's notorious criminals reside. There are only two ways
into the cell -- get the key off of the warden, or be convicted...
The Police Station is to the east.
~
276 8 0 0 0 0
D1
You see the Police Station.
~
~
0 -1 27607
D2
You see the jail cell, along with various criminals, including the
notorious Esprit.
~
cell door~
2 27500 27611
S
#27611
The Jail Cell~
If you are in here, for your sake you had better have a key,
or you may rot here indefinitely, as the cell door is extremely
hard to open from the inside. Oh, and just one word of advice --
don't bend over for the soap!
~
276 8 0 0 0 0
D0
You see the cell door leading to the free world.
~
cell door~
2 27500 27610
S
#27612
The Entrance To Goethe's Garden~
This is the entrance to Goethe's Garden, the public park
of New Sparta. The park is named after the famous martyr and
generous donor of the land which New Sparta is built upon,
Goethe.
To the north is the Statue of Goethe, and to the south is
Broadway.
~
276 0 0 0 0 0
D0
You see the Statue of Goethe.
~
~
0 -1 27613
D2
You see Broadway.
~
~
0 -1 27580
S
#27613
The Statue Of Goethe~
Much like the man, the very lifelike statue exudes an aura
of verbosity. The Statue was constructed many years ago to
honour his genius and humanitarianism, and to his contribution
to the foundation of New Sparta.
To the south is Goethe's Garden.
~
276 0 0 0 0 0
D2
You see Goethe's Garden.
~
~
0 -1 27612
E
statue goethe~
You witness in front of yourself a monolith of manhood, a guru of grandiosity
a plethora of poetic prowess, an epitome of elegance, the sultan of sonnets, the
champion of chivalry, an embodyment of empathy, and the zenith of...
Something. It is Goethe! The statue of Goethe looms before you. He is mounted
on his favorite steed, the trusty Nessumsar. As always the sweet essence of his
poetry is dripping off his tongue. His all-knowing eyes seem to pierce through
you. You can't help but fell embarrassed about all your shortcomings as you
stand beside this solemn stud (not the horse silly, the man-stud Goethe! ).
~
S
#27614
First Avenue~
You immediatly realize that the city suddenly grew darker when
you left Broadway and it makes you feel uncomfortable. You hear
the sounds of what you think is a war being raged off to the west
and you wonder if it is safe to find out what's going on.
The Intersection of First and Broadway is to the east and Hell's
Kitchen is to the west.
~
276 0 0 0 0 0
D1
You see the Intersection of First and Broadway.
~
~
0 -1 27516
D3
You see the entrance to Hell's Kitchen.
~
~
0 -1 27615
S
#27615
The Entrance To Hell's Kitchen~
As you walk in, you wonder why it is so dark here... and then
you realize either that the electric company is too afraid to come
and repair the lights or because the people here are too poor to
afford lights. You sense the tremendous evil that lurks within and
decide that your personal safety is more important than exploring...
besides you can think of at least of a dozen better places you'd
rather be than in Hell's Kitchen.
You decide that the only real exit is to First Avenue which is
to the east.
~
276 1 0 0 0 0
D1
You see First Avenue.
~
~
0 -1 27614
S
#27616
Petland Discount Store~
This is more then just your average neighborhood pet store... Here,
they specialize in exotic pets for today's adventurers. There is a sign
on the wall.
Broadway is to the west.
~
276 8 0 0 0 0
D3
You see a doorway that leads to Broadway.
~
~
0 -1 27569
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
#27617
PETSHOP STOREROOM~
Mortals should never come here!
~
276 1536 0 0 0 0
S
$~

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@@ -5,7 +5,7 @@ Entrance to Mudschool:~
To go back to the Capital, go through the portal to your east.
~
28 cdef 0
28 60 0 0 0 0
D0
This obviously is the grand entrace to Mudschool.
A sign over the entrace says:
@@ -44,7 +44,7 @@ is the command you are in doubt about.
Now, go <east> (<e> for short).
~
28 cdef 0
28 60 0 0 0 0
D1
~
~
@@ -74,7 +74,7 @@ And to get the coins out of the purse, <get all purse> or
Having done that, go <north>
~
28 cdef 0
28 60 0 0 0 0
D0
~
~
@@ -101,7 +101,7 @@ shopkeeper will give you for it. If the price is right, <sell purse>.
Then, proceed east.
