Merge pull request #27 from AndreasHack/master

Corrected sector types in wld-files according last known good
This commit is contained in:
Rumble 2016-01-19 13:01:10 -05:00
commit d3032945f6
135 changed files with 4586 additions and 4591 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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0 8 0 0 0 1
D5
A strange portal in the floor is the only exit.
~

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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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~
~
@ -174,7 +174,7 @@ most revered 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 @@ Magi. The dome curves along the walls of the city and can not be seen for more
than a few feet in any direction. It flickers as if a mirage, only visible when
glanced at from one side. Stone stairs lead down into the city wall.
~
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~
~
@ -288,7 +288,7 @@ The Temple of Sanctus rises above to the southeast, its 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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~
~
@ -303,7 +303,7 @@ 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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~
~
@ -340,7 +340,7 @@ heard, as the sentinels grow weary from their standing their posts hour after
hour. The city to the east looks tranquil and safe. It is not possible to see
much to the west past the shimmering dome.
~
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~
~
@ -362,7 +362,7 @@ to fight. The city has never fallen to this day. To the north one can see the
barracks, to the south the Hall of Clerics. A stone stairwell leads down to the
inner city.
~
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~
~
@ -418,7 +418,7 @@ Mansion of the Magi. The Temple of Sanctus rises from the center of the city to
the west. All looks well from this perspective. It is not possible to see
beyond the city walls.
~
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~
~
@ -432,7 +432,7 @@ for keeping the dome up. But two of the seven have already died. The War
Master is planning for the worst, and preparing the army for battle. The guards
stir restlessly below. A stone stairwell leads down to the gate.
~
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~
~
@ -468,7 +468,7 @@ To the west one 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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~
~
@ -489,7 +489,7 @@ protecting dome that ensures oner 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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~
~
@ -700,7 +700,7 @@ 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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~
~
@ -714,7 +714,7 @@ 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.
~
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~
~
@ -810,7 +810,7 @@ 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.
~
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~
~
@ -860,7 +860,7 @@ 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.
~
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~
~
@ -874,7 +874,7 @@ 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.
~
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~
~
@ -888,7 +888,7 @@ Tower 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 high into the air, blocking all view to the chaotic world beyond.
~
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~
~
@ -909,7 +909,7 @@ 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.
~
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~
~
@ -1021,7 +1021,7 @@ 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.
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~
~
@ -1151,7 +1151,7 @@ is just to 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.
~
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~
~
@ -1176,7 +1176,7 @@ themselves of their worries. The cobblestone street is clean and well
maintained. The buildings all around are made of wood and some are several
stories tall.
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~
~
@ -1201,7 +1201,7 @@ 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.
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~
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@ -1226,7 +1226,7 @@ of someone working a grindstone can be heard 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.
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~
~
@ -1250,7 +1250,7 @@ Warriors Avenue~
towns Smithy. The street continues east and west with a small house to the
south. Townspeople walk the streets going about their business.
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~
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@ -1276,7 +1276,7 @@ shadows and mystery. Not a single sound escapes from that section of the city.
This intersection stands upon the North Way which runs from the North Gate down
to the Temple of Sanctus.
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~
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@ -1302,7 +1302,7 @@ responsible 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.
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~
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@ -1327,7 +1327,7 @@ reminding of the need to hold onto 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.
~
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~
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@ -1352,7 +1352,7 @@ 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 it would be easy to be mistaken for one.
~
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~
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@ -1377,7 +1377,7 @@ 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 each other curiously.
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~
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@ -1402,7 +1402,7 @@ above you to the east. Thieves Avenue makes a turn here to the south or west.
This area is now in the northeastern corner of the city, in the heart of the
Thieves Quarter. A traveler would be wise to watch their purse carefully.
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~
~
@ -1467,7 +1467,7 @@ 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.
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~
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@ -1509,7 +1509,7 @@ well-travelled road continues north and south. This appears to be the Warriors
Quarter where the army of Sanctus bases it's operations. Several recruits rush
past on assignment.
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~
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@ -1579,7 +1579,7 @@ horses. A small amount of dust is kicked up by every footstep. Directly to the
south one can see the Temple. A small stone bridge arches over a small stream
to the north. There is something unusual about the bridge.
~
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~
~
@ -1597,7 +1597,7 @@ 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.
~
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~
door~
@ -1610,7 +1610,7 @@ 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.
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~
door~
@ -1623,7 +1623,7 @@ trespassing, I'm sure no one will mind. The house is very compact. The
kitchen and bedrooms are not separated by any walls. This must be a house for
the poor.
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~
door~
@ -1635,7 +1635,7 @@ 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.
~
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~
door~
@ -1648,7 +1648,7 @@ to the west. The entrance looks to be a ways further north in the heart of the
Thieve's Quarter. South can be seen another intersection and the northest
corner of the inner wall.
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~
~
@ -1741,7 +1741,7 @@ The 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.
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~
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@ -1763,7 +1763,7 @@ and then bolts as it senses some trespasser on its territory. This alley does
not look safe and one might wonder whether or not they could encounter some
lurking thugs.
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~
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@ -1779,7 +1779,7 @@ Warriors Alley~
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.
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~
~
@ -1796,7 +1796,7 @@ but all are bolted, locked, or nailed shut. This is definitely not the most
friendly section of the city. An alley cat bolts past as a large pile of
garbage almost collapses on it.
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~
~
@ -1813,7 +1813,7 @@ 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.
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~
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@ -1830,7 +1830,7 @@ be surprisingly empty for some reason. Shadowy alleys can be noticed to the
east and west along the inner city wall. To the south is the Northern Gate to
the inner city.
~
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~
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@ -1855,7 +1855,7 @@ 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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~
~
@ -1872,7 +1872,7 @@ 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.
~
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~
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@ -1889,7 +1889,7 @@ garbage pile a few feet away. A mangy mutt trots slowly past and starts licking
up the pool of blood. A traveler here should keep moving unless they wanted to
draw attention to themselves.
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~
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@ -1906,7 +1906,7 @@ of the light. The wall looks to be made from stone blocks and some sort of
filler. Its not possible to tell how thick it is, but judging from the height
one could guess at least half as wide as it is tall.
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~
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@ -1923,7 +1923,7 @@ This intersection is at the northeast corner of the inner city wall. On top of
the wall one 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.
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~
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@ -2036,7 +2036,7 @@ booming voice that echoes off the buildings and walls around. The clank of
armor and weapons is all about as guards change watches and work on their
equipment.
~
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~
~

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@ -44,7 +44,7 @@ recluse hermit lives. You can't imagine living out here, beyond the safety of th
city walls. Thick forests block any exit to the north and you can see the city wall
to the south.
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~
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@ -61,7 +61,7 @@ slight gloom hangs over this part of the woods. You start to walk a little
faster. Further to the west you can see a small clearing with something that
looks like a shack.
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~
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@ -82,7 +82,7 @@ is thickening slightly, a little less sunlight is making it to the forest floor.
Overhead you can hear birds chirping and squirrels chattering. This place feels very
peaceful.
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~
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@ -103,7 +103,7 @@ Dun Maura. Many rumors abound of these savage beasts but few leave the city wall
to explore. To the north you see a thick forest. To the east and west are small
paths along the city wall.
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~
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@ -123,7 +123,7 @@ Along the City Wall~
looks as if the forest disappears all together and turns into a grassy plain.
Small innocent forest creatures abound in this healthy forest.
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~
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@ -144,7 +144,7 @@ far as the eyes can see. An unnatural cold breeze blows from the east. You have
sudden urge to head back towards the safety of the forest, or even better yet,
back to the city.
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~
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@ -164,7 +164,7 @@ A Dead End~
the east. It looks impossible to cross. You have no choice but to head back west.
These plains give you an eerie feeling anyways.
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~
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@ -176,7 +176,7 @@ Deep Forest~
blocking your vision. It would be very easy for someone, or something, to sneak
up on you here. You can continue north or east through the forest.
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~
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@ -192,7 +192,7 @@ Deep Forest~
the animals gone? Tall trees are blocking alot of the sunlight here. It looks
even thicker to the west. The forest continues in all directions.
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~
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@ -216,7 +216,7 @@ Off the Northern Road~
sounds of nature sooth you into a feeling of false security. You wonder at the
tall trees and abundant wildlife.
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~
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@ -241,7 +241,7 @@ both travellers, merchants, and peddlers. Wagon tracks leave small ruts in the
road. To the west is some thick woodlands, while to the east you think you can
make out some plains in the distance. The road continues north or south.
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~
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@ -265,7 +265,7 @@ Off the Northern Road~
the trees here are shorter and spaced further apart. To the east you see that the
forest fades away into plains. You can explore in any direction.
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~
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@ -289,7 +289,7 @@ The Beginning of the Plains~
casm that blocks any further travel east. You wonder at what could have caused
this natural barrier. You are blocked from continuing north or east.
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~
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@ -306,7 +306,7 @@ the exits to the north and east. You start to wonder if someone could be spying
on you. Someone could be standing behind any one of these huge trees and you
would never know.
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~
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@ -322,7 +322,7 @@ Deep Forest~
northern road. Small animals scatter as you walk by, leaves and twigs crunch
under your feet. Someone could hear you coming from a mile away.
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~
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@ -346,7 +346,7 @@ Off the Northern Road~
north. The trees here are spaced several feet apart and you can see the
movement of wildlife in the distance.
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~
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@ -372,7 +372,7 @@ the city. To the north you can make out what looks like a body of water in the
distance. The forest is to the west and there are some plains in the distance
to the east.
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~
~
@ -396,7 +396,7 @@ Light Forest~
east. It seems a little cold for this time of year. To the north you think you
can hear the sound of rushing water.
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~
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@ -420,7 +420,7 @@ Before the Plains~
to flow through it. But somehow it must of dried up. You can hear the sound of
running water in the distance.
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~
~
@ -436,7 +436,7 @@ Deep Forest~
blocked by the thick brush. To the north you can hear the roar of rushing water.
Animals seem to abound in this forest. They keep distracting you.
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~
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@ -452,7 +452,7 @@ Deep Forest~
is to continue east or west between the massive trees. The safety and easy travel
of the northern road is just to your east.
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~
~
@ -469,7 +469,7 @@ in fog. You can not make out what is on the other side. A large river feeds into
the lake to the north. You can follow the road north or head back toward the
city to the east.
~
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~
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@ -493,7 +493,7 @@ The Northern Road~
clean and refreshing. A blanket of fog obscures what is on the other side. The
road goes continues east to west to go around the lake.
~
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~
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@ -513,7 +513,7 @@ A Bend in the Northern Road~
realize it curves around to the west. The lake has a layer of fog over it.
To the east you can see plains in the distance.
~
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~
~
@ -533,7 +533,7 @@ Edge of the Lake~
water to the north. The lake seems very serene, you're tempted to take a quick
dip in the water, but who knows what could be watching you.
~
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~
~
@ -554,7 +554,7 @@ for good travelling. You feel like you are making good time and actually getting
somewhere. The forest thickens to the west and north, leaving the only exits to
the south and east.
~
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~
~
@ -570,7 +570,7 @@ Before the Plains~
make your way across it. The only way to continue is to the west or to the north.
You can hear the sound of running water to the north.
~
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~
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@ -586,7 +586,7 @@ By the River~
cross without a bridge. To the west the thick forest looks inpenetrable. You
think you can see a road to the east.
~
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~
~
@ -602,7 +602,7 @@ By the River~
the east you can see the northern road and what looks like a bridge to get
across the river.
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~
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@ -618,7 +618,7 @@ The River Bridge~
and must have taken years to build. The river empties into a massive lake just
to the east. The northern road continues across the bridge.
~
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~
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@ -638,7 +638,7 @@ Beside the Lake~
blocks the way north. Though small, the rivers current looks fast and strong.
You doubt you could wade across without being swept downstream.
~
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~
~
@ -654,7 +654,7 @@ Light Forest~
signs of civilization around. You would think this would be a great place to
live off the land. You can continue along the river east or west.
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~
~
@ -671,7 +671,7 @@ lake to the east. Across the canyon you see fields of grass. A small rickety
rope bridge crosses the river to the north. It looks like it might be able to
hold one person at a time.
~
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~
~
@ -691,7 +691,7 @@ Deep Forest~
precariously over the river as the water washes away the soil from underneath
them. The forest continues north or west.
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~
~
@ -707,7 +707,7 @@ A Curve in the Northern Road~
you are being watched. Someone could easily hide in these woods. The road
continues north or turns east towards a bridge.
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~
~
@ -727,7 +727,7 @@ A Curve in the Northern Road~
east looks like the beginning of a swamp. A heavy fog from the lake billows
slowly across the road.
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~
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@ -751,7 +751,7 @@ North of the Lake~
in the soft soil. The fog blowing off the lake is getting thicker. The silence
is almost scary. You wonder what kind of creatures live in a swamp?
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~
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@ -771,7 +771,7 @@ North of the Lake~
stench of rot and decay is thick along with the fog. The wind coming off the
lake does not seem to help at all.
~
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~
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@ -792,7 +792,7 @@ feet firm. The river to the south must be the outlet to the massive lake.
You can only leave to the north or west. It looks like swampland in both
directions.
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~
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@ -809,7 +809,7 @@ swamp. Fetid water surrounds you, leaving the only way out to the north.
Something causes ripples in the water, but is gone before you can tell what it
was.
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~
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@ -821,7 +821,7 @@ Before the Plains~
the east looks dangerous. To the north you can continue into the plains. The
way east is blocked by the river.
~
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~
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@ -838,7 +838,7 @@ city. You wonder about the fabled Dun Maura, city of the minotaurs. Many
stories abound about it, but you doubt half of them are true. To the south you
could enter the dense forest.
~
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~
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@ -859,7 +859,7 @@ The pond just to the north looks more like a bog than anything else. Sick and
dying trees are scattered throughout it. It looks as if the area was recently
flooded.
~
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~
~
@ -879,7 +879,7 @@ Swamp~
to the south and west that appear to be where the northern road works its way
around this marsh. The smell of decomposition is strong here.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -904,7 +904,7 @@ step into the muck. It seems to be getting deeper here. Your feet sink above
the ankles once in a while. Wildlife seems scarce. You wonder why anything
would live here.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -929,7 +929,7 @@ starting to sink almost all the way up to your knees now. You wonder about the
possibilities of quicksand, and all those stories you hear about people
disappearing in these swamps.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -953,7 +953,7 @@ Swamp~
down a little. To the west you think you can see some drier land. You thank
the gods above.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -978,7 +978,7 @@ large crater in the ground. You wonder who the unfortunate soul was to be
walking across that when it gave out. To the south and west the swamp looks
even worse. East you see the beginning of some plains.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -999,7 +999,7 @@ south you can hear the sound of rushing water. West you stare into a dismal
swampland. The stories you've heard about getting lost in those plains makes
you decide to stick closer to civilization.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1019,7 +1019,7 @@ The Northern Road~
west looks too thick to bother leaving the easy travelling of this road. The
road continues north and south.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1035,7 +1035,7 @@ Beside the Pond~
the north is more forest while east and south it looks a little swampy. Small
animals scatter as you intrude on their territory.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1055,7 +1055,7 @@ Swamp~
your eyes tear. The swamp continues to the south. To the west you can see a
body of water.
~
100 0 0 0 0 0
100 0 0 0 0 3
D2
~
~
@ -1071,7 +1071,7 @@ A Small Bridge~
walk in the muddy swamp. It feels good to be on dry ground for a change. The
bridge leads north or south.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1087,7 +1087,7 @@ The Edge of a Sink Hole~
fall away. Luckily, you jump back before falling into this natural trap. You
look down into the sink hole and think you can see a Corpse.
~
100 0 0 0 0 0
100 0 0 0 0 3
D2
~
~
@ -1105,7 +1105,7 @@ The Edge of the Plains~
clean, open air. A sink hole is just to the west. Someone must have walked
over it and caused it to collapse. You pity the poor adventurer.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1122,7 +1122,7 @@ the city of Dun Maura. The road to the south leads back to the safety of the
city. North is more dense forest. To the west a fresh path has been hacked
through the woods.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1142,7 +1142,7 @@ A Turn in the Northern Road~
not just make a straight road. Then you realize the swamp probably made it
impossible. The pond is to the south and it looks like a swamp to the east.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1162,7 +1162,7 @@ Swamp~
not seem like a good day anymore. The swamp is dismal and smelly. The
northern road is to the west. Dry forest is north or east.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1186,7 +1186,7 @@ Deep Forest~
and too suspicious for you to see. You only hear the rufle of leaves as they
hide from you. The forest continues in all directions.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1206,7 +1206,7 @@ Deep Forest~
surrounds you on all other sides. This part of the forest seems peaceful.
Birds chirping and small animals chattering.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1231,7 +1231,7 @@ fields of grass. Perfectly level land that you can see for miles. South of
you is a large natural crater of some sort. It looks as if the ground had
recently just given way.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1251,7 +1251,7 @@ Light Forest~
some distance. To the east the trees grow even more sparse and finally give
way to the plains. West will take you back into the thick forest.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1271,7 +1271,7 @@ The Edge of the Plains~
perfectly level, allowing you to see for miles, one could easily get lost out
there once they lost sight of the forest.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1291,7 +1291,7 @@ Deep Forest~
small pine and fur trees hug the ground, reducing visibility. The northern
road is just south and east of here.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1307,7 +1307,7 @@ The Northern Road~
The road continues north and south. To the east and west is thick forest.
You think you can see an intersection of roads to the north.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1323,7 +1323,7 @@ Deep Forest~
have found some sort of trail leading north and south between them. You brush
past the trees thankful for the bed of pine needles that quiets your footsteps.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1339,7 +1339,7 @@ Deep Forest~
through the underbrush. Cobwebs cling to your face and sticks keep seeming to
try and poke you in the eye.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1359,7 +1359,7 @@ Light Forest~
forest continues in all directions. To the north you think you can see the
northern road. South looks like more swamp.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1384,7 +1384,7 @@ any dangerous animals in these woods. Childhood stories of viscious minotaurs
spark sudden fears. They were just stories to kep the children inside the city
walls, weren't they?
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1405,7 +1405,7 @@ enjoy the fine scenery. Nothing to worry about here. Just a bunch of harmless
little forest animals. Then again, maybe some of these animals are not so
harmless.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1421,7 +1421,7 @@ The Edge of the Plains~
think of the stories about the plains of lost souls and wonder whether those
were just stories or actually true.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1437,7 +1437,7 @@ Deep Forest~
make out a small road of some sort. It definitely is not the northern road
which you believe is due east of where you are.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1453,7 +1453,7 @@ A Turn in the Northern Road~
smaller road leading off to the north. It looks like it has been rarely used.
Which way to go? How about the one less travelled?
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1473,7 +1473,7 @@ The Northern Road~
eventually turn back north to the city of minotaurs. To the west it heads back
to the city. North and south you see more forest.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1493,7 +1493,7 @@ The Northern Road~
south. The road seems a little less travelled through this part. You notice
fewer ruts in the road from wagons and even fewer people.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1517,7 +1517,7 @@ A Small Road~
west the forest stretches out in all other directions. This road looks like it
has not been used for years.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1541,7 +1541,7 @@ A Bend in the Small Road~
the start of the plains is to the east. This road is covered with grass and
even a few small trees. It looks like no one has travelled it for years.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1565,7 +1565,7 @@ Light Forest~
and south is even more forest. It seems no one ever comes this deep into the
woods. All the animals seem to be staring at you.
~
100 0 0 0 0 0
100 0 0 0 0 3
D2
~
~
@ -1582,7 +1582,7 @@ woods compared to this open vulnerability. To the north you can see a small
road. You occasionally notice the sway of the grass on the plains as something
or someone moves stealthily through.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1598,7 +1598,7 @@ A Small Road~
meant to go. It looks like it might continue to the east, or you can enter the
forest to the south.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1614,7 +1614,7 @@ A Small Road~
remain that allow you to determine which way it goes. It looks like it
continues to the west and to the south.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1638,7 +1638,7 @@ Deep Forest~
another smaller road lies to the west. Small animals sit and stare at you
instead of running away. They must not be used to seeing trespassers.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1655,7 +1655,7 @@ coming close to Dun Maura by now. You have been travelling forever. Fewer
people seem to be on the road anymore. You are not sure if that is a good or
bad sign.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1679,7 +1679,7 @@ Light Forest~
The road also seems to curve to the south. West is the main road to Dun Maura
or back to the safety of the city.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1703,7 +1703,7 @@ A Small Road~
can see the northern road. You look for any signs of life, but find nothing.
It seems you are deep into the wilderness where few dare go.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1723,7 +1723,7 @@ A Small Road~
keep track of where it goes. It seems to be heading to the east toward the
plains. It also goes west toward the main road.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1743,7 +1743,7 @@ A Small Road Into the Plains~
northern road towards the minotaur city. The confines of the forest seem to
beckon you compared to the openness of the plains.
~
100 0 0 0 0 0
100 0 0 0 0 3
D2
~
~
@ -1759,7 +1759,7 @@ Deep Forest~
the south you can make out a small road. To the north you think you can see
some sort of wall. Could it be the city of the minotaurs at last?
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1780,7 +1780,7 @@ be getting a little claustrophobic. To the south you can make out the northern
road. North you can just barely see some sort of wall. Definitely not natures
work.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1800,7 +1800,7 @@ Near the End of the Northern Road~
Just to the north you can see the city of the minotaurs. A great wall
surrounds the entire city. You wonder about heading back south to safety.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1824,7 +1824,7 @@ Light Forest~
city of minotaurs. The woods here are very dark and quiet. Few creaturs seem
to live in these parts. A gloom seems to hang over this forest.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1848,7 +1848,7 @@ Light Forest~
gloom and despair. The woods seem to look darker by the minute. Something is
definitely wrong with this part of the woods, but you can not tell what.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1864,7 +1864,7 @@ Edge of the Plains~
the walls of a city. West you can enter a dark forest. A wind blows from the
east, bringing with it an unseasonal chill.
~
100 0 0 0 0 0
100 0 0 0 0 3
D0
~
~
@ -1884,7 +1884,7 @@ Beside the City Walls of Dun Maura~
been cut back away from the walls to allow good visibility for defense. The
gate of the city must be to the east.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1900,7 +1900,7 @@ Beside the City Walls of Dun Maura~
You couldn't imagine any human being able to life such things. The walls are
definite eye sores, but they serve their purpose well.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1921,7 +1921,7 @@ gates are closed and they look like they have been that way for quite some
time. You can search the city walls east and west or head back south towards
home.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1942,7 +1942,7 @@ not help but wonder if someone has a bow pointed at you from above. You should
probably move a little deeper into the woods away from the walls before you
find out.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1963,7 +1963,7 @@ The gates to the city must be west from here. The forest south looks very
gloomy. To the east is more of the city wall that heads out into the plains.
~
100 0 0 0 0 0
100 0 0 0 0 3
D1
~
~
@ -1979,7 +1979,7 @@ Beside the City Walls of Dun Maura~
are directly north of you. Also to the west you can see a light forest and
what looks like the northern road in the distance.
~
100 0 0 0 0 0
100 0 0 0 0 3
D2
~
~

View file

@ -26,7 +26,7 @@ the east warning you that the desert isn't far off in that direction. The road
leads off to the south, and north into the capital. To the east and west
farmland stretches as far as you can see.
~
101 0 0 0 0 0
101 0 0 0 0 2
D2
~
~
@ -44,7 +44,7 @@ Fields stretch to the east and west, while the road continues north toward the
souther gate of the capital which you can just barely see from here, and south
through the farmland. A warm wind from the east reminds you of the desert.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -61,7 +61,7 @@ you of the desert not too far off in that direction. The walls of a large city
can be seen on the horizon to the north, while farmland to the east and south
has forced the road to take a turn to the west.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -78,7 +78,7 @@ here, while farmland stretches to the north and west. A gust of warm wind
blowing in from the east reminds you of the desert dominating the southeastern
part of the continent.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -95,7 +95,7 @@ dominates the view to the east and west, while the road continues to the north
and south. A gust of warm wind blowing in from the east reminds you that you
are not as far off from the desert as you might have thought.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -113,7 +113,7 @@ east from here. A warm gust of wind blows in from the east, and reminds you of
the desert to the east. You can faintly hear the sound of running water
somewhere to the south.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -130,7 +130,7 @@ as far as you can see, while the road continues east and west from here.
There is a faint sound of running water from somewhere to the south. A warm
wind blows in from the desert in the east.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -147,7 +147,7 @@ and east from here, while the road continues south and west. A warm wind is
comming from the desert to the east, the sound of running water greets you from
the south.
~
101 0 0 0 0 0
101 0 0 0 0 2
D2
~
~
@ -163,7 +163,7 @@ The South Road~
stretches to the east and west from here, while the road continues north and
south. You can hear the sound of running water from the south.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -181,7 +181,7 @@ wind from the east reminds you of the desert dominating the southeastern part of
the continent. You notice a small trail leading down to the river bank from
here.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -198,7 +198,7 @@ far as your eyes can see, while the road continues to the east. To the south a
bridge crosses the river, connecting with the road on the other side. A gust
of warm wind from the east reminds you of the desert not too far off.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -215,7 +215,7 @@ south, while the river flows west toward the ocean somewhere in the distance.
A gust of warm wind blows in from the east as if to remind you of the desert
and the secrets it holds.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -233,7 +233,7 @@ road continues to the south from here. To the east and west grassland stretch
as far as you can see. A warm wind blows in from the east as to remind you of
the desert dominating the southeastern part of the continent.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -250,7 +250,7 @@ continues north and west from here around a small formation of rocks. To the
east grassy plains stretch as far as you can see. And you can hear the sound of
running water greeting you from the north.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -267,7 +267,7 @@ continues to the east and south from here. To the north and west you see grassy
plains stretching as far as you can see. You also notice the sound of running
water to the north.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -284,7 +284,7 @@ continues north and south from here, while to the east a formation of rocks
blocks your view and passage. To the west grassy plains stretch as far as you
can see. A faint sound of running water can be heard comming from the north.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -301,7 +301,7 @@ continues to the north and south, while to the east your path and view is
blocked by a formation of rocks. To the west grassy plains stretch as far as
you can see.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -319,7 +319,7 @@ rocks. To the west grassy plains stretch as far as you can see. A gust of warm
wind blows down from the rocks to the east, as if to remind you that you are
still relatively close to the desert.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -336,7 +336,7 @@ south. The road leads off to the north and east here, while to the south and
west grassy plains stretch as far as you can see. A gust of warm wind comes in
from the east, as if to remind you of the desert and the secrets it holds.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -353,7 +353,7 @@ road continues east and west from here, while to the north your view and path is
blocked by a small formation of rocks. In the distance to the south you can
barely see the beginning of a seemingly ancient dense forest.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -371,7 +371,7 @@ North and east of here grassy plains stretch as far as you can see. A gust of
warm wind blows in from the desert in the east as if to remind you of the
secrets it holds.
~
101 0 0 0 0 0
101 0 0 0 0 2
D2
~
~
@ -389,7 +389,7 @@ traded between the two cities. The road continues north and south here, a gust
of warm wind comes in from the desert which can barely be seen somewhere to the
east, while fertile plains stretch to the west.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -409,7 +409,7 @@ the desert not too far off. You see fertile grasslands to the east and west,
while the road itself continues to the north and south, just south of here you
can barely make out a small path leading off to the west.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -427,7 +427,7 @@ secrets. The road continues north and south here, while a small trail leads off
to the west. Your view to the east is dominated by fertile grasslands, which
are broken by a fine yellow line in the horizon.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -447,7 +447,7 @@ A Small Trail~
north and south of you, while the trail continues to the east where it joins a
busy north south bound road, and to the west deeper into the wilderness.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -465,7 +465,7 @@ forest in the distance, while there is nothing but grass to be seen to the
north. The trail continues to the east and to the west where it makes a turn
south.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -482,7 +482,7 @@ see a dense forest some where in the distance, while vast grasslands stretch as
far as you can see in all other directions. The trail leads off to the east
and to the south where it makes a turn to the west.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -500,7 +500,7 @@ to the south where a dense forest rises near the horizon. The trail leads off
to the north where it makes a turn eastward and to the west where it makes a
turn to the north again.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -518,7 +518,7 @@ to the south where a dense forest rise near the horizon. The trail leads off
to the north where it makes a turn to the west, and to the east where it makes
a turn north.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -534,7 +534,7 @@ A Small Trail~
here, to the west you can see the trail getting wider, as it continues toward
what seems to be smoking chimneys. Maybe there is a village near here.
~
101 0 0 0 0 0
101 0 0 0 0 2
D2
~
~
@ -551,7 +551,7 @@ off to the east, where it makes a turn southward. Also to the west it turns
toward an eerie looking village. An uneasy feeling comes over you as your gaze
returns to the village.
~
101 0 0 0 0 0
101 0 0 0 0 2
D1
~
~
@ -566,7 +566,7 @@ with it's presence. The road continues to the north where you can just barely
make out a small trail leading west, and to the south, closer to the mountains,
and Haven.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -585,7 +585,7 @@ where a dense forest forces it to make a turn eastward, and north through the
open land towards the city. The great southern mountain range towers before you
in the southeast.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -605,7 +605,7 @@ distance. The mountains provide some cover for the desert winds, but you can
just feel it here, warm winds blowing in from the east as if to remind you of
the mysteries hidden there.
~
101 0 0 0 0 0
101 0 0 0 0 2
D0
~
~
@ -625,7 +625,7 @@ shrubs and woods preventing entrance to the adventures which are likely to be
within. The wind here is a strange blend of hot dry desert air and biting cold
from the mountain glaciers.
~
101 0 0 0 0 0
101 0 0 0 0 2
D2
~
~
@ -642,7 +642,7 @@ through the foothills between the mountains to the east, and a dense forest to
the west. Animal sounds can be heard from the forest, which at this point is
too dense to enter.
~
101 0 0 0 0 0
101 0 0 0 0 4
D0
~
~
@ -660,7 +660,7 @@ east, gusts of cold wind comes in from the mountains to the east, strangling
the sounds from the forest. You barely notice the small trail leading east
from here towards the mountains.
~
101 0 0 0 0 0
101 0 0 0 0 4
D0
~
~

View file

@ -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 20 0 0 0 0
103 20 0 0 0 1
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 0 0 0 0
103 0 0 0 0 1
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 16 0 0 0 0
103 16 0 0 0 3
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 0 0 0 0
103 0 0 0 0 3
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 0 0 0 0
103 0 0 0 0 3
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.
~
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~
~
@ -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 1 0 0 0 0
103 1 0 0 0 3
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 1 0 0 0 0
103 1 0 0 0 3
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.
~
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103 0 0 0 0 3
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.
~
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D1
~
~
@ -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 4 0 0 0 0
103 4 0 0 0 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 0 0 0 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
~
103 20 0 0 0 0
103 20 0 0 0 2
D0
~
~
@ -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 20 0 0 0 0
103 20 0 0 0 3
D2
~
~
@ -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 0 0 0 0
103 0 0 0 0 8
D1
~
~
@ -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 0 0 0 0
103 0 0 0 0 8
D1
~
~
@ -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 0 0 0 0
103 0 0 0 0 8
D0
~
~
@ -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.
~
103 0 0 0 0 0
103 0 0 0 0 8
D1
~
~
@ -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
~
103 0 0 0 0 0
103 0 0 0 0 8
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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.
~
103 16 0 0 0 0
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~
~
@ -697,7 +697,7 @@ 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 16 0 0 0 0
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D1
~
~
@ -731,7 +731,7 @@ 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 16 0 0 0 0
103 16 0 0 0 3
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~
~
@ -792,7 +792,7 @@ 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 16 0 0 0 0
103 16 0 0 0 1
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~
~
@ -809,7 +809,7 @@ 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 16 0 0 0 0
103 16 0 0 0 1
D0
~
~
@ -826,7 +826,7 @@ 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 16 0 0 0 0
103 16 0 0 0 1
D0
~
~
@ -843,7 +843,7 @@ 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 16 0 0 0 0
103 16 0 0 0 1
D1
~
~
@ -860,7 +860,7 @@ 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 16 0 0 0 0
103 16 0 0 0 1
D0
~
~
@ -877,7 +877,7 @@ 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 20 0 0 0 0
103 20 0 0 0 2
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~
~
@ -894,7 +894,7 @@ 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.
~
103 20 0 0 0 0
103 20 0 0 0 2
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~
~
@ -910,7 +910,7 @@ 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 20 0 0 0 0
103 20 0 0 0 2
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~
~
@ -943,7 +943,7 @@ 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 4 0 0 0 0
103 4 0 0 0 8
D4
~
~
@ -960,7 +960,7 @@ Flying Up the Mountain~
this height, cawing and fluttering about. @gIt seems to be getting a little
warmer the further you go up.
~
103 4 0 0 0 0
103 4 0 0 0 8
D4
~
~
@ -977,7 +977,7 @@ 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 4 0 0 0 0
103 4 0 0 0 8
D4
~
~
@ -994,7 +994,7 @@ 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.
~
103 4 0 0 0 0
103 4 0 0 0 8
D0
~
~
@ -1058,7 +1058,7 @@ 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.
~
103 4 0 0 0 0
103 4 0 0 0 3
D1
~
~
@ -1075,7 +1075,7 @@ 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 4 0 0 0 0
103 4 0 0 0 3
D1
~
~
@ -1091,7 +1091,7 @@ 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 0 0 0 0
103 0 0 0 0 3
D2
~
~
@ -1107,7 +1107,7 @@ 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 0 0 0 0
103 0 0 0 0 3
D0
~
~
@ -1123,7 +1123,7 @@ 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 0 0 0 0
103 0 0 0 0 3
D0
~
~
@ -1140,7 +1140,7 @@ strange smell to it, kind of sweet in nature yet powerful. No creatures are
here, not even a bird.
@n
~
103 4 0 0 0 0
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D1
~
~
@ -1158,7 +1158,7 @@ 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 1 0 0 0 0
103 1 0 0 0 3
D1
~
~
@ -1174,7 +1174,7 @@ A Small Clearing~
cylindricle rock lies in the center of this area, it seems to be the cause of
the clearing.
~
103 0 0 0 0 0
103 0 0 0 0 3
D1
~
~
@ -1191,7 +1191,7 @@ path are thick, causing the area to be dark. Sounds emit from this area,
causing
an eerie feeling.
~
103 1 0 0 0 0
103 1 0 0 0 3
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~
~
@ -1207,7 +1207,7 @@ 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 0 0 0 0
103 0 0 0 0 3
D1
~
~
@ -1340,7 +1340,7 @@ A Flower Field~
throught the flowers yet it seems the there is a path to the south leading you
away from the flowers.
~
103 0 0 0 0 0
103 0 0 0 0 2
D0
~
~
@ -1356,7 +1356,7 @@ Path To the Villa~
perfectly round, and they glow beautifully. The path goes south towards a small
Villa.
~
103 0 0 0 0 0
103 0 0 0 0 1
D0
~
~
@ -1372,7 +1372,7 @@ Infront of the Villa~
door is slightly ajar, the path you stand on has the same circular golden stones
as to the north.
~
103 0 0 0 0 0
103 0 0 0 0 1
D0
~
~
@ -1560,7 +1560,7 @@ 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 0 0 0 0
103 0 0 0 0 3
D0
~
~
@ -1576,7 +1576,7 @@ 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.
~
103 0 0 0 0 0
103 0 0 0 0 3
D2
~
~
@ -1592,7 +1592,7 @@ 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.
~
103 0 0 0 0 0
103 0 0 0 0 3
D0
~
~
@ -1608,7 +1608,7 @@ 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 0 0 0 0
103 0 0 0 0 3
D0
~
~
@ -1624,7 +1624,7 @@ 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 0 0 0 0
103 0 0 0 0 3
D0
~
~
@ -1640,7 +1640,7 @@ 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.
~
103 0 0 0 0 0
103 0 0 0 0 2
D2
~
~
@ -1656,7 +1656,7 @@ 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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103 0 0 0 0 1
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~
~