~
28 cdeh 0
28 156 0 0 0 0
D1
~
~
@@ -134,7 +134,7 @@ your <equipment>.
Then go north.
~
28 cdefh 0
28 188 0 0 0 0
D0
~
~
@@ -159,7 +159,7 @@ Just type <kill piglet> to start fighting it.
You can go east now.
~
28 cdef 0
28 60 0 0 0 0
D1
~
~
@@ -184,7 +184,7 @@ to <sacrifice corpse> for a reward if you are lucky.
Then go <north>
~
28 cdf 0
28 44 0 0 0 0
D0
~
~
@@ -211,7 +211,7 @@ type <eat pork> <!>
Lunch break over, time to go to class. See the teacher to the east.
~
28 cdef 0
28 60 0 0 0 0
D1
~
~
@@ -235,7 +235,7 @@ To read a sign type <look xxx> where xxx is one of the above.
When you are done here, go north.
~
28 cdef 0
28 60 0 0 0 0
D0
~
~
@@ -245,6 +245,43 @@ D3
~
0 0 2807
E
warrior~
The only skill you can learn on this low level is a kick,
which will do a little damage to your enemy - if you hit.
To get better at this, type <practice kick>
If you just want to see what you can learn, type <practice>.
Later, you can use the skill in combat by typing <kick>.
~
E
mage magic user~
The only spell you can learn on this low level is a 'magic missile',
which will do a little damage to your enemy - if you have mana to cast it.
To get better at this, type <practice magic>
If you just want to see what you can learn, type <practice>.
Later, you can use the skill in combat by typing
<cast 'magic missile' xxx>.
~
E
thief~
The only skill you can learn on this low level is backstab.
A backstab is, as the name suggests, a way of getting behind
your enemy, and stab him/her/it in the back.
To get better at this, type <practice backstab>
If you just want to see what you can learn, type <practice>
Later, you can use the skill by typing <backstab> instead
of <kill> to initiate combat. Note, though that you need
to use a pointed weapon to be able to backstab.
~
E
cleric~
You may choose to learn two spells :
@@ -261,43 +298,6 @@ to use the spells later, type
<cast 'armor' xxx> and <cast 'cure light' xxx>
where xxx is the name of your target.
~
E
thief~
The only skill you can learn on this low level is backstab.
A backstab is, as the name suggests, a way of getting behind
your enemy, and stab him/her/it in the back.
To get better at this, type <practice backstab>
If you just want to see what you can learn, type <practice>
Later, you can use the skill by typing <backstab> instead
of <kill> to initiate combat. Note, though that you need
to use a pointed weapon to be able to backstab.
~
E
mage magic user~
The only spell you can learn on this low level is a 'magic missile',
which will do a little damage to your enemy - if you have mana to cast it.
To get better at this, type <practice magic>
If you just want to see what you can learn, type <practice>.
Later, you can use the skill in combat by typing
<cast 'magic missile' xxx>.
~
E
warrior~
The only skill you can learn on this low level is a kick,
which will do a little damage to your enemy - if you hit.
To get better at this, type <practice kick>
If you just want to see what you can learn, type <practice>.
Later, you can use the skill in combat by typing <kick>.
~
S
#2809
@@ -317,7 +317,7 @@ Lastly you are informed of your level and current position.
Now continue north.
~
28 cdf 0
28 44 0 0 0 0
D0
~
~
@@ -345,7 +345,7 @@ Example : <pr all> will work just as good as <prompt all>
Now move east for some basic manouvres.
~
28 cdef 0
28 60 0 0 0 0
D1
~
~
@@ -370,7 +370,7 @@ if they know the skill.
Right now, <open door> and proceed east.
~
28 0 0
28 0 0 0 0 0
D1
A common door is here.
~
@@ -402,7 +402,7 @@ More info on those by typing <help subject>.
You're almost done with Mudschool, just hurry south.
~
28 0 0
28 0 0 0 0 0
D2
~
~
@@ -425,7 +425,7 @@ to the main chamber of the temple, as long as you are still a newbie.
To leave Mudschool, type <recall>.
~
28 0 0
28 0 0 0 0 0
D3
~
~
@@ -440,7 +440,7 @@ in question.
Now go east for the final lesson.
~
28 0 0
28 0 0 0 0 0
D0
~
~
@@ -461,16 +461,16 @@ out through the flames. You realise, with a sudden stab of fear, that you've
unwittingly stumbled into the home of Welcor, God of Fiery Justice. You've
better not be here when he gets back...
~
28 d 0
E
Welcor~
Even when not here, you sense his presence.
~
28 8 0 0 0 0
E
flame wall burning fire~
As you study the walls closer, you realise magic keeps the fire alive, and
it really is HOT. Reaching out to touch it proves a very bad idea, giving you
several burn marks on your hand
~
E
Welcor~
Even when not here, you sense his presence.
~
S
$~

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@@ -1,414 +1,414 @@
#29000
The Entrance To The Lizard Lair Safari~
This is the opulent entrance to the exciting Lizard Lair Safari Park.
Around you stand many other adventurers awaiting their chance to try their luck
in the quest set before them. And you. This quest consists of the recovery of
the Golden treasure in the depths of the lair of the lizardmen. If you wish to
test your luck, you can push your way through the exit to the south... If not,
you can leave the Safari Park to the east. There is a large sign here.
~
290 cd 4
D1
The Real World is to the east.
~
~
0 -1 29017
D2
The quest begins to the south.
~
~
0 -1 29001
E
credits info~
The Lizard Lair Safari
by Matrix and The Wandering Bard
*
Copyright 1994 by Curious Areas Workshop
*
The Lizard Lair Safari was originally merely the example area
included with the Builders' Handbook, but since so many people
use it, it was decided to release the area in its own right.
*
The lair consists of 18 rooms. Edit the following room:
#17 (exit north to the rest of the world)
*
The mobs in this area were built on a -100 (good) to 100 (bad) armor
class range. Remove the extra '0' if you don't need/want it.
*
Credits
THANKS TO: C.A.W. for examples of areas. Builder_5 for the original
Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a
chance, and another, and...
Links: 17
~
E
sign large~
The sign reads as follows:
This area is not suggested if your character is less than 15th level
since there are several tough aggressive monsters. There are one or
two essential skills to have... either a knock spell or item, or the
ability to pick locks. If you are LUCKY you might find
an item to open locks....
Matrix
~
S
#29001
The Quest Preparation Room~
In this room are various items of preparation for the upkeep of the quest.
A guide explains to you what the object is: To get the gold. Looking around,
you see that the exit to the north has disappeared and you are left with only
the one exit down... Into the water. As you ready yourself to begin the
quest, the guide gives you a potion and tells you to quaff it. You do so and
feel like your movements are easier, and much more free. The guide suddenly
vanishes and you begin the quest.
~
290 cd 0
D5
The water below you looks rather ominous.
~
~
0 -1 29002
S
#29002
A Tunnel~
This tunnel is filled with water and your light sheds all of the light that
gives you visibility here. There are two exits. One is to the east and one
above you.
~
290 ad 6
D0
A LUCKY blocks your view of whatever is north.
~
lucky~
1 -1 29016
D1
The tunnel stretches off to the east.
~
~
0 -1 29003
D4
The quest preparation room is above you.
~
~
0 -1 29015
S
#29003
A Tunnel~
This tunnel is filled with water. There are exits to the east and west.
The tunnel stretches off in both directions.
~
290 ad 6
D1
The tunnel stretches off to the east.
~
~
0 -1 29004
D3
The tunnel stretches off to the west.
~
~
0 -1 29002
S
#29004
A Tunnel~
The tunnel comes to an abrupt end as there is a rock wall right in front of
you. Fortunately, there are two exits, one to the west and one through a hole
in the floor.
~
290 ad 6
D3
The tunnel stretches off to the west.
~
~
0 -1 29003
D5
There is a hole in the floor leading down.
~
~
0 -1 29005
E
hole~
The hole leads down.
~
S
#29005
Tunnel End~
The tunnel ends here. There is a hole in the ceiling and a large door to
the west.
~
290 ad 6
D3
There is a door here.
~
door~
1 29008 29006
D4
There is a hole in the ceiling leading up.
~
~
0 -1 29004
E
door~
You have to be able to Pick or Knock this door open, unless you got LUCKY.
~
E
hole~
The hole leads up. Big surprise since you've already seen it.
~
S
#29006
The Conjuring Chamber~
This large room is dominated by a whirlpool. There are two exits. To the
east you can see a door and to the west you can see a waterfilled hallway
stretching off. The whirlpool is threatening to pull you down, but you are
certain that you would drown in it.
~
290 ad 6
D0
There is a strange store that seems suspiciously out of place just to
the north.