View file

@ -37,7 +37,7 @@ 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 0 0 0 0
104 0 0 0 0 3
D0
~
~
@ -67,7 +67,7 @@ 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 0 0 0 0
104 0 0 0 0 3
D2
~
~
@ -83,7 +83,7 @@ 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 0 0 0 0
104 0 0 0 0 3
D1
~
~
@ -106,7 +106,7 @@ 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 0 0 0 0
104 0 0 0 0 3
D0
~
~
@ -126,7 +126,7 @@ 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 0 0 0 0
104 0 0 0 0 3
D1
~
~
@ -163,7 +163,7 @@ 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 16 0 0 0 0
104 16 0 0 0 2
D3
~
~
@ -178,7 +178,7 @@ 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 0 0 0 0
104 0 0 0 0 3
D2
~
~
@ -197,7 +197,7 @@ 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 12 0 0 0 0
104 12 0 0 0 3
D0
~
~
@ -216,7 +216,7 @@ 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 20 0 0 0 0
104 20 0 0 0 3
D0
~
~
@ -234,7 +234,7 @@ 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 20 0 0 0 0
104 20 0 0 0 3
D0
~
~
@ -261,7 +261,7 @@ 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 4 0 0 0 0
104 4 0 0 0 3
D0
~
~
@ -276,7 +276,7 @@ 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 0 0 0 0
104 0 0 0 0 1
D1
~
~
@ -294,7 +294,7 @@ 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 0 0 0 0
104 0 0 0 0 1
D0
~
~
@ -317,7 +317,7 @@ 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 0 0 0 0
104 0 0 0 0 1
D0
~
~
@ -336,7 +336,7 @@ 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 8 0 0 0 0
104 8 0 0 0 1
D2
~
~
@ -355,7 +355,7 @@ 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 0 0 0 0
104 0 0 0 0 1
D1
~
~
@ -373,7 +373,7 @@ 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 0 0 0 0
104 0 0 0 0 1
D0
~
~
@ -392,7 +392,7 @@ 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
~
104 28 0 0 0 0
104 28 0 0 0 1
D2
~
~
@ -406,7 +406,7 @@ 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 0 0 0 0
104 0 0 0 0 1
D0
~
~
@ -426,7 +426,7 @@ 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 8 0 0 0 0
104 8 0 0 0 1
D0
~
~
@ -445,7 +445,7 @@ 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 8 0 0 0 0
104 8 0 0 0 1
D2
~
~
@ -464,7 +464,7 @@ 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 0 0 0 0
104 0 0 0 0 1
D0
~
~
@ -486,7 +486,7 @@ 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 28 0 0 0 0
104 28 0 0 0 1
D0
~
~
@ -1148,7 +1148,7 @@ A New Zone Description Room~
@W.''\ /'. .' \__.`)@y |- .'|@W .''\ /'. .' \__.`_
@W '. ` |' @y `\-/@W( \@n
~
104 132 0 0 0 0
104 132 0 0 0 8
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 0 0 0 0
104 0 0 0 0 3
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 0 0 0 0
104 0 0 0 0 3
D2
~
~
@ -1223,7 +1223,7 @@ cleaned it 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.@n
~
104 4 0 0 0 0
104 4 0 0 0 1
D2
~
~

View file

@ -186,7 +186,7 @@ beyond the gate and walls. You remember rumors of the city being overthrown by
a new political faction. But who listens to politics. "Poli" meaning many,
"tics" meaning blood sucking insects.
~
106 0 0 0 0 0
106 0 0 0 0 3
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~
~
@ -265,7 +265,7 @@ or possible overthrowing. Many cunning politicians have plans for this city.
A gravel path continues east out the gate. The north is blocked by a tall
cliff face.
~
106 0 0 0 0 0
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D3
~
~
@ -341,7 +341,7 @@ ill and rumors abound. Everything from him being poisoned to an illness sent
from the Gods because of the Mayor's betrayal to the upkeep of the citizens.
A thick forest can be seen to the west.
~
106 0 0 0 0 0
106 0 0 0 0 3
D1
~
~

View file

@ -61,7 +61,7 @@ changes through weather. The surroundings show nothing but broken wood and
moss, eminating a foul smell that gathers into your nostrils and greens your
thoughts into what may lay ahead of this damned place.
~
107 1 0 0 0 0
107 1 0 0 0 1
D0
~
~
@ -195,7 +195,7 @@ decay of the swamp. A few small stone buildings can be seen struggling to
remain above the murky waters. To the north an entire building looks almost
untouched by the surrounding swamp.
~
107 8 0 0 0 0
107 8 0 0 0 6
D0
~
~
@ -216,7 +216,7 @@ rotting overgrowned weedgrass. A strange stairway of the thick fog looks solid
enough to walk on. It rises high above you into a low hanging cloud of white
vapor.
~
107 0 0 0 0 0
107 0 0 0 0 6
D0
~
~
@ -246,7 +246,7 @@ The walls of rock are the only remains of an unkown civilization that has been
buried and forgotten in the realm of the undead. To the south you can see a
faint trail that looks drier than the surrounding area.
~
107 0 0 0 0 0
107 0 0 0 0 6
D0
~
~
@ -264,7 +264,7 @@ ceaseless scream in the distance. The clouds overhead are motionless. They
look superficial, the only movement is that of a thin layer of fog rising off
the murky water.
~
107 8 0 0 0 0
107 8 0 0 0 6
D1
~
~
@ -282,7 +282,7 @@ sound. The waters are an unhealthy shade of black and grey. Making it
impossible to judge the depth or see what lies underneath. A few ripples in
the water are the only sign of life in this hell hole.
~
107 12 0 0 0 0
107 12 0 0 0 6
D0
~
~
@ -299,7 +299,7 @@ fingers trying to claw their way out of their swampy graves. Large pools dark
water reflect the strange unchanging sky above. Small trailers of fog rise off
the warm water and dissipate into the cool, still air.
~
107 0 0 0 0 0
107 0 0 0 0 6
D1
~
~
@ -316,7 +316,7 @@ than reality. Filthy water, dead trees, rotting debris floating motoinless in
the still waters. A large sinkhole has collapsed here. Revealing a dark
cavern below.
~
107 0 0 0 0 0
107 0 0 0 0 6
D1
~
~
@ -333,7 +333,7 @@ Fluted columns of marble and granite stand naked with no roof to cover them.
A once marvelous cobblestone road has been desecrated and broken by years of
neglect. The remnants of a few small buildings still remain.
~
107 1 0 0 0 0
107 1 0 0 0 7
D1
~
~
@ -482,7 +482,7 @@ emitting rank gasses from decaying matter. Sinkholes threaten to swallow the
few remaining dead trees and trespassers that remain in the area. The silence
is broken only by an occasional shriek or moan from deep within the wastelands.
~
107 8 0 0 0 0
107 8 0 0 0 6
D0
~
~
@ -765,7 +765,7 @@ expanding it's diameter century over century. Absolutely no light penetrates
into this cavern trapping humid coldness in the air and a nerve racking
silence.
~
107 357 0 0 0 0
107 357 0 0 0 9
D1
~
~

View file

@ -7,7 +7,7 @@ faint sound of water running near by . Here lies a dirt path leading to the
north. To the east is a small garden. To the west there are trees and a
forested path.
~
115 32768 0 0 0 0
115 32768 0 0 0 3
D0
~
~
@ -288,7 +288,7 @@ Forested Path~
the trees to the north you can see the southern wall of an old monastery. To
the east and west the path continues.
~
115 32768 0 0 0 0
115 32768 0 0 0 3
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~
~
@ -916,7 +916,7 @@ Entrance to the Battlegrounds~
monastery but older in many ways. It looks as if this building wasn't quite
completed before it was ransacked by someone.
~
115 32772 0 0 0 0
115 32772 0 0 0 2
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~
~

View file

@ -23,7 +23,7 @@ Pathway~
with flowers of all colors. The path takes you through a small forest of red
leaved trees. The towers are visible to the north.
~
117 4 0 0 0 0
117 4 0 0 0 3
D0
~
~
@ -51,7 +51,7 @@ guards seem to be checking citizens as they enter. There is a pathway that
leads east to the second and seemingly taller tower. This tower seems to be
much wider than the other tower though.
~
117 0 0 0 0 0
117 0 0 0 0 1
D0
~
~
@ -150,7 +150,7 @@ from one tower of Los Torres to the next. The path has been travelled on by
numerous people though it is still in very good shape. The forest seems endless
when peered into from here. This area seems like a nice place to relax.
~
117 0 0 0 0 0
117 0 0 0 0 1
D1
~
~
@ -610,7 +610,7 @@ some strange reason. Citizens continue to walk past doing their own things and
occasionally tripping on the various cracks in the path. There seems to be a
path to the south past the trees.
~
117 0 0 0 0 0
117 0 0 0 0 1
D1
~
~
@ -645,7 +645,7 @@ why it could be such a bizarre color. There are many brown footprints along the
white tile, and the forest is still visible from here. The sound of rummaging
animals has been greatly overpowered by the sound of chatting people.
~
117 0 0 0 0 0
117 0 0 0 0 1
D0
~
~
@ -685,7 +685,7 @@ forest is only slightly visible from here, and the tile of the path is clean and
beautiful flowers line the sides. The looming gray stone tower is to the north
and the town plaza is to the south.
~
117 4 0 0 0 0
117 4 0 0 0 1
D0
~
~
@ -711,7 +711,7 @@ spruced here and there with windows made of crystal clear glass. The white
pathway is kept nice and tidy for the citizens passing through. The forest of
red continues north even though the path ends here.
~
117 0 0 0 0 0
117 0 0 0 0 1
D0
~
~
@ -1243,7 +1243,7 @@ the statue downstairs is for. There are little extended balconies to relax on
to the north and to the south. Other than that, the only place left to go is
all the way back down.
~
117 0 0 0 0 0
117 0 0 0 0 1
D0
~
~
@ -1271,7 +1271,7 @@ North Balcony~
calm and there is an endless view of red trees from here. The forest seems like
it has so many mysteries...
~
117 0 0 0 0 0
117 0 0 0 0 1
D2
~
~
@ -1294,7 +1294,7 @@ town below is visible. Citizens are talking, though the noise doesn't seem to
echo all the way up to here. There are a couple chairs here so that people can
relax in them and take in the view.
~
117 0 0 0 0 0
117 0 0 0 0 1
D0
~
~
@ -1362,7 +1362,7 @@ Path Behind the Tower~
path, and to the south is the small opening that the firelace opened up. The
forest continues indefinitely in all directions otherwise
~
117 0 0 0 0 0
117 0 0 0 0 3
D0
~
~
@ -1379,7 +1379,7 @@ except for the tiny row to the south. The light is totally blocked out from the
thick canopy, and so is any vision upward. It is now clear why this spot isn't
visible from the towers.
~
117 0 0 0 0 0
117 0 0 0 0 3
D2
~
~
@ -1462,7 +1462,7 @@ things attacking animals, and making them run around. One stump off of the
'path' is rather large compared to the other tree stumps. There is a blockade
of trees that seems to block any further movement.
~
117 68 0 0 0 0
117 68 0 0 0 3
D0
~
forest~
@ -1492,7 +1492,7 @@ the community. A sign etched into a tree trunk reads 'Red Assassins'. The tree
trunks stretch up for a long distance and suddenly disappear within an
impossibly thick canopy.
~
117 1 0 0 0 0
117 1 0 0 0 3
D0
~
~
@ -1525,7 +1525,7 @@ side of the path are withered away and a bit dead but the source of the problem
is not clear. There is a small squirrel's nest in the branches of a lively tree
placed over a peculiar patch of yellow sand on the ground.
~
117 65 0 0 0 0
117 65 0 0 0 3
D1
~
~
@ -1585,7 +1585,7 @@ outside Los Torres is visible from here! The 'wall' is enforced with rocks and
covered with leaves to hide it from anyone seeing it. The hole is strategically
placed to maybe spy on anyone walking past.
~
117 0 0 0 0 0
117 0 0 0 0 3
D3
~
~

View file

@ -857,7 +857,7 @@ with glossy sealant so that it shines as though marble. Creeping plants wind
their way around each wooden post, bright fuschia and pink clematus flowers
blossming abundantly.
~
118 0 0 0 0 0
118 0 0 0 0 5
D1
A clear swimmingpool shimmers gently as the watery surface stirs, green
leaves from the surrounding trees twirling in the air.
@ -879,7 +879,7 @@ deeper, a small metal ladder attached to the side at the deepest end. Green,
blooming plants grow all around, large trees overhanging so that their trailing
branches caress the water with each breeze.
~
118 0 0 0 0 0
118 0 0 0 0 6
D0
Mountain landscape stretches all around, the gentle babbling of a small
stream breaking the silence of the air.
@ -916,7 +916,7 @@ clouds. Soft open breeze carries the green scent of growth and life, new grass
and dark fragrant pine trees. Beautiful untouched landscape spans all around,
the grassy paths sparkling softly with a sprinkling of fresh dewy tears.
~
118 4 0 0 0 0
118 4 0 0 0 5
D1
This large oakdoor is as magnificent as the expensive house that lies beyond
it, carved with beautiful patterning and polished until smooth and glossy.
@ -940,7 +940,7 @@ warm and soft one moment before changing to frosty chill the next. Little
sparks flicker randomly in the air, murmuring as they linger, only to fade and
die like half spoken words.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
A quaint English house lies to the north, a little cobblestone road winding
its way to the modest front door.
@ -976,7 +976,7 @@ into a garage at the side. The sounds of birds chirping can be heard all
around, and the subtle tinkling of a windchime though the air is still and
breathtakingly cold. To the north, a wooden door guards the way.
~
118 0 0 0 0 0
118 0 0 0 0 1
D0
This painted wooden door is relatively unnoteworthy, apart from its bright
blue colour. Time and dampness are already making their presence known through
@ -1005,7 +1005,7 @@ plastic covering every window, and trees growing closely around as though
huddled in some secret understanding. A dark black door guards the way to the
west.
~
118 0 0 0 0 0
118 0 0 0 0 2
D1
A white dome-shaped structure can be seen, adorned with pale green leaves and
large red blossoms.
@ -1361,7 +1361,7 @@ the breeze. A row of bright yellow daffodils dance innocently to the east like
golden bursts of sunfire, dark red roses spreading like a wound to the west,
scarlet petals dripping slowly onto the ground as the flowers wilt.
~
118 0 0 0 0 0
118 0 0 0 0 1
D0
~
~
@ -1395,7 +1395,7 @@ little brick houses can be seen, wisps of smoke unfurling lazily in the crisp
air. Distant smokestacks rise high above the horizon, the twinkling of car
headlights passing through the shadowy air like shooting stars.
~
118 0 0 0 0 0
118 0 0 0 0 1
D1
This large wooden window looks as though it is normally propped open, chips
of paint peeling off the window frame around.
@ -1541,7 +1541,7 @@ A Massive Garden~
grasses dried brown by the dry climate. Only the flourishing yellow heads of
dandelions brighten the place with colour.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -1561,7 +1561,7 @@ A Massive Garden~
broken bicycles. The grasses too seem stained with the colour of bleeding
metal, the copper colour making the place seem even more dry and desert-like.
~
118 0 0 0 0 0
118 0 0 0 0 2
D2
~
~
@ -1579,7 +1579,7 @@ uncertainly in the air, tiny seedlings and leaves wafting dreamily about. The
hard ground is slightly cracked, blistering with dryness benath the thick matted
carpet of dead and dying grass.
~
118 0 0 0 0 0
118 0 0 0 0 2
D1
~
~
@ -1597,7 +1597,7 @@ off to the east surrounded by flat brown grasses. Few flowers grow here, only
scattered weeds and a few dark shrubs, most of the land too dry to support much
growth.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2011,7 +2011,7 @@ trickling along the grassless ground, making it glisten and shine even more.
The surface slopes gently upward to the south, curving again abruptly down so
that only horizon can be seen.
~
118 0 0 0 0 0
118 0 0 0 0 4
D1
~
~
@ -2028,7 +2028,7 @@ On the Tip of a Hill~
it an almost purposefully polished appearance. The gently curving surfaces are
flawless and almost reflective, covered in a fine sheen of moisture.
~
118 0 0 0 0 0
118 0 0 0 0 4
D2
~
~
@ -2044,7 +2044,7 @@ A Sloping Ridge~
colour veining through the rock as though mineral rich waters once ran in
rivulets here, the tinted surface eroded until glossy and flawless.
~
118 0 0 0 0 0
118 0 0 0 0 4
D0
~
~
@ -2068,7 +2068,7 @@ A Sloping Ridge~
south, rosy hues of purple mixing with the cool grey. Splotches of deeper
colour blossom here and there, permanent stains on the smooth stony canvas.
~
118 0 0 0 0 0
118 0 0 0 0 4
D0
~
~
@ -2093,7 +2093,7 @@ its surface as if brine water flowed through here at some point. Perfectly
eroded, the chalk-like blemishes are all that spoil the smoothness, dulling the
natural shine of the stone.
~
118 0 0 0 0 0
118 0 0 0 0 4
D1
~
~
@ -2106,7 +2106,7 @@ here, a faint vibration throbbing through the rock from some unseen source. A
feeling of heat rises in the air, the very surface of the stone hot to the touch
as if warmed from within.
~
118 0 0 0 0 0
118 0 0 0 0 4
D3
~
~
@ -2118,7 +2118,7 @@ A Grave Plain~
breeze has stirred it. No grass, rocks, or other features of any kind can be
seen, just the ground untouched and bare like a vast sandy canvas.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2139,7 +2139,7 @@ of unused parchment. Void of all plantlife and rockery, the only things
noticeable are the slight ripples that work through the fine earth with each
breeze.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2159,7 +2159,7 @@ A Grave Plain~
smooth, pale soil. Gentle heat wafts from all around, a thick muggy humidity
lingering in the air and coating everything in sight with a subtle sheen.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2180,7 +2180,7 @@ and stubborn against the breezes, almost more like the spines of cacti than any
green flora. A deep shadow shrouds the place in gloom, the atmosphere clinging
and moist.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2204,7 +2204,7 @@ Dark Grasses~
crisp and dry though the surrounding air is hot and humid. Thick black grasses
stand rigidly, covered with a slick shine of moisture.
~
118 0 0 0 0 0
118 0 0 0 0 2
D2
~
~
@ -2220,7 +2220,7 @@ Dark Grasses~
stubbornly straining against the attempts of the breeze to move them. Stifling
muggy air swirls aimlessly about, leaving glistening droplets on every surface.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2236,7 +2236,7 @@ Dark Grasses~
too weary to stand tall. The soft sandy soil is dark and ribbed, alive with the
dancing shadows of the swaying plant life.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2252,7 +2252,7 @@ Dark Grasses~
glossy with moisture and shining like black stalactites of oil. An oppressive
heat lingers in this place, a greasy film of wetness covering everything.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2276,7 +2276,7 @@ Dark Grasses~
bend reluctantly to the wafting air. Sticky and claustrophobic, the damp
atmosphere seems to smother everything, filling the place with a tangy odour.
~
118 0 0 0 0 0
118 0 0 0 0 2
D1
~
~
@ -2292,7 +2292,7 @@ Dark Grasses~
seem to infuse this place with any life. Muggy and clinging the air seems
almost to coat everything with slime.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2308,7 +2308,7 @@ Dark Grasses~
Sinewy grasses whisper mournfully, bent and stiff as though aging black ghosts
that haunt the place.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2324,7 +2324,7 @@ A Grave Plain~
glistening and stirring gently as the currents of air move, warmer air rising
from the ground itself as if some heat source lay somewhere far beneath.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2344,7 +2344,7 @@ A Grave Plain~
like gently rippled icing over the flat terrain. A subtle heat stirs the air,
making it shimmer and shift slightly as though part of some mirage.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2365,7 +2365,7 @@ continuous plane. The air is warm and humid, the sticky atmosphere smelling
vaguely of salt as if this were at the side of some ocean, though there is no
sound of waves to be heard.
~
118 0 0 0 0 0
118 0 0 0 0 2
D0
~
~
@ -2411,7 +2411,7 @@ smooth pebbles and the falling petals from nearby trees. Clear mountain breezes
wash cleanly over the land, filling the atmosphere with a peaceful, serene
feeling; a beautiful jagged view of the mountainsides spreading out below.
~
118 0 0 0 0 0
118 0 0 0 0 5
D2
~
~
@ -2450,7 +2450,7 @@ few people to be seen scurrying quickly about, faces down as they rush to their
destinations. All seems dim and dreary, the only warmth is the subtle glow of
light coming from a shop to the east.
~
118 0 0 0 0 0
118 0 0 0 0 1
D1
~
~

View file

@ -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 8 0 0 0 0
12 8 0 0 0 9
D0
~
~

View file

@ -66,7 +66,7 @@ everywhere and the smell makes you want to puke. Stairs lead up to Caesar's
private box, a small ramp leads down to the playing field and a hallway
leads south.
~
120 0 0 0 0 0
120 0 0 0 0 1
D2
You see a small hallway that leads to a larger area.
~
@ -96,7 +96,7 @@ here are made of stone and are probably centuries old. A few scratches on
one of the benches catch your eye. An acrid smell is coming from the east
and a tunnel leads off to the north.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
The tunnel looks like it leads to another seating area.
~
@ -121,7 +121,7 @@ bars, it hasn't been open for years. Looking through the gate at the barren
landscape that lies beyond, you can see why. A dirt road leads off to the east,
and a store is directly south.
~
120 0 0 0 0 0
120 0 0 0 0 1
D1
Through the clouds of dust, you can make out a passable road.
~
@ -197,7 +197,7 @@ on here; just bare dirty stone. The view of the surrounding country is
spectacular. Unfortunately you can barely see the playing field. There is
a set of steps here, leading down.
~
120 0 0 0 0 0
120 0 0 0 0 1
D5
Watch your step!
~
@ -218,7 +218,7 @@ up in preparation for the games. The dust rising from the parched earth makes
you want to sneeze. A short tunnel leads east and the thunder of pounding
hooves and the clash of weapons can be heard coming from the south.
~
120 0 0 0 0 0
120 0 0 0 0 2
D1
There is a large oval dirt-track in that direction.
~
@ -257,7 +257,7 @@ The Jousting Arena~
skewered by a gladiator's lance as he makes his charge. A practicing
area is due north.
~
120 4 0 0 0 0
120 4 0 0 0 2
D0
Through a small tunnel you can see athletes stretching and warming up for
the games.
@ -306,7 +306,7 @@ A Dirt Road~
You are on a parched and dusty rural road which runs east and west. There
is a structure lying to the south.
~
120 0 0 0 0 0
120 0 0 0 0 2
D1
Through the dust, you see a paved road.
~
@ -394,7 +394,7 @@ prints everywhere, and you see a large cloud of dust approaching. You had
better move before you get run over. A small tunnel leads west, you can see
the crowd to the east. You can hear loud snarls and roars coming from below.
~
120 0 0 0 0 0
120 0 0 0 0 2
D3
You see athletes warming up and stretching.
~
@ -433,7 +433,7 @@ statue of Caligula the Mad Emperor overlooks the area. There are long
lines standing to the east, and an acrid smell is coming from the west.
A busy road lies to the south.
~
120 4 0 0 0 0
120 4 0 0 0 1
D1
The lines are very long and people look impatient.
~
@ -461,7 +461,7 @@ The Main Highway~
This is a well built and heavily traveled road running from east to west
and there is a large structure built entirely of stone to the north.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
You can hear the roar of a large crowd of people coming from that direction.
~
@ -529,7 +529,7 @@ areas, this place could stand extensive renovation and a thorough cleaning.
This area extends to the south and a much more elegant seating area can be
seen to the west.
~
120 0 0 0 0 0
120 0 0 0 0 1
D2
The common seating area continues.
~
@ -548,7 +548,7 @@ games. Like the other commoners' areas in the coliseum, it could use
extensive renovation and cleaning. This area extends to the north and
lots of noise can be heard coming from the south.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
The common seating area continues.
~
@ -568,7 +568,7 @@ Emperor of a time long since passed, stands here looking out over the crowd.
There is a passage to the north, the ticket booth is to the south and a gate
opening to the city lies to the east.
~
120 4 0 0 0 0
120 4 0 0 0 1
D0
You see rows upon rows of dilapidated wooden bleachers.
~
@ -621,7 +621,7 @@ A Paved Road~
looking estate to the south and to the north-west, off in the distance, you
can see a very large stone structure.
~
120 0 0 0 0 0
120 0 0 0 0 1
D1
The road leads off to the east.
~
@ -653,7 +653,7 @@ situated to enhance and adorn the three statues of dedicated to gods Jupiter,
Venus and Neptune. A tranquil path leads east and west, there is a paved road
to the north and an extravagant house lies to the south.
~
120 0 0 0 0 0
120 0 0 0 0 2
D0
You see a paved road in the distance.
~
@ -734,7 +734,7 @@ The Great North Gate~
to be closed and locked against intrusion. A large road muddy road runs
through the gate and into the countryside. Nero Drive runs south from here.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
The gate is made of solid iron and is well maintained.
~
@ -760,7 +760,7 @@ Nero Drive~
A great gate is directly north of here. The Roman citizens are very friendly
and tip their hats or say hello as you pass.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
To the north, you can see a gate leading out of the city.
~
@ -785,7 +785,7 @@ to say hello. Most of the people are either coming from or going to the
town square. Nero Drive continues to the north, and you can see a large
open area to the south.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
Nero drive continues in that direction.
~
@ -813,7 +813,7 @@ southeast, off in the distance, you can see the aqueduct and the buildings
of the Roman government lie to the northwest. Nero Drive leads north and
south from here and Clay Avenue runs east.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
Nero Drive heads in the direction of the northern gate.
~
@ -850,7 +850,7 @@ them are either coming from or going to the town square which lies to the
north. Nero Drive continues to the south. There is an observation area
overlooking the aqueduct to the east and a paved road leads west.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
The town square lies in that direction.
~
@ -880,7 +880,7 @@ the city lies to the south and a small path goes west towards a nobleman's
estate. To the east, off in the distance, lies the great mountain. It is
rumored that the Gods watch over and protect the empire from there.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
Nero Drive leads in that direction.
~
@ -905,7 +905,7 @@ closed and locked. Looking through the bars, you see a heavily traveled
road leading out of the city. Nero Drive starts here and runs north and
a wizard's shop lies to the east.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
Nero Drive leads towards the center of town.
~
@ -1014,7 +1014,7 @@ Clay Avenue~
heart of Rome. There are large crowds of people to the west and the road
continues to the east. The aqueduct is directly south of here.
~
120 0 0 0 0 0
120 0 0 0 0 1
D1
Clay Avenue continues in that direction.
~
@ -1044,7 +1044,7 @@ hear the gurgle of water as it is channeled into the city. Off in
the distance, you can see the Mountain of the Gods.
There is a sign mounted to the railing and a ramp leads west.
~
120 0 0 0 0 0
120 0 0 0 0 1
D3
You can see a busy street in that direction.
~
@ -1203,7 +1203,7 @@ Building. There are several statues, none of any real significance,
at the entrance to the building. The main entrance to the building
is at the top of the steps.
~
120 0 0 0 0 0
120 0 0 0 0 1
D4
The steps lead into the Capitol Building.
~
@ -1230,7 +1230,7 @@ through the heart of the city. There are marble steps leading up. To the
south, off in the distance, you can see a large stone structure and a mountain
that is partially obscured by the haze. There is a general store to the north.
~
120 0 0 0 0 0
120 0 0 0 0 1
D0
The general store lies in that direction.
~
@ -1395,7 +1395,7 @@ eastern side of the city. The gate is currently open and to the east,
there is a heavily used road, made of packed clay, that leads out of Rome.
Another road leads westward into the city.
~
120 0 0 0 0 0
120 0 0 0 0 1
D1
The clay road heads eastwards.
~
@ -1571,7 +1571,7 @@ through the valley and enters a large stone structure that lies to the west.
There are birds singing and every now and then a ripple breaks the surface
of the stream. You can see a path leading through the trees to the up.
~
120 0 0 0 0 0
120 0 0 0 0 4
D0
A small path winds its way through the trees.
~
@ -1689,7 +1689,7 @@ abreast. It is packed hard through heavy use. To the west stands the
Gates of Rome inviting you to enter and partake of all the glory and
splendor that is Rome.
~
120 8 0 0 0 0
120 8 0 0 0 1
D1
~
~
@ -1705,7 +1705,7 @@ Clay Road~
abreast. It is packed hard through heavy use. To the west, your eyes
catch the splendors of a mighty city.
~
120 8 0 0 0 0
120 8 0 0 0 1
D1
~
~
@ -1720,7 +1720,7 @@ Clay Road~
You travel upon an East-West road wide enough for 30 men to march
abreast.
~
120 8 0 0 0 0
120 8 0 0 0 1
D1
~
~
@ -1736,7 +1736,7 @@ The End Of The Clay Road~
here. You feel a surge run through your body as you look East into the
lands that Rome turned into its mighty empire.
~
120 8 0 0 0 0
120 8 0 0 0 1
D1
A dirt trail leads towards the desert to the east.
~
@ -1758,7 +1758,7 @@ there is a city or settlement in that direction.
You cannot see any breaks in the horizon of the sand which fills your
vision as you look to the east, it seems to stretch forever.
~
120 4 0 0 0 0
120 4 0 0 0 1
D1
The expanse of the Great Eastern Desert opens up before you.
~

View file

@ -6,7 +6,7 @@ shrills coming from within the city. You think to yourself that you need to be
ready for anything as you enter the gates. An old sign is here, depicting a
map of the city.
~
125 4 0 0 0 0
125 4 0 0 0 1
D0
Nothing.
~
@ -50,7 +50,7 @@ Intersection of Trenton Avenue and Main Street.~
You have entered what was once the great city of Hannah. Main street leads
to the north, while Trenton avenue leads east and west
~
125 0 0 0 0 0
125 0 0 0 0 1
D0
~
~