~
~
0 -1 29018
D1
A door blocks your way, unless it is open in which case it doesn't block
your way.
~
door~
1 29008 29005
D3
A hallway begins to move to the east.
~
~
0 -1 29008
D5
The whirlpool is threatening to pull you down to your death.
~
~
0 -1 29007
E
whirlpool~
This just looks scary and EXTREMELY dangerous.
~
E
door~
This is a big door, but not as big as it looked from the other side.
~
S
#29007
The Whirlpool~
It was not a good idea to come here.
~
290 d 0
D4
~
~
0 -1 29006
S
#29008
A Hallway~
The hallway naturally twists so that is seems to head east and down, but the
hallway doesn't seem to be curved or bent in any way.
~
290 ad 6
D1
There is a large room to the east.
~
~
0 -1 29006
D5
The hallway continues to the south... er... below.
~
~
0 -1 29009
E
hallway hall~
It is dead straight but it goes down and east... M. C. Escher has struck
again!
~
S
#29009
A Hallway~
The hallway here is bent in a big way. It goes up and east.
~
290 ad 6
D1
There is a large chamber to the east.
~
~
0 -1 29011
D4
The hall continues up.
~
~
0 -1 29008
E
hallway hall~
This hall is BENT!
~
S
#29010
A Completely Useless Room~
This is a room to keep the continuity going of the numbering system. Other
than that it serves no purpose. This area was conceived and built by Matrix of
The Curious Area Workshop If you have questions or complaints please contact
<fletcher@@cspo.queensu.ca>
~
290 0 0
S
#29011
The Throne Room Annex~
This is the entrance to the Throne room which lies to the east. A hall
leads off to the west. The room is lavishly decorated but there is not much to
see.
~
290 ad 6
D1
The Throne Room looms to the east.
~
~
0 -1 29012
D3
A hall looms to the west.
~
~
0 -1 29009
E
loom~
What a descriptive word that is. Loom.
~
S
#29012
Throne Room~
This large room is rather large. A throne sits on the east wall below a
hole in the ceiling. The throne almost dominates the room. No one is sitting
in it. The wall is decorated to look like pillars surround the room. The
annex is to the west whilst you are not sure what is above.
~
290 ad 6
D3
The Throne Room Annex is to the west.
~
~
0 -1 29011
D4
You can't see what is above this room.
~
~
0 -1 29013
E
pillars wall~
What a useless concept. Why didn't the designer just put actual pillars in?
~
E
throne~
This is a large ugly thing that you are repulsed by. You can think of no
conceivable reason why the lizardmen keep it here.
~
S
#29013
Temple Of Morgash~
This is the temple to the Lizardmen's evil deity, Morgash. It is quite
ugly. At least in your opinion it is... You are certain that the lizardmen
like it though. There are two exits. Down and through the large door to the
east.
~
290 ad 6
D1
A large door blocks your way.
~
door~
2 29005 29014
D5
There is a hole leading down. Obvious eh?
~
~
0 -1 29012
E
door~
It is quite large with a small keyhole.
~
S
#29014
Quest End~
You have completed the quest! CONGRATULATIONS!! There are two exits back
into the quest through the door and back to the outer world which lies to the
east.
~
290 c 0
D1
The way back to te real world is to the east.
~
~
0 -1 29017
D3
The quest is back to the west.
~
door~
2 29001 29013
S
#29015
Quest Preparation Room~
This room is exactly as you left it. One exit... Down...
~
290 cd 0
D5
The water below still looks ominous.
~
~
0 -1 29002
S
#29016
LUCKY~
This room is empty. There is a LUCKY blocking your way to the south.
There is a sign on the wall.
~
290 d 0
D2
The is a LUCKY blocking your view.
~
lucky~
1 -1 29002
E
sign~
The sign says: Boy are you ever LUCKY!!!!
~
S
#29017
The Real World Ends Here~
This is the point where the real world ends... PROCEED AT YOUR OWN RISK!
The entrance to the Lizard Lair Safari is to the west.
~
290 0 0
D3
This is the entrance way to the Safari.
~
~
0 -1 29000
E
door metal huge~
It's one of those huge studio-like doors. It seems pretty strong.
~
S
#29018
Mr. Hooper's store~
This is your friendly neighbourhood convenience store and restaurant.
There are many interesting things that you can buy here.
~
290 cd 1
D2
The conjuring chamber is still to the south.