View file

@ -5,7 +5,7 @@ and to either side, blowing the dust into a blinding cloud. The howling of the
gusts and your own foot steps are all you can hear. To your left a steep
outcropping of rock blocks your way.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -42,7 +42,7 @@ The edge of the desert.~
wind gusts blowing sand up into a blinding cloud. In front of you a huge whirl
wind of sand rages obscuring your vision.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -62,7 +62,7 @@ The edge of the desert.~
wind gusts blowing sand up into a blinding cloud. In front of you a huge whirl
wind of sand rages obscuring your vision.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -83,7 +83,7 @@ and to either side, blowing the dust into a blinding cloud. The howling of the
gusts and your own foot steps are all you can hear. To your right a steep
outcropping of rock blocks your way.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -102,7 +102,7 @@ that storm out there really is? Behind you the dust still rises in blinding
clouds. To your right you find a large smooth face of sand polished stone
obstructing your path.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -124,7 +124,7 @@ your skin and the heat of the sun is almost unbearable. You wonder how big
that storm out there really is? Behind you the dust still rises in blinding
clouds.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -150,7 +150,7 @@ your skin and the heat of the sun is almost unbearable. You wonder how big
that storm out there really is? Behind you the dust still rises in blinding
clouds.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -177,7 +177,7 @@ that storm out there really is? Behind you the dust still rises in blinding
clouds. To your left you find a large smooth face of sand polished stone
obstructing your path.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -199,7 +199,7 @@ you. You wonder if you will be able to breathe if this storm gets any worse.
To your left cold rock blocks your way as far as you can reach in any
direction.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -243,7 +243,7 @@ The blasted sands.~
where you are going. Your skin burns from the heat of the sun somewhere above
you. You wonder if you will be able to breathe if this storm gets any worse.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -269,7 +269,7 @@ you. You wonder if you will be able to breathe if this storm gets any worse.
To your right cold rock blocks your way as far as you can reach in any
direction.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -290,7 +290,7 @@ rock dominate the land before you and to either side. You can see the heat
rising in shimmering tendrils from the hills to the north, East, and West. A
cloud of dust and sand rises into the air to the south.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -311,7 +311,7 @@ rock dominate the land before you and to either side. You can see the heat
rising in shimmering tendrils from the hills to the north, East, and West. A
cloud of dust and sand rises into the air to the south.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -336,7 +336,7 @@ rock dominate the land before you and to either side. You can see the heat
rising in shimmering tendrils from the hills to the north, East, and West. A
cloud of dust and sand rises into the air to the south.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -361,7 +361,7 @@ rock dominate the land before you and to either side. You can see the heat
rising in shimmering tendrils from the hills to the north, East, and West. A
cloud of dust and sand rises into the air to the south.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -382,7 +382,7 @@ even higher. To the south a desert of swirling sand and dust awaits more
hopeless wanderers. The wind gusts, moaning mournfully in your ears. To the
left you find yourself looking down a sheer cliff of red veined stone.
~
140 0 0 0 0 0
140 0 0 0 0 4
D1
~
~
@ -398,7 +398,7 @@ The bad lands.~
even higher. To the south a desert of swirling sand and dust awaits more
hopeless wanderers. The wind gusts, moaning mournfully in your ears.
~
140 0 0 0 0 0
140 0 0 0 0 4
D0
~
~
@ -422,7 +422,7 @@ The bad lands.~
even higher. To the south a desert of swirling sand and dust awaits more
hopeless wanderers. The wind gusts, moaning mournfully in your ears.
~
140 0 0 0 0 0
140 0 0 0 0 4
D0
~
~
@ -447,7 +447,7 @@ even higher. To the south a desert of swirling sand and dust awaits more
hopeless wanderers. The wind gusts, moaning mournfully in your ears. To the
right you find yourself looking into an impassable gorge of red streaked rock.
~
140 0 0 0 0 0
140 0 0 0 0 4
D2
~
~
@ -465,7 +465,7 @@ into the largest vortex of blowing wind and dust you have ever seen. The wind
roars and the sun beats down on you making you wonder if anything could
possibly survive out here.
~
140 4 0 0 0 0
140 4 0 0 0 4
D0
~
~
@ -487,7 +487,7 @@ into the largest vortex of blowing wind and dust you have ever seen. The wind
roars and the sun beats down on you making you wonder if anything could
possibly survive out here.
~
140 4 0 0 0 0
140 4 0 0 0 4
D0
~
~
@ -509,7 +509,7 @@ other direction. The roar of the storm and the sound of your heart in your
ears is deafening. The blowing sand scours your exposed skin causing you to
hunch your shoulders and seek shelter from the storm.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -527,7 +527,7 @@ The blowing sand scours your exposed skin causing you to hunch your shoulders
and seek shelter from the storm. You vaguely wonder how you are going to find
your way through this stuff, and if you are strong enough to fight the winds.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -553,7 +553,7 @@ The blowing sand scours your exposed skin causing you to hunch your shoulders
and seek shelter from the storm. You vaguely wonder how you are going to find
your way through this stuff, and if you are strong enough to fight the winds.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -579,7 +579,7 @@ The blowing sand scours your exposed skin causing you to hunch your shoulders
and seek shelter from the storm. The winds pull you to the north and west
making it impossible to go in any other directions.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -596,7 +596,7 @@ balance. Clouds of choking dust and sand fill your nostrils and throat making
it almost impossible to breathe. The wind pulls you to the North and West
While to the South you can feel the same natural forces ravaging the land.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -618,7 +618,7 @@ still so strong that you don't dare raise your head to see what may be in that
direction. The tornado pulls you to the East and West and you can tell there
is no better weather to the South.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -644,7 +644,7 @@ still so strong that you don't dare raise your head to see what may be in that
direction. The tornado pulls you to the East and West and you can tell there
is no better weather to the South.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -668,7 +668,7 @@ In the storm.~
dropping off while powerful winds pull you to the North and South. Everything
around you seems to be made of heat, pain, and deafening sound.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -689,7 +689,7 @@ a definite drop in the force of the gusts to the east. To the North and South,
the winds pull you toward more blinding sunscorched desert. While to the west
you find yourself unable to fight through the power of the storm.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -711,7 +711,7 @@ towering walls of wind and sand that are the funnel of this tornado. You
wonder what could be on the other side of those walls and if you should go back
into them to find out.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -737,7 +737,7 @@ towering walls of wind and sand that are the funnel of this tornado. You
wonder what could be on the other side of those walls and if you should go back
into them to find out.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -762,7 +762,7 @@ a definite drop in the force of the gusts to the east. To the North and South,
the winds pull you toward more blinding sunscorched desert. While to the west
you find yourself unable to fight through the power of the storm.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -782,7 +782,7 @@ In the storm.~
Cold rock walls block your way to the north and East, while powerful winds pull
you to the South and West. You wonder if you will ever return from this trek.
~
140 0 0 0 0 0
140 0 0 0 0 2
D2
~
~
@ -799,7 +799,7 @@ is your imagination or not, but it seems like there is a moaning sound coming
from the North. However all you can really think about is the horrible heat
and roar of the Storm.
~
140 0 0 0 0 0
140 0 0 0 0 2
D0
~
~
@ -824,7 +824,7 @@ clothes and skin. For all its force, the wind does not cool you off a bit.
The storm continues to rage around you, but there seems to be a drop in the
gusts to the South.
~
140 0 0 0 0 0
140 0 0 0 0 2
D1
~
~
@ -845,7 +845,7 @@ to the South and East. The force of the storm is so strong to the West that
you can't move in that direction. To the North, you encounter smooth stone
walls. The sound of sand scratching on rock fills your ears.
~
140 0 0 0 0 0
140 0 0 0 0 2
D1
~
~
@ -896,7 +896,7 @@ The city opening.~
low buildings that might be houses. But what really draws your eye are the
wyverns. They are everywhere. You wonder what you have stumbled across here.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -914,7 +914,7 @@ The large reptilian citizens of this city move by you paying no attention to
the insignificant creature in their domain. The stone of this place is the
same dull gray as the outer tunnels. What a drab place to live.
~
140 4 0 0 0 0
140 4 0 0 0 1
D0
~
~
@ -941,7 +941,7 @@ gates set into the stone wall there. Some very large and well armored wyverns
stand in front of the gates: guards? The citizens keep their heads down as
they walk through this part of the city, as if not wanting to be recognized.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -959,7 +959,7 @@ Two huge wyverns stand in front of the gates to the East. One of them raises a
giant claw and motions you to move on. You realize that all the citizens of
the city have disappeared leaving you alone before these massive creatures.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -982,7 +982,7 @@ road runs East and West to intersections. As you are looking around one of the
city guards plods by and gives you a glare from deep-set red eyes. You begin
to wonder if you should be here at all.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1000,7 +1000,7 @@ into the wall to the South not to be trampled. Spike Road runs to the north,
And Scale way extends to the East. This entire city is very quiet as if the
wyverns are communicating through some other means than speech.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1022,7 +1022,7 @@ A sign with a picture of a black staff covered in flames hangs over the door.
The citizens seem to shy away from the door as if in fear. Now what could make
these huge beings afraid?
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1044,7 +1044,7 @@ wyvern child peeks at you from around a corner and then pulls its head back
when it sees you looking at it. There seems to be a store of some sort to the
South East.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1069,7 +1069,7 @@ most of the traffic seems to be to the East at a large intersection. To the
west there is a small cave cut into the wall of the main cavern, While the
walls of buildings form the North and South sides of the street.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1087,7 +1087,7 @@ low buildings you assume to be stores. A gust of wind from the south blows the
musky sent of the inhabitants of this city to you, reminding you of what an
alien society you are really in.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1112,7 +1112,7 @@ activity. The road runs North and South, While to the East and West you see
the backs of the low stone buildings that these wyverns seem to favor. The
citizens still ignore you as if you weren't even there.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1129,7 +1129,7 @@ West to Fang street and Claw road. With nothing else to look at you glance up
to where the roof of the huge city cavern should be. Far above the darkness
continues and you wonder just how large this cavern really is?
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1147,7 +1147,7 @@ the long low buildings of the city. You find yourself having to jump aside to
avoid being crushed by a pair of workers carrying a long package by you. A
third citizen walks by and glares at you but says nothing.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1174,7 +1174,7 @@ a picture of a dragon diving into a barrel. Many citizens enter and leave the
building. One of them leaves carrying a huge barrel. He bumps into you and
sends you sprawling, but doesn't seem to notice.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1195,7 +1195,7 @@ take little interest in this part of the city. There looks to be a small cave
cut into the rock wall to the North east. There is a flash of movement from
the street ahead of you and then it vanishes. Is someone following you?
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1213,7 +1213,7 @@ can see a line of buildings running from East to West. The streets here are
larger and the buildings are more ornate. Perhaps this is a more affluent part
of the city?
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1240,7 +1240,7 @@ buildings to the north are the last line of shops in the main cavern. You
begin to wonder how these creatures were able to build such a large city when
there seems to be no craftsman among them.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1258,7 +1258,7 @@ clearly see that the cavern wall opens into a long high tunnel. In the center
of the square is a large statue of Ferret the mighty Dragon. The people that
pass by all bow respectfully to the image of the all-mighty God.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1286,7 +1286,7 @@ it. To the East there is a sign with a dragon breathing flames and dripping
blood. Citizens walk in out of both stores still saying nothing to you or
anyone else.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1311,7 +1311,7 @@ cave opening to the West. A guard marches by and growls at you deep in its
throat. Apparently this part of the city is off limits to most people. The
street itself is hemmed in by the sides of buildings to the North and South.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1329,7 +1329,7 @@ What could be of such value? To the South and East you can look all the way
down the streets to the opposite cavern walls. With the size of the citizens
it's no wonder they have such a large home.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1353,7 +1353,7 @@ Spike road.~
quietly walk by in all directions. There looks to be a small cave off to the
north west from here.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1372,7 +1372,7 @@ might be the front of a store. Something flies above you in the darkness
blowing the sent of ancient dust and mold to you but when you look to see what
it is nothing is there.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1391,7 +1391,7 @@ the side of the street. Looking South you can see all the way to the end of
Spike, where the guards headquarters is. To the East is the front of a shop
where several youths practice wielding weapons.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1415,7 +1415,7 @@ these reptiles seem to live in. A guard wearing a huge crested helm plods by
and spits at your feet. There is a distinct feeling of menace about this
place.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1440,7 +1440,7 @@ has invaded their privacy. Looking South you can see some sort of statue in a
small plaza. Dragon drive extends East and West, while Claw road goes further
South toward the entrance to the cavern.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1466,7 +1466,7 @@ Directly in front of you is an arched entrance into a long tunnel. Young
wyverns enter and leave the tunnel and you can hear the sounds of combat far to
the North. For your sake you hope they keep ignoring you.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1487,7 +1487,7 @@ north West a large tunnel opens up easily accommodating several 15 foot long
citizens abreast. East and West Dragon drive runs the width of the main city
cavern.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1508,7 +1508,7 @@ small wyvern house. Fang street runs the length of the city to the South,
While to the West you can see two stores and a large cave opening in the North
wall. This city seems so inhospitable should you keep traveling here?
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1529,7 +1529,7 @@ citizens around here seem to be carrying weapons or wearing some kind of armor.
The road you are on runs north and South following the curve of the main
cavern.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1549,7 +1549,7 @@ sounds of battle and magic can be heard from that direction as well as
chanting. The smell of roasting meet comes from the door to the West and your
mouth begins to water. To the South is the End of Claw road.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1573,7 +1573,7 @@ chamber that emanates a feeling of magical energy. The citizens and youth who
walk through here all bow respectfully to the statuary, acknowledging their
long lost ancestors as they pass by.
~
140 112 0 0 0 0
140 112 0 0 0 1
D0
~
~
@ -1609,7 +1609,7 @@ gray stone floor is splattered with blood from accidental cuts and gashes.
The room itself is a round arena filled with practice dummies and targets. A
huge plaque on one wall holds the names of all the graduates of the guild.
~
140 0 0 0 0 0
140 0 0 0 0 1
D3
~
~
@ -1627,7 +1627,7 @@ large statue of their dragon God. Smoke from burning braziers fills the room
with a musky scent and candles cast a flickering glow on the smooth stone
walls.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1641,7 +1641,7 @@ small alcoves around the room. As you get a better view of the interior of the
room you are aware of all the eyes, seen and unseen that focus on you. The
urge to climb out of this chamber to some place well-lighted is very strong.
~
140 96 0 0 0 0
140 96 0 0 0 1
D4
~
Stone~
@ -1658,7 +1658,7 @@ knights, Khelben, Lord of the Elements. Set off in a depression in the floor
is a old wyvern repairing the dented training armors of the students. These
warriors look very professional.
~
140 0 0 0 0 0
140 0 0 0 0 1
D5
~
~
@ -1672,7 +1672,7 @@ and chant with holy symbols and books of wisdom in hand. Despite the combative
nature of wyverns, this room feels peaceful, an odd feeling given the general
air of this city.
~
140 24 0 0 0 0
140 24 0 0 0 1
D0
~
~
@ -1696,7 +1696,7 @@ The Viewing.~
the holy viewing room where gods and mortals write their messages to each
other. In one corner a priest stands looking at the board.
~
140 0 0 0 0 0
140 0 0 0 0 1
D2
~
~
@ -1709,7 +1709,7 @@ podium at the front of the hall. In one corner a few old city officials are
discussing some point of judicial law in hushed tones, while at one side of the
hall a few citizens examine the board for news.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1726,7 +1726,7 @@ the items of this store without paying should know the owner does not need them
to defend himself or his store. Those who doubt should attempt to walk off
with a weapon while guessing how many pieces they will be left in soon. "
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
Door~
@ -1742,7 +1742,7 @@ portions of roasted meets. There is a sign hanging over the bar that reads,
dimly lit making it difficult to see the faces of those in the room. You
vaguely think that this would be a good place for an ambush.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
Door~
@ -1757,7 +1757,7 @@ hanging on it and a low counter separates you from the goods. A sign on the
counter reads, "Thieves will become part of the merchandise, those with thick
hides are particularly encouraged to join those displayed on the wall. "
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
Door~
@ -1772,7 +1772,7 @@ reads, "If you're here to buy or sell come right on in, if you're here to
steal. Please enjoy our security measures, we'll clean up what's left of you
later. "
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
Door~
@ -1788,7 +1788,7 @@ magical tomes. There is a sign hanging from the center of the roof. It says,
will need them to recover from the beating they will receive from the owner.
Please pay for all items and have a nice day. "
~
140 0 0 0 0 0
140 0 0 0 0 1
D3
~
Door~
@ -1802,7 +1802,7 @@ counter of glowing red stone blocks your way before you can get any closer than
looking at these wonders. A small sign on the counter reads "do not touch the
merchandise. Survivors will be prosecuted. "
~
140 0 0 0 0 0
140 0 0 0 0 1
D3
~
Door~
@ -1816,7 +1816,7 @@ runs the length of the room. Barrels and all sorts of containers are hung on a
rack on the other side of the counter. A small sign reads, "do not drink
without paying. Violators will get there drink then be drowned. "
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
Door~
@ -1831,7 +1831,7 @@ The roof is polished gray rock set with crystals and precious stones. To the
West the gates look like a good way to get out of here, something you are
continually thinking about now.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1852,7 +1852,7 @@ family history of the royal line of this city. Large wyverns stand everywhere
looking at you with distaste, "What are you doing here? " One of them asks.
The roof is polished gray rock set with crystals and precious stones.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1869,7 +1869,7 @@ family history of the royal line of this city. Large wyverns stand everywhere
looking at you with distaste, "What are you doing here? " One of them asks.
The roof is polished gray rock set with crystals and precious stones.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1888,7 +1888,7 @@ The roof is polished gray rock set with crystals and precious stones. To the
North a natural opening in the rock leads to a second chamber. All you can see
within are the backs of worshiping Wyverns.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1910,7 +1910,7 @@ Wyverns kneel all around the chamber bowing their necks toward the throne.
The room is lit by a huge glowing gem set in the roof. You wonder what kind of
wealth it would take to create such a chamber.
~
140 0 0 0 0 0
140 0 0 0 0 1
D2
~
~
@ -1924,7 +1924,7 @@ waiting their turn to register complaints stand in the center of this natural
cavern. There is a large arch to the North, which wyverns enter and leave one
at a time. To the East a second smaller arch leads back on to Scale way.
~
140 0 0 0 0 0
140 0 0 0 0 1
D0
~
~
@ -1942,7 +1942,7 @@ walls. The room is lit only by a single candle over the couch. The light
flickers making it look as if the pictures on the wall are coming to life. To
the south an arch leads back into the waiting area.
~
140 0 0 0 0 0
140 0 0 0 0 1
D2
~
~
@ -1958,7 +1958,7 @@ the room with a smoke hole at the peek of the domed roof to clear the air.
There are no decorations or other pieces of furniture. These wyverns don't
seem to need very much to live comfortably.
~
140 0 0 0 0 0
140 0 0 0 0 1
D3
~
~
@ -1974,7 +1974,7 @@ the room with a smoke hole at the peek of the domed roof to clear the air.
There are no decorations or other pieces of furniture. These wyverns don't
seem to need very much to live comfortably.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -1990,7 +1990,7 @@ the room with a smoke hole at the peek of the domed roof to clear the air.
There are no decorations or other pieces of furniture. These wyverns don't
seem to need very much to live comfortably.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -2006,7 +2006,7 @@ the room with a smoke hole at the peek of the domed roof to clear the air.
There are no decorations or other pieces of furniture. These wyverns don't
seem to need very much to live comfortably.
~
140 0 0 0 0 0
140 0 0 0 0 1
D3
~
~
@ -2022,7 +2022,7 @@ the room with a smoke hole at the peek of the domed roof to clear the air.
There are no decorations or other pieces of furniture. These wyverns don't
seem to need very much to live comfortably.
~
140 0 0 0 0 0
140 0 0 0 0 1
D3
~
~
@ -2038,7 +2038,7 @@ the room with a smoke hole at the peek of the domed roof to clear the air.
There are no decorations or other pieces of furniture. These wyverns don't
seem to need very much to live comfortably.
~
140 0 0 0 0 0
140 0 0 0 0 1
D1
~
~
@ -2051,7 +2051,7 @@ for those less fortunate than themselves. The walls of this room are covered
with hooks and shelving for more valuable items while barrels and baskets
litter the floor for more common gifts.
~
140 0 0 0 0 0
140 0 0 0 0 1
D3
~
~

View file

@ -7,7 +7,7 @@ west, you see only the walls of the rocky cliffs. Off to the
north a strange path seems to lead straight into the depths of
the mountain.
~
15 4 0 0 0 0
15 4 0 0 0 4
D0
A strange path leads northwards.
~

View file

@ -8,7 +8,7 @@ that the road seems to be perfectly smooth and perfectly straight.
surrounds the road at this point.
A traveller passes by and waves cheerfully at you.
~
150 4 0 0 0 0
150 4 0 0 0 1
D1
The King's Road continues in a straight line to the east towards a grand
castle.
@ -36,7 +36,7 @@ The King's Road~
You stand in the center of the great King's Road. The road is very well
built, and goes in a straight line due east-west.
~
150 0 0 0 0 0
150 0 0 0 0 1
D1
The King's Road continues in a straight line to the east.
~
@ -54,7 +54,7 @@ The King's Road~
skill of the builders is apparent, since it is impossible to notice
any turn or irregularity in the road.
~
150 0 0 0 0 0
150 0 0 0 0 1
D1
You see a castle in the far east.
~
@ -75,7 +75,7 @@ by a deep moat, and its windows are just narrow slits for archers
to shoot through. To the north there is a drawbridge across the
moat.
~
150 0 0 0 0 0
150 0 0 0 0 1
D0
You see the drawbridge.
~
@ -93,7 +93,7 @@ On The Drawbridge~
you is a huge, double-doored gate. It seems very strong. You see some
whirls in the moat.
~
150 4 0 0 0 0
150 4 0 0 0 1
D0
The gate has huge, but intricately carved hinges. As the Castle itself,
it seems designed not only for strength, but also for beauty.
@ -1399,7 +1399,7 @@ a peaceful feeling come over you as you realize that mankind
has not passed this way for some time.
The faded trail appears to lead north and south.
~
150 0 0 0 0 0
150 0 0 0 0 4
D0
The travel upon the King's Road can be heard off to the north.
~
@ -1423,7 +1423,7 @@ used that it has almost completely grown over with vegitation
from the woods here.
The faded trail appears to lead north and east.
~
150 0 0 0 0 0
150 0 0 0 0 4
D0
The trail continues northwards.
~
@ -1449,7 +1449,7 @@ from the woods here.
a strange eerie silence seems to hang in the air, almost blocking
out all the sounds that you can hear from the north and east.
~
150 0 0 0 0 0
150 0 0 0 0 4
D2
The undergrowth begins to open up to the south and you can see what
appears to be a small village to the south. It is very quiet, almost
@ -1476,7 +1476,7 @@ village either. It is almost as still and silent as the woods
to the north.
There is a small sign lying by the side of the road here.
~
150 0 0 0 0 0
150 0 0 0 0 2
D0
An trail leads into the heavy undergrowth to the north.
~
@ -1516,7 +1516,7 @@ as if the village hides a secret which they do not want to be spread
about.
There is another house standing on the east side of the road.
~
150 0 0 0 0 0
150 0 0 0 0 2
D0
The dirt road continues to the north.
~
@ -1549,7 +1549,7 @@ a building to the east with a small sign hanging out front from a black
and charred chain.
The dirt road continues north and south.
~
150 0 0 0 0 0
150 0 0 0 0 2
D0
The small dirt road continues towards the north.
~
@ -1593,7 +1593,7 @@ decade ago, but the village seems to have been empty for almost
that long.
The dirt road leads away from the carnage to the north.
~
150 0 0 0 0 0
150 0 0 0 0 2
D0
Just near the north edge of the pit a small and narrow trail leads
away.
@ -1666,7 +1666,7 @@ near what is left of the north wall seems to indicate that this was
once a shop.
The road lies to the west through the blackened wall.
~
150 0 0 0 0 0
150 0 0 0 0 2
D3
You can see the dirt road to the west.
~
@ -1684,7 +1684,7 @@ all around you seems to be almost contrived, and doesn't seem natural
for this kind of vegitation.
The path continues west and you can see light to the east.
~
150 9 0 0 0 0
150 9 0 0 0 1
D1
The path continues towards a small intersection with a dirt road.
~
@ -1704,7 +1704,7 @@ as if they didn't want to feel your presence. The wood is almost totally
silent and you wonder silently to yourself why this could be.
The path appears to continue east and west.
~
150 9 0 0 0 0
150 9 0 0 0 1
D1
The path continues through the darkness.
~
@ -1732,7 +1732,7 @@ far above your heads blocking out the sky.
in colour. This glow provides enough light for you to see with even
though the sky above has been blotted out.
~
150 8 0 0 0 0
150 8 0 0 0 1
D1
A narrow path leads away into the darkness.
~

View file

@ -5,7 +5,7 @@ of people must have marched along this trail. It almost looks like an army was
marched through here. A lake shrouded in fog is to the west and the city wall
is to the east.
~
16 0 0 0 0 2
16 0 0 0 0 0
D0
~
~
@ -57,7 +57,7 @@ positioned over the main gate. More guards and lookouts are keeping watch
above you. They must be awaiting an attack, but who or what could make it
across that lake?
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -73,7 +73,7 @@ Courtyard~
into a smoke filled room. The courtyard extends to the south and west while to
the east a path runs along the castle wall.
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -97,7 +97,7 @@ Courtyard~
is screaming about the walking undead. The guards look around nervously then
club him in the head with the hilt of their swords, knocking him out.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -118,7 +118,7 @@ here asking for money. You ignore him but then you look at his eyes. He
motions you over and you obey, but not of your own will. He hands you a note
and tells you to read it which you do without any questions.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -211,7 +211,7 @@ Center Lane~
the battlements above you. This area seems to be deserted. The guards look
down at you distrustfully. You get the feeling that they don't want you here.
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -313,7 +313,7 @@ sides of the road, with their coats of arms flapping in the breeze. There are
available slots for other coats of arms. A small alley to the west leads into
darkness.
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -334,7 +334,7 @@ how honorable the people in this castle must be, you're sure there are thieves
among them. You stop in surprise as you see a tower appear to the west where a
second before you hadn't seen anything.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -466,7 +466,7 @@ around nervously and don't seem to be enjoying their work very much. You wonder
whose land this really is. The castle sits on an island to the east but you
don't see any means to reach it. The path continues north and south.
~
16 0 0 0 0 2
16 0 0 0 0 0
D0
~
~
@ -483,7 +483,7 @@ footprints that sink deep into the mud. Whoever went through here was either
wearing a lot of armor or carrying a lot of weight. The lake and the city wall
are still forcing you north or south along the trail.
~
16 0 0 0 0 2
16 0 0 0 0 0
D0
~
~
@ -500,7 +500,7 @@ over. You reluctantly kneel down to hear what he has to say. He immediately
starts rambling on crazily about his dead friends that are coming back to kill
him to get back the money he owes them. You walk away in disgust.
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -636,7 +636,7 @@ Center Lane~
battlements above you stare down distrustfully. An open doorway to the east
carries the delicious smell of baking bread and roasted meat.
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -737,7 +737,7 @@ Knights Way~
the breeze. You look at the coats of arms. You recognize a few of the devices
as belonging Gawaine, Tristram and, of course, Lancelot.
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -846,7 +846,7 @@ end without falling asleep. A guard whispers something to one of the
lookouts, you catch a couple words, something about putting you to work in
the army.
~
16 0 0 0 0 1
16 0 0 0 0 0
D5
~
~
@ -859,7 +859,7 @@ they are staring at, but all you see are open fields and a decrepit stone
tower. Nothing threatening. You try to strike up a conversation with the
guards, but they ignore you.
~
16 0 0 0 0 1
16 0 0 0 0 0
D5
~
~
@ -887,7 +887,7 @@ stop occasionally and look to the north in fear as if they expect the devil
himself to suddenly appear. The fields are neglected and it seems they are
just now starting to prepare it for planting.
~
16 0 0 0 0 2
16 0 0 0 0 0
D0
~
~
@ -904,7 +904,7 @@ supply wagons sit by the side of the trail. This army must have been moving
fast to leave all this stuff behind. The tracks look to be only a couple of
hours old. The city wall and the lake still force you north or south.
~
16 0 0 0 0 2
16 0 0 0 0 0
D0
~
~
@ -921,7 +921,7 @@ lookouts. They are standing a vigilant watch looking outwards, as if expecting
an army to try to swim across the lake to attack the castle. Everyone in this
castle seems crazy.
~
16 0 0 0 0 1
16 0 0 0 0 0
D2
~
~
@ -941,7 +941,7 @@ North Lane~
walk by, one telling the other some outrageous story about the undead. Then
you realize he didn't seem to be joking.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -957,7 +957,7 @@ North Lane~
they are saying. You just catch a couple of words. "We cannot keep this up.
We will all be dead soon." Then they see you and order you to move on.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -973,7 +973,7 @@ North Lane~
this castle and these people? You try to ask someone but they look at you as if
you're the stupidest person alive.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -989,7 +989,7 @@ North Lane~
seen anyone smiling or any children running around playing. This castle seems
to be under a siege of some sort, but not physically.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -1009,7 +1009,7 @@ North Lane~
almost seamless. It would almost seem that this castle was built with the
help of some very powerful magic.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -1025,7 +1025,7 @@ North Lane~
like a small stone building. Very few people are out traveling this road. You
only see a few patrolman and peasants.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -1041,7 +1041,7 @@ North Lane~
chimney juts out of the southern wall and heat waves make the rocks around
it shimmer as if alive.
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -1058,7 +1058,7 @@ of the north and west walls a small tower sits above you on the
battlements. Several figures are keeping a sharp look out. You wonder for
what?
~
16 0 0 0 0 1
16 0 0 0 0 0
D1
~
~
@ -1092,7 +1092,7 @@ jobs, from their never ending battle of fighting for the rights of the common
folk. The various flowers and plants are very well tended and the scent of
spring flowers is refreshing.
~
16 0 0 0 0 2
16 0 0 0 0 0
D0
~
~
@ -1162,7 +1162,7 @@ Knights Way~
large building to the north has its ornate double doors open wide, inviting you
to enter. A tower rises above you to the west.
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -1244,7 +1244,7 @@ West Lane~
Few people are walking the streets and even fewer are even acknowledging you.
Why is everyone so reclusive?
~
16 0 0 0 0 1
16 0 0 0 0 0
D2
~
~
@ -1321,7 +1321,7 @@ stench with it and you see vultures circling. The lake is to the east and the
path continues north and south. Further to the north you see a tower and in the
middle of the lake to the east sits a massive castle on an island.
~
16 0 0 0 0 2
16 0 0 0 0 0
D0
~
~
@ -1337,7 +1337,7 @@ A Wide Dirt Path~
tracks follow the trail. To the north you see some foothills with mountains in
the distance. The city wall is to the east.
~
16 4 0 0 0 2
16 4 0 0 0 0
D2
~
~
@ -1354,7 +1354,7 @@ go in one direction. This army has never come back through here. The foothills
to the north look treacherous. To the south, small waves lap against the shore
of the lake. Through the fog blanketing the lake you think you see an island.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1371,7 +1371,7 @@ and opens into a field to the west. The foothills to the north still look
impassable. You hear something to the west but you can't identify it from this
far away.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1388,7 +1388,7 @@ are coming from the west. It almost sounds like a battle is being fought.
Through the fog to the south you finally can see the island and what appears to
be a castle built on it.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1406,7 +1406,7 @@ were routed. You start to notice that some of the corpses, about one of every
ten, are in an advanced state of decomposition, while most of them are just now
beginning to bloat from the sun.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1423,7 +1423,7 @@ starting to gather. Strange, the decayed corpses seem to be untouched by the
vultures, rats and other scavengers that feast on the fresher fare on this
battlefield.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1440,7 +1440,7 @@ their uniforms while the decayed corpses wear clothes and armor that looks
ancient and is practically falling off them. Also the decayed corpses seem to
be mutilated, most of them with their heads actually lopped off.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1457,7 +1457,7 @@ them. Blood mixed with the dirt from the path covers your boots and the
stench is beginning to overwhelm you. The path continues east and west.
The lake to the south has a slight tinge of red too it.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1473,7 +1473,7 @@ Battle Field~
overpowering you and you think about turning back. You hear the clash of steel
and screams of pain to the west. A new battle must have just started.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1490,7 +1490,7 @@ slaughtering what's left of the army. The zombies decimate the last of the
infantry, turn around, and leave to the west. Silence once again claims the
battle field.
~
16 0 0 0 0 2
16 0 0 0 0 0
D1
~
~
@ -1506,7 +1506,7 @@ Foothills~
north. Bodies are everywhere, most of them from the army. Hard to
believe the number of casualties those zombies inflicted.
~
16 4 0 0 0 4
16 4 0 0 0 0
D0
~
~
@ -1635,7 +1635,7 @@ Northwest Tower~
looking tower. Fields stretch towards the south where the farmers,
peasants and serfs cultivate the fertile fields.
~
16 0 0 0 0 1
16 0 0 0 0 0
D5
~
~
@ -1647,7 +1647,7 @@ West Lane~
You sense strange powers radiating from the towers to the northeast, as if they
were alive. The dirt lane turns into cobblestone to the south.
~
16 0 0 0 0 1
16 0 0 0 0 0
D0
~
~
@ -1712,7 +1712,7 @@ Battle Field~
above the foothills. Bodies lie everywhere right up to the base of the tower.
There must be over a thousand dead.
~
16 0 0 0 0 2
16 0 0 0 0 0
D0
~
~

View file

@ -6,7 +6,7 @@ bloodthirsty gibberlings. The area starts out in room 16999 (where it connects
to the south road) and continues eastward to a mountain cave where you finally
battle the gibberling chieftain and shaman.
~
169 0 0 0 0 0
169 0 0 0 0 2
S
#16901
A Mountain Trail~
@ -15,7 +15,7 @@ east or west along the trail. You can see the footprints of small animals and
something else, here in the dirt. This trail must be used more often than you
suspected at first glance.
~
169 0 0 0 0 0
169 0 0 0 0 2
D1
~
~
@ -34,7 +34,7 @@ south begins a steep drop away from the hills you are walking across, forming a
valley, however the trees to the north and south are too thick for travel
anyway.
~
169 0 0 0 0 0
169 0 0 0 0 2
D1
~
~
@ -51,7 +51,7 @@ continues to the east and west. The sounds of rustling leaves, and small
animals in the brush scurrying about reminds you that dangerous creatures could
be lurking nearby in the shadows, waiting for you to rest until they strike.
~
169 0 0 0 0 0
169 0 0 0 0 2
D1
~
~
@ -68,7 +68,7 @@ and the brush is too dense to head north or south. The only way to continue
farther into the trees, is to climb a steep BANK covered in vines and tree
roots, up into the hilly regions to the east.
~
169 0 0 0 0 0
169 0 0 0 0 4
D3
~
~
@ -93,7 +93,7 @@ soil makes a naturul ladder of sorts, so you would have no trouble climbing
down. A small path to the south seems to have been intentionally cleared for
travel through the unlevel terrain.
~
169 0 0 0 0 0
169 0 0 0 0 5
D2
~
~
@ -111,7 +111,7 @@ cliff with them, over time. Howling winds occasionally sweep down from the
eastern mountains, further weathering the stones of the slope, and blowing a
few more pebbles over the edge.
~
169 0 0 0 0 0
169 0 0 0 0 5
D0
~
~
@ -131,7 +131,7 @@ point, it's apparent that you probably wouldn't survive a fall from this
height. The face of the rock appears to have enough deep, natural grooves to
use as footholds, if you were to decide to climb it.
~
169 0 0 0 0 0
169 0 0 0 0 5
D3
~
~
@ -148,7 +148,7 @@ boulders, which provides a momentary rest from the harsh eastern winds.
However because of the amount of rocks blocking your path here, you can only
travel north, or down, to a narrow cliff.
~
169 0 0 0 0 0
169 0 0 0 0 5
D0
~
~
@ -164,7 +164,7 @@ A Mountainside~
north-east, you can see more mountains on the horizon. Ths South Road is also
slighty visible as a small line in the trees, far down to the west.
~
169 0 0 0 0 0
169 0 0 0 0 5
D1
~
~
@ -181,7 +181,7 @@ vegetation, overlooking a steep drop off the side of the mountain. You have
two choices to continue from here, up the face of the mountain, to the east, or
down to the west, in the direction of the South Road, leading to the capitol.
~
169 0 0 0 0 0
169 0 0 0 0 2
D1
~
~
@ -198,7 +198,7 @@ through the rocky terrain, which is almost barren save for a few small plants
here and there. Small humanoid footprints in the soil, trace a winding trail
up the western face of the mountain, continuing eastward.
~
169 0 0 0 0 0
169 0 0 0 0 5
D3
~
~
@ -215,7 +215,7 @@ from a large cave which lies to the east, in the side of the mountain. As
harsh winds blow past you bearing a fine mist, it would probably be wise to
continue onward, rather than stay here.
~
169 0 0 0 0 0
169 0 0 0 0 5
D1
~
~
@ -233,7 +233,7 @@ surface, making the cliff even more dangerous. Through the deafening sound of
the gusts in your ears, a kind of chattering noise, or perhaps even voices,
hauntingly fades in and out of existence... Or was it just the wind?
~
169 0 0 0 0 0
169 0 0 0 0 5
D1
~
~

View file

@ -6,7 +6,7 @@ hooves turning it into a thick muddy slime. Through the thick forest to the
east you see the western wall of Bellau City. Through a thin covering of trees
to the west you see a massive body of water.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -63,7 +63,7 @@ it to the south or enter the courtyard to the west. Out in the courtyard
you see a couple groups of people talking amongst themselves. Maybe they
can give you some answers to what's going on.
~
17 0 0 0 0 1
17 0 0 0 0 0
D2
~
~
@ -84,7 +84,7 @@ branches off to the east. Several people are standing around in the courtyard
looking at the main gate, but no one is leaving. You notice guards are blocking
anyone from leaving the castle. It looks like you might be stuck here.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -104,7 +104,7 @@ Courtyard~
back and forth. Everyone in the castle seems to be keeping secrets from each
other. They look in your direction and immediately stop talking.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -125,7 +125,7 @@ missing. Only a few people are walking around through the courtyard and none of
them are going towards the gate. They all look at each other and especially at
the guards distrustfully.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -215,7 +215,7 @@ walking along the lane to the north and south but they don't seem to have
a purpose other than to be pacing, obviously waiting for something or
someone.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -297,7 +297,7 @@ Tourney Yard~
one another for a claim to a seat on the round table. You can make out several
contests underway. Perhaps you would like to joust?
~
17 0 0 0 0 2
17 0 0 0 0 0
D2
~
~
@ -315,7 +315,7 @@ Flanking the road are the standards of the other knights of the round table. A
strange peace fills the air here. Knights Way continues to the north and the
Tourney Yard of Camelot is to the south.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -339,7 +339,7 @@ Tourney Yard~
one another for a claim to a seat on the round table. You can make out several
contests underway. Perhaps you would like to joust?
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -373,7 +373,7 @@ look to be very proficient. Several squires and lackeys look on in
concentration, trying to memorize the complex forms the masterful knights
use to try to overcome each other.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -407,7 +407,7 @@ stone look like they could hold back any army, yet this castle already seems
defeated. You wonder at how any army could overtake the greatest kingdom and
ruler ever.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -424,7 +424,7 @@ lake at the small ferry on the shore waiting to carry travellers across.
Several Archers and guards keep a sharp lookout as if they are expecting
a full scale siege at any moment.
~
17 0 0 0 0 1
17 0 0 0 0 0
D5
~
~
@ -437,7 +437,7 @@ Bellau City to the east and a thick forest to the south. The lake around
the castle is smooth as glass and reflects an inverse image of the castle.
The stairs lead back down.
~
17 0 0 0 0 1
17 0 0 0 0 0
D5
~
~
@ -449,7 +449,7 @@ South Tower~
the distance. A guard ignores you, dismissing you as harmless, and resumes his
watch. You have no idea what he's looking for. A set of stairs lead back down.
~
17 0 0 0 0 1
17 0 0 0 0 0
D5
~
~
@ -461,7 +461,7 @@ Open Field~
them. The farmer stares at you in disgust as you walk by. These people
don't seem to be very happy about working in these fields.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -480,7 +480,7 @@ right up against the western wall of Bellau City, and to the west, through a
thin covering of trees, you see a large body of water. Is it a lake or an
ocean? You're not sure.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -497,7 +497,7 @@ building to the west. The shadows are deep in this corner of the castle
and it seems like the beggars and unlawful merchants have taken over this
area.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -630,7 +630,7 @@ Center Lane~
to the north. They look to be mostly nobles and servants. All of the
common folk must be out working the fields. A tall wall is to the west.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -716,7 +716,7 @@ Tourney Yard~
a squeal of delight from a spectator. The black caped knight leans into his
charge with his weight forward in a low stand on his stirrups.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -736,7 +736,7 @@ Tourney Yard~
full armor and a bright orange plume. To the right is a knight in chain mail
and a trailing black cape. Arthur signals the knights with a short wave.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -761,7 +761,7 @@ orange plummed knight contorts in his saddle at the last second, delivering a
thrust high on the shield of the black caped knight. The black caped knight
connects with a hard shot to the center of the shield of the orange knight.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -800,7 +800,7 @@ a ball and chain, swinging it around with very little control. The lead ball is
too much for him and keeps pulling him off balance. You decide to quickly move
on before the inexperienced squire hurts himself or you.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -833,7 +833,7 @@ West Lane~
the stone walls of a building in that direction. Somebody still seems to be
able to celebrate.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -889,7 +889,7 @@ ground here has been plowed and several serfs are dutifully picking rocks out of
the field and throwing them into the lake. You duck as they don't seem to care
whether they hit the lake or you.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -907,7 +907,7 @@ began to reclaim the path as its own. The western wall of Bellau City is still
to the east and you hear the gentle lapping of waves on the shoreline to the
west.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -925,7 +925,7 @@ north or west. A beggar looks up at you, raising a small tin cup, a glimmer of
hope in his eyes. A set of stairs are carved into the wall to the west, leading
up into the tower.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -946,7 +946,7 @@ the east or west. Shadows cover a large portion of the road and you try
unsuccessfully to peer into them. Beggars seemed to have taken over this part
of the castle. This must be the poor sector.
~
17 0 0 0 0 1
17 0 0 0 0 0
D1
~
~
@ -964,7 +964,7 @@ note that looks to be signed by the king himself. He starts to tell you what
it's about, but then a guard rounds a corner to the west and the merchant
immediately walks away from you.
~
17 0 0 0 0 1
17 0 0 0 0 0
D1
~
~
@ -981,7 +981,7 @@ position at the Round Table. All you need to do is purchase the Holy Grail
from him and present it to the king. The merchant pulls out a tin cup you
saw a beggar using not ten minutes ago and asks for 2000000 gold.
~
17 0 0 0 0 1
17 0 0 0 0 0
D1
~
~
@ -998,7 +998,7 @@ the center of the castle carries the smell of food and wine to you. The lane
you are on is empty except for a scattering of guards in the distance. Where
are all the common folk?
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -1019,7 +1019,7 @@ traffic that would flow through a castle this size. The few people that hurry
past you don't even attempt to be polite to anyone else. Though the road is
wide and empty, they still shoulder you out of their way.
~
17 0 0 0 0 1
17 0 0 0 0 0
D1
~
~
@ -1036,7 +1036,7 @@ ordering people into his army to fight the northern army. No one has come back
from the battles.' He emphasizes his words with a long stare that sets your
nerves on end, then turns and walks away.
~
17 0 0 0 0 1
17 0 0 0 0 0
D1
~
~
@ -1053,7 +1053,7 @@ you as if measuring your abilities against his. He writes something down on a
piece of paper and hands it to a page that is walking by. The guard looks back
up at you and grins.
~
17 0 0 0 0 1
17 0 0 0 0 0
D1
~
~
@ -1070,7 +1070,7 @@ a merchant about some new tax he's supposed to be collecting. The merchant
seemed to think he wouldn't have to pay right up until the guard drew his sword.
A set of stairs is carved into the wall to the west, leading up into the tower.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -1158,7 +1158,7 @@ knight. She quickly runs over to congratulate the black knight, hanging on to
him like a leech. The spectators cheer weakly, hurrying over to shake the
knights hand.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -1178,7 +1178,7 @@ Tourney Yard~
yard. The black knight circles and raises his lance in a salute to
Arthur. A few people cheer, but most seem to be preoccupied.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -1202,7 +1202,7 @@ Tourney Yard~
quickly recovers and tosses her favor to the black knight. The spectators that
were cheering for the orange knight quietly disperse.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -1239,7 +1239,7 @@ Practice Yard~
all seem to be about equally experienced and it doesn't look like any one person
will win. You had better move on before they ask you to join in.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -1272,7 +1272,7 @@ West Lane~
leads up to the watchtower. The noise from the building to the east is even
louder here. You don't see how anyone could possibly make so much noise.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -1341,7 +1341,7 @@ castle. You try to ask the peasants and farmers how to reach it but they ignore
you. A farmer is here driving a pair of oxen pulling a plow, furrowing one of
the fields so it can be planted.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -1359,7 +1359,7 @@ silence overcoming the woods. You quicken your pace. The western wall of
Bellau City is to the east and the path turns to the west. A large uprooted
tree blocks the forest to the south.
~
17 4 0 0 0 2
17 4 0 0 0 0
D0
~
~
@ -1377,7 +1377,7 @@ is cloaked in a thick fog. You see a large shadow on an island in the fog. It
looks to be a building of some sort but you can't see it clearly. The path
leads east and west.
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -1394,7 +1394,7 @@ the side of the path. Those rumours about robbers and thieves hiding in these
woods must be true. You check the contents of your purse then move on. The
lake still blocks the north and the forest doesn't look very safe to the south.
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -1412,7 +1412,7 @@ one corpses eye socket. You hear a crashing sound to the south as a large
person or animal makes a run for cover. You should follow the trail east or
west.
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -1430,7 +1430,7 @@ A fortress sits on the island looking impregnable. The trail continues
east and west with the south still too thick to be worth travelling
through.
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -1448,7 +1448,7 @@ floor. The lake to the north stretches for almost a mile before reaching
the island. The trail is opening up into a road once more and you see
people walking along it to the west.
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -1464,7 +1464,7 @@ A Light Forest~
produce food for those who live on the island across the lake to the north.
The trail continues east and west, into the fields or back towards the forest.
~
17 0 0 0 0 3
17 0 0 0 0 0
D1
~
~
@ -1481,7 +1481,7 @@ being led to pasture, including some sheep and cows. Peasants are toiling
in the dirt and mud, planting crops. The lake extends to the north and the
path goes east and west.
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -1497,7 +1497,7 @@ A Cultivated Field~
rude! You don't see how these people travel back and forth from the island.
There must be a ferry somewhere, but you can't see it.
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -1514,7 +1514,7 @@ before you. It would almost look like they are trying to build up a stock
of food, maybe they're expecting a siege. The fields continue along the
path to the east and west.
~
17 0 0 0 0 2
17 0 0 0 0 0
D1
~
~
@ -1588,7 +1588,7 @@ noblemen and knights walk barefoot in the grass discussing chivalry and wars to
come. Everyone seems to be avoiding the subject of the present war, which you
would think would be the major topic of all the conversations.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -1604,7 +1604,7 @@ Court of Camelot~
thrives and the high ideals of chivalry breathe. You have a commanding
vantage of the Tourney Yard of Camelot to the north from here.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -1624,7 +1624,7 @@ Court of Camelot~
the air, all for a chance of earning the kings favor. Ladies-in-waiting play
their love games with young knights and squires.
~
17 0 0 0 0 1
17 0 0 0 0 0
D0
~
~
@ -1654,7 +1654,7 @@ impressive sword battle you have ever seen. This knight expertly disarms all
three knights within seconds. Your jaw drops in admiration. The knight bows
deeply and all the squires cheer, 'Lancelot, Lancelot!'
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~
@ -1678,7 +1678,7 @@ Southwest Tower~
view. Guards solemnly stand their watch, keeping an eye out for the
farmers and peasants tending the fields over the lake to the west.
~
17 0 0 0 0 1
17 0 0 0 0 0
D5
~
~
@ -1758,7 +1758,7 @@ Open Field~
it's going to rain. The trail turns north along the shoreline of the lake.
You still can't see any possible way to reach the island.
~
17 0 0 0 0 2
17 0 0 0 0 0
D0
~
~

View file

@ -137,7 +137,7 @@ The River Quickens~
to make your way back upstream. The brick walls around you become coarse and
poorly cut as you move downstream.
~
175 72 0 0 0 0
175 72 0 0 0 6
D1
To the east, the indoor river turns towards the north.
~
@ -163,7 +163,7 @@ The River Continues~
see what looks like the exit of a cave's mouth up ahead. The walls have
degenerated into uncut stone.
~
175 8 0 0 0 0
175 8 0 0 0 6
D0
To the north lies the exit from the hallway (tunnel?) you are in, and the river turns to the east.
~
@ -176,7 +176,7 @@ A Bend to the East~
However, the banks of the river are too steep to climb, and you are forced
along a tight bend to the east.
~
175 0 0 0 0 0
175 0 0 0 0 6
D1
To the east, the river pours into a lake.
~
@ -189,7 +189,7 @@ Out on the Lake~
shimmering white light, and far to the east you can see a door-sized mirror
hovering vertically above the water.
~
175 0 0 0 0 0
175 0 0 0 0 6
D0
To the north the flickering white light grows stronger. It seems to be congregating about a point.
~
@ -212,7 +212,7 @@ Beneath you, water laps gently through the void of brightness, and to the south
you hear the sounds of a lake. To the west, you can hear the muffled bickering
of two guards.
~
175 0 0 0 0 0
175 0 0 0 0 6
D2
~
~
@ -229,7 +229,7 @@ The Mirror on the Lake~
symbols. Within the frame ripples quicksilver, and your warped reflection
stares back at you. The mirror could be easily walked through.
~
175 0 0 0 0 0
175 0 0 0 0 6
D2
The mirror completely restricts your sight to what may possibly lie beyond.
~
@ -272,7 +272,7 @@ The Flowing River~
The river soon turns out to become to powerful an opponent to battle, and it
unceremoniously forces you back to the east.
~
175 0 0 0 0 0
175 0 0 0 0 6
D1
The lake opens before you to the east.
~

View file

@ -4,7 +4,7 @@ The Entrance To The Newbie Zone~
been looking for. Well, when you've readied yourself you can enter
to the north.
~
186 4 0 0 0 0
186 4 0 0 0 1
D0
You see the start of the newbie zone.
~

View file

@ -5,7 +5,7 @@ of music and laughter can be heard off in the distance. The top of a large
tent can be seen to the south. The path continues south with the western
highway to the north.
~
187 0 0 0 0 0
187 0 0 0 0 2
D2
~
~
@ -51,7 +51,7 @@ over the sounds of the field. A large colorful tent can be seen off in the
distance to the southeast, with its multi-colored flags blowing in the wind.
The path continues to the west and leads off to the north.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -67,7 +67,7 @@ Circus Path~
can be heard a bit louder here. A few people can be seen now as more of the
circus comes into view. The path leads south as well as to the east.
~
187 0 0 0 0 0
187 0 0 0 0 2
D1
~
~
@ -84,7 +84,7 @@ A small line can be seen to the south as people line up to enter the circus.
The sounds of the circus are in full swing, bringing a smile to your face.
The path continues to the north as well as to the south.
~
187 4 0 0 0 0
187 4 0 0 0 2
D0
~
~
@ -101,7 +101,7 @@ built here to keep the line going in an orderly fashion. There is a welcomer
here, welcoming you to the Circus of Wonders. The path continues to the north
and west through the arch.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -119,7 +119,7 @@ the sounds of the circus are all around you. There is a game stall directly to
the north and a game stall to the south too. The path continues to the west
and to the east.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -202,7 +202,7 @@ the air. To the north you see a dark colored tent with lights flickering
inside. A small sign hangs on the flap of the tent. The path continues on to
the south and east.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -264,7 +264,7 @@ North of the Circus~
passing without bumping each other. You can hear faint animal noises that are
carried along by the wind. The path leads to the west and south.
~
187 0 0 0 0 0
187 0 0 0 0 2
D2
~
~
@ -281,7 +281,7 @@ there is a run down shack, boards missing and windows broken. The door is off
its hinges and hangs precariously by what looks to be a nail. The path
continues on to the south from here.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -333,7 +333,7 @@ see the Big Top and a few animal cages. You can still hear the sounds of
laughter and singing all around you. The path continues to the south and
north.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -366,7 +366,7 @@ air... Laughter, singing and animals. To the east you see some animal cages
and to the southeast you see the massive tent with its banners flying wildly in
the wind. The path runs northerly from here.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -383,7 +383,7 @@ Lions, elephants and monkeys can be heard though you are not certain where the
sound comes from. The sounds seem to echo and meld together creating a
frightful noise.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -417,7 +417,7 @@ mewlings can be heard while to the south the cage is quiet, only the stench
catches your attention. To the west you see the Big Top and westerly will take
you further down the path.
~
187 0 0 0 0 0
187 0 0 0 0 2
D0
~
~
@ -469,7 +469,7 @@ banner red and white pennants flap wildly in the breeze. Laughter and cheering
fills the air as well as the occasional roar of lions. You can enter the big
top to the east and to the south you see an elaboratly decorated wagon.
~
187 0 0 0 0 0
187 0 0 0 0 2
D1
~
~

View file

@ -108,7 +108,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
The ground seems to slope downwards in this direction, making it look
potentially difficult or impossible to get back up.
@ -151,7 +151,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
The ground dips suddenly, substantial flooding and algae rendering it very
slippery indeed.
@ -179,7 +179,7 @@ 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 1 0 0 0 0
19 1 0 0 0 2
D1
The ground seems flatter and more stable toward this direction, an upright
wooden stick breaking the smoothness of the horizon.
@ -213,7 +213,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
It looks as though a large log has sunk into the area to the north, making it
at least stable to walk on.
@ -241,7 +241,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
A darkness and chill seem to emanate from this direction, a great rock
breaking the horizon far to the north.
@ -274,7 +274,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
A rhythmic blast of heat comes from this direction, cloudy steam obscuring
the view of what lies beyond.
@ -314,7 +314,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D2
The way south looks too steep and too slippery to even begin trying to climb.
~
@ -339,7 +339,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
More scattered broken rocks can be seen trailing off to the north, water
deepening steadily around them.
@ -386,7 +386,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D1
Little stony peaks rise from the slippery mud here, providing a somewhat
stable, albeit dangerous footpath.
@ -414,7 +414,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
The way to the north grows darker and deeper, a strange ominous feeling
hanging over the area like an invisible shadow.
@ -435,7 +435,7 @@ Dark Waters~
of scum that floats everywhere. Insects dart quickly here and there, apparently
fleeing from the more ominous shadows that slide just beneath the surface.
~
19 4 0 0 0 0
19 4 0 0 0 2
D2
The way south looks very slippery indeed, difficult to climb out of but not
impossible.
@ -463,7 +463,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
The vast splayed roots of a giant tree stand upturned in the air, blocking
any view of what lies beyond.
@ -497,7 +497,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
This giant tree's trunk continues on into the north, sloping slightly
downward as it becomes increasingly submerged in the mud.
@ -531,7 +531,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
Huge splaying branches reach out in every direction, preventing further
advancement.
@ -570,7 +570,7 @@ 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 0 0 0 0
19 0 0 0 0 2
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
@ -597,7 +597,7 @@ 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 0 0 0 0
19 0 0 0 0 2
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.
@ -619,7 +619,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
Thin, mossy trees wave wearily, blocking any further view of what lies to the
north.
@ -732,7 +732,7 @@ 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 4 0 0 0 0
19 4 0 0 0 3
D0
A large gathering of trees can be seen extending to the north, a small gap
opening the way.
@ -770,7 +770,7 @@ 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 4 0 0 0 0
19 4 0 0 0 2
D1
The sloping curve of a buried tree can be seen, rising like another small
wooden bridge out of the watery ground.
@ -791,7 +791,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
The ground slopes downward, jagged rocks standing like little islands amongst
the murky waters.
@ -825,7 +825,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
~
~
@ -843,7 +843,7 @@ 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 0 0 0 0
19 0 0 0 0 2
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.
@ -875,7 +875,7 @@ 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 13 0 0 0 0
19 13 0 0 0 9
D3
Open air breathes gently from the west, natural light rippling vaguely on the
surface of the breaking waters.
@ -901,7 +901,7 @@ Underwater Enclosure~
swirling about and creating the apparent illusion of dark shadows and shapes
swimming cautiously about.
~
19 13 0 0 0 0
19 13 0 0 0 9
D1
Murky water and spiked rocks travel in a vague north to south path just
outside the enclosure.
@ -916,7 +916,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
The path continues wet and treacherous to the north, smooth paved surfaces
crumbled into broken pieces of stone and grit.
@ -1073,7 +1073,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
A small enclosure can be seen to the north, tiny wisps of smoke escaping into
the air.
@ -1117,7 +1117,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D2
Muddy, grimey water swirls lazily away, stirring up the gravelly ground as it
trickles noisily.
@ -1150,7 +1150,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
Copious amounts of smoke fill the air thickly, staining the ground and plant
life darkly black and blocking any further view.
@ -1282,7 +1282,7 @@ 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 1 0 0 0 0
19 1 0 0 0 2
D0
The water runs deeper to the north, shimmering fog wafting restlessly and
clouding any further view.
@ -1317,7 +1317,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
Deep waters and eerie blue mists swirl silently around, both almost purposely
hiding the way from view.
@ -1345,7 +1345,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
Some sort of entrance can be seen through the brush, a black stair descending
into darkness.
@ -1378,7 +1378,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D2
A well travelled way lies to the south, broken reeds and muddy footprints
left as recent evidence.
@ -1405,7 +1405,7 @@ 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 13 0 0 0 0
19 13 0 0 0 9
D4
Faint shafts of natural light penetrate the darkness, the stalks of gently
swaying reeds only just visible through the murkiness.
@ -1429,7 +1429,7 @@ Endless Marshlands~
shadows potentially only the product of imagination. Almost untouched, the
quiet water and still reeds can be seen for miles.
~
19 0 0 0 0 0
19 0 0 0 0 2
D1
Chilly air breezes from the west, damp and clinging miserably to everything
like a cold sweat.
@ -1456,7 +1456,7 @@ Endless Marshlands~
here. Desperate creeping plant life, hovering insects and scummy algae-infested
water appears to be all there is.
~
19 0 0 0 0 0
19 0 0 0 0 2
D0
A vast and confusing landscape stretches to the north, heavy fog making it
difficult to see any straight path through.
@ -1497,7 +1497,7 @@ Endless Marshlands~
wearily back and forth, and almost eternally around in the swirling mists
everything seems to look exactly the same.
~
19 4 0 0 0 0
19 4 0 0 0 2
D1
A vast and confusing landscape stretches to the east, heavy fog making it
difficult to see any straight path through.
@ -1524,7 +1524,7 @@ Endless Marshlands~
wearily back and forth, and almost eternally around in the swirling mists
everything seems to look exactly the same.
~
19 4 0 0 0 0
19 4 0 0 0 2
D0
A vast and confusing landscape stretches to the north, heavy fog making it
difficult to see any straight path through.
@ -1567,7 +1567,7 @@ 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 0 0 0 0
19 0 0 0 0 3
D1
Swaying branches trail leisurely over the murky waters, the sounds of
rustling and crow's screeching carrying on the air.
@ -1595,7 +1595,7 @@ 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 0 0 0 0
19 0 0 0 0 3
D0
Thick, brittle treetrunks continue on and around to the north, the sounds of
wildlife crunching through the leaves.
@ -1617,7 +1617,7 @@ 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 0 0 0 0
19 0 0 0 0 3
D0
A vast array of dried branches forms a canopy overhead, a mighty tree
standing proudly to the north, even as it decays.
@ -1638,7 +1638,7 @@ 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 0 0 0 0
19 0 0 0 0 3
D0
Tangled tree roots stretch out to the north, creeping through the treacherous
mud as though grasping for safety.
@ -1680,7 +1680,7 @@ 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 0 0 0 3
19 0 0 0 0 2
D0
A small junction lies ahead, this path meeting with a larger west-to-east
trail.
@ -1713,7 +1713,7 @@ 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 0 0 0 0
19 0 0 0 0 3
D0
A greenish film of water and slime coats a long-neglected path to the north.
~
@ -1739,7 +1739,7 @@ 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 0 0 0 0
19 0 0 0 0 3
D0
Younger saplings grow to the north, slender green branches and fresh budding
leaves adding a sense of freshness to the atmosphere.
@ -1762,7 +1762,7 @@ 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 0 0 0 0
19 0 0 0 0 3
D0
A small water-logged path leads northward, flanked on either side by closely
hovering trees.
@ -1805,7 +1805,7 @@ 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 4 0 0 0 2
19 4 0 0 0 6
D1
~
~
@ -1822,7 +1822,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
~
~
@ -2398,7 +2398,7 @@ 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 0 0 0 0
19 0 0 0 0 2
D0
~
~

View file

@ -6,7 +6,7 @@ travelers would better avoid coming here. However, things in the west change
dramatically. The shouts of soldiers in training can be heard. The road
continues to the north and south.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -64,7 +64,7 @@ warehouse is 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 0 0 0 0
2 0 0 0 0 1
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 8 0 0 0 0
2 8 0 0 0 1
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 8 0 0 0 0
2 8 0 0 0 1
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 8 0 0 0 0
2 8 0 0 0 1
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 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -166,7 +166,7 @@ through the Warriors Quarter. Very few people are around, but plenty of
soldiers rush about. One might wonder why anyone would sign up for the army
after all the stories flying around.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -182,7 +182,7 @@ The Northern Temple Circle~
towering high above, 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 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -203,7 +203,7 @@ It looks like it leads into the temple. The smell of some sort of vile
concoction emanates from a building to the south. The sound of someone chanting
can be heard coming from within.
~
2 0 0 0 0 0
2 0 0 0 0 1
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. The sound of someone cursing can be heard coming from within.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -246,7 +246,7 @@ road that looks to wind around the temple. To the north nothing can be seen but
open road. Everything around is silent, making the area seem abandoned and
alone.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -272,7 +272,7 @@ south is a building with barred windows and a reinforced door that currently
stands open. A sign above the door informs passing people that it is the Bank
of Sanctus.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -294,7 +294,7 @@ 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 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -315,7 +315,7 @@ 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 0 0 0 0
2 0 0 0 0 1
D2
~
~
@ -336,7 +336,7 @@ to see if they might be able to swindle some of your gold. Most look 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 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -354,7 +354,7 @@ 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 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -371,7 +371,7 @@ 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 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -388,7 +388,7 @@ 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 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -409,7 +409,7 @@ 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 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -430,7 +430,7 @@ have taken years to construct it. The inner city wall to the east is made of
the same material. That must have been one of the many foul jobs given to new
recruits.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -448,7 +448,7 @@ 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 the
west.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -465,7 +465,7 @@ one works their 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -477,7 +477,7 @@ Post Office~
postal service of Sanctus is heavily overworked it seems. Somewhere amidst the
piles of mail someone can be heard snoring. Maybe not overworked, just lazy.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -490,7 +490,7 @@ small lit candles surround the place in a blanket of light. A soft humming
noise can be heard coming from within the depths of the temple. An adventurous
traveler would certainly be drawn to go and have a look.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -507,7 +507,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -521,7 +521,7 @@ water. The DRIP, DRIP, DRIP would drive a normal person crazy, but not Hazel.
She loves her water. A set of stairs behind the counter leads to what appears
to be Hazel's living quarters.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -538,7 +538,7 @@ be heard as some guards must be making their rounds on top of the wall. This
road winds around the Temple of Sanctus allowing one to enter from either the
north or south.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -555,7 +555,7 @@ 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 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -572,7 +572,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -593,7 +593,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -614,7 +614,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -627,7 +627,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -640,7 +640,7 @@ the 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -657,7 +657,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -678,7 +678,7 @@ 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. He inspires the urge to
look for a parrot and peg leg.
~
2 0 0 0 0 0
2 0 0 0 0 1
D3
~
~
@ -691,7 +691,7 @@ to those who are less fortunate. Racks and shelves line the walls to supply
ample storage for those who wish to donate. This is the ideal place to be a
good citizen and leave something for the poor.
~
2 12 0 0 0 0
2 12 0 0 0 1
D1
~
~
@ -708,7 +708,7 @@ room containing a beautiful stone fountain is visible, tempting travelers to
drink from it. The polished floor is made from smooth marble, and looks
flawless. A lot of time and effort must have been put into this temple.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -733,7 +733,7 @@ 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 8 0 0 0 0
2 8 0 0 0 1
D2
~
~
@ -750,7 +750,7 @@ 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. Anything that can't be
seen, Carla can make.
~
2 8 0 0 0 0
2 8 0 0 0 1
D1
~
~
@ -763,7 +763,7 @@ venture out into the city. The Tower of Sanctus shines brightly, its white
marble reflecting all light that strikes it. The Tower is rumoured to be a
combination of magic and perfect architecture.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -784,7 +784,7 @@ 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 Quarter.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -801,7 +801,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -814,7 +814,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -827,7 +827,7 @@ kept open, the tall wooden beams are reinforced with metal bars. Guards can be
heard high above, lookouts to warn in the case of an attack. The town looks
very safe and secure from here.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -852,7 +852,7 @@ one 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -869,7 +869,7 @@ the army to the north while a smaller building to the south appears to be part
of the clerics' quarter. The temple rises high above to the east. Here, one
could leave the protection of the city and go west through the gate.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -886,7 +886,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -912,7 +912,7 @@ could ever batter down this wall. Looking up, one can see a portculis built
into the wall. Its probably best not to wonder what would happen if it were to
suddenly let go and come crashing down.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -929,7 +929,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -955,7 +955,7 @@ should be promptly answered. If the board is not the right place for a
particular problem to be solved, it is possible to go to the post office and
mail a god.
~
2 8 0 0 0 0
2 8 0 0 0 1
D1
~
~
@ -968,7 +968,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -993,7 +993,7 @@ this spot is 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.
~
2 24 0 0 0 0
2 24 0 0 0 1
D0
~
~
@ -1024,7 +1024,7 @@ true. Several benches can be seen to the north. The sound of running water can
be heard to the west. To the south people can be seen, busy in prayer, while to
the east a small room lies, full of several people gossiping.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1049,7 +1049,7 @@ This board is used for no other reason than to socialize with one another.
Various boards can be found throughout the realm. This one can be viewed by
anyone.
~
2 8 0 0 0 0
2 8 0 0 0 1
D3
~
~
@ -1062,7 +1062,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1087,7 +1087,7 @@ wall is so thick that no matter the time of day shadows still lurk everywhere
under here. A portculis is built into the ceiling high above. Must be the
controls for it are on top of it.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -1104,7 +1104,7 @@ to the Temple of Sanctus. North lies the Thieves Quarter while to the South one
can enter the Magi's Quarter. This road bustles with activity as people go
about their daily lives.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1129,7 +1129,7 @@ Quarter and their warehouse. South is the Magi's Mansion and the Magi's
Quarter. To the east one can exit the city through the Eastern Gate. The
infamous Temple of Sanctus can be seen rising from the center of the city.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -1146,7 +1146,7 @@ entire city spreads out 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -1163,7 +1163,7 @@ 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 one can see the remains of an old gatehouse.
~
2 0 0 0 0 0
2 0 0 0 0 1
D3
~
~
@ -1181,7 +1181,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D2
~
~
@ -1194,7 +1194,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D2
~
~
@ -1207,7 +1207,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1224,7 +1224,7 @@ town folk. Everything, well almost everything, can be found within these walls
to support the town. Women lugging sacks full of groceries arrive from the east
and pass down the street.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1245,7 +1245,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D3
~
~
@ -1258,7 +1258,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1275,7 +1275,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1300,7 +1300,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1317,7 +1317,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D1
~
~
@ -1330,7 +1330,7 @@ This circle lies 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1352,7 +1352,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1369,7 +1369,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D2
~
~
@ -1382,7 +1382,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D2
~
~
@ -1397,7 +1397,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1418,7 +1418,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1439,7 +1439,7 @@ audience with any who request it. To the east the inner city wall looks about
as impenetrable as any wall ever seen. Clerics Avenue continues north and
south.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1456,7 +1456,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1477,7 +1477,7 @@ some steel bars. Must be the jeweler has had problems with thieves. Several
nuggets of strange minerals are display on shelves all around. Lucky is the
individual who can find some of these valuable items to sell.
~
2 8 0 0 0 0
2 8 0 0 0 1
D3
~
~
@ -1490,7 +1490,7 @@ Everything from rabbit, to cow, to goodness knows what. One of the pieces looks
an awful lot like a cat. Any meat a person may need, this guy sells it. Blood
covers the counter and the small cutting area behind it.
~
2 8 0 0 0 0
2 8 0 0 0 1
D2
~
~
@ -1503,7 +1503,7 @@ Sanctus. 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 fills the air with a soothing aroma.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1520,7 +1520,7 @@ woman behind the counter is pounding relentlessly on a stubborn hunk of dough.
Those arms on her are similar to those of the smithy. Various baked goods fill
the entire room. Baked fresh daily of course.
~
2 8 0 0 0 0
2 8 0 0 0 1
D2
~
~
@ -1538,7 +1538,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -1550,7 +1550,7 @@ The Eastern Temple Circle~
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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1571,7 +1571,7 @@ obvious that 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1588,7 +1588,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1609,7 +1609,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1630,7 +1630,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1647,7 +1647,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1665,7 +1665,7 @@ three times the average man's height and one can not tell how thick it must be.
YouThe sound of clanking armor can be heard, along with idle chat as guards on
the wall above you make their rounds.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1682,7 +1682,7 @@ The south and west inner city walls merge here. A set of stone stairs lead up
into a small lookout post high above. The street turns here, wrapping around
the Temple of Sanctus.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1703,7 +1703,7 @@ of the inner city. Small shops line the road to the north. The Tower of
Sanctus, with its single tall spire reaching to the heavens, looks magnificent.
A style of workmanship that has never been surpassed.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -1720,7 +1720,7 @@ swaying above the door in the breeze depicts a hunk of meat crossed with a
butcher's axe. An intersection can be seen just to the east where one can exit
the inner city or enter the temple.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1742,7 +1742,7 @@ The Southern Temple Circle Intersection~
also possible to travel along the Temple Circle east and west. To the south one
can exit the inner city and work their way into the magi or clerics' Quarters.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1767,7 +1767,7 @@ feelings of hunger. To the west can be seen 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 along the Temple Circle.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1788,7 +1788,7 @@ of the inner city. Small shops line the road to the north. The Tower of
Sanctus, with its single tall spire reaching to the heavens, looks magnificent.
A style of workmanship that has never been surpassed.
~
2 0 0 0 0 0
2 0 0 0 0 1
D1
~
~
@ -1806,7 +1806,7 @@ 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1827,7 +1827,7 @@ mansion to the east. The magi have trained hard to become very 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.
~
2 0 0 0 0 0
2 0 0 0 0 1
D0
~
~
@ -1844,7 +1844,7 @@ 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 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1861,7 +1861,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~
@ -1878,7 +1878,7 @@ 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.
~
2 8 0 0 0 0
2 8 0 0 0 1
D0
~
~

View file

@ -31,7 +31,7 @@ Capital while to the west the highway continues. A gravelled path leads
northward, away from this boring highway, towards some rocks a bit further
north.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D3
~
~
@ -43,7 +43,7 @@ Western Highway~
be seen to the east. The highway stretches from the west towards the gates.
A light forest to the north of pines and small saplings looks peaceful.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -59,7 +59,7 @@ Western Highway~
the south as well as the highway continuing off to the east and west. The
forest to the north seems to thin out a little allowing entrance.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -75,7 +75,7 @@ Western Highway~
the Capital and west deeper into the wilderness, plains to the south and thick
forest to the north.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -91,7 +91,7 @@ Western Highway~
west as well as to the east. The forest to the north looks peaceful and
inviting, though it seems too dense to enter.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -107,7 +107,7 @@ Western Highway~
has thinned out and a large wooden building with smoke trailing out of a stone
chimney is visible between the trees.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -124,7 +124,7 @@ is in disrepair, with shingles lying on the ground and a porch that looks like
it could collapse any second. A faded sign swings on rusty hinges that squeak
annoyingly.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -148,7 +148,7 @@ Western Highway~
west and to the east. To the northeast a wooden building can be seen set back
a little ways in the forest.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -164,7 +164,7 @@ Western Highway~
to the east and west where the road continues on and to the south where the
trees open up into a barren plain.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -180,7 +180,7 @@ Western Highway~
south while the highway continues on to the east and to the west. The road
heads south through the plains.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -200,7 +200,7 @@ Western Highway~
northwest to allow entry into the forest. The plains to the south appear
barren. The highway continues onto the west and east.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -216,7 +216,7 @@ Western Highway~
directly into the forest and disappears around a bend a short distance through
the trees. The more heavily travelled western highway continues east and west.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -237,7 +237,7 @@ breeze blows to you from over the plains to the south. It carries a slight
hint of smoke with it, civilization must be near. To the north a thick forest
blocks your view.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -254,7 +254,7 @@ the Southwest. To the north a thick grove of pines lays in deep shadow while
to the south an open plain is broken by a few scattered hills. The highway
continues on to the west and east.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -270,7 +270,7 @@ Western Highway~
south. It appears to be heavily travelled and the wind carries the smell of
smoke with it from the south. The highway continues on to the west and east.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -290,7 +290,7 @@ Western Highway~
distance to the southeast. The highway continues east or west. To the west
the sound of rushing water can be heard.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -307,7 +307,7 @@ flows beneath it slowly washing the remains of the bridge away. Debris and
sand has been scattered everywhere. The river must have overflown and washed
the bridge away.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
~
@ -320,7 +320,7 @@ travelled. It seems to lead on to the north as well as to the south, where you
can see the Western Highway. The thick forest continues on both sides of the
dirt road.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -336,7 +336,7 @@ Dirt Road~
from seeing very far. A few small animals scamper here and there around your
feet. The road continues to the north and south.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -353,7 +353,7 @@ travelled in that direction. The thick coniferous forest seems to be starting
to thin out into a variety of hard woods. Young maple trees seem to be
dominating this part of the forest.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -370,7 +370,7 @@ the path, hanging around you. Thick underbrush has begun to form to the sides
and the road looks unkept. It is slowly being consumed by the forest around
it.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -386,7 +386,7 @@ Dirt Road~
animals stay just out of sight. They seem unused to travellers and are very
wary. The trees continue to thin to the north.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -402,7 +402,7 @@ Dirt Road~
saplings. The path is barely distinguishable from the rest of the overgrowth.
The smell of the forest is very strong.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -418,7 +418,7 @@ Dirt Road~
The path continues north and south between the columns of thick trees and
brush.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -435,7 +435,7 @@ cut down and fallen over the path, as if to block it. The smell of fresh pine
must mean they were cut recently. Through the brush and trees to the north you
can just barely make out what looks like a gate and a city wall.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D2
~
~
@ -447,7 +447,7 @@ Dirt Road~
north and the dirt road continuing to the south. The forest around the road
diminishes to plains the further south you travel.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -464,7 +464,7 @@ to the north. Tall fields of wild grass, weeds, and other small brush borderw
the road. The fields have grown to about waist height and could be used easily
to conceal oneself within. The grass sways gently in the breeze.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -482,7 +482,7 @@ around a huge pile of rocks to the southeast. The remains of a stone wall runs
through the middle of the pile. Once used to mark out boundaries between land
owners. Now it seems no one is farming on these plains.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D1
~
undefined~
@ -500,7 +500,7 @@ so close to the Capital. Instead they appear empty and deserted. Very little
sign of travel or civilization can be seen, except for a plume of smoke rising
far to the west.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -516,7 +516,7 @@ Dirt Road~
north and also to the south. The grassy plains sway gently in the breeze.
Occasionally the grass will rustle as some animal flees at your approach.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -532,7 +532,7 @@ Dirt Road~
in places. You guess the road isn't used very often. The road continues off
to the north and south.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -549,7 +549,7 @@ on the road. The road continues to the north and south. To the north a field
of swaying grass stretches to a forest in the distance. South the plain gives
way to a light forest.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -565,7 +565,7 @@ Dirt Road~
north. The road curves around a large steep hill to the south. The hill looks
somewhat unnatural, and out of place.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -581,7 +581,7 @@ Dirt Road~
and south. You stand alongside a steep hill covered in grass and moss. The
hill rises so steeply above you that you doubt it could be climbed.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D2
~
~
@ -597,7 +597,7 @@ Dirt Road~
north and south. A large hill directly to the west looms above you. Strange,
when the rest of the rolling hills around here are so small.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -613,7 +613,7 @@ Dirt Road~
animals seem to be taking refuge in some of the small bushes to the side of the
road. The road continues off to the north and south.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -629,7 +629,7 @@ Dirt Road~
south. The brush is broken up by small trees which seem to grow even thicker
further south. To the north the road opens up into the plains.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -645,7 +645,7 @@ Dirt Road~
The road bends to the west into a dense forest. Their seems to be an absence
of wildlife in this area, the forest is strangely silent.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~
@ -658,7 +658,7 @@ Somewhere in the distance to the south-west you can make out some small streaks
of smoke, as if coming from the chimneys in a small village, while to the
north you see the busy Western Highway.
~
200 32768 0 0 0 0
200 32768 0 0 0 2
D0
~
~