~
~
0 -1 29006
E
counter~
The counter is nice and clean. Mr. Hooper looks at you expectantly.
~
S
$~
#29000
The Entrance To The Lizard Lair Safari~
This is the opulent entrance to the exciting Lizard Lair Safari Park.
Around you stand many other adventurers awaiting their chance to try their luck
in the quest set before them. And you. This quest consists of the recovery of
the Golden treasure in the depths of the lair of the lizardmen. If you wish to
test your luck, you can push your way through the exit to the south... If not,
you can leave the Safari Park to the east. There is a large sign here.
~
290 12 0 0 0 0
D1
The Real World is to the east.
~
~
0 -1 29017
D2
The quest begins to the south.
~
~
0 -1 29001
E
sign large~
The sign reads as follows:
This area is not suggested if your character is less than 15th level
since there are several tough aggressive monsters. There are one or
two essential skills to have... either a knock spell or item, or the
ability to pick locks. If you are LUCKY you might find
an item to open locks....
Matrix
~
E
credits info~
The Lizard Lair Safari
by Matrix and The Wandering Bard
*
Copyright 1994 by Curious Areas Workshop
*
The Lizard Lair Safari was originally merely the example area
included with the Builders' Handbook, but since so many people
use it, it was decided to release the area in its own right.
*
The lair consists of 18 rooms. Edit the following room:
#17 (exit north to the rest of the world)
*
The mobs in this area were built on a -100 (good) to 100 (bad) armor
class range. Remove the extra '0' if you don't need/want it.
*
Credits
THANKS TO: C.A.W. for examples of areas. Builder_5 for the original
Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a
chance, and another, and...
Links: 17
~
S
#29001
The Quest Preparation Room~
In this room are various items of preparation for the upkeep of the quest.
A guide explains to you what the object is: To get the gold. Looking around,
you see that the exit to the north has disappeared and you are left with only
the one exit down... Into the water. As you ready yourself to begin the
quest, the guide gives you a potion and tells you to quaff it. You do so and
feel like your movements are easier, and much more free. The guide suddenly
vanishes and you begin the quest.
~
290 12 0 0 0 0
D5
The water below you looks rather ominous.
~
~
0 -1 29002
S
#29002
A Tunnel~
This tunnel is filled with water and your light sheds all of the light that
gives you visibility here. There are two exits. One is to the east and one
above you.
~
290 9 0 0 0 0
D0
A LUCKY blocks your view of whatever is north.
~
lucky~
1 -1 29016
D1
The tunnel stretches off to the east.
~
~
0 -1 29003
D4
The quest preparation room is above you.
~
~
0 -1 29015
S
#29003
A Tunnel~
This tunnel is filled with water. There are exits to the east and west.
The tunnel stretches off in both directions.
~
290 9 0 0 0 0
D1
The tunnel stretches off to the east.
~
~
0 -1 29004
D3
The tunnel stretches off to the west.
~
~
0 -1 29002
S
#29004
A Tunnel~
The tunnel comes to an abrupt end as there is a rock wall right in front of
you. Fortunately, there are two exits, one to the west and one through a hole
in the floor.
~
290 9 0 0 0 0
D3
The tunnel stretches off to the west.
~
~
0 -1 29003
D5
There is a hole in the floor leading down.
~
~
0 -1 29005
E
hole~
The hole leads down.
~
S
#29005
Tunnel End~
The tunnel ends here. There is a hole in the ceiling and a large door to
the west.
~
290 9 0 0 0 0
D3
There is a door here.
~
door~
1 29008 29006
D4
There is a hole in the ceiling leading up.
~
~
0 -1 29004
E
hole~
The hole leads up. Big surprise since you've already seen it.
~
E
door~
You have to be able to Pick or Knock this door open, unless you got LUCKY.
~
S
#29006
The Conjuring Chamber~
This large room is dominated by a whirlpool. There are two exits. To the
east you can see a door and to the west you can see a waterfilled hallway
stretching off. The whirlpool is threatening to pull you down, but you are
certain that you would drown in it.
~
290 9 0 0 0 0
D0
There is a strange store that seems suspiciously out of place just to
the north.
~
~
0 -1 29018
D1
A door blocks your way, unless it is open in which case it doesn't block
your way.
~
door~
1 29008 29005
D3
A hallway begins to move to the east.
~
~
0 -1 29008
D5
The whirlpool is threatening to pull you down to your death.