View file

@ -26,7 +26,7 @@ and impassable. Shadows play in the darkness of these woods and no sound could
be heard from within the trees. The only exit is a narrow path that leads to
the south.
~
201 0 0 0 0 0
201 0 0 0 0 3
D2
A small path leads away from the forest so the south, where it splits into two.
~
@ -40,7 +40,7 @@ On a Cliff by a Lighthouse~
the coast. Grasses sprout randomly around the area. Looming from the west is
an old lighthouse, and to the east a path leads towards a T-Junction.
~
201 0 0 0 0 0
201 0 0 0 0 4
D1
The road splits into a T-junction.
~
@ -64,7 +64,7 @@ south. Northwards, the path leads to the entrance of a dark, ominous forest.
To the west, it continues to a silhouette of a tall building while to the south
the path descends steeply to a sandy beach.
~
201 4 0 0 0 0
201 4 0 0 0 2
D0
A narrow path leads to a gloomy looking forest.
~
@ -117,7 +117,7 @@ On the Coast of Konolua Beach @Y[DIG]@n~
To the north is an upward going slope that ascends sharply. To the west you can
see the shore and to the south and east the coast continues on.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
Up a Slope to a T-junction
~
@ -153,7 +153,7 @@ waters. The beach stretches all the way to the east, while to the west and
south the water eventually leads to the sea. A cliff stands tall as an obstacle
to the North.
~
201 0 0 0 0 0
201 0 0 0 0 2
D1
Konolua Beach
~
@ -180,7 +180,7 @@ waves. The beach lies to the east, while the deeper waters are generally to the
west and south. A solid, sturdy rock cliff prevents movement to the north and
west.
~
201 4 0 0 0 0
201 4 0 0 0 6
D1
To the Shores of Konolua Beach
~
@ -207,7 +207,7 @@ the north is a cliff, densely covered with vines and other form of parasitic
plants. Against it is a small delapidated house - its windows are near falling
apart. To the south the beach gently descends to the shore.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
A small house has been built here.
~
@ -250,7 +250,7 @@ and scree litters the area. Continuing to the west and south, the beach
continues on. To the north a cliff stands firm, hindering any movement in that
direction.
~
201 0 0 0 0 0
201 0 0 0 0 2
D1
Konolua Beach
~
@ -285,7 +285,7 @@ and other creatures had made their home under the rocks where predators such as
seagulls cannot find them. A small trial free of rocks leads to the west and
south.
~
201 0 0 0 0 0
201 0 0 0 0 5
D2
Konolua Seashore
~
@ -306,7 +306,7 @@ In Shallow Waters~
where it eventually leads to the wide ocean. Bubbles are formed when the waves
retreat from the shore, and bob non-chalantly on the waves.
~
201 4 0 0 0 0
201 4 0 0 0 6
D0
Konolua Seashore
~
@ -341,7 +341,7 @@ By the Seashore @Y[DIG]@n~
beach and the azure, blue sea. The beach extends to the north and east, while
to the west and south shoal water merges the land and the sea together.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
Konolua Beach
~
@ -372,7 +372,7 @@ By the Seashore @Y[DIG]@n~
Being closer to the sea, the winds are generally stronger here. Sand dunes line
the beach, forming adjacent to the direction of the wind.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
Konolua Beach
~
@ -403,7 +403,7 @@ By the Seashore @Y[DIG]@n~
white sand. Northwards takes you inland, while going east or west will take you
to another shore of Konolua beach. Southwards takes you into the sea.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
Konolua Beach
~
@ -433,7 +433,7 @@ By a Seashore @Y[DIG]@n~
path leading into the ocean. The beach continues north and west, and southwards
leads to the beginning of the ocean.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
Konolua Beach
~
@ -470,7 +470,7 @@ beneath the surface can be seen as wavering shapes. Northwards leads the way
back to the shores of Konolua Beach, and to the west and south is the entrance
to the ocean.
~
201 4 0 0 0 0
201 4 0 0 0 6
D0
In Shallow Waters
~
@ -499,7 +499,7 @@ In Shallow Waters~
onto the beach before subsiding. Konolua beach is to the north,while to the
south the waters lead you deeper into the ocean.
~
201 4 0 0 0 0
201 4 0 0 0 6
D0
Konolua Seashore
~
@ -529,7 +529,7 @@ In Shallow Waters~
it eventually leads to an open ocean. To the east and west are more are shallow
waters, which lines the edge of Konolua beach.
~
201 4 0 0 0 0
201 4 0 0 0 6
D0
Konolua Beach
~
@ -558,7 +558,7 @@ In Shallow Waters~
light dancing on the sandbed. To the north is the shore of Konolua beach while
going to the south will take you to the ocean.
~
201 4 0 0 0 0
201 4 0 0 0 6
D0
Konolua Seashore
~
@ -588,7 +588,7 @@ In Shallow Waters~
here is relatively deep, and currents are quite powerful here. To the north is
the safety of the seashore.
~
201 4 0 0 0 0
201 4 0 0 0 7
D0
Konolua Seashore
~
@ -618,7 +618,7 @@ In Deep Waters~
great depths. Northwards leads to shallower waters, while to the southwest as a
spread of ocean.
~
201 4 0 0 0 0
201 4 0 0 0 7
D0
In Shallow Waters
~
@ -646,7 +646,7 @@ On a Sandy Path~
waves coming from the east. To the north is a grey, solemn cliff guarding
Konolua beach while the path continues south.
~
201 4 0 0 0 0
201 4 0 0 0 2
D1
The waves are strong here - forceful and unconquerable.
~
@ -670,7 +670,7 @@ On a Sandy Path~
and the north. To the east and west are bodies of water, where the waves are
coming in and lapping at the pathway.
~
201 4 0 0 0 0
201 4 0 0 0 2
D0
On a Sandy Path
~
@ -699,7 +699,7 @@ A Narrow Sandy Path~
ocean leading to the north and the east. The waves lap teasingly at the road,
as if they were going to swallow it up anytime.
~
201 4 0 0 0 0
201 4 0 0 0 2
D0
On a Sandy Path
~
@ -728,7 +728,7 @@ On a Sandy Pathway~
the sandy pathway here which leads to the west and the south. Southwards, an
arch stands like an entrance to a small island in the middle of the sea.
~
201 4 0 0 0 0
201 4 0 0 0 2
D0
The waves are strong here - forceful and unconquerable.
~
@ -758,7 +758,7 @@ sides of the small island with utmost fury. To the north is a stone arch, where
a route starts and ends at Konolua beach. To the south the the land twists and
turns with ascending gradient.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
Stone Archs acting like a big gate is to the north.
~
@ -788,7 +788,7 @@ Below the layers of stone of this area is a small cave, created by the constant
erosion by the sea waves. To the north the route is less steep as it descends
to the base of cliff.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
On a Small Island
~
@ -817,7 +817,7 @@ At the Peak of the Cliff~
the cliff. Sleeping beneath the waters are lots of hidden reefs, and falling
over the edge would mean instand death.
~
201 4 0 0 0 0
201 4 0 0 0 5
D3
A path descending to the base of the cliff.
~
@ -831,7 +831,7 @@ An Isolated Part of the Island~
some logs - swept ashore by the waves. The land continues to the north, while
to the other directions are bodies of water.
~
201 4 0 0 0 0
201 4 0 0 0 2
D0
To the base of the hill
~
@ -867,7 +867,7 @@ In the Deep Ocean~
ocean itself were breathing and alive. To the northeast are safer waters, while
going south and west will take you deeper into the ocean.
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
In Shallow Waters
~
@ -896,7 +896,7 @@ Giant waves reaches high up and comes crashing down upon you, forcing you
beneath the ocean surface. Underwater currents tries to pull you under and the
frigid cold wind merciless
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
In the Raging Waves
~
@ -961,7 +961,7 @@ middle of the sea. Here, the waves are fierce and hungry, reaching out at you
in an attempt you swallow you. To the north, are shallow waters, while
everywhere else are large bodies of ocean.
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
In Shallow Waters
~
@ -989,7 +989,7 @@ In the Ocean~
look into the depths of the ocean, for the shifting bodies of the sea makes it
difficult to. To the north you can descry a small island.
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
In Shallow Waters
~
@ -1018,7 +1018,7 @@ In the Ocean~
ocean. North are safer and much calmer waters, while to the other directions
the ocean continues.
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
To Shallower Waters
~
@ -1047,7 +1047,7 @@ In the Ocean~
come in all direction, invoking the rage of the waves. To the north the sea is
calmer, while to the east, south and west the ocean continues.
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
Shallower Waters
~
@ -1112,7 +1112,7 @@ Giant waves reaches high up and comes crashing down upon you, forcing you
beneath the ocean surface. Underwater currents tries to pull you under and the
frigid cold wind merciless
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
~
~
@ -1145,7 +1145,7 @@ Giant waves reaches high up and comes crashing down upon you, forcing you
beneath the ocean surface. Underwater currents tries to pull you under and the
frigid cold wind merciless
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
~
~
@ -1178,7 +1178,7 @@ Giant waves reaches high up and comes crashing down upon you, forcing you
beneath the ocean surface. Underwater currents tries to pull you under and the
frigid cold wind merciless
~
201 0 0 0 0 0
201 0 0 0 0 7
D0
~
~
@ -1328,7 +1328,7 @@ On a Sandy Bay~
Covered with washed up pieces of broken wood and miscellaneous junk items dumped
onto it, the area is fully of rubbish peeking out from the sand.
~
201 0 0 0 0 0
201 0 0 0 0 2
D0
A dead end
~
@ -1354,7 +1354,7 @@ appears to be empty, and heavily populated by tropical plants and vicious vines.
Speckles of broken rocks and stones lie here, and several marks are shown in the
sand.
~
201 0 0 0 0 0
201 0 0 0 0 2
D2
~
~
@ -1379,7 +1379,7 @@ At the Scene of a Shipwreck~
wooden planks are here, as well as a ship, torn by ocean reefs and left
discarded here.
~
201 0 0 0 0 0
201 0 0 0 0 2
D1
On a Sandy Shore
~
@ -1411,7 +1411,7 @@ In a Small Underwater Tunnel @C[SURFACE]@n~
in the water. The only exit out is to surface, or to go deeper into the tunnel
north.
~
201 360 0 0 0 0
201 360 0 0 0 9
D0
The circular tunnel leads north.
~

View file

@ -433,9 +433,9 @@ plastic forks, spoons and thin saucers float around on the surface.
There are metal utensils sunk to the bottom, though they are covered
in @Ggreen @gmold@y. Unrecognizable chunks of food are also drifting past.@n
~
220 8 0 0 0 0
220 8 0 0 0 6
D2
@DA big cutting board lies to the south. @n
DA big cutting board lies to the south. n
~
~
0 0 22014

View file

@ -11,7 +11,7 @@ Near the buildings, you see statues of many forms, these statues seem to be
untouched by time. At a close glance of the statues, you can make out the Gods
Rumble, Welcor, Ferret, Detta, Heiach, Shamra, Relsqui, Elaseth, and Fyre.
~
232 144 0 0 0 0
232 144 0 0 0 1
D0
~
~
@ -51,7 +51,7 @@ it looks like someone took their time to make traveling easy. The smell of
fresh baked bread seems to be coming from the north. To the west you see a
large fountain.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -72,7 +72,7 @@ are walking on air. The buildings to the north and south have great Murals on
them. You stand back to look at the lovely pictures and wonder where it all
happened.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -94,7 +94,7 @@ Terringham road~
This well pathed road seems to have a split in it. You can go east, west or
south. To the north is a wall. You can see a gate to the far east.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -113,7 +113,7 @@ Terringham road~
You have come to a cross road. To the east you see a large gate. To the
north, south and west you see a large stretch of road.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -137,7 +137,7 @@ East gate~
gates. The guards here make it a point to keep mean old nasty mobs from coming
inside.
~
232 0 0 0 0 0
232 0 0 0 0 1
D3
~
~
@ -165,7 +165,7 @@ Star trail~
You get an uneasy feeling from the west, but it somehow calls to you. The way
west is well lit.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -228,7 +228,7 @@ Star trail~
cats roaming the streets looking for somthing to eat. There are only two exits
that you can see one going north and the other going South.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -245,7 +245,7 @@ When you walk through the town you get a feeling of profound pride that your
little town has done so well in the years since it was created. The only exits
are North and South .
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -260,7 +260,7 @@ Star trail~
This is the northeastern corner of the city. It is very quiet here and has a
drawing on the group. The only exits are West and South.
~
232 0 0 0 0 0
232 0 0 0 0 1
D2
~
~
@ -276,7 +276,7 @@ Rumble road~
clanging still chimes in your ears from the west. The exits that you can see
are to the West and North .
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -325,7 +325,7 @@ Terringham avenue~
the street. To the North is the Nothern Gate. Other exits lead to the South,
East and West.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -349,7 +349,7 @@ North gate~
entrance to the city. These guards look very strong and should not be messed
with.
~
232 0 0 0 0 0
232 0 0 0 0 1
D2
~
~
@ -361,7 +361,7 @@ Rumble road~
gates to the north east. The only discenable exits are to the east and the
west.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -377,7 +377,7 @@ Rumble road~
the north and south side looms in front of you with no way to leave except east
or west.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -392,7 +392,7 @@ Rumble road~
The smooth paved street glides on towards the northwest corner of town. To
the north you see a tall wall, while there are exits east, west and south.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -440,7 +440,7 @@ Rumble road~
traffic as this street would normally have. To the south you can travel down
the western wall and to the east you go towards the Northern gate.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -455,7 +455,7 @@ West drive~
You are walking along the west wall of the spectacular city. The walls are
whitewashed and very smooth with no artistic talent to them at all.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -471,7 +471,7 @@ West drive~
walking on air. The walls are very tall and have little on them that would not
give you any indication of where you are located.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -524,7 +524,7 @@ Magic shop~
throughout this room. The items here are not limited to mages alone. A recall
is recommended for everyone, so don't hesitate to buy them.
~
232 8 0 0 0 0
232 8 0 0 0 1
D3
~
~
@ -535,7 +535,7 @@ Terringham street~
You have come to a crossroad. To the west you see a large gate. You also
see exits to the north, south, and east. The road here is in great condition.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -558,7 +558,7 @@ West gate~
You have entered an area that is guarded well. There are two guard shacks
here, just inside of the gate. The guards watch you suspiciously.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -570,7 +570,7 @@ West drive~
untouched. There are no paintings and no wagons lining the streets. You can go
East or North.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -601,7 +601,7 @@ West drive~
that hang down in your face. It doesn't look like any caretakers come this way.
The exits go North and West.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -634,7 +634,7 @@ West drive~
down and some you must push out of the way. The only exits that you can see are
North and East.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -649,7 +649,7 @@ South park~
The road here seems to fade out. To the east you can see the road, and to
the west you notice that a jungle or something starts to form.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -665,7 +665,7 @@ South park~
done, maybe it isn't. To the North you can hear some clanging. The only other
exits are to the East and West.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -685,7 +685,7 @@ A side road~
something. You also hear the sound of someone chopping up wood.... Which is a
weird sound to hear in the City.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -700,7 +700,7 @@ Weapons Shop~
You see many arms hung up along the wall. Some items glow and attract the
attention of everyone. The prices are steep for the glowing items.
~
232 8 0 0 0 0
232 8 0 0 0 1
D2
~
~
@ -712,7 +712,7 @@ South park~
strain. The sun seems to beat down more on this part of town than the others.
Available exits are to the east and west.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -728,7 +728,7 @@ Terringham way~
To the South you hear boots clanging on the ground and orders being shouted.
The other exits are to the East, West and South.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -779,7 +779,7 @@ South park~
The street is well maintained by a street worker that is here cleaning up the
street. The only exits are to the East and the West.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -795,7 +795,7 @@ South park~
looks like there has been blood spilled here before and someone didn't do there
job to clean it up. The other exits are East and West.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -810,7 +810,7 @@ South park~
You are standing at the SouthEastern corner of the city. The walls are high
and almost metallic smooth. The only exits you can see are North and West.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -826,7 +826,7 @@ Star trail~
have pictures that stand out more than normal paintings do. The only exits you
can see are North and South.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -849,7 +849,7 @@ Star trail~
see some houses, but the access is blocked off to you. To the north you can see
the main street leading from the east gate. To the south you see a trail.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -864,7 +864,7 @@ An alley~
This is not your typical alley. This alley seems to be peaceful and glows
with a brilliant blue. You notice a sign on a wall.
~
232 20 0 0 0 0
232 20 0 0 0 1
D0
~
~
@ -884,7 +884,7 @@ An alley~
hassles. To the west is the don room, to the north is your exit back to the
city.
~
232 16 0 0 0 0
232 16 0 0 0 1
D0
~
~
@ -901,7 +901,7 @@ items here are up for grabs. Feel free to take what you need. Please don't
take everything, let the others get some equipment too. If there are 3 swords
here.. Don't take all 3, you can't use 3 swords. Please be curtious.
~
232 20 0 0 0 0
232 20 0 0 0 1
D1
~
~
@ -912,7 +912,7 @@ The board room~
This is where the mortal board sits. Please read this board everyday. It
may contain new information. Feel free to make notes on this board.
~
232 24 0 0 0 0
232 24 0 0 0 1
D0
~
~
@ -925,7 +925,7 @@ buildings to either side are quite striking as they have been painted with
pictures of dragons fighting knights. The only noticeable exits are to the
north and south.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -940,7 +940,7 @@ Terringham way~
This is the main street. To the south is the gates. There is a crossroads
which lead to one of the off streets. The last exit is North.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -960,7 +960,7 @@ A side street~
something. You notice that it seems very warm here. This definately would not
be a good place to rest, if need be.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -976,7 +976,7 @@ The armoury~
leather to full plate. If you need a special item, you have to ask for it. It
is not displayed in the open.
~
232 152 0 0 0 0
232 152 0 0 0 1
D2
~
~
@ -988,7 +988,7 @@ Terringham street~
importance. To the South you see a sign over the exit that says Board room.
You can see a large fountain to the east.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -1007,7 +1007,7 @@ Terringham street~
The road here leads east and west. The walls to the north and south, sport
some fabulous pictures.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1033,7 +1033,7 @@ Terringham street~
untouched, and the lighting here seems to be a bit poor. It looks as if someone
tried to rush their job.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -1049,7 +1049,7 @@ Terringham avenue~
paintings on them. To the south you notice a large fountain. To the west you
see the Bank of Terringham.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1075,7 +1075,7 @@ Terringham Bank~
you use this bank often. We would hate to see an accident and you rejoin the
game with no money. The commands are easy. Dep $$$$. With $$$$. Or Bal.
~
232 12 0 0 0 0
232 12 0 0 0 1
D1
~
~
@ -1087,7 +1087,7 @@ Terringham avenue~
The road looks like someone took their time to make travelling easy. To the
south is the bank and to the east you can smell the scents of leather and oils.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1106,7 +1106,7 @@ Terringham avenue~
The smooth easy going road continues north to south. You notice exits to the
east and west. Which path shall you take?
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1130,7 +1130,7 @@ Terringham avenue~
have paintings of the towns greatest heros. The only visible exits are to the
north and south.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1145,7 +1145,7 @@ An Alley~
You hear something moving behind you, but cannot see anything or anyone.
You hear noises coming from the east.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -1161,7 +1161,7 @@ Guild row~
from the south. You can guess that these are the cleric guilds and the thieves
guild.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1181,7 +1181,7 @@ Entrance to the Cleric Guild~
expand their skills. The guildmaster awaits your arrival, please don't
hesitate.
~
232 0 0 0 0 0
232 0 0 0 0 1
D2
~
~
@ -1197,7 +1197,7 @@ Entrance to the Thieves Guild.~
expand their skills. The guildmaster awaits your arrival, please don't
hesitate.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1212,7 +1212,7 @@ Guild row~
You have found the path to the warriors guild and the mages guild. Which
path do you take to reach your guildmaster?
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1232,7 +1232,7 @@ Entrance to the Warriors Guild~
to expand their fighting skills and swordmanship. The guildmaster awaits your
arrival, please don't hesitate.
~
232 0 0 0 0 0
232 0 0 0 0 1
D2
~
~
@ -1248,7 +1248,7 @@ Entrance to the Mage Guild~
expand their knowledge in the lores of Arcane. The guildmaster awaits your
arrival, please don't hesitate.
~
232 0 0 0 0 0
232 0 0 0 0 1
D0
~
~
@ -1280,7 +1280,7 @@ The Bakery~
counter, surrounding this place. You see all sorts of breads, pies and cakes.
Which would you like for your travel.
~
232 136 0 0 0 0
232 136 0 0 0 1
D3
~
~
@ -1291,7 +1291,7 @@ An Alley~
You enter a very clean alley. There is nothing here polluting the roads.
You hear faint noises coming for the west. To the east is Terringham road.
~
232 0 0 0 0 0
232 0 0 0 0 1
D1
~
~
@ -1306,7 +1306,7 @@ Clerics Guild~
The Cleric Guildsmaster is here waiting to help you. This room has a very
peaceful feeling about it. You feel enlightened when you enter here.
~
232 156 0 0 0 0
232 156 0 0 0 1
D5
~
~
@ -1318,7 +1318,7 @@ Thieves Guild~
knowing that something is afoot. You listen carefully and Turn about real
fast.... Your Guildmaster slips out of the Darkness.
~
232 28 0 0 0 0
232 28 0 0 0 1
D5
~
~
@ -1331,7 +1331,7 @@ warrior practicing on these dummies. He does not look like the type to be
messed with. The Warrior stops his training and advances towards you with a
friendly smile, "Fresh meat" he says calmly.
~
232 28 0 0 0 0
232 28 0 0 0 1
D5
~
~
@ -1343,7 +1343,7 @@ Mages Guild~
mixed components. This is a mage's dream house. Your guild master sits behind
a large desk studying a book.
~
232 28 0 0 0 0
232 28 0 0 0 1
D5
~
~
@ -1355,7 +1355,7 @@ General Store~
to go adventuring with is in here. You have your sacks and bags and lanterns
all right here. Please come in and shop around.
~
232 8 0 0 0 0
232 8 0 0 0 1
D3
~
~

View file

@ -5,7 +5,7 @@ and plants that should have been dead long ago. A lot of the leaves on the
trees are missing. They appear to have been torn off. Several large foot
prints linger in the sand.
~
233 132 0 0 0 0
233 132 0 0 0 2
D1
~
~
@ -33,7 +33,7 @@ Dragon Plains~
into the sand, making it difficult for you to walk. You can see a small stream
to the south. But is it really there, or is it a mirage?
~
233 64 0 0 0 0
233 64 0 0 0 2
D1
~
~
@ -54,7 +54,7 @@ into the water and see several small pebbles drifting through the current of
the stream. You look ahead to see where the stream ends, and notice that it
disappears into the ground.
~
233 256 0 0 0 0
233 256 0 0 0 7
D0
~
~
@ -67,7 +67,7 @@ see the sand swallow the wood. There is a slight incline here, causing some
drifts of sand to roll across your feet. You feel the wind pick up as you
continue on your way.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -88,7 +88,7 @@ sand begin to fill in the large hole, threatening to trap you inside. The
sides of the huge hole are sturdy enough to climb out of, but you'd better
hurry before you get burried alive.
~
233 64 0 0 0 0
233 64 0 0 0 2
D2
~
~
@ -100,7 +100,7 @@ Sand Drift~
hill, but not as steep. Some dried up leaves lay at your feet, waiting to be
blown away in the wind. You hear some birds singing in the distance.
~
233 4 0 0 0 0
233 4 0 0 0 2
D1
~
~
@ -120,7 +120,7 @@ Dragon Plains~
blow through your hair, making your head tingle with relaxation. There is a
large tumbleweed being blown around by the breeze.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -136,7 +136,7 @@ Dragon Plains~
yourself from the flying grains. You notice some small footprints in the sand.
They are much too small to be ones of a dragon. What could they be from?
~
233 128 0 0 0 0
233 128 0 0 0 2
D1
~
~
@ -152,7 +152,7 @@ Skeleton Shack~
long dead. The smell of decay fills your nostrils, almost making you gag. A
light covering of animal skin is on the the roof to help keep the rain out.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -181,7 +181,7 @@ An Abandoned Well~
could get any water out of here, not that anyone would want to. The bottom of
the well is crawling with large black beetles. Watch out, one might escape!
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -278,7 +278,7 @@ Dragonscale Tunnel~
stumble out of the tunnel and fall onto the sand. You feel your body begin to
sink into the sand. Struggling would do you no good.
~
233 0 0 0 0 0
233 0 0 0 0 2
D2
~
~
@ -1047,7 +1047,7 @@ Dragon Plains~
in the dirt here. There might be enough to gather and make a small fire. It
even looks as if other travellers have camped out here before.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1063,7 +1063,7 @@ Dragon Plains~
should have been dead long ago. The land here is very dry and humid. You
begin to wonder how anything could possibly grow here.
~
233 128 0 0 0 0
233 128 0 0 0 2
D0
~
~
@ -1079,7 +1079,7 @@ Dragon Plains~
should have been dead long ago. The land here is very dry and humid. You
begin to wonder how anything could possibly grow here.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1095,7 +1095,7 @@ Dragon Plains~
should have been dead long ago. The land here is very dry and humid. You
begin to wonder how anything could possibly grow here.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1111,7 +1111,7 @@ Dragon Plains~
should have been dead long ago. The land here is very dry and humid. You
begin to wonder how anything could possibly grow here.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1127,7 +1127,7 @@ Dragon Plains~
amounts of sand will ever cease. You feel a small breeeze pick up, threatening
to blow some sand in your eyes.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1143,7 +1143,7 @@ Sand Drift~
your knees, making it very difficult for you to walk. It will take a bit of a
struggle to get free.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1159,7 +1159,7 @@ Sand Drift~
feel your legs begin to itch. Your feet seem to be going deeper into the sand.
How is that possible?
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1175,7 +1175,7 @@ A Small Path~
No tracks are visible along the beaten path and there is nothing but sand as
far as the eye can see.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1191,7 +1191,7 @@ A Small Path~
you would be better off walking through the sand. The sand on both sides is
very fine and makes strange sounds as you walk on it.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1207,7 +1207,7 @@ A Small Path~
them snapping and crunching under your weight. Many of the sticks have large
thorns that look dangerous. Be careful not to fall.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1223,7 +1223,7 @@ A Small Path~
anywhere special, but it sure beats walking through the sand. The path is out
of place amongst the sand dunes.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1239,7 +1239,7 @@ Dragon Plains~
vary in color and texture from almost white to a light brown. Strange bits of
scales seem to be intermixed.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1260,7 +1260,7 @@ and fall to the ground. Grains of sand get shoved into your teeth, making you
feel sick to your stomach. Maybe you should start watching where you're
walking.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1276,7 +1276,7 @@ Sand Drift~
feel your legs begin to itch. Your feet seem to be going deeper into the sand.
How is that possible?
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1292,7 +1292,7 @@ Dragon Plains~
beings, like yourself, creeping around. It would be easy to become lost or
disoriented.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1308,7 +1308,7 @@ Dragon Plains~
ground, swirling around in the wind. It appears to be almost dancing. The
rumors about dust devils may be true.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1324,7 +1324,7 @@ Dragon Plains~
everything to its core. The parched and dreary land is barren and scarred.
It hardly seems able to support any life.
~
233 0 0 0 0 0
233 0 0 0 0 2
D2
~
~
@ -1336,7 +1336,7 @@ Dragon Plains~
surroundings. To the west you can see some sort of burial ground. Maybe you
should go have a look.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1352,7 +1352,7 @@ Indian Burial Ground~
headed and not quite yourself. Many small pebbles are on the ground, marking
grave sites. Be careful not to step on one!
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1369,7 +1369,7 @@ bones lying around. You wonder how they could have gotten here. You begin
looking around, then you see the reason. Numerous footprints from several
large dragons have been smashed into the dirt, crushing some of the graves.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1385,7 +1385,7 @@ Indian Burial Ground~
the thundering footsteps of a very large dragon. Maybe it would be best to
leave before you turn into someones lunch.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1401,7 +1401,7 @@ Indian Burial Ground~
where all the dragons are. The exit is coming up to the east. Strange piers
and poles stick up out of the ground in the distance.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1417,7 +1417,7 @@ Gates leading out of the Burial Grounds~
you can see a large water hole. You begin to wonder if its really there.
Stories of mirages abound in the taverns.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1433,7 +1433,7 @@ Dragon Plains~
the east you can see a fairly large water hole. Maybe you could get a drink
there.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1453,7 +1453,7 @@ Water Hole~
The water looks clean and drinkable. Sparse vegetation surrounds the limited
water supply.
~
233 0 0 0 0 0
233 0 0 0 0 2
D2
~
~
@ -1469,7 +1469,7 @@ Water Hole~
water thinking about yout long lost childhood. So many old memories flood your
mind, making you feel light headed.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1485,7 +1485,7 @@ Water Hole~
rather murky and wouldn't be very good for drinking. Something must have
stirred it up recently.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1501,7 +1501,7 @@ Dragon Plains~
the distance you can see a few buildings. What are buildings doing here?
They appear to have been destroyed.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1517,7 +1517,7 @@ Dragon Plains~
the remains of a ransacked village. Wisps of smoke still rise up from the
charred remains of what must have been houses.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1534,7 +1534,7 @@ can see several large footprints in the dirt, most likely from a dragon.
Piles of rubble are everywhere. You can see a skeleton under one of the piles.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1551,7 +1551,7 @@ race through your mind. You see several people, probably ones who lived in
this village, being eaten by the dragons. You begin feeling sick to your
stomach.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1567,7 +1567,7 @@ Ransacked Village~
You feel that you're at the end of the village. You can see the plains to the
east.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1583,7 +1583,7 @@ Dragon Plains~
of battles that took place here fill your mind. You realize how lucky you are
to still be alive.
~
233 0 0 0 0 0
233 0 0 0 0 2
D1
~
~
@ -1599,7 +1599,7 @@ Dragon Plains~
here alone. No other signs of life exist and the footprints are quickly being
covered by the blowing sand.
~
233 0 0 0 0 0
233 0 0 0 0 2
D2
~
~
@ -1615,7 +1615,7 @@ Dragon Plains~
small trees and shrubs. The heat seems to lessen and a cooler breeze rustles
through the vegetation.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~
@ -1631,7 +1631,7 @@ Dragon Plains~
you've come. You feel a great sense of accomplishment. Maybe the journey
wasn't so bad after all.
~
233 0 0 0 0 0
233 0 0 0 0 2
D0
~
~

View file

@ -1006,7 +1006,7 @@ Inside Lake~
water level barely covers the bottom of your feet. You can see some ripples
forming in the southwest.
~
234 8 0 0 0 0
234 8 0 0 0 7
D0
~
~
@ -1026,7 +1026,7 @@ Inside Lake~
rapidly. There are some wakes coming from the south. You wonder if you
disturbed something.
~
234 8 0 0 0 0
234 8 0 0 0 7
D0
~
~
@ -1050,7 +1050,7 @@ Inside Lake~
The color of this @Ylake@n is undeterminable. However, you do notice a small
wake coming from the south east.
~
234 8 0 0 0 0
234 8 0 0 0 7
D0
~
~
@ -1074,7 +1074,7 @@ Indoor Lake~
arena. How did this Lake get here? It must have been made by someone or
something. This is definately not natural.
~
234 8 0 0 0 0
234 8 0 0 0 7
D0
~
~
@ -1289,7 +1289,7 @@ The Source~
to believe that there must be something alive in here. You hear an odd noise.
~
234 8 0 0 0 0
234 8 0 0 0 7
D0
~
~

View file

@ -26,7 +26,7 @@ is large enough for several carriages to go through it at once. It's very nice
masonry work and you can't help thinking about how old it looks. A sign has
been posted near the entrance.
~
236 0 0 0 0 0
236 0 0 0 0 5
D0
A large stone portal, rising from the cave floor
and in a wide arch above you. In the middle the arch is more than 20' high.
@ -329,7 +329,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway turns a perfect right angle turn to the north and east here. Perfect
walls block your progress to the west and south.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -443,7 +443,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway splits here and branches north, east and west. To your south another
perfect wall blocks passage.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -492,7 +492,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway turns a perfect right angle turn to the north and west here. Perfect
walls block your progress to the east and south.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -514,7 +514,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway leads north and south here. Perfect walls block your progress west and
east.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -536,7 +536,7 @@ darkness might have given you a clue. To your north a wooden door with a
sturdy lock blocks your exit, while you may descend into the mines by going
down. A large crane has a very large basket hanging from it over the hole here.
~
236 8 0 0 0 0
236 8 0 0 0 5
D0
A wooden door, almost always closed to keep the noise from the mines in.
~
@ -576,7 +576,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway leads north and south here. Perfect walls block your progress west and
east. To your northeast you hear the sound of pickaxe against rock.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway widens somewhat.
~
@ -597,7 +597,7 @@ small chairs by another, and a small stove in the farthest corner. To the east
a small portal, about three feet tall, leads into darkness, and north of here a
wooden door leads out to the hallway.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
A wooden door leads out of the dwarven home.
~
@ -617,7 +617,7 @@ portal before you realise the place you've fought so hard to get into is
nothing but a wardrobe for the dwarfs living in this home. The only way out
is back west.
~
236 521 0 0 0 0
236 521 0 0 0 1
D3
The portal looks just as small from this side.
~
@ -632,7 +632,7 @@ hold runs over the edge and through a hole in the floor. You pause once again
to marvel at the cleverness of the stonewright who made this once upon a time.
You can leave the well by going north.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
Up north you see the nice, but also quite boring masonry of the hallways.
~
@ -649,7 +649,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway leads north and south here. Perfect walls block your progress west and
east. From your northeast you hear the sound of bubbling water.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -671,7 +671,7 @@ helps you to not think of the terrible weight of the mountain above you. To
your east the tunnel widens and looks more used than the ones to the south and
north. Another perfect wall blocks the way west.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -698,7 +698,7 @@ helps you to read the sign above the door to the south. It says 'Beware Of
Falling Rocks - Use Helmets In The Mine' The wide hallway continues to the west
and east, and from behind the door to the south you can hear miners at work.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The wide hallway continues.
~
@ -725,7 +725,7 @@ makes you feel safe. To the east and west the wide hallway continues, to the
south narrows down a little, and to the north a perfect wall blocks your
progress.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The wide hallways continues.
~
@ -752,7 +752,7 @@ two stones. Every three feet a torch lights up the corridor and the light
makes you feel safe. The wide hallway continues in all directions except
south, where you see a wooden door.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The wide hallway continues.
~
@ -785,7 +785,7 @@ makes you feel safe. The wide hallway continues to your west and gets a little
narrower to your east. You can hear the sound of running water from the well
to your south.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The hallway narrows down a bit.
~
@ -813,7 +813,7 @@ hallway continues north and south here and a somewhat wider hallway leads west.
A perfect wall blocks your progress to the east. West of here you hear the
sound of bubbling water.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -840,7 +840,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway leads north and south here. Perfect walls block your progress west and
east.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -858,7 +858,7 @@ A dwarven home~
the living area to the east is all that's here. The floor, walls, and ceiling
are also unremarkable.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
A portal leads back to the living area.
~
@ -896,7 +896,7 @@ two stones. Every three feet a torch lights up the corridor and the light
makes you feel safe. The wide hallway continues north and south, the east and
west being blocked by perfect walls.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The wide hallway continues.
~
@ -916,7 +916,7 @@ chairs around it in another. Judging from the smell, the dwarf who lives here
doesn't care too much for water, not for taking baths, anyway.. A wooden door
leads north from here.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
A wooden door leads to the hallways.
~
@ -931,7 +931,7 @@ around it in another. Judging from the smell, the dwarf who lives here doesn't
care too much for water, not for taking baths, anyway.. A wooden door leads
north from here.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
A wooden door leads into the hallways.
~
@ -948,7 +948,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway leads north and south here. Perfect walls block your progress west and
east.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The hallway continues.
~
@ -970,7 +970,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway turns a perfect right angle turn to the south and east here. Perfect
walls block your progress to the west and north.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The hallway continues.
~
@ -992,7 +992,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway leads east and west here. Perfect walls block your progress north and
south.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The hallway widens somewhat.
~
@ -1014,7 +1014,7 @@ two stones. Every three feet a torch lights up the corridor and the light
makes you feel safe. The wide hallway continues north and east of here, and a
somewhat narrower hallway leads west. To the south you see a wooden door.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The wide hallway continues.
~
@ -1046,7 +1046,7 @@ two stones. Every three feet a torch lights up the corridor and the light
makes you feel safe. East of here, the hallway narrows down a bit, but
continues to the west and north. A perfect wall stops you from going north.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The hallway narrows down a bit.
~
@ -1073,7 +1073,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway continues to the east, and widens a bit to the west. North and south
are wooden doors.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
A wooden door leads to a dwarven home.
~
@ -1105,7 +1105,7 @@ helps you to not think of the terrible weight of the mountain above you. The
hallway leads east and west here, and to the south you see a wooden door, while
north a perfect wall blocks your progress.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The hallway continues.
~
@ -1133,7 +1133,7 @@ hallway turns a perfect right angle turn to the west and south here. A perfect
wall blocks your progress to the east. You could, on the other hand, go north
into a small dark opening in the north wall.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
You can't see much inthere, but you realise you'll have to crawl on your hands
and knees to get through.
@ -1167,7 +1167,7 @@ makes you feel safe. To your west a block of pure white marble blocks the
hallway. A short inspection reveals it to be a thick magical doorway. A light
push makes it turn aside. You can also follow the wide hallway to the east.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The wide hallway continues.
~
@ -1191,7 +1191,7 @@ two stones. Every three feet a torch lights up the corridor and the light
makes you feel safe. The wide hallway continues to your west and east, while
to the north and south perfect walls block your path.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The wide hallway continues.
~
@ -1213,7 +1213,7 @@ two stones. Every three feet a torch lights up the corridor and the light
makes you feel safe. The wide tunnel turns a perfect right angle here, going
west and south. Perfect walls block your path to the north and east.
~
236 8 0 0 0 0
236 8 0 0 0 1
D2
The wide hallway continues.
~
@ -1231,7 +1231,7 @@ A dwarven nobles' home~
from the rich decoration of the walls, the larger than average bed and the
large ironbound chest in the corner.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
A portal leads to the living area.
~
@ -1248,7 +1248,7 @@ general vocabulary of the dwarves. Since it isn't, they simply refer to it as
'the ministers house'. A portal leads to the sleeping room to the west, while a
wooden door leads back south.
~
236 8 0 0 0 0
236 8 0 0 0 1
D2
A wooden door leads out into the corridors.
~
@ -1268,7 +1268,7 @@ seems the small door to the east only blocks the worst of the wind, not the
dust or the insects. You don't see anything of value, but at least you are out
of the terrible draft from the tunnel outside.
~
236 73 0 0 0 0
236 73 0 0 0 1
D1
A small door leads out into the drafty tunnel.
~
@ -1286,7 +1286,7 @@ only the dwarves can make them, and a strong wind pushes at you from the north.
In the west wall a small wooden door leads to what you guess must be the
dwarves' best suggestion of a tool shed.
~
236 265 0 0 0 0
236 265 0 0 0 1
D0
You might be able to fight the wind, and move further north into the tunnel.
~
@ -1316,7 +1316,7 @@ court, waiting to be inspected by the kings' watch. To your east a large white
marble block serves as a gate and to the east a just as large black granite
slap serves the same purpose.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
You see the guards' barracks.
~
@ -1349,7 +1349,7 @@ curtain. The line of beds along the west wall and the small boxes set in front
bears witness of strong disciplin. This is a place for the best of the
fighters among the dwarves - The kings' guard.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The barracks continue.
~
@ -1369,7 +1369,7 @@ curtain. The line of beds along the west wall and the small boxes set in front
bears witness of strong disciplin. This is a place for the best of the
fighters among the dwarves - The kings' guard.
~
236 8 0 0 0 0
236 8 0 0 0 1
D2
The barracks continue.
~
@ -1384,7 +1384,7 @@ curtain. The line of beds along the west wall and the small boxes set in front
bears witness of strong disciplin. This is a place for the best of the
fighters among the dwarves - The kings' guard.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The checkpoint before the court is here.
~
@ -1404,7 +1404,7 @@ curtain. The line of beds along the west wall and the small boxes set in front
bears witness of strong disciplin. This is a place for the best of the
fighters among the dwarves - The kings' guard.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The barracks continue.
~
@ -1419,7 +1419,7 @@ it turn aside, you realise quickly that the door can be sealed airtight by
removing the spells from the slab To your west a brightly lit corridor with
intricant decoration leads towards the throne room.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
A large granite slab, black as night, blocks your path. It seems to be
hovering just barely of the ground, making it easy to turn aside.
@ -1439,7 +1439,7 @@ of here the corridor continues, but to the north a very nicely decorated wall
blacks you path. The door to your west is ajar, and through it you can see the
sleeping room of the royal dwarven family.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
The intricantly decorated corridor leads toward the dwarven city.
~
@ -1462,7 +1462,7 @@ Royal sleeping room~
by s couple of very large beds. This obviously is where the royal family
sleep, when they sleep. A wooden door leads back east.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
A wooden door leads east.
~
@ -1476,7 +1476,7 @@ wooden and very nice door leads to the ministery of trade, the most important
part of the dwarven kingdom. To your east a portal open up to the shrine of
Welcor, the dwarven deity. South you spot the throne room.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The corridor continues.
~
@ -1505,7 +1505,7 @@ funrniture is mansized, enabling both parts to sit back and relax when the
important trade regulations are being discussed. Currently, though no great
discussion is taking place and nothing of much interest can be found here.
~
236 8 0 0 0 0
236 8 0 0 0 1
D1
A wooden door leads beack to the corridor.
~
@ -1521,7 +1521,7 @@ the colours seem to shift a bit, as if the stone were made from suspended
flames. In front of a the altar a silver chain shows just how near you're
supposed to go.
~
236 8 0 0 0 0
236 8 0 0 0 1
D3
A portal leads back to the royal court.
~
@ -1550,7 +1550,7 @@ about the height if your chest. You realise the throne has the obvious
consequence that everyone has to look up, and consequently feel very small,
when adressing the king.
~
236 8 0 0 0 0
236 8 0 0 0 1
D0
The court continues.
~
@ -1575,7 +1575,7 @@ Gemstones of different fashion, different kinds. The loot is so large you
can't grasp it all, ad decide to concentrate on the nearest corner to get an
overview. This is what you think can be translated into real money later.
~
236 8 0 0 0 0
236 8 0 0 0 1
D3
The throne room is just outthere.
~
@ -1590,7 +1590,7 @@ to the south you can barely make out the light from the torches within the
dwarven city. A strong draft tries to push you deeper into the tunnel,
pressing on from the north.
~
236 265 0 0 0 0
236 265 0 0 0 1
D0
North of here, the tunnel ends and you are under open sky.
~
@ -1630,7 +1630,7 @@ past you into the mine. Always when one goes down, another goes up, past you.
You stare downwards, hoping to make out some sort of bottom below you. You
have no such luck.
~
236 9 0 0 0 0
236 9 0 0 0 5
D4
A ladder stretches upwards toward the dwarven city..
~
@ -1649,7 +1649,7 @@ see nothing but darkness, and looking down, nothing more can be seen. It seems
the ladders aren't so used anymore, since the baskets that are lowered into the
mine can carry more than just gold and rocks.
~
236 841 0 0 0 0
236 841 0 0 0 5
D4
The seemingly endless ladder continues.
~
@ -1671,7 +1671,7 @@ certain there is a long walk to get to the top of this ladder. But a very
brief fall to the bottom. Baskets pass you by sometimes, some with metals,
others with people in them.
~
236 841 0 0 0 0
236 841 0 0 0 5
D4
The seemingly endless ladder leads up into the unknown.
~
@ -1692,7 +1692,7 @@ can't avoid when mining after precious metals. A ragged opening in the
northern wall leads into the darkness of the mines. An extremely large basket
is hanging from a rope through the opening in the ceiling.
~
236 9 0 0 0 0
236 9 0 0 0 5
D0
The mine continues.
~
@ -1719,7 +1719,7 @@ you'd die if you fell in. A small shelf along the east wall lets you walk
past it, but walk carefully. The slightest slip would cost you your life.
You may also go south from here.
~
236 9 0 0 0 0
236 9 0 0 0 5
D0
You may be able to cross the pit to the north by walking along the eastern
wall. But be careful - a fall into the darkness would surely kill you.
@ -1739,7 +1739,7 @@ deep pit. You walk very close to the east wall, to avoid tripping and falling
into the pit. While you can't see the bottom of the pit you are certain that
certain death awaits you in the depths. The ledge continues north and south.
~
236 265 0 0 0 0
236 265 0 0 0 5
D0
A mine tunnel has been dug into the side of the pit wall. You may enter it here.
~
@ -1765,7 +1765,7 @@ as you can see, the dwarves has struck another vein of ore, leading east from
here. The original tunnel continues north and south from here, while a side
tunnel branches off, following the new vein eastwards.
~
236 9 0 0 0 0
236 9 0 0 0 5
D0
The mine tunnel continues.
~
@ -1790,7 +1790,7 @@ bracers made from solid oak. The face of the rock bears the markings of many a
pick, and the mine continues northward, following the vein deeper into the
mountain. You may go south too, but tread carefully.
~
236 265 0 0 0 0
236 265 0 0 0 5
D0
The mine tunnel continues.
~
@ -1809,7 +1809,7 @@ vertical stripe at about chest height. Various mining tools and drills suggest
you've just arrived at a bad time, seeing no one mining the ore. The tunnel
continues south from here.
~
236 9 0 0 0 0
236 9 0 0 0 5
D2
The mine tunnel continues.
~
@ -1823,7 +1823,7 @@ Also it twists and turns to follow the ore vein. The reddish-brown and silvery
white color on the walls suggest an ore with both titanium and iron. The
tunnel continue south and west from here you see the main tunnel.
~
236 9 0 0 0 0
236 9 0 0 0 5
D2
The side tunnel leads into total darkness.
~
@ -1842,7 +1842,7 @@ tunnel is unsupported and you feel a little unsafe, considering the chance of a
cave-in. All over the mine floor large rocksa have been left where they fell,
and you feel moreare about to fall down.
~
236 9 0 0 0 0
236 9 0 0 0 5
D0
The side tunnel leads towards the main mine tunnel here.
~
@ -1869,7 +1869,7 @@ bell has been connected to the small pile of ore that's stacked here. You
immidiately realize that as soon as you touch the pile, the miners will be on
your neck. The tunnel leads north from here.
~
236 9 0 0 0 0
236 9 0 0 0 5
D0
The tunnel leads north from here.
~
@ -1883,7 +1883,7 @@ you saw at the armourers stall in the trade halls. The ore is so fine you can
actually see the glimmer of iron, not just the reddish lump you see everywhere
else. The tunnel leads west from here.
~
236 9 0 0 0 0
236 9 0 0 0 5
D3
The tunnel leads west from here.
~
@ -1913,7 +1913,7 @@ smashing your skull. Your body continues to fall, for several minutes,
hitting the sides of the pit, until it is reduced to a bloody pulp,
bearing no resemblance to a person.
~
236 196 0 0 0 0
236 196 0 0 0 5
S
T 23617
#23685
@ -1922,7 +1922,7 @@ At the end of the tunnel~
have nowhere to go except back through the tunnel. The only other option is to
jump...
~
236 64 0 0 0 0
236 64 0 0 0 5
D2
A small tunnel opens up in the side of the mountain. The walls are perfectly
smooth and a strong draft at the entrance makes you onder where it all goes.

View file

@ -8,7 +8,7 @@ is needed. The dwarves are interested in trade, and without roads there will
be no trade. The road continues southward, while north of here you see a cave
opening.
~
237 0 0 0 0 0
237 0 0 0 0 5
D0
~
~
@ -51,7 +51,7 @@ drop leads into certain death. The road is quite wide and heavily used by
carridges, soldiers and the occasional road worker. North from here you see
some sort of opening in the mountain.
~
237 0 0 0 0 0
237 0 0 0 0 5
D0
~
~
@ -70,7 +70,7 @@ keeps you from going that way. However a set of steps has been hacked into the
stone of the boulder to the south, allowing you to get to the small wooden
building on top of it.
~
237 0 0 0 0 0
237 0 0 0 0 5
D0
~
~
@ -93,7 +93,7 @@ you see the reason for going so near the edge; A colossal rock has once tumbled
down the mountain, and hit the road where it lay once - close to the side of
the mountain.
~
237 0 0 0 0 0
237 0 0 0 0 5
D1
~
~
@ -110,7 +110,7 @@ dropped where the road once were. This part of the road has been made around
it, and is therefore a little narrower. This also means you are walking
dangerously close to the edge of a cliff, several hundred feet high.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D0
~
~
@ -130,7 +130,7 @@ enourmous boulder, about the size of a house which totally blocks the road
where it once were, near the side of the cliff. The road continues north and
east around the boulder.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D0
~
~
@ -151,7 +151,7 @@ of the boulder you can see a small wooden building, which seem to house some
kind of lookout post. The rockface to both north and east is smooth, and
cannot be climbed here, though.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D2
~
~
@ -215,7 +215,7 @@ eastern cliffwall, some logs have been fastened with boards and a thick rope
leads northward from here. You hope noone pulls the rope while you're standing
here.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D0
~
~
@ -237,7 +237,7 @@ rockslide onto YOU! And you can't even escape westwards, without falling a
hundred feet to the valley below. You'd better move on, north ar south from
here.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D0
~
~
@ -255,7 +255,7 @@ smooth rock wall blocks any access, while west the road stops at the edge of
the shelf along the mountain, letting you fall several hundred feet to the
bottom, should you go outthere.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D0
~
~
@ -274,7 +274,7 @@ the shelf along the mountain, letting you fall several hundred feet to the
bottom, should you go outthere. South of here a promontory from the main
mountain makes the road turn.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D0
~
~
@ -292,7 +292,7 @@ you step one step off the ledge south or west of here. This also means that
you can go into the foothills of the promontory, by leaving east or continue
into the mountains by going north.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D0
~
~
@ -312,7 +312,7 @@ You figure you must be high indeed as you know the distance to be nearly a days
travel. The well-tended road is impossible close to the edge here, and you
watch your step carefully, so as to not fall from the ledge.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D1
~
~
@ -332,7 +332,7 @@ east from here. All thoughts of leaving the path are forgotten as you look
over the southern edge into a deep valley and north a blank rock wall blocks
your progress. The road is obviously the only way ahead.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D1
~
~
@ -351,7 +351,7 @@ a landslide. Though the way looks unstable and dangerous, it should still be
passable. The road itself has been seen to recently, and not a single stone is
out of place.
~
237 32768 0 0 0 0
237 32768 0 0 0 5
D1
~
~
@ -373,7 +373,7 @@ north. The road is well-tended, not a single bit of grass peeks out from the
cracks. The road leads north and south here, and being the only interesting
thing around here, you decide to stick to it.
~
237 32768 0 0 0 0
237 32768 0 0 0 4
D0
~
~
@ -393,7 +393,7 @@ long ago learned to be meticulous about their work, making a name in the stone
and steel business. You decide to stay on the north and south leading road,
while watching the scenery around from a distance.
~
237 32768 0 0 0 0
237 32768 0 0 0 4
D0
~
~
@ -411,7 +411,7 @@ road is rising slightly towards the north, heading into the mountain range you
can see to your far north. The road leaves no doubt about its origin, made
from granite, and tended beyond belief, it's a masterpiece in itself.
~
237 32768 0 0 0 0
237 32768 0 0 0 4
D0
~
~
@ -430,7 +430,7 @@ south it continues over a hill toward the eastern highway. The road itself is
an exhibition of engineering in itself. Totally smooth, and perfectly
straight. Just what any dwarf would want to show off with.
~
237 32768 0 0 0 0
237 32768 0 0 0 4
D0
~
~
@ -449,7 +449,7 @@ the T-crossing where the trade route meets the Highway. The granite road feels
comfortably smooth to walk on, so you are certain the hills to your north are
easily crossed with this kind of foundation.
~
237 32768 0 0 0 0
237 32768 0 0 0 4
D0
~
~
@ -468,7 +468,7 @@ southward, across the plains. The grasslands around you are unsafe, as several
places quicksand is hidden under a thin layer of grass. After a short
consideration you decide to stay on the road.
~
237 32768 0 0 0 0
237 32768 0 0 0 2
D0
~
~
@ -489,7 +489,7 @@ the dwarves and the capital Aldin. The occasional trader comes here, and some
hide a smile as they see your amazement. South of here the man-made eastern
highway leads towards a city.
~
237 32768 0 0 0 0
237 32768 0 0 0 2
D0
~
~

View file

@ -51,7 +51,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
algae floats towards the top of the lake making it hard to see up from the
bottom of the lake.
~
238 64 0 0 0 0
238 64 0 0 0 6
D0
Looking north is nothing but water.
~
@ -78,7 +78,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
algae floats towards the top of the lake making it hard to see up from the
bottom of the lake.
~
238 32768 0 0 0 0
238 32768 0 0 0 6
D0
Looking north nothing but fog can be seen
~
@ -166,7 +166,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
algae floats towards the top of the lake making it hard to see up from the
bottom of the lake.
~
238 64 0 0 0 0
238 64 0 0 0 6
D0
Upon looking north you see nothing but tons of water.
~
@ -197,7 +197,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
algae floats towards the top of the lake making it hard to see up from the
bottom of the lake.
~
238 32768 0 0 0 0
238 32768 0 0 0 6
D0
Fog and mist can be seen in the distance.
~
@ -1191,7 +1191,7 @@ There are small trees scattered about below and a massive lake just south.
You can see small fish swimming in the lake below. As you look back you notice
that you can go up into a cubby hole which is very large.
~
238 4 0 0 0 0
238 4 0 0 0 4
D0
Looking north reveals the main floor entrance.
~
@ -1419,7 +1419,7 @@ fact that you cannot walk you you have to fly. There are birds and clouds
drifting about in the distance. The only thing you can see is clouds and the
blue sky above.
~
238 0 0 0 0 0
238 0 0 0 0 8
D0
Looking north you see what looks like what could be nearing the end of the hallway.
~

View file

@ -78,7 +78,7 @@ and heat. To the west can be seen some kragla birds waiting for something to
die so that they may finally have a meal. Eastward dunes of sand expand as far
as the eye can see.
~
239 0 0 0 0 0
239 0 0 0 0 2
D1
Sands of the Southern Desert
~
@ -112,7 +112,7 @@ south the slopes rise gently to the Southern Mountains. North is the beginning
of the desert sands. Westward and eastward are more hills all converging to
the foot of the Southern Mountains.
~
239 0 0 0 0 0
239 0 0 0 0 4
D0
Rutted path
~
@ -152,7 +152,7 @@ those which are trodded here. Climbing these slopes is tedious and tiring on
the body, mind and soul. Many adventurers have lost hope here of finding the
path to the city of NewHaven.
~
239 0 0 0 0 0
239 0 0 0 0 4
D3
Rutted Path
~
@ -176,7 +176,7 @@ penetrates to ones bowels. To the west and east are more hills. The Great
Southern Desert is to the north. You can see the peaks of the Southern
Mountains high up in the wispy clouds to the south.
~
239 64 0 0 0 0
239 64 0 0 0 4
D0
~
~
@ -200,7 +200,7 @@ fatigue generating slopes that tear at the muscles in ones legs. Some
scorpions crawl under the rocks to seek shade and prey on the other denizens of
the desert that hide there.
~
239 0 0 0 0 0
239 0 0 0 0 4
D0
Rutted Path
~
@ -240,7 +240,7 @@ foreboding Southern Desert. To the south the hills become peaks of the Southern
Mountains. To the east and west are endless jagged hills and ravines of broken
slate.
~
239 0 0 0 0 0
239 0 0 0 0 5
D0
Slated Gorge
~
@ -294,7 +294,7 @@ path leads down from the hills of the Southern Mountains to the north towards
the Southern Desert. It appears as if this faint trail may turn into a path
that actually goes someplace.
~
239 0 0 0 0 0
239 0 0 0 0 5
D0
Jutted Path Origin
~
@ -312,7 +312,7 @@ Entrance to a Cave~
The opening is slightly obscured but there is just enough room that someone
might be able to squeeze thru to see what is inside if they dared.
~
239 12 0 0 0 0
239 12 0 0 0 5
D2
To inside the cave
~
@ -331,7 +331,7 @@ Hopefully, no big and scary ones have decided to live here. Perhaps they may
be coming back soon and kicking out intruders or eating them for lunch. There
is an entrance to the north and south.
~
239 9 0 0 0 0
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D0
Way to the entrance
~
@ -367,7 +367,7 @@ west, while to the south can be seen the hills and summits, marking the beginnin
of the Southern Mountains. One can continue their travels to the east and west
where the dunes are far enough apart to provide a path.
~
239 0 0 0 0 0
239 0 0 0 0 2
D1
A pathless pile of sand to more desert
~
@ -387,7 +387,7 @@ drying their skin in this miserable heat. Rolling hills of sand surround the
area. Impassable hills of slate are to the north and south. East and west are
more dunes of sand.
~
239 0 0 0 0 0
239 0 0 0 0 2
D1
Sands of the Southern Desert
~
@ -415,7 +415,7 @@ on this path so some spots are cluttered with boulders of granite partially
blocking it and other parts have wind hewn ruts that look like they were cut by
some insane sculptor who was mad at the world.
~
239 4 0 0 0 0
239 4 0 0 0 5
D0
Exit to lower end of the path.
~
@ -436,7 +436,7 @@ it travels further along the Southern Mountains. Upwards you can barely make ou
some sort of ledge. Slightly upward and to the west is a narrow crumbling path
that looks too risky to attempt to traverse.
~
239 0 0 0 0 0
239 0 0 0 0 5
D0
A steep boulder strewn path up the Southern Mountains.
~
@ -463,7 +463,7 @@ every now and then there is some movement in the shifting dunes of sand.
Barely visible, the peak of the mountain, which is still quite a way upward
from here, is crowned by a few wisps of clouds.
~
239 196 0 0 0 0
239 196 0 0 0 5
D5
Steep decline to the turn in the path
~
@ -479,7 +479,7 @@ white, orange, brown and red. The narrow ledge crumbles and every now and then
rocks tumble down the sheer side so far that no one could hear the sound of
their crash at the base of the towering peak.
~
239 0 0 0 0 0
239 0 0 0 0 5
D1
Narrow ledge to the turn in the path.
~
@ -499,7 +499,7 @@ howling around with a frost biting chill. Here rises a purple granite side of
the peak, which no one has bothered to name, perhaps they will name it after an
adventurer, should they fall and die here.
~
239 0 0 0 0 0
239 0 0 0 0 5
D4
Climb to the path around the ridge.
~
@ -519,7 +519,7 @@ below surrounded by dense woods to the south. To the west you can make out a
few roads going thru the woods and to the east the trail continues with the
mountain base blocking the view directly below.
~
239 0 0 0 0 0
239 0 0 0 0 5
D1
To a deep drift of snow.
~
@ -541,7 +541,7 @@ starts again a ways off to the east near a huge tree. Below is the sheer side
of the mountain and cannot be traversed. To the north is the peak of the
mountain which looks just as omnimous here as it did far below.
~
239 4 0 0 0 0
239 4 0 0 0 5
D3
A winding trail around the peak.
~
@ -671,7 +671,7 @@ the side of the mountain. To the west is a pile of rubble consisting of hides,
tree trunks, bones of small animals and rocks. East the trail continues down
the path.
~
239 265 0 0 0 0
239 265 0 0 0 4
D0
Path to a Small Cave
~
@ -700,7 +700,7 @@ east-west direction. To the west there is a short path which turns north into
a huge pile of rubble. To the east the path slopes downward towards a large
pine tree.
~
239 265 0 0 0 0
239 265 0 0 0 4
D1
Path to ponderosa pine
~
@ -727,7 +727,7 @@ needled limbs sway gently in the breeze far far above. To the west is a clay
path with many footprints in it. To the south a wooden plank path meanders
down the slope.
~
239 129 0 0 0 0
239 129 0 0 0 5
D2
Path to below the tree
~
@ -781,7 +781,7 @@ dirty black fireplace in the center of the room. Around the walls are slits in
the sides that someone could look out of. Leading up and down the tree are
small footholds someone has used to climb the tree.
~
239 12 0 0 0 0
239 12 0 0 0 5
D4
Ladder from outpost to up in a tree.
~
@ -824,7 +824,7 @@ ages ago but the branches still grow and are teeming with small animals of all
types. There is a sturdy ladder going up and down the tree trunk. Another
branch goes from the trunk of the tree to the east.
~
239 0 0 0 0 0
239 0 0 0 0 5
D1
From up in a branch to out on a limb.
~
@ -1067,7 +1067,7 @@ been woven with magical spells of travelling, like they were in the days of
old. North the path continues up the trail towards the mountain peak. Down
the gently winding road makes it's way to the foothills of the mountains.
~
239 0 0 0 0 0
239 0 0 0 0 4
D0
The path turns gently northward, to a giant ponderosa pine tree.
~
@ -1095,7 +1095,7 @@ all around the old and decaying ones as nature regenerates itself. Up there is
a turn in the path. West the path slowly dwindles into a lightly wooded area.
~
239 0 0 0 0 0
239 0 0 0 0 5
D3
The path slopes downward into some rolling hills and forests.
~
@ -1123,7 +1123,7 @@ and an occasional deer can be seen grazing on the new grass and bark they can
find as they forage for food. East the path seems to widen and is paved with
brick. West the trial winds thru the foothills.
~
239 0 0 0 0 0
239 0 0 0 0 4
D1
The path winds upward thru some light forests and hills.
~
@ -1145,7 +1145,7 @@ important or do they have enough supplies for their journey. East the path
continues to climb thru some light woods. South the path disappears into the
sands of the desert.
~
239 0 0 0 0 0
239 0 0 0 0 4
D1
The path continues east thru some hills.
~
@ -1162,7 +1162,7 @@ chasm. Periodically a loose rock or boulder dislodges from the side of the
chasm and crashes below on the sides of the chasm walls resounding for a few
minutes then no sounds can be heard as it's course takes it from the sides.
~
239 269 0 0 0 0
239 269 0 0 0 4
D0
Path along the chasm.
~
@ -1182,7 +1182,7 @@ are growing stronger with each level lower. There is a thin yellow powder on
the path, probably condensation of the fumes upon its surface. The path heads
deeper into the chasm to the north and climbs up the chasm to the south.
~
239 265 0 0 0 0
239 265 0 0 0 5
D0
Path along the chasm.
~
@ -1202,7 +1202,7 @@ the wall of the chasm to the west. The sides of the chasm seem to glow with a
soft yellow glow, providing a dull light to see the trail. To the south the
path slopes upward and gradually climbs the chasm.
~
239 268 0 0 0 0
239 268 0 0 0 5
D1
Path to a travelers resting spot.
~
@ -1248,7 +1248,7 @@ hollowed out cubby holes with places for lanterns, but they are unnecessary
because of the glow of the walls. The combination of colors is nauseating and
the smell here doesn't help.
~
239 392 0 0 0 0
239 392 0 0 0 4
D0
Path to the entrance of the cave.
~
@ -1490,7 +1490,7 @@ upwards to the west. There is a fine glowing powder lighting the path with a
eerie orange-red glow here. A strong sulfuric smell drifts up from the chasm
below.
~
239 12 0 0 0 0
239 12 0 0 0 4
D1
Decending path into the chasm.
~
@ -1517,7 +1517,7 @@ their endless flight through the depths below. To the west the path ascends
with a dull red glow of mineral deposits from the fumes. To the east is a
gradual slope deeper into the chasm.
~
239 264 0 0 0 0
239 264 0 0 0 4
D1
Path descending deeper into the chasm.
~
@ -1537,7 +1537,7 @@ favorite mineral, obsidian. The path has a dull red glow from some powder
caked along the chasm walls. To the west the path ascends along the side of
the chasm, lit with the scarlet glow.
~
239 264 0 0 0 0
239 264 0 0 0 4
D2
An obsidian gate 8 metrons high, 4 metrons wide carved with drow runes.
There is a red rune in the center of the door which might be a keyhole.
@ -1568,7 +1568,7 @@ covered with bricks of shiny black obsidian. The floor is covered with red
glowing runes of drow origin and light the path. There is a huge gate to the
north. The cave continues on to the south.
~
239 140 0 0 0 0
239 140 0 0 0 4
D0
A huge obsidian door carved with drow runes. The door is about 8 metrons
high and there is a red rune in the center for a key.
@ -1594,7 +1594,7 @@ footprints going in all directions on the passage floor. There is a soft light
coming from the north end of the passage and darkness to the east. Strange
faint sounds of patting feet can be heard echoing from the darkness.
~
239 268 0 0 0 0
239 268 0 0 0 2
D0
Towards a red glow in the passage.
~
@ -1674,7 +1674,7 @@ all around. The walls are a conglomerate of adamite and obsidian rock and an
evil force seems to raditate from them. The floor has been hewn smooth by
someone and seems to have no signs of wear.
~
239 265 0 0 0 0
239 265 0 0 0 4
D0
A dark stale cave.
~
@ -1695,7 +1695,7 @@ caverns, niches, slopes. The floor is smooth here but the walls are sharp to
the touch with shards of obsidian, adamite protruding from it. Soft pattering
sounds can be heard echoing off the walls from all around.
~
239 265 0 0 0 0
239 265 0 0 0 4
D0
To another part of the cave.
~
@ -1741,7 +1741,7 @@ towards the south but inside the the hallway there are no sounds. The sounds
and light seem to be absorbed by the mysterious stone the walls, ceiling, and
floor are made of.
~
239 397 0 0 0 0
239 397 0 0 0 4
D0
~
door~
@ -2084,7 +2084,7 @@ radiate from the central chamber within the zone. One can barely make out
another chamber directly in the center which is suspended in space by the
thousands of strands of spiderweb supporting it.
~
239 137 0 0 0 0
239 137 0 0 0 5
D4
~
~

View file

@ -5,7 +5,7 @@ insignificant you must look. Minotaurs walk past, most several feet taller
than you. The guards here seem to be looking for an excuse to kill something,
or someone.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -43,7 +43,7 @@ which can accommodate their extended families. They tend to get on well with
anyone displaying similar qualities to their own. You hope they will get along
with you.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -59,7 +59,7 @@ Zyanya Way~
feet tall. Stories of minotaurs killing humans for sport abound. But they
were all just stories, right?
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -80,7 +80,7 @@ of the way of the minotaurs. Their bodies are covered in a short dark fur.
Minotaurs are not considered one of the smarter races, and tend be viewed as a
race of bullies.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -96,7 +96,7 @@ Zyanya Way~
tall, and weigh in excess of 400 pounds. You follow a small street along the
southern wall. To the north you see a large structure.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -117,7 +117,7 @@ the stories well. Generally sturdy, large and strong folk, they are mostly
hard-working, assertive and uncompromising to the point of stubbornness, which
can manifest as belligerence, boastful pride and a hot temper.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -142,7 +142,7 @@ which can accommodate their extended families. They tend to get on well with
anyone displaying similar qualities to their own. You hope they will get along
with you.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -158,7 +158,7 @@ Zyanya Way~
Human in body, these creatures have the heads of bulls, making them not very
well suited towards beautypageants.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -174,7 +174,7 @@ Zyanya Way~
enraged and wreak havoc if provoked. You remind yourself to be very careful
around these juggernauts.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -190,7 +190,7 @@ Zyanaya Way~
provides quite a bit of warmth. They trample past you with a certain
determination that makes you feel uneasy. They all look so... Confident.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -207,7 +207,7 @@ race because of how they value strength. This makes them very seclusive.
Very rarely will a minotaur ever bee seen outside of the city. Unless they are
on a mission.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -223,7 +223,7 @@ Minotaur Home~
in the middle of the room without any chairs. This must be where the minotaurs
come to sleep and eat. They must live a very mundane and dull life.
~
240 0 0 0 0 0
240 0 0 0 0 1
D2
~
~
@ -245,7 +245,7 @@ finest weapons in the realm are made. A huge minotaur with arms larger than
your waist hammers away at some yet to be recognizable hunk of metal. Many
items lay about you, ready for sale
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -258,7 +258,7 @@ in the middle of the room and bunks line all the walls. They have no need for
luxuries. A large family must live in this house. A small staircase winds its
way to the second floor.
~
240 0 0 0 0 0
240 0 0 0 0 1
D2
~
~
@ -280,7 +280,7 @@ intelligence. They believe that the weak should perish and that might proves
right. It is to them, the natural process of life. The street continues north
and south.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -296,7 +296,7 @@ Training Grounds~
showed no mercy to their fallen adversaries, often stampeding over the dead and
dying bodies to pursue a new enemy.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -312,7 +312,7 @@ Training Grounds~
fight to the death regardless of the circumstances. Several minotaurs are here
sparring with their deadly look axes and pole arms.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -333,7 +333,7 @@ with the head of a bull and the body of a human male. Minotaurs revere
physical strength above all else, and they believe that the strong should
naturally rule the weak.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -349,7 +349,7 @@ Wasatch Lane~
seems to be very chaotic and barbaric. But, this is not the case. They just
have a very different way of approaching law enforcement and society.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -365,7 +365,7 @@ Whits Lane~
one specifically. Minotaurs believe themselves to be the "Master Race. " They
believe the gods chose them to control the weak and dishonorable.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -382,7 +382,7 @@ fearlessly charge headlong into their foes, seeking to spill entrails with
their devastating horns. This power makes Minotaurs respected and revered
fighters throughout all of the realm.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -398,7 +398,7 @@ Market Street~
Though crude and utilitarian. Inhabited solely by minotaurs, it is ruled by
Zarn, the minotaur Grand Master.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -419,7 +419,7 @@ They are ruthless, harsh, and stubborn, but they can be surprisingly
intelligent. As you enter the marketplace, you realize they are a society just
like any other.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -440,7 +440,7 @@ marketplace. You remember more of the minotuar history. They are intensely
proud creatures, half-human and half-cow, "bovine" is just about the worst
insult anyone can hurl at a minotaur
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -465,7 +465,7 @@ their various fighting styles. You could probably learn a thing or two by
watching. Because of their legendary stamina and massive builds most Minotaurs
pursue a life of military service.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -491,7 +491,7 @@ a time with very little rest. Though they are not among the smartest of races,
they are regarded for their warrior skills and even the novice adventurer knows
better then to get on the wrong side of a Minotaur.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -515,7 +515,7 @@ Training Grounds~
They mostly keep to themselves because of their superior beliefs except during
war. If you ever had to go to war, this would be who you want as any ally.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -536,7 +536,7 @@ direct solutions to problems. The majority of Minotaurs despise laziness and
injustice. You wonder exactly at what their definition of laziness and
injustice would be.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -553,7 +553,7 @@ the stories of the minotaur way of life. The family is the blood of the
culture. Without a family a Minotaur has no source for nobility, honor, or
pride.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -569,7 +569,7 @@ Specialty Shop~
You have heard stories of some people being able to get these items through
other hands, but no minotaur ever gives up these special items willingly.
~
240 0 0 0 0 0
240 0 0 0 0 1
D2
~
~
@ -582,7 +582,7 @@ but something disturbs you. A staircase leads up. The street is to the north.
A large rug covers most of the floor here. It is the first luxury you have
seen in any minotuar home.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -612,7 +612,7 @@ lean against the walls, are stacked on the floor, and are even hanging from the
ceiling. You wonder what kinds of things might be for sale to you. Most
minotaurs only trade with their own kind.
~
240 0 0 0 0 0
240 0 0 0 0 1
D2
~
~
@ -625,7 +625,7 @@ Maura. Their minds and bodies are powerful, and they radiate auras of command
and authority. No one in their right mind comes to this city with evil
intentions.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -643,7 +643,7 @@ minotaurs ivory-coloured horns reach up to two feet in length. They adorn
thier horns with gold rings which represent the number of combats won in the
Arena.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -660,7 +660,7 @@ strong beating in battle. Due to their nature, they are disliked by many other
races but are tolerated because of their fierce warlike attitudes. Minotaurs
make superb warriors.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -681,7 +681,7 @@ They are stronger than any other race, and almost as durable as the dwarves.
Minotaurs are very versatile. They prefer to be what they were born to be: a
Warrior!
~
240 0 0 0 0 0
240 0 0 0 0 1
D2
~
~
@ -698,7 +698,7 @@ likes of the "higher", "civilized" species. They are a very brusque and direct
people and don't particularly enjoy the likes of those races that rely on
diplomacy and subterfuge to exist.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -714,7 +714,7 @@ The Western Gate of Dun Maura~
to allow travel between the city of the centaurs and the Capital. The
wilderness beyond these gate is wild and untamed.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -727,7 +727,7 @@ you have heads that are shaped like that of a bull and their bodies are covered
with fur and their feet are cleft hooves. They have horns that grow 3-24
inches.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -752,7 +752,7 @@ Maura. Their minds and bodies are powerful, and they radiate auras of command
and authority. No one in their right mind comes to this city with evil
intentions.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -768,7 +768,7 @@ VaQuero Road~
important minotaurs must reside there. It must be where the city is run from.
To the south a small stone building is heavily guarded.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -792,7 +792,7 @@ VaQuero Road~
tall humanoids with the horned head of a bull, minotaurs have fur all over
their bodies, ranging in colour from red to brown and even black.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -809,7 +809,7 @@ seem like this city is overflowing, you wonder how so many can live in such a
small city. They seem oblivious to your presence, you are not sure if that is
good or bad.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -835,7 +835,7 @@ minotaurs ivory-coloured horns reach up to two feet in length. They adorn
thier horns with gold rings which represent the number of combats won in the
Arena.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -852,7 +852,7 @@ strong beating in battle. Due to their nature, they are disliked by many other
races but are tolerated because of their fierce warlike attitudes. Minotaurs
make superb warriors.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -869,7 +869,7 @@ They are stronger than any other race, and almost as durable as the dwarves.
Minotaurs are very versatile. They prefer to be what they were born to be: a
Warrior!
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -886,7 +886,7 @@ you have heads that are shaped like that of a bull and their bodies are covered
with fur and their feet are cleft hooves. They have horns that grow 3-24
inches.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -911,7 +911,7 @@ battles between the minotaurs and centaurs. Some of the greatest fighters ever
to clash in the great wars. Now a temporary truce has stopped the war, but how
long will it last?
~
240 0 0 0 0 0
240 0 0 0 0 1
D3
~
~
@ -924,7 +924,7 @@ race because of how they value strength. This makes them very seclusive.
Very rarely will a minotaur ever bee seen outside of the city. Unless they are
on a mission.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -940,7 +940,7 @@ Hall of Vardis~
and strive to uphold justice in the name of the Glorious Vardis, their only
god.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -956,7 +956,7 @@ Hall of Vardis~
seems to be some kind of place of worship. A large statue dominates the center
of the room. It must be the minotuars sole god.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -980,7 +980,7 @@ Hall of Vardis~
Vardis. Minotaurs possess good-natured dispositions and strive to uphold
justice in the name of Glorious Vardis.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -996,7 +996,7 @@ Vassar Road~
tall humanoids with the horned head of a bull, minotaurs have fur all over
their bodies, ranging in colour from red to brown and even black.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1012,7 +1012,7 @@ Vorn Estate~
cities economic stature and has supposedly been doing a great job for over 30
years. But, few minotaurs seem to respect him. You wonder why.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1032,7 +1032,7 @@ Main Chamber~
Skylights and windows are carved intricately into the walls. This estate is a
relief compared to the crude buildings in the rest of the city.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1052,7 +1052,7 @@ Waiting Room~
upon. The room is surprisingly empty. Either Vorn runs a tight ship or the
population must be scared of him. The main chamber is to the west.
~
240 0 0 0 0 0
240 0 0 0 0 1
D3
~
~
@ -1065,7 +1065,7 @@ cause dishonor to himself. Minotaurs believe that "Might makes right. " All
legal cases are settled in the Arena. The Arena is the heart of their culture.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1081,7 +1081,7 @@ Whits Lane~
cause dishonor to himself. Minotaurs believe that "Might makes right. " All
legal cases are settled in the Arena. The Arena is the heart of their culture.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1097,7 +1097,7 @@ Hall of Vardis~
Vardis. Minotaurs possess good-natured dispositions and strive to uphold
justice in the name of Glorious Vardis.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1114,7 +1114,7 @@ minotaurs has been known by many names. The god of war, death, or justice.
All minotaurs revere him and wait for his return to finally overthrow the
centaurs to the east.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1144,7 +1144,7 @@ Hall of Vardis~
and strive to uphold justice in the name of the Glorious Vardis, their only
god.
~
240 0 0 0 0 0
240 0 0 0 0 1
D2
~
~
@ -1161,7 +1161,7 @@ remember more of the minotuar history. They are intensely proud creatures,
half-human and half-cow, "bovine" is just about the worst insult anyone can
hurl at a minotaur.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1182,7 +1182,7 @@ been persuaded by the ways of other races to live a more fertile and luxurious
life. This is frowned on by the society, but allowed by the Grand Master to
allow for trade.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1206,7 +1206,7 @@ The Main Chamber~
be to the west while Vorn himself should be in the audience chamber to the
east. This massive chamber continues north and south.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1231,7 +1231,7 @@ himself usually sits on top of a small platform at the back of the room to
listen to anyone who has a reason to petition. The room is lavishly decorated
with curtains and a fine rug.
~
240 0 0 0 0 0
240 0 0 0 0 1
D3
~
~
@ -1248,7 +1248,7 @@ the stories of the minotaur way of life. The family is the blood of the
culture. Without a family a Minotaur has no source for nobility, honor, or
pride.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1265,7 +1265,7 @@ likes of the "higher", "civilized" species. They are a very brusque and direct
towards people and don't particularly enjoy the likes of those races that rely
on diplomacy and subterfuge to exist.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1281,7 +1281,7 @@ Zarn's Estate~
city. Everyone except the War Master answer to him and him alone. Only in the
time of war can his word be overran by the War Master.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1298,7 +1298,7 @@ is where the government, if you could call it that, of the minotaurs resides.
Their is only one position. The Grand Master. He is the final say in all
matters of the city.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1318,7 +1318,7 @@ Zarn's Estate~
almost always accompanied by the War Master and a few advisors that help him
make all the decisions for the city.
~
240 0 0 0 0 0
240 0 0 0 0 1
D3
~
~
@ -1335,7 +1335,7 @@ intelligence. They believe that the weak should perish and that might proves
right. It is to them, the natural process of life. The street continues north
and south.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1351,7 +1351,7 @@ Vorn Estate~
They seem to have given up the normal minotaur life in order to pursue a more
monetary lifestyle. A spiral stairway leads up.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1371,7 +1371,7 @@ Vorn Estate~
monetary system to keep the city healthy. The occupants of this small estate
must be in charge of all trade with the outsiders.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1391,7 +1391,7 @@ Vorn Estate~
controls all trade with the other cities. He is well known as a conniving
salesman who always gets the best of any deal.
~
240 0 0 0 0 0
240 0 0 0 0 1
D3
~
~
@ -1403,7 +1403,7 @@ Wasatch Lane~
one specifically. Minotaurs believe themselves to be the "Master Race. " They
believe the gods chose them to control the weak and dishonorable.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1428,7 +1428,7 @@ Zoa Way~
enraged and wreak havoc if provoked. You remind yourself to be very careful
around these juggernauts. The road continues west or south.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1444,7 +1444,7 @@ Zoa Way~
Human in body, these creatures have the heads of bulls, making them not very
well suited towards beautypageants.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1461,7 +1461,7 @@ which can accommodate their extended families. They tend to get on well with
anyone displaying similar qualities to their own. You hope they will get along
with you.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1478,7 +1478,7 @@ of the way of the minotaurs. Their bodies are covered in a short dark fur.
Minotaurs are not considered one of the smarter races, and tend be viewed as a
race of bullies.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1495,7 +1495,7 @@ the stories well. Generally sturdy, large and strong folk, they are mostly
hard-working, assertive and uncompromising to the point of stubbornness, which
can manifest as belligerence, boastful pride and a hot temper.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1520,7 +1520,7 @@ of the way of the minotaurs. Their bodies are covered in a short dark fur.
Minotaurs are not considered one of the smarter races, and tend be viewed as a
race of bullies.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1536,7 +1536,7 @@ Zoa Way~
provides quite a bit of warmth. They trample past you with a certain
determination that makes you feel uneasy. They all look so... Confident.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1552,7 +1552,7 @@ Zoa Way~
seems to be very chaotic and barbaric. But, this is not the case. They just
have a very different way of approaching law enforcement and society.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1572,7 +1572,7 @@ to prefer simple, direct solutions to problems. The majority of Minotaurs
despise laziness and injustice. You wonder exactly what their definition of
laziness and injustice would be.
~
240 0 0 0 0 0
240 0 0 0 0 1
D2
~
~
@ -1588,7 +1588,7 @@ The Northern Gate of Dun Maura~
breeze blows through the gate carrying with it the noise and smell of the
forest. A small path leads into the woods to the north.
~
240 0 0 0 0 0
240 0 0 0 0 1
D2
~
~
@ -1600,7 +1600,7 @@ Bunk Room~
other you wonder how anyone could live in such cramped quarters. About a
quarter of the population could probably live in this one house.
~
240 0 0 0 0 0
240 0 0 0 0 1
D5
~
~
@ -1612,7 +1612,7 @@ Bunk Room~
into the walls. Three high, on right on top of the other. At least 20
minotaurs could probably sleep in here. You see no personal items at all.
~
240 0 0 0 0 0
240 0 0 0 0 1
D5
~
~
@ -1624,7 +1624,7 @@ Bunk Room~
though. Just bunks lining the walls giving the minotaurs somewhere to sleep.
The night shift is snoring, asleep until thier next watch.
~
240 0 0 0 0 0
240 0 0 0 0 1
D5
~
~
@ -1650,7 +1650,7 @@ Zarn's Hall~
Where Zarn runs the city. The hierarchy of minatours is simple. Their God,
the Grand Master, and finally the War Master.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1666,7 +1666,7 @@ Zarn's Hall~
Where Zarn runs the city. The hierarchy of minatours is simple. Their God,
the Grand Master, and finally the War Master.
~
240 0 0 0 0 0
240 0 0 0 0 1
D3
~
~
@ -1683,7 +1683,7 @@ resides. To the east and west are stairways leading down to the Hall of
Vardis. Several minotaurs are lounging around, awaiting an audience with Zarn.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1703,7 +1703,7 @@ Advisors Room~
Always withing shouting distance they help Zarn run the city. To many Zarn is
just a figurehead while the advisors are the real brains.
~
240 0 0 0 0 0
240 0 0 0 0 1
D1
~
~
@ -1716,7 +1716,7 @@ light, and pillars to keep the ceiling from crashing down on your head. In the
center of the room is a pedestal where the grand master gives audience with his
advisors.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1741,7 +1741,7 @@ almost as much as the war god himself. The title War Master is the ultimate
honor to be given to any minotaur. It can only be given to a minotaur who has
been a war hero and undefeated in the arena.
~
240 0 0 0 0 0
240 0 0 0 0 1
D3
~
~
@ -1753,7 +1753,7 @@ Grand Masters Chamber~
minotaurs even despise him because of this, but it was agreed that a figurehead
is necessary in order to run the city and trade with the other races.
~
240 0 0 0 0 0
240 0 0 0 0 1
D0
~
~
@ -1765,7 +1765,7 @@ A Bedroom~
stone. A large bed fills the room and even some small furniture is scattered
haphazardly in the corners.
~
240 0 0 0 0 0
240 0 0 0 0 1
D5
~
~
@ -1777,7 +1777,7 @@ Vorn's Chamber~
known for thier honesty and word. You wonder if it is possible for a minotaur
to actually be evil. If it is possible, Vorn would be a good place to start.
~
240 0 0 0 0 0
240 0 0 0 0 1
D5
~
~
@ -1789,7 +1789,7 @@ Guest Room~
fit. Many people of different races and from across the realm travel to this
fabled city. If they have the money Vorn is sure to swindle them out of it.
~
240 0 0 0 0 0
240 0 0 0 0 1
D5
~
~