~
~
0 -1 29007
E
door~
This is a big door, but not as big as it looked from the other side.
~
E
whirlpool~
This just looks scary and EXTREMELY dangerous.
~
S
#29007
The Whirlpool~
It was not a good idea to come here.
~
290 8 0 0 0 0
D4
~
~
0 -1 29006
S
#29008
A Hallway~
The hallway naturally twists so that is seems to head east and down, but the
hallway doesn't seem to be curved or bent in any way.
~
290 9 0 0 0 0
D1
There is a large room to the east.
~
~
0 -1 29006
D5
The hallway continues to the south... er... below.
~
~
0 -1 29009
E
hallway hall~
It is dead straight but it goes down and east... M. C. Escher has struck
again!
~
S
#29009
A Hallway~
The hallway here is bent in a big way. It goes up and east.
~
290 9 0 0 0 0
D1
There is a large chamber to the east.
~
~
0 -1 29011
D4
The hall continues up.
~
~
0 -1 29008
E
hallway hall~
This hall is BENT!
~
S
#29010
A Completely Useless Room~
This is a room to keep the continuity going of the numbering system. Other
than that it serves no purpose. This area was conceived and built by Matrix of
The Curious Area Workshop If you have questions or complaints please contact
<fletcher@@cspo.queensu.ca>
~
290 0 0 0 0 0
S
#29011
The Throne Room Annex~
This is the entrance to the Throne room which lies to the east. A hall
leads off to the west. The room is lavishly decorated but there is not much to
see.
~
290 9 0 0 0 0
D1
The Throne Room looms to the east.
~
~
0 -1 29012
D3
A hall looms to the west.
~
~
0 -1 29009
E
loom~
What a descriptive word that is. Loom.
~
S
#29012
Throne Room~
This large room is rather large. A throne sits on the east wall below a
hole in the ceiling. The throne almost dominates the room. No one is sitting
in it. The wall is decorated to look like pillars surround the room. The
annex is to the west whilst you are not sure what is above.
~
290 9 0 0 0 0
D3
The Throne Room Annex is to the west.
~
~
0 -1 29011
D4
You can't see what is above this room.
~
~
0 -1 29013
E
throne~
This is a large ugly thing that you are repulsed by. You can think of no
conceivable reason why the lizardmen keep it here.
~
E
pillars wall~
What a useless concept. Why didn't the designer just put actual pillars in?
~
S
#29013
Temple Of Morgash~
This is the temple to the Lizardmen's evil deity, Morgash. It is quite
ugly. At least in your opinion it is... You are certain that the lizardmen
like it though. There are two exits. Down and through the large door to the
east.
~
290 9 0 0 0 0
D1
A large door blocks your way.
~
door~
2 29005 29014
D5
There is a hole leading down. Obvious eh?
~
~
0 -1 29012
E
door~
It is quite large with a small keyhole.
~
S
#29014
Quest End~
You have completed the quest! CONGRATULATIONS!! There are two exits back
into the quest through the door and back to the outer world which lies to the
east.
~
290 4 0 0 0 0
D1
The way back to te real world is to the east.
~
~
0 -1 29017
D3
The quest is back to the west.
~
door~
2 29001 29013
S
#29015
Quest Preparation Room~
This room is exactly as you left it. One exit... Down...
~
290 12 0 0 0 0
D5
The water below still looks ominous.
~
~
0 -1 29002
S
#29016
LUCKY~
This room is empty. There is a LUCKY blocking your way to the south.
There is a sign on the wall.
~
290 8 0 0 0 0
D2
The is a LUCKY blocking your view.
~
lucky~
1 -1 29002
E
sign~
The sign says: Boy are you ever LUCKY!!!!
~
S
#29017
The Real World Ends Here~
This is the point where the real world ends... PROCEED AT YOUR OWN RISK!
The entrance to the Lizard Lair Safari is to the west.
~
290 0 0 0 0 0
D3
This is the entrance way to the Safari.
~
~
0 -1 29000
E
door metal huge~
It's one of those huge studio-like doors. It seems pretty strong.
~
S
#29018
Mr. Hooper's store~
This is your friendly neighbourhood convenience store and restaurant.
There are many interesting things that you can buy here.
~
290 12 0 0 0 0
D2
The conjuring chamber is still to the south.
~
~
0 -1 29006
E
counter~
The counter is nice and clean. Mr. Hooper looks at you expectantly.
~
S
$~

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