View file

@ -5,7 +5,7 @@ grey rocks that have been fastened to each other with some kind of mortar.
It is far too high to climb. People are walking past you, hurrying to
their destinations. To the north, you see the western bridge.
~
242 0 0 0 0 0
242 0 0 0 0 1
D1
~
~
@ -139,7 +139,7 @@ Midgaard. People are bustling about, while street vendors are trying hard
to sell hotdogs and other less legal merchandise. Streetlights can be
seen along the road, and you also notice the odd tree.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -165,7 +165,7 @@ stone statue of a man stands here, surrounded by a ring of bushes and
flowers. From all around you, you can hear the bustle of daily city life in
Midgaard. The central bridge is north, leading to the old part of Midgaard.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -206,7 +206,7 @@ Midgaard. People are bustling about, while street vendors are trying hard
to sell hotdogs and other less legal merchandise. Streetlights can be
seen along the road, and you also notice the odd tree.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -229,7 +229,7 @@ to sell hotdogs and other less legal merchandise. Streetlights can be
seen along the road, and you also notice the odd tree. You can see the
southern docks to the north.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -254,7 +254,7 @@ grey rocks that have been fastened to each other with some kind of mortar.
It is far too high to climb. People are walking past you, hurrying to
their destinations. To the north, you can see the southern docks.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -275,7 +275,7 @@ grey rocks that have been fastened to each other with some kind of mortar.
It is far too high to climb. People are walking past you, hurrying to
their destinations.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -297,7 +297,7 @@ Midgaard. People are bustling about, while street vendors are trying hard
to sell hotdogs and other less legal merchandise. Streetlights can be
seen along the road, and you also notice the odd tree.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -322,7 +322,7 @@ is wall road, while to the north you can see most of the city of Midgaard.
You can see some street vendors here, standing inside small kiosks. You
can see everything from cheap jewelry to leather jackets for sale.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -352,7 +352,7 @@ All along the bottom edge of it are lightbulbs. A double glass door leads
north, while a few signs have been set up here on the sidewalk. You
recognize this as the entrance to the Midgaard Theatre.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -408,7 +408,7 @@ Midgaard. People are bustling about, while street vendors are trying hard
to sell hotdogs and other less legal merchandise. Streetlights can be
seen along the road, and you also notice the odd tree.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -433,7 +433,7 @@ grey rocks that have been fastened to each other with some kind of mortar.
You can see a large stone entrance leading into the wall here, leading
east. People are walking past you, hurrying to their destinations.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -455,7 +455,7 @@ leads south to the forest of Miden'Nir (Goblinic for 'Green Blood').
You can still see the city to the east, but if you go south, there is
fresh air and greenery.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -472,7 +472,7 @@ grey rocks that have been fastened to each other with some kind of mortar.
It is far too high to climb. People are walking past you, hurrying to
their destinations.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -493,7 +493,7 @@ grey rocks that have been fastened to each other with some kind of mortar.
It is far too high to climb. People are walking past you, hurrying to
their destinations.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -514,7 +514,7 @@ grey rocks that have been fastened to each other with some kind of mortar.
It is far too high to climb. People are walking past you, hurrying to
their destinations.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -535,7 +535,7 @@ grey rocks that have been fastened to each other with some kind of mortar.
It is far too high to climb. People are walking past you, hurrying to
their destinations.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -557,7 +557,7 @@ walking next to the western city wall, at the southeast gate. The gate is
closed, blocking all passage and seems to have been that way for a long time.
~
242 0 0 0 0 0
242 0 0 0 0 1
D0
~
~
@ -576,7 +576,7 @@ leading east and west. The tall buildings of southern Midgaard dominate the
southern skyline, while you can see the huge temple of Midgaard off in the
north.
~
242 0 0 0 0 0
242 0 0 0 0 1
D2
~
~
@ -621,7 +621,7 @@ have been built fairly high off the river, making it impossible to access
the river from here. Several large crates and barrels are scattered around
here. Across the river, you can see the levee.
~
242 0 0 0 0 0
242 0 0 0 0 1
D1
~
~
@ -638,7 +638,7 @@ have been built fairly high off the river, making it impossible to access
the river from here. Across the river, you can see a building that looks
like an old warehouse.
~
242 0 0 0 0 0
242 0 0 0 0 1
D2
~
~
@ -684,7 +684,7 @@ you're in the middle of the city, you feel as though you're in a deep
forest. As your eyes adjust to the lower light, you notice a rope softly
swaying in the wind, behind a thick tree.
~
242 0 0 0 0 0
242 0 0 0 0 1
D2
~
~
@ -817,7 +817,7 @@ of the tree. From here, you have an excellent view of Midgaard. From out
of nowhere, a thick chain falls out of the sky, right in front of your
face. It leads up into the clouds above.
~
242 0 0 0 0 0
242 0 0 0 0 1
D5
~
~

View file

@ -9,7 +9,7 @@ chirp quietly to themselves and you can smell the faint scent of flowers
and freshly cut grass. You feel like you could lie down in the grass and
stay here forever, surrounded by powerful beauty in all directions.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The field continues North.
~
@ -59,7 +59,7 @@ feel like you could lie down in the grass and stay here forever, surrounded
by powerful beauty in all directions. You can see a large sign on the left
side of the road.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The field continues North.
~
@ -88,7 +88,7 @@ you can see some hills to the north. The grass is no longer cut here, and
you can feel a cold wind coming from the north. The hills up ahead have a
bit of snow on them.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The field continues North.
~
@ -106,7 +106,7 @@ Snowy Pass Entrance~
still grows green, but the hills straight ahead of you are covered with
snow. A dirt trail leads north into the hills.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A dirt path leads North.
~
@ -126,7 +126,7 @@ You find yourself at the base of a long hill that spans east and west.
The grass is no longer cut here, and you can feel a cold wind coming from
the north.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The field continues East.
~
@ -146,7 +146,7 @@ You find yourself at the base of a long hill that spans east and west.
The grass is no longer cut here, and you can feel a cold wind coming from
the north.
~
243 0 0 0 0 0
243 0 0 0 0 2
D2
The field continues South.
~
@ -166,7 +166,7 @@ you can see a wide expanse of deep snow. You can see a very small
hole leading into the eastern hill. A short wooden sign has been shoved
into the ground beside the hill.
~
243 0 0 0 0 0
243 0 0 0 0 4
D0
The trail continues North.
~
@ -268,7 +268,7 @@ It's snowing heavily, and a strong wind is blowing it all around. Huge
drifts of snow block your way east and west. The path has several
inches of snow covering it.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The path continues North.
~
@ -287,7 +287,7 @@ and a strong wind is blowing it all around. A huge drift of snow blocks your
way west, but a very narrow path has been shoveled east. The path has
several inches of snow covering it.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The path continues North.
~
@ -311,7 +311,7 @@ and a strong wind is blowing it all around. Huge drifts of snow block your
way north and south. You can see some old frozen steps leading up to a
wooden shack to the east.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
An old shack is East.
~
@ -420,7 +420,7 @@ Ski Hill Road~
hill, which must be the Cooland Ski Hill. To the east you can see a log
cabin.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The cabin is East.
~
@ -458,7 +458,7 @@ A Snowy Path~
and a strong wind is blowing it all around. A huge drift of snow blocks your
way east, but a huge log cabin lies directly west. The path continues north.
~
243 4 0 0 0 0
243 4 0 0 0 2
D0
The path continues North.
~
@ -481,7 +481,7 @@ A Snowy Path~
a strong wind is blowing all around. Huge snow drifts block your way to the
east, west and north.
~
243 0 0 0 0 0
243 0 0 0 0 2
D2
The path continues South.
~
@ -809,7 +809,7 @@ A Snowy Path~
and a strong wind is blowing all around. Huge snow drifts block your way to
the east and west. The path continues north and south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The path continues North.
~
@ -827,7 +827,7 @@ A Snowy Path~
and a strong wind is blowing all around. Huge snow drifts block your way to
the east and west. The path continues north and south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The path continues North.
~
@ -845,7 +845,7 @@ Newbie ski trail~
so this must be a newbie trail. You see the odd skier go by, but this trail
is fairly empty. A thick forest blocks your way north and west.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The trail continues East.
~
@ -863,7 +863,7 @@ Newbie ski trail~
so this must be a newbie trail. You see the odd skier go by, but this trail
is fairly empty. A thick forest blocks your way north.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The trail continues East.
~
@ -886,7 +886,7 @@ Newbie ski trail~
so this must be a newbie trail. You see the odd skier go by, but this trail
is fairly empty. A thick forest blocks your way north.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The trail continues East.
~
@ -910,7 +910,7 @@ so this must be a newbie trail. You see the odd skier go by, but this trail
is fairly empty. A thick forest blocks your way north. You can see the back
of the chalet to the south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The trail continues East.
~
@ -929,7 +929,7 @@ so this must be a newbie trail. You see the odd skier go by, but this trail
is fairly empty. A thick forest blocks your way north. You can see the back
of the chalet to the south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The trail continues East.
~
@ -949,7 +949,7 @@ by, but this trail is fairly empty. A thick forest blocks your way north
and east. The chalet is to the southwest. A wide path (almost a road)
leads south to the ski hill's main entrance.
~
243 0 0 0 0 0
243 0 0 0 0 2
D2
The path continues South.
~
@ -967,7 +967,7 @@ Newbie ski trail~
so this must be a newbie trail. You see the odd skier go by, but this trail
is fairly empty. A thick forest blocks your way west.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The trail continues North.
~
@ -990,7 +990,7 @@ Forest~
see the ski trail to the north and west. Since this place is more hidden
than the open trails, snowboarders like to come here to smoke up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The newbie run is North.
~
@ -1019,7 +1019,7 @@ see the ski trail to the north. Since this place is more hidden than the open
trails, snowboarders like to come here to smoke up. The back of the chalet is
directly east, blocking your way.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The newbie run is North.
~
@ -1057,7 +1057,7 @@ Main Path~
You find yourself at the top of the ski hill on a wide path. The chalet
blocks your way west, while a thick forest blocks your way east.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The path continues North.
~
@ -1076,7 +1076,7 @@ too steep, so this must be a newbie trail. You see the odd skier go by, but
thistrail is fairly empty. A thick forest blocks your way west and south.
Since there aren't any ski lifts at this hill, you'll have to walk back up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The trail continues North.
~
@ -1094,7 +1094,7 @@ Forest~
see the newbie trail to the west. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The forest continues North.
~
@ -1123,7 +1123,7 @@ see the newbie trail to the west. The chalet blocks your way east. Since this
place is more hidden than the open trails, snowboarders like to come here to
smoke up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The forest continues North.
~
@ -1194,7 +1194,7 @@ blocks your way east. A large wooden building is built right into the hill to
the west. Several ski racks sit outside the door, and a huge chimney is
billowing out smoke from the side of the chalet.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The path continues North.
~
@ -1218,7 +1218,7 @@ the intermediate trail to the south. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up. The forest thickens
and blocks your way west.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The forest continues North.
~
@ -1241,7 +1241,7 @@ Forest~
the intermediate trail to the south. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The forest continues North.
~
@ -1270,7 +1270,7 @@ see the newbie trail to the west. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up. The chalet blocks
your way north.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The forest continues East.
~
@ -1294,7 +1294,7 @@ see the newbie trail to the west. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up. The chalet blocks
your way north, while you can see the main path east.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The main path is East.
~
@ -1317,7 +1317,7 @@ Main Path~
north, while the more advanced runs are south. A forest lies west, and the
steel entrance gate is east.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The main path continues North.
~
@ -1342,7 +1342,7 @@ west and down. except east where the trail leads up. The snow is rather deep
here, and it isn't groomed. You can see large ape-like footprints in the snow.
You get the feeling no one comes down here very often.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The intermediate trail continues East.
~
@ -1361,7 +1361,7 @@ up through the snow, and many moguls and bumps are all around. This trail is
obviously made for better skiers and snowboarders. A thick forest blocks your
way north.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The intermediate trail continues East.
~
@ -1384,7 +1384,7 @@ Intermediate ski trail~
up through the snow, and many moguls and bumps are all around. This trail is
obviously made for better skiers and snowboarders.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A forest is North.
~
@ -1412,7 +1412,7 @@ Intermediate ski trail~
up through the snow, and many moguls and bumps are all around. This trail is
obviously made for better skiers and snowboarders.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A forest is North.
~
@ -1440,7 +1440,7 @@ Intermediate ski trail~
up through the snow, and many moguls and bumps are all around. This trail is
obviously made for better skiers and snowboarders.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A forest is North.
~
@ -1468,7 +1468,7 @@ Intermediate ski trail~
up through the snow, and many moguls and bumps are all around. This trail is
obviously made for better skiers and snowboarders.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A forest is North.
~
@ -1495,7 +1495,7 @@ Start of the intermediate trailt~
You're on the main path of the ski hill, at the entrance to the
intermediate run. A thick forest blocks your way east.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The main path continues North.
~
@ -1552,7 +1552,7 @@ the intermediate trail to the north. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up. The forest thickens
and completely blocks your way west and south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The intermediate trail is North.
~
@ -1570,7 +1570,7 @@ Forest~
the intermediate trail to the north. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The intermediate trail is North.
~
@ -1598,7 +1598,7 @@ Forest~
the intermediate trail to the north. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The intermediate trail is North.
~
@ -1626,7 +1626,7 @@ Forest~
the intermediate trail to the north. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The intermediate trail is North.
~
@ -1654,7 +1654,7 @@ Forest~
the intermediate trail to the north. Since this place is more hidden than the
open trails, snowboarders like to come here to smoke up.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The intermediate trail is North.
~
@ -1681,7 +1681,7 @@ Main Path~
You're on the main path of the ski hill, at the entrance to the
intermediate run. A thick forest blocks your way east.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The main path continues North.
~
@ -1706,7 +1706,7 @@ is very steep. This place is definitely not for beginners. A high cliff is
directly south. A large sign sits on the left side of the trail. (You should
read it!)
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A forest is North.
~
@ -1744,7 +1744,7 @@ snow, and huge jumps and bumps sit right in the middle of the trail. The slope
is very steep. This place is definitely not for beginners. A thick forest blocks
your way south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A forest is North.
~
@ -1768,7 +1768,7 @@ snow, and huge jumps and bumps sit right in the middle of the trail. The slope
is very steep. This place is definitely not for beginners. A thick forest blocks
your way south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A forest is North.
~
@ -1792,7 +1792,7 @@ snow, and huge jumps and bumps sit right in the middle of the trail. The slope
is very steep. This place is definitely not for beginners. A thick forest blocks
your way south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
A forest is North.
~
@ -1816,7 +1816,7 @@ snow, and huge jumps and bumps sit right in the middle of the trail. The slope
is very steep. This place is definitely not for beginners. A thick forest
blocks your way west and south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D0
The main path is North.
~
@ -1836,7 +1836,7 @@ forest below. Hey, now it doesn't look so far anymore. Oh, now you're impaled
on a tall icy pine tree. Right before you black out, you feel the coldness of
the wood in your chest.
~
243 4 0 0 0 0
243 4 0 0 0 3
S
T 24300
#24392
@ -1849,7 +1849,7 @@ A small booth stands here, where people must buy their lift tickets to get
in. A small wooden sign has been nailed to the booth. A steel gate lies
west.
~
243 68 0 0 0 0
243 68 0 0 0 2
D1
The road continues East.
~
@ -1880,7 +1880,7 @@ Main Path~
you can see the entry gates, while to the west you can see the ski hill.
A thick forest blocks your way north and south.
~
243 0 0 0 0 0
243 0 0 0 0 2
D1
The main entrance is East.
~

View file

@ -4,7 +4,7 @@ A Gravel Road on the Graveyard~
graveyard. On both sides of the road, grave markers poke up out of the ground.
An iron grate is to the north.
~
247 0 0 0 0 0
247 0 0 0 0 1
D1
Headstones are arranged in neat rows to the east.
~
@ -51,7 +51,7 @@ A Gravel Road on the Graveyard~
graveyard. Both sides of the road are lined with grave markers poking up out
of the ground.
~
247 0 0 0 0 0
247 0 0 0 0 1
D0
The gravel road continues northward.
~
@ -79,7 +79,7 @@ A Gravel Road on the Graveyard~
graveyard. Both sides of the road are lined with grave markers poking up out
of the ground.
~
247 0 0 0 0 0
247 0 0 0 0 1
D0
The gravel road continues northward.
~
@ -107,7 +107,7 @@ A Gravel Road on the Graveyard~
graveyard. Both sides of the road are lined with grave markers poking up out
of the ground.
~
247 0 0 0 0 0
247 0 0 0 0 1
D0
The gravel road continues northward.
~
@ -136,7 +136,7 @@ In front of the Chapel~
through the graveyard and the chapel entrance is to the south. A few flowers
have been trampled into the dirt.
~
247 0 0 0 0 0
247 0 0 0 0 1
D0
The gravel road continues northward.
~
@ -153,7 +153,7 @@ Inside the Chapel~
You are in a small, dark chapel. The dark brown glass in the tiny windows
does not let much light through. A few rows of worn wooden benches stand here.
~
247 0 0 0 0 0
247 0 0 0 0 1
D0
The chapel door is made of dark wood.
~
@ -174,7 +174,7 @@ A Grave~
beneath your feet and the smell of freshly dug dirt hits your nostrils. The
gravel path is to the west and there are more graves to the east and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
To the east lies another cemetery plot.
~
@ -201,7 +201,7 @@ A Grave~
beneath your feet and the smell of freshly dug dirt hits your nostrils. The
gravel path is to the west and there are more graves to the east and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
A small shack is east of here.
~
@ -241,7 +241,7 @@ A Grave~
in his work. The gravel path is to the west and more plots lie to the north,
east and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -273,7 +273,7 @@ A Grave~
in his work. Dark evergreen trees grow to the east. More plots lie to the
north, west and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -300,7 +300,7 @@ A Grave~
in his work. More plots lie to the north, east and south and the gravel path
lies west.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -331,7 +331,7 @@ A Grave~
in his work. Dark evergreen trees grow east of here. More plots lie to the
north, west and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -358,7 +358,7 @@ A Grave~
in his work. Dark evergreen trees grow to the south. To the west is the
gravel path and more plots lie to the north and east.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -388,7 +388,7 @@ evergreen trees grow to the south and east, although there is an opening to
east where something has smashed through the tree limbs. More plots lie to the
north and west.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -412,7 +412,7 @@ trees and broken branches litter the ground. Although the trail is dark, these
markers clearly show you the path. The trail continues to the east, the
cemetery lies west.
~
247 4 0 0 0 0
247 4 0 0 0 3
D1
Without the broken branches to show you the way, the trail would be impossible
to follow.
@ -433,7 +433,7 @@ over creating impassable deadfalls to the north and east. Similar dead trees
have form what resembles a cave to the south. The nauseating stench of decay
drifts from somewhere and you sense a powerful evil nearby.
~
247 0 0 0 0 0
247 0 0 0 0 2
D2
It looks very dark and foreboding in there.
~
@ -465,7 +465,7 @@ path. A light fog seems to hang over this part of the cemetery and the mist
sometimes seems to take humanoid forms as ghostly apparitions. The cemetery
continues to the west and south. The gravel path is back to the east.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
To the east lies the gravel path.
~
@ -492,7 +492,7 @@ A Grave~
sometimes seems to take humanoid forms as ghostly apparitions. The cemetery
continues to the west, south and east.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
To the east lies another cemetery plot.
~
@ -519,7 +519,7 @@ A Grave~
sometimes seems to take humanoid forms as ghostly apparitions. The cemetery
continues to the east, south and west.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
To the east lies the another cemetery plot.
~
@ -548,7 +548,7 @@ sometimes seems to take humanoid forms as ghostly apparitions. The cemetery
continues to the north, west and south. The gravel path is back to the east.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -581,7 +581,7 @@ to take humanoid forms as ghostly apparitions. You feel a rising power of some
sort emanating from the southwest. The cemetery continues in all directions.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -613,7 +613,7 @@ A Grave~
to take humanoid forms as ghostly apparitions. You feel a rising power
emanating from the south. The cemetery continues in all directions.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -647,7 +647,7 @@ sometimes seems to take humanoid forms as ghostly apparitions. The cemetery
continues to the north, west and south. The gravel path is back to the east.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -679,7 +679,7 @@ A Grave~
to take humanoid forms as ghostly apparitions. You feel a rising power
emanating from the west. The cemetery continues in all directions.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -712,7 +712,7 @@ take humanoid forms as ghostly apparitions. There is a very strong power field
of some sort emanating from a mausoleum to the west. The cemetery continues to
the north, east and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -751,7 +751,7 @@ sometimes seems to take humanoid forms as ghostly apparitions. Dark evergreen
trees grow to the south. The cemetery continues north and west. The gravel
path is back to the east.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -779,7 +779,7 @@ take humanoid forms as ghostly apparitions. A rising power emanates from the
northwest. Dark evergreen trees grow to the south. The cemetery continues to
the north, east and west.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -806,7 +806,7 @@ A Grave~
take humanoid forms as ghostly apparitions. A rising power emanates from the
north. The cemetery continues to the north, east and west.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -1430,7 +1430,7 @@ A Grave~
peace. Figures move through the swirling fog. The cemetery continues to the
west east and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
To the east lies another cemetery plot.
~
@ -1458,7 +1458,7 @@ peace. Figures move through the swirling fog. The smooth stone wall of a
mausoleum is to the south. The cemetery continues to the north, east and west.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -1487,7 +1487,7 @@ swirling fog. Dark evergreen trees grow to the south. The smooth stone wall
of a mausoleum is to the north, and the cemetery continues to the east and
west.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
To the east lies another cemetery plot.
~
@ -1509,7 +1509,7 @@ A Grave~
exhale. The still clam put your thoughts at ease as you stare into the
swirling fog. The cemetery continues to the west, north and east.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -1537,7 +1537,7 @@ exhale. The still calm put your thoughts at ease as you stare into the
swirling fog. The smooth stone wall of a mausoleum is to the east, and the
cemetery continues to the north, south and west.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -1564,7 +1564,7 @@ A Grave~
exhale. The still calm put your thoughts at ease as you stare into the
swirling fog. The cemetery continues in all directions.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -1597,7 +1597,7 @@ cold clammy feel. A faint sweet smell of decay hangs in the air, yet you feel
calm and at peace in this place. The cemetery continues to the west, east and
south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
To the east lies another cemetery plot.
~
@ -1625,7 +1625,7 @@ exhale. The still calm puts your thoughts at ease as you stare into the
swirling fog. Dark evergreen trees grow to the south and west. The cemetery
continues to the north and east.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -1649,7 +1649,7 @@ swirling fog. Dark evergreen trees grow to the west. The smooth stone wall of
a mausoleum is to the east, and the cemetery continues to the north and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -1677,7 +1677,7 @@ exhale. The still calm put your thoughts at ease as you stare into the
swirling fog. Dark evergreen trees grow to the west. The cemetery continues
to the north, east and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D0
To the north lies another cemetery plot.
~
@ -1705,7 +1705,7 @@ cold clammy feel. A faint sweet smell of decay hangs in the air, yet you feel
calm and at peace in this place. Dark evergreen trees grow to the west and the
cemetery continues to the east and south.
~
247 0 0 0 0 0
247 0 0 0 0 2
D1
To the east lies another cemetery plot.
~

View file

@ -23,7 +23,7 @@ Entrance to the Elven Forest~
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
248 0 0 0 0 3
D0
~
~
@ -35,7 +35,7 @@ Guarded Path Through the Forest~
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
248 0 0 0 0 3
D0
~
~
@ -59,7 +59,7 @@ A Guard Room~
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
248 8 0 0 0 3
D1
~
~
@ -75,7 +75,7 @@ A Guard Chief's Bedroom~
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
248 8 0 0 0 3
D3
~
~
@ -87,7 +87,7 @@ A Cellar~
Filled, almost to the point of collapse, with various dried foods and storage
containers.
~
248 9 0 0 0 0
248 9 0 0 0 3
D4
~
~
@ -99,7 +99,7 @@ On the Platform~
forest. From here, above the tree tops, the town of Thewston is visible in the
distance.
~
248 4 0 0 0 0
248 4 0 0 0 5
D5
~
~
@ -111,7 +111,7 @@ A Guarded Path Through 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
248 0 0 0 0 3
D0
~
~
@ -127,7 +127,7 @@ A Path Crossing~
the crossing stands a gigantic stone obelisk with some runes engraved into it.
~
248 0 0 0 0 0
248 0 0 0 0 3
D0
~
~
@ -148,7 +148,7 @@ A Fine Path Through the Elven Forest~
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
248 0 0 0 0 3
D0
~
~
@ -197,7 +197,7 @@ 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
248 0 0 0 0 3
D0
~
~
@ -245,7 +245,7 @@ The End of the Path~
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
248 0 0 0 0 3
D0
~
~

View file

@ -6,7 +6,7 @@ menace permeates the surrounding area. You have a strange urge to turn
back and go back the way you've come.
A small path leads north into the shadows and back south to the plains.
~
25 68 0 0 0 0
25 68 0 0 0 3
D0
The shadows obscure your vision.
~
@ -29,7 +29,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All exits lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -58,7 +58,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds moaning and growling come from all directions.
All exits lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
You see a small clearing in the shadows.
~
@ -87,7 +87,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All exits lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -116,7 +116,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All exits lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -145,7 +145,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All exits lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -174,7 +174,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All exits lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -203,7 +203,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All exits lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -232,7 +232,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All exits lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -261,7 +261,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All directions lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -290,7 +290,7 @@ from all sides. The shadowy mist obscures most of your vision. Strange
sounds of moaning and growling come from all directions.
All directions lead into shadows, you are very confused.
~
25 101 0 0 0 0
25 101 0 0 0 3
D0
The shadows obscure your vision.
~
@ -321,7 +321,7 @@ your view into the grove.
A small path leads north to some shadowy structure. All other exits are
shrouded in shadowy mist.
~
25 65 0 0 0 0
25 65 0 0 0 3
D0
You can barely make out some sort of building to the north.
~

View file

@ -6,7 +6,7 @@ realize that the clay road is completely invisible to you from here. To the
east, the path continues. It appears that the western opening you entered
through is now impassible. You are here whether you like it or not....
~
250 0 0 0 0 0
250 0 0 0 0 3
D1
An Ancient Path through the dense forest
~
@ -31,7 +31,7 @@ if not for the mountain you can now see in the distance, would probably just
recall to Midgaard. But then again, who ever said that adventuring was easy?
~
250 0 0 0 0 0
250 0 0 0 0 3
D1
End of the Ancient Path
~
@ -50,7 +50,7 @@ the foot of a path. The path leads north, to the mountain which has, until now
been your only beacon. Now that you can better see the ominous mountain
looming before you, you begin to rethink the idea of recalling to Midgaard.
~
250 0 0 0 0 0
250 0 0 0 0 3
D0
Path to the Mountain
~
@ -69,7 +69,7 @@ closer you get to the mountain, the worse you feel about the whole thing. You
begin to remember hearing old stories about a hidden mountain, which was, for
some unknown reason, named DragonSpyre.
~
250 0 0 0 0 0
250 0 0 0 0 3
D0
Path to the Mountain
~
@ -89,7 +89,7 @@ deep stench of dragon is wafting through the air now, and you are starting to
feel the first tinges of dragon fear stir within you. Maybe you should go back
while you still have that option.
~
250 0 0 0 0 0
250 0 0 0 0 3
D0
At the foot of the Mountain
~
@ -108,7 +108,7 @@ almost strong enough to disable you. The only way you are able to stand it is
by ripping of a piece of cloth, and covering your mouth and nose with it as you
walk. Far above you, you see what must be the entrance to the cave.
~
250 0 0 0 0 0
250 0 0 0 0 3
D2
Path to the Mountain
~

View file

@ -5,7 +5,7 @@ grasses completely surround you. You can see the odd willow tree growing
amongst the grass. A dense forest is to the south and west. A dirt path
is to the east.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -45,7 +45,7 @@ Dirt Path~
trees scattered about lie to the east and west. The sun is very bright,
making it almost difficult to see.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The path continues North.
~
@ -69,7 +69,7 @@ grasses completely surround you. You can see the odd willow tree growing
amongst the grass. A dense forest is to the south. A dirt path is to the
west.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -92,7 +92,7 @@ Grassy Field~
grasses completely surround you. You can see the odd willow tree growing
amongst the grass. A dense forest is to the south.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -115,7 +115,7 @@ Grassy Field~
grasses completely surround you. You can see the odd willow tree growing
amongst the grass. A dense forest is to the south and east.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -134,7 +134,7 @@ grasses completely surround you. You can see the odd willow tree growing
amongst the grass. A dense forest is to the west, and a dirt path is to
the east.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -157,7 +157,7 @@ Dirt Path~
trees scattered about lie to the east and west. The sun is very bright,
making it almost difficult to see.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The path continues North.
~
@ -185,7 +185,7 @@ Grassy Field~
You can see the odd willow tree growing amongst the grass. A dirt path is to
the west.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -213,7 +213,7 @@ Grassy Field~
You can see the odd willow tree growing amongst the grass. The wind
occasionally sweeps across the field swaying the grass and willow gently.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -241,7 +241,7 @@ Grassy Field~
grasses completely surround you. You can see the odd willow tree growing
amongst the grass. A dense forest blocks your way to the east.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -265,7 +265,7 @@ grasses completely surround you. You can see the odd willow tree growing
amongst the grass. A dense forest is to the west, and a dirt path is to
the east.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -289,7 +289,7 @@ trees scattered about lie to the east and west. The sun is very bright,
making it almost difficult to see. Strange, sandy coloured dome shaped
houses can be made out ahead.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The path continues North.
~
@ -317,7 +317,7 @@ Grassy Field~
You can see the odd willow tree growing amongst the grass. A dirt path is to
the west.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -345,7 +345,7 @@ Grassy Field~
You can see the odd willow tree growing amongst the grass. The wind
occasionally sweeps across the field swaying the grass and willow gently.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The field continues North.
~
@ -374,7 +374,7 @@ grasses completely surround you. A large sandy coloured building is
to the north. The grass has been cut around the building, and a small
stack of firewood is resting beside the door.
~
251 4 0 0 0 0
251 4 0 0 0 2
D0
A sandy coloured building is North.
~
@ -397,7 +397,7 @@ Grassy Field~
grasses completely surround you. The back of a large sandy coloured
building is directly north of you.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
The Ape Village Entrance is East.
~
@ -417,7 +417,7 @@ road. A tall steel rod is attached to the side of the booth, and a large
cloth flag attached to the top flaps in the wind. The flag has a picture
of a monkey face on it, meaning that this place must be the APE VILLAGE!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
Ape Road continues North.
~
@ -445,7 +445,7 @@ Grassy Field~
grasses completely surround you. The back of a large sandy coloured
building is directly north of you.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
The field continues East.
~
@ -469,7 +469,7 @@ grasses completely surround you. The back of a large sandy coloured
building is directly north of you, and another sandy coloured building
is east of you.
~
251 0 0 0 0 0
251 0 0 0 0 2
D2
The field continues South.
~
@ -542,7 +542,7 @@ Ape Road South~
buildings. The Wax Museum lies to the west, and the Weapons Shop is
to the east. The Town Square is to the north.
~
251 4 0 0 0 0
251 4 0 0 0 1
D0
Ape Road continues North.
~
@ -592,7 +592,7 @@ field is a huge bamboo cage. Inside this cage are several cavemen, who are
all climbing, screaming, and fighting each other. The apes find this to be
pretty exciting.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
Ape Lane is to the North.
~
@ -674,7 +674,7 @@ Western End of Ape Lane~
large pond, which must be where the apes get their water. A small park
lies North, and the Wax Museum is to the South.
~
251 0 0 0 0 0
251 0 0 0 0 1
D0
Ape Park is to the North.
~
@ -703,7 +703,7 @@ greatest Ape to ever live, the Law Giver, stands in the centre of the
square on a stone pedistal. The words "Ape will never kill ape!" are
inscribed on the pedistal.
~
251 0 0 0 0 0
251 0 0 0 0 1
D0
Ape Road continues North.
~
@ -731,7 +731,7 @@ Ape Lane East~
Weapons Shop is to the South. The place looks like a typical human town,
except for the inhabitants.
~
251 0 0 0 0 0
251 0 0 0 0 1
D0
Simian Public School is to the North.
~
@ -759,7 +759,7 @@ Eastern End of Ape Lane~
is to the east, Cornelius and Zira's house is to the north, and the Ape Zoo
is to the south.
~
251 0 0 0 0 0
251 0 0 0 0 1
D0
Cornelius and Zira's House is to the North.
~
@ -823,7 +823,7 @@ Ape Pond~
are growing all around. To the north you can see a dangerous raging whirlpool.
~
251 4 0 0 0 0
251 4 0 0 0 6
D0
A raging whirlpool is North.
~
@ -841,7 +841,7 @@ Ape Pond~
but you probably would not want to drink from it. To the east is a clearing
leading to Ape Park.
~
251 4 0 0 0 0
251 4 0 0 0 6
D0
The pond continues North.
~
@ -864,7 +864,7 @@ Ape Park~
games. A large pond is to the west in the middle of the large clearing for
swimming.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
Ape Road is to the East.
~
@ -887,7 +887,7 @@ Ape Road North~
the Ape Park and what looks like a lake. To the east is Simian Public School.
~
251 0 0 0 0 0
251 0 0 0 0 1
D0
Ape Road continues North.
~
@ -946,7 +946,7 @@ Whirlpool~
peer down into the water but all you can see is darkness. Maybe going
down isn't such a good idea.
~
251 5 0 0 0 0
251 5 0 0 0 6
D0
The pond continues North.
~
@ -969,7 +969,7 @@ Ape Pond~
are growing all around. To the west you can see a dangerous raging whirlpool.
~
251 4 0 0 0 0
251 4 0 0 0 6
D0
The pond contines North.
~
@ -997,7 +997,7 @@ Ape Pond West Shore~
but you probably wouldn't want to drink from it. To the south is Ape Park,
while to the east is Ape Road North.
~
251 4 0 0 0 0
251 4 0 0 0 6
D1
Ape Road North is East.
~
@ -1020,7 +1020,7 @@ Ape Road North~
a large pond and a park. To the east is the amphitheatre with a few apes
walking in and out.
~
251 0 0 0 0 0
251 0 0 0 0 1
D0
Ape Road continues North.
~
@ -1048,7 +1048,7 @@ Ape Amphitheatre~
with about 6 or 7 levels of seats. The bottom part is where Dr. Zaius and Ursus
rally all the other apes.
~
251 0 0 0 0 0
251 0 0 0 0 1
D3
Ape Road is to the West.
~
@ -1066,7 +1066,7 @@ Ape Pond~
are growing all around. To the south you can see a dangerous raging whirlpool.
~
251 4 0 0 0 0
251 4 0 0 0 6
D1
The pond continues East.
~
@ -1084,7 +1084,7 @@ Ape Pond~
are growing all around. The water is clean and clear all the way to the
bottom.
~
251 4 0 0 0 0
251 4 0 0 0 6
D2
The pond continues South.
~
@ -1115,7 +1115,7 @@ Ape Road North~
Dr. Zaius's house, and to the east is Dr. Zaius's lab. The buildings look
rather mundane.
~
251 0 0 0 0 0
251 0 0 0 0 1
D0
Ape Road continues North.
~
@ -1255,7 +1255,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way west. The gusting winds blow sand all over you. You don't think
anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1274,7 +1274,7 @@ scattered about, and you can see the odd dead shrub. The gusting winds blow
sand all over you. You don't think anything could live out here. You can see
the Ape Village to the south.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1300,7 +1300,7 @@ high cliff blocks your way to the east. The gusting winds blow sand all over
you. You don't think anything could live out here. You can see the Ape Village
to the south.
~
251 4 0 0 0 0
251 4 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1324,7 +1324,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks your
way west. The gusting winds blow sand all over you. You don't think anything
could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1347,7 +1347,7 @@ Forbidden Zone~
scattered about, and you can see the odd dead shrub. The gusting winds blow
sand all over you. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1376,7 +1376,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the east. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1400,7 +1400,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks your
way west. The gusting winds blow sand all over you. You don't think anything
could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1423,7 +1423,7 @@ Forbidden Zone~
scattered about, and you can see the odd dead shrub. The gusting winds blow
sand all over you. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1452,7 +1452,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the east. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1476,7 +1476,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks your
way west. The gusting winds blow sand all over you. You don't think anything
could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1499,7 +1499,7 @@ Forbidden Zone~
scattered about, and you can see the odd dead shrub. The gusting winds blow
sand all over you. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1528,7 +1528,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the east. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1553,7 +1553,7 @@ your way east, west, and south, and they also stop some of the winds. You
barely notice an old weather beaten stone table, which is mostly buried in
sand. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1567,7 +1567,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the east and west, and they also block some of the winds. You
don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1586,7 +1586,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks your
way west. The gusting winds blow sand all over you. You don't think anything
could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1609,7 +1609,7 @@ Forbidden Zone~
scattered about, and you can see the odd dead shrub. The gusting winds blow
sand all over you. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1637,7 +1637,7 @@ Forbidden Zone~
scattered about, and you can see the odd dead shrub. The gusting winds
blow sand all over you. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1666,7 +1666,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the south. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1690,7 +1690,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the east. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1714,7 +1714,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks your
way west. The gusting winds blow sand all over you. You don't think anything
could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1737,7 +1737,7 @@ Forbidden Zone~
scattered about, and you can see the odd dead shrub. The gusting winds blow
sand all over you. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1765,7 +1765,7 @@ Forbidden Zone~
scattered about, and you can see the odd dead shrub. The gusting winds
blow sand all over you. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1793,7 +1793,7 @@ Forbidden Zone~
scattered about, and you can see the odd dead shrub. The gusting winds
blow sand all over you. You don't think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1822,7 +1822,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the east. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The Forbidden Zone continues North.
~
@ -1846,7 +1846,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks your
way west. The gusting winds blow sand all over you. You don't think anything
could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
The Forbidden Zone continues East.
~
@ -1865,7 +1865,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks your
way north. The gusting winds blow sand all over you. You don't think anything
could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
The Forbidden Zone continues East.
~
@ -1889,7 +1889,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the north. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
The Forbidden Zone continues East.
~
@ -1913,7 +1913,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the north. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
The Forbidden Zone continues East.
~
@ -1937,7 +1937,7 @@ scattered about, and you can see the odd dead shrub. A high cliff blocks
your way to the north. The gusting winds blow sand all over you. You don't
think anything could live out here.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
The Forbidden Zone continues East.
~
@ -1962,7 +1962,7 @@ your way to the north and south. The gusting winds blow sand all over you.
You don't think anything could live out here. You can see an ocean and a
sandy beach to the east.
~
251 0 0 0 0 0
251 0 0 0 0 2
D1
The sandy beach is East.
~
@ -1982,7 +1982,7 @@ stretches as far as the eye can see, and small waves gently lap on the
shore. Too bad the apes don't like swimming, because this place is
perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~
@ -2008,7 +2008,7 @@ shore. A high cliff blocks your way west. You notice a large statue
located further north. Too bad the apes don't like swimming, because
this place is perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~
@ -2030,7 +2030,7 @@ resting right on the side of the beach. It's a woman wearing a large
spikey crown holding a book, so it must be the ruins of the Statue of
Liberty! Damn them all to hell!
~
251 4 0 0 0 0
251 4 0 0 0 2
D2
The sandy beach continues South.
~
@ -2050,7 +2050,7 @@ stretches as far as the eye can see, and small waves gently lap on the
shore. A high cliff blocks your way west and south. Too bad the apes
don't like swimming, because this place is perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~
@ -2065,7 +2065,7 @@ stretches as far as the eye can see, and small waves gently lap on the
shore. A high cliff blocks your way west. Too bad the apes don't like
swimming, because this place is perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~
@ -2085,7 +2085,7 @@ stretches as far as the eye can see, and small waves gently lap on the
shore. A low cave lead into the cliff to the west. Too bad the apes don't
like swimming, because this place is perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~
@ -2110,7 +2110,7 @@ stretches as far as the eye can see, and small waves gently lap on the
shore. A high cliff blocks your way west. Too bad the apes don't like
swimming, because this place is perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~
@ -2130,7 +2130,7 @@ stretches as far as the eye can see, and small waves gently lap on the
shore. A high cliff blocks your way west. Too bad the apes don't like
swimming, because this place is perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~
@ -2150,7 +2150,7 @@ stretches as far as the eye can see, and small waves gently lap on the
shore. A high cliff blocks your way west. Too bad the apes don't like
swimming, because this place is perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~
@ -2170,7 +2170,7 @@ stretches as far as the eye can see, and small waves gently lap on the
shore. A high cliff blocks your way west. Too bad the apes don't like
swimming, because this place is perfect for it!
~
251 0 0 0 0 0
251 0 0 0 0 2
D0
The sandy beach continues North.
~

View file

@ -9,7 +9,7 @@ from here you cannot be sure. Your choices seem to be quite limited. You can
either head up the winding trail to the castle or head back into this terrible
forest, taking your chances with the many monsters which roam the trees.
~
252 1 0 0 0 0
252 1 0 0 0 3
D0
~
~
@ -38,7 +38,7 @@ A Winding Mountain Trail~
castle. You see no sign of light or life within. Possibly it is just an old
empty abandoned castle that doesn't warrant a look around. Possibly.
~
252 1 0 0 0 0
252 1 0 0 0 3
D3
~
~
@ -56,7 +56,7 @@ the rest of the castle. You see that the gates are closed, probably locked.
As you look up at the menacing castle above you, a shiver runs through your very
soul. This whole place gives you a very bad feeling.
~
252 1 0 0 0 0
252 1 0 0 0 3
D3
~
~
@ -72,7 +72,7 @@ A Winding Mountain Trail~
You can now see the top of the turret, where bats circle constantly, as if
watching, guarding for some unseen master.
~
252 1 0 0 0 0
252 1 0 0 0 3
D1
~
~
@ -89,7 +89,7 @@ a good ways above the forest, high up on the trail. You see that the entire
forest is enclosed by the mountains, forming a sort of prison in the form of a
forest full of horrors. What an awful place you have come to!
~
252 1 0 0 0 0
252 1 0 0 0 3
D1
~
~
@ -104,7 +104,7 @@ A Winding Mountain Trail~
The trail heads and west - east toward the hellish castle and west toward the
nightmarish forest. You are not really left with much a choice.
~
252 1 0 0 0 0
252 1 0 0 0 3
D1
~
~
@ -120,7 +120,7 @@ A Winding Mountain Trail~
of the castle. You are now extremely high above the forest, looking over the
tree tops. Not that you can all that far - it's pretty damn dark out there.
~
252 1 0 0 0 0
252 1 0 0 0 3
D3
~
~
@ -137,7 +137,7 @@ a man's height or so. To the west is the base of a set of wide stone steps
which lead directly up to the front gates of the castle. The trail also leads
down from here toward the forest below.
~
252 1 0 0 0 0
252 1 0 0 0 3
D3
~
~
@ -154,7 +154,7 @@ built into the mountain itself, leads up to the main entrance to this evil
looking place. The trail heads back east, winding it's way down to the forest
below.
~
252 1 0 0 0 0
252 1 0 0 0 3
D1
~
~

View file

@ -13,7 +13,7 @@ hole in the ground used for a toilet stinks so bad that you have to keep trying
to hold your breath, and every time you take in air you have to cover your mouth
with your arm and breath that way or else you'll gag.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
door cell~
@ -43,7 +43,7 @@ A Dirt Path~
south, you can see more holding cells, to the east you see a number of huts,
tents, and outbuildings.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -68,7 +68,7 @@ one of which is directly west of you, currently closed. To the southwest, right
next to the cell, is what appears to be an outhouse. To the northwest is
another holding cell.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -88,7 +88,7 @@ A Dirt Path~
'roads' in the village. A crude bamboo holding cell is directly west of you,
with an outhouse just north of it. To the south are more cells.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -112,7 +112,7 @@ cheap 'B' horror movie. Just the same, you assume it's an outhouse. Another
clue to the small building's capacity is the tepid trail, a mini stream, of
urine which runs downhill right through the middle of this cell - EWWWWWW!
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
door cell~
@ -124,7 +124,7 @@ A Holding Cell~
which looks as if it might be an outhouse, lies to the south, wedged right up
against the side of the cell.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
door cell~
@ -153,7 +153,7 @@ Although it IS the public poop hole, it is relatively kept up and, against your
better judgement, you find yourself wanting to try it out - just for the heck of
it.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
~
@ -164,7 +164,7 @@ A Dirt Path~
This path leads north to a row of holding cells or west into a building which
looks to be an outhouse.
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -179,7 +179,7 @@ A Dirt Path~
This path leads south to a row of holding cells or west into a building which
smells SO bad, it MUST be an outhouse.
~
254 0 0 0 0 0
254 0 0 0 0 1
D2
~
~
@ -195,7 +195,7 @@ A Dirt Path~
the east you may enter the main section of the village, and directly north and
south of you are long, low buildings which look a great deal like barracks.
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -218,7 +218,7 @@ A Dirt Path~
This path leads east towards the main part of the village or west to a row of
holding cells.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
~
@ -234,7 +234,7 @@ Barracks~
chosen to fight for Mordecai's cause. Two rows of beds run the length of the
walls, both east and west, all with a matching trunk next to it.
~
254 0 0 0 0 0
254 0 0 0 0 1
D2
~
~
@ -257,7 +257,7 @@ A Dirt Path~
This path leads east to a crossing of paths (possibly the center of the
village) and west toward some low buildings and a row od holding cells.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
~
@ -275,7 +275,7 @@ and disgusting. You catch a faint odor breezing it's way from the north, and in
looking in that direction, you see why. To the north is a barn, while to the
south is a huge tent set up on a hill.
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -299,7 +299,7 @@ A Muddy Trail~
make matters worse, it even is beginning to smell a bit. A ways north of you is
a hay barn, to the northeast and northwest are chicken coops.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -315,7 +315,7 @@ A Muddier Trail~
holding a few chickens. To the north is a hay barn, which seems to be stocked
well.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -339,7 +339,7 @@ Chicken Coop~
shit. Little cluckers run around you pecking here and pecking there, generally
being a nuisance.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
~
@ -351,7 +351,7 @@ Chicken Coop~
chickens who seem to think you are the guy that's bringing the food. By the
way, what's that on the bottom of your shoe?
~
254 0 0 0 0 0
254 0 0 0 0 1
D3
~
~
@ -363,7 +363,7 @@ Hay Barn~
the village. Bales upon bales fill this tin roofed building, alomost to the
rafters.
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -380,7 +380,7 @@ Jareth can compare to this. Stalls line the east wall, with a cow milling about
in each one. The floor os covered in fecal matter, obviously from the cows in
the stalls. Watch your step!
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -396,7 +396,7 @@ Pasture~
graze here at this time. Fenced in, this pasture's only exit is south into the
Stinky Barn.
~
254 0 0 0 0 0
254 0 0 0 0 1
D2
~
~
@ -408,7 +408,7 @@ A Dirt Trail~
see another structure, a more permanent looking place. To the north the trail
gets very muddy.
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -425,7 +425,7 @@ both to the east and west here. To the east you see a wooden building, not a
lodging, but maybe some sort of storage structure. West the trail twists and
turns, if it leads to anything, you cannot see what that might be.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -449,7 +449,7 @@ Food Tent~
raised chair at the head of the long table looks down on all, this must
obviously be Mordecai's seat of honor. Currently, there is no one here eating.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -463,7 +463,7 @@ animals hang above them, collecting flies and who knows what else. An area near
the rear of the building looks to be seignated as the prep area with a hand pump
for water and many different kinds of spices and seasonings on shelves.
~
254 0 0 0 0 0
254 0 0 0 0 2
D3
~
~
@ -474,7 +474,7 @@ A Twisty Turning Trail~
This trail heads through some trees to an unknown destination, but generally
in an easterly direction.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
~
@ -491,7 +491,7 @@ is directly south of you, but it doesn't appear as if you will be getting in any
time soon, since the door is oak bound in iron, and no apparent windows from
where you stand.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
~
@ -518,7 +518,7 @@ A Dirt Path~
tents and huts the farther east you go, these must be the permanent residences
of the village.
~
254 0 0 0 0 0
254 0 0 0 0 2
D1
~
~
@ -533,7 +533,7 @@ A Dirt Trail~
The trail heads east into the center of the village, to the north and south
of you are tents, large enough to hold a family or at a few people.
~
254 0 0 0 0 0
254 0 0 0 0 2
D1
~
~
@ -548,7 +548,7 @@ A Meeting of Two Trails~
Here the two main trails in the village meet. One of them heads west and the
other runs north to south.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -656,7 +656,7 @@ Hut~
family of four. In this cramped 8x8 area, four cots and a large chest all
occupy what little living area there was.
~
254 0 0 0 0 0
254 0 0 0 0 1
D1
~
~
@ -667,7 +667,7 @@ The Trail Out of Town~
This trail leads south into the wilderness, leaving the village behind. To
the north the trail leads into the main part of the village.
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -690,7 +690,7 @@ The Trail Out of Town~
This trail leads south into the wilderness, even now the way becomes a bit
more choked with trees. To the north you see the main part of the village.
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -709,7 +709,7 @@ The Trail Out of Town~
You are now at the outskirts of the village. You may leave it to the south
or go back into the main section to the north.
~
254 0 0 0 0 0
254 0 0 0 0 3
D0
~
~
@ -721,7 +721,7 @@ A Dusty Trail~
trail and another running west. To the north there are some tents and huts and
farther north, upon a hill, you see a few more permanent looking structures.
~
254 0 0 0 0 0
254 0 0 0 0 1
D0
~
~
@ -743,7 +743,7 @@ S
A Dusty Trail~
The trail leads north to south, huts and tents spaced out at intervals.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -764,7 +764,7 @@ main buildings for this village, possibly even Mordecai's place of dwelling.
South of you are the many huts and tents which serve as homes for Mordecai's
people.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -789,7 +789,7 @@ the east. It appears as if a temple or place of worship has been erected there,
you may enter it to the east. North of you are the main buildings for Mordecai,
south are the many huts and tents of the village people.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -810,7 +810,7 @@ sloping peaked roof. It appears that he fears none of his people, for the door
to his home is wide open. To the east you see another stone house, this one a
bit smaller than Mordecai's, and west of you is yet another stone house.
~
254 0 0 0 0 0
254 0 0 0 0 2
D0
~
~
@ -835,7 +835,7 @@ a place of worship by the people of the village. Wooden benches serving as
pughs have been set into side of the hill. At the bottom of the basin, a stage
with a podium has been erected, obviously for Mordecai and his sermons.
~
254 0 0 0 0 0
254 0 0 0 0 3
D3
~
~
@ -847,7 +847,7 @@ Lieutenant Caspan's Home~
granted this home in recognition of his extreme loyalty, and he doesn't appear
at all pleased to see that you have invaded his sanctuary.
~
254 0 0 0 0 0
254 0 0 0 0 1
D3
~
door~
@ -913,7 +913,7 @@ Dark and Gloomy Tunnel~
This is the end of the tunnel. Above you, a faint light filters through
cracks in a trap door.
~
254 0 0 0 0 0
254 0 0 0 0 1
D2
~
~

View file

@ -18,7 +18,7 @@ Cobbled Street~
The street continues with parks and lush, well-kept grass on either side.
To the north you see the Lord's Keep, to the south the city awaits.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
The street continues.~
~
@ -177,7 +177,7 @@ bed, dark oak dresser, and a water basin for light washing. A window set into
the eastern wall offers a view of the Alquandon River and the northern reaches
of Jareth.
~
256 0 0 0 0 0
256 0 0 0 0 4
D1
~
~
@ -458,7 +458,7 @@ folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom,
with a walk way made from red wood chips showing the way through the trees.
The path leads north, south and east, or you may enter the Keep to the west.
~
256 0 0 0 0 0
256 0 0 0 0 4
D0
~
~
@ -483,7 +483,7 @@ folk, be they Lord's guest or servant. Beautiful trees dot the yard, all im
full bloom, with a walk way made from red wood chips showing you the way through
the trees.
~
256 0 0 0 0 0
256 0 0 0 0 4
D0
~
~
@ -524,7 +524,7 @@ the southwest is beautiful rolling hills. Looking down on the courtyard, you
see guards on break, sweethearts strolling hand in hand, and common folk out
enjoying the sunshine.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -638,7 +638,7 @@ wish that you could stay in its embrace forever. Such care is given to these
rows of life, the keeper of this garden must be almost fanactical in their
attention. The winding path conitinues north and east from here.
~
256 0 0 0 0 0
256 0 0 0 0 2
D0
~
~
@ -676,7 +676,7 @@ attention to detail the craftsmen put into it. The statue sits in the center of
a fountain upon a dias. An inscription at the base reads; In loving memory The
stone path continues to wend it's way north, south, and west.
~
256 0 0 0 0 0
256 0 0 0 0 2
D0
~
~
@ -696,7 +696,7 @@ Lord's Garden~
tended paths. Flowers of all shapes, size and color abound. The stone path
meanders east, south, and north from here.
~
256 0 0 0 0 0
256 0 0 0 0 2
D0
~
~
@ -720,7 +720,7 @@ perfection that gives those flaws their very reason for existance. A winding
stone path wends it's way through the garden, heading north and west, and a door
to your south allows entrance back into the keep.
~
256 0 0 0 0 0
256 0 0 0 0 2
D0
~
~
@ -820,7 +820,7 @@ folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom,
with a walk way made from red wood chips showing you the way through the trees
to the west and south.
~
256 0 0 0 0 0
256 0 0 0 0 4
D2
~
~
@ -837,7 +837,7 @@ folk, be they Lord's guest or servant. A small man made pool of clear blue
water is here, stocked with imported golden fish. A walk way made from red wood
chips allows passage through the trees to the north, west and south.
~
256 0 0 0 0 0
256 0 0 0 0 4
D0
~
~
@ -858,7 +858,7 @@ folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom,
with a walk way made from red wood chips showing you the way through the trees
west, north, and south.
~
256 0 0 0 0 0
256 0 0 0 0 4
D0
~
~
@ -911,7 +911,7 @@ folk, be they Lord's guest or servant. Beautiful trees dot the yard, all in
full bloom. A trail made from wood chips wends its way through the trees and
around benches.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -934,7 +934,7 @@ of an octagon with long planks of flooring running outward from it like long
spokes. This looks as if it would be a good place to rest, if that is your
inclination. You may leave back into the courtyard to the west or north.
~
256 0 0 0 0 0
256 0 0 0 0 4
D0
~
~
@ -950,7 +950,7 @@ Along the Parapet~
guard towers. This narrow stone walkway also provides a means for defense in
times of war.
~
256 0 0 0 0 0
256 0 0 0 0 1
D1
A normal, wooden front door to a normal looking home. It is
nothing to write home about.
@ -986,7 +986,7 @@ Lord's Garden~
beautiful flowers wreath the wall, lending a timeless look to these already
beautiful gardens. The stone path continues east and south from here.
~
256 0 0 0 0 0
256 0 0 0 0 2
D1
~
~
@ -1002,7 +1002,7 @@ Lord's Garden~
you can see the top of the wall where the Lord's Guard patrols the parapet.
The winding stone path winds west and south here.
~
256 0 0 0 0 0
256 0 0 0 0 2
D2
~
~
@ -1019,7 +1019,7 @@ folk, be they Lord's guest or servant. Trees dot the yard, all in full bloom,
with a walk way made from red wood chips showing you the way through the trees
to the south and east, or you may enter the Keep to the west.
~
256 0 0 0 0 0
256 0 0 0 0 4
D1
~
~
@ -1109,7 +1109,7 @@ Along the Parapet~
walkway connects all the guard towers to one another and allows the Lord's Guard
to defend their Lord's home.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1125,7 +1125,7 @@ Northeast Guard Tower~
be seen through arrow holes in the north and east walls. The parapet continues
here to the west and south.
~
256 8 0 0 0 0
256 8 0 0 0 1
D2
~
~
@ -1141,7 +1141,7 @@ Along the Parapet~
walkway connects all the guard towers to one another and provides a defendable
position for the Lord's Guard in times of war.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1159,7 +1159,7 @@ well-kept here, but not as many people lounge on it here as there were closer to
the city. Although not threatening in any way, the mood of this street seems to
get a bit gloomier with each step you take toward the keep.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
The street continues.~
~
@ -1176,7 +1176,7 @@ north here toward the keep. Just north of here, you see that the street opens
into a large court and turns to the east, where it enters the majestic halls of
Lord's Keep. South of you the city awaits.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
The street opens into a wide court.~
~
@ -1192,7 +1192,7 @@ Lord's Court~
visiting royalty. Flags from all royal and noble houses fly bravely here,
welcoming all to the splendor and majesty that is Jareth and Lord's Keep.
~
256 0 0 0 0 0
256 0 0 0 0 1
D1
The Keep looms close by.~
~
@ -1213,7 +1213,7 @@ merriment or laughter, as is usually the case in the entryway of the Lord's
Keep. The Lord's Court lies west of you, while the twin guard towers flank your
entry to the east into Lord's Keep.
~
256 0 0 0 0 0
256 0 0 0 0 1
D1
You may enter the Keep to the east.~
~
@ -1256,7 +1256,7 @@ Along the Parapet~
walkway connects all the guard towers at Lord's Keep. It also provides a
defndable position for the Lord's Guard in times of war.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1272,7 +1272,7 @@ Northwest Guard Tower~
to fire arrows from this height at any would be aggressors in times of war.
The parapet continues along to the east and south from here.
~
256 8 0 0 0 0
256 8 0 0 0 1
D1
~
~
@ -1305,7 +1305,7 @@ stronger yet. The claw tracks in the stone stop abruptly here, where there
seems to be a lot of unearthed dirt and stone around, heaped upon the floor.
You feel uneasy about this place.
~
256 585 0 0 0 0
256 585 0 0 0 4
D2
~
~
@ -1331,7 +1331,7 @@ the entire perimeter of Lord's Keep, connecting all the guard towers. It also
supplies a defendable position for the Lord's Guard so that in times of war,
they can protect their Lord and his home.
~
256 0 0 0 0 0
256 0 0 0 0 1
D1
~
~
@ -1348,7 +1348,7 @@ and uncomfortably warm, despite the closeness of the cave's entrance above you.
There's a deep, musky odor in the air, and the giant claw marks continue
downwards.
~
256 585 0 0 0 0
256 585 0 0 0 4
D0
~
~
@ -1367,7 +1367,7 @@ drowning out everything else in the air and making it hard to breathe.
Something in your gut begins squirming uncomfortably as you wonder what's
ahead...
~
256 585 0 0 0 0
256 585 0 0 0 4
D0
~
~
@ -1382,7 +1382,7 @@ Along the Parapet~
You stand atop the parapet which runs east to west here. This narrow walkway
connects all the guard towers and provides a means for defense in times of war.
~
256 0 0 0 0 0
256 0 0 0 0 1
D1
~
~
@ -1397,7 +1397,7 @@ Along the Parapet~
The parapet runs north to south here, connecting the northeast guard tower
and the southeast guard tower.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1412,7 +1412,7 @@ Along the Parapet~
The parapet runs north to south here, connecting the northeast guard tower to
the southeast guard tower.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1427,7 +1427,7 @@ Along the Parapet~
The parapet runs north to south here, connecting the northeast guard tower to
the southeast guard tower.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1442,7 +1442,7 @@ Along the Parapet~
The parapet runs north to south here, connecting the northeast guard tower to
the south east guard tower.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1457,7 +1457,7 @@ Along the Parapet~
The parapet runs north to south here, connecting the northeast guard tower to
the southeast guard tower.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1472,7 +1472,7 @@ Along the Parapet~
The parapet runs north to south here, connecting the northeast guard tower
and the southeast guard tower. The southeast tower is directly south of you.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1488,7 +1488,7 @@ Southeast Guard Tower~
Small chunks of stone are missing around the arrow slits, and many nicks and
chunks are missing from the walls themselves.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1503,7 +1503,7 @@ Along the Parapet~
The parpet runs east to west here, connecting the southeast guard tower to
the southwest guard tower. The southeast tower is directly east of you.
~
256 0 0 0 0 0
256 0 0 0 0 1
D1
~
~
@ -1518,7 +1518,7 @@ Along the Parapet~
The parapet runs east to west here, connecting the southeastern guard tower
to the southwestern guard tower.
~
256 0 0 0 0 0
256 0 0 0 0 1
D1
~
~
@ -1533,7 +1533,7 @@ Along the Parapet~
The parapet runs east to west here, connecting the southeastern guard tower
to the southwestern guard tower.
~
256 0 0 0 0 0
256 0 0 0 0 1
D1
~
~
@ -1549,7 +1549,7 @@ Southwestern Guard Tower~
are piled in one corner, and the remains of someone's lunch sits in another.
The parapet continues to the east and to the north from here.
~
256 8 0 0 0 0
256 8 0 0 0 1
D0
~
~
@ -1565,7 +1565,7 @@ Along the Parapet~
tower to the southern bridge guard tower. The southeastern tower is directly
south of you.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1580,7 +1580,7 @@ Along the Parapet~
The parapet continues north to south here, connecting the southeastern guard
tower to the south bridge guard tower.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~
@ -1596,7 +1596,7 @@ Along the Parapet~
to the south bridge guard tower. The south bridge guard tower is directly north
of you.
~
256 0 0 0 0 0
256 0 0 0 0 1
D0
~
~

View file

@ -58,7 +58,7 @@ convenient, wouldn't you say? Obviously, Maris the arms dealer thinks so, too,
since his name is on both store fronts, proclaiming him the procurer of the
finest armor and weapons in all of Jareth.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
Looking north you see Bourbon Street stretch off into the distance.
~
@ -89,7 +89,7 @@ To the north you see The Bootery. It appears that to the east, the avenue opens
into a large square of some kind, while to the west Floris Avenue runs
uninterrupted.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see the entrance to the Bootery.
~
@ -118,7 +118,7 @@ To the north you may enter the Constabulary, the main office and station of
Jareth's law enforcemnt professionals. To the south begins Worship Way, the
road leading to Jareth's famed Temple of All and None.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see the main office of the Constabulary.
~
@ -165,7 +165,7 @@ you whatsoever. To the north, Bourbon street continues to a dead end at the
river bank, to the south Bourbon St. Offers a slew of inns and taverns, and
east and west Floris St lines itself with shops of every description.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
Bourbon St heads north from here.
~
@ -194,7 +194,7 @@ north you see an entrance to Maris' Weapon Shop, and to your south lies an
entrance to the Kitty-Kat Club, a local fine dining and entertainment
establishment.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see the entrance to Maris' Weaponry.
~
@ -225,7 +225,7 @@ building with worked stone, polished glass, and a great deal of copper trimming.
To the south lies the entrance to the City Provisioner. Any and all foodstuffs
needed can be purchased in his shop. East and west Floris Ave continues.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You may enter Jareth City Bank to the north.
~
@ -337,7 +337,7 @@ River St~
part of Jareth, south is a Constable's Outpost. To the east is the Jeweler and
to the west is the Mage's Guild.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
River St continues north.
~
@ -368,7 +368,7 @@ in battle and damsels in distress waving white handkerchieves. To the south is
the northernmost wall of Grainy's Tavern, famous for their malt liquor and great
entertainment.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
You see the City Proper.
~
@ -394,7 +394,7 @@ from the look of the servers you can see through the windows, they serve more
than bar burgers. To the south are more shops of ill repute, and the town
square opens up to the north.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see the City Proper.
~
@ -453,7 +453,7 @@ hoping to make a sale. Many shelves and racks stand all over this small shop
waiting for your purchase. The only available exit is to the north, leading to
Floris Ave.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see Floris Ave.
~
@ -496,7 +496,7 @@ large complex of flats. To your east you see the western wall of of the
bootery, where you may windowif so desired. North is more of River St, which
crosses the river further up, and south, River St crosses Floris St in a square.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
River St runs north over the River Alquandon.
~
@ -623,7 +623,7 @@ To your east you can peer through windows into the dining area of The Kitty-Kat
club, and what you see is very enticing. To your west is The Bloated Goat, a
tavern for wayward adventurers.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see more of Bourbon St.
~
@ -651,7 +651,7 @@ realize that there is a man standing directly before you. How could you have
missed him when you first walked in? There is a large tree to your east which
looks to be hollow, and the exit into the reception room is north.
~
257 540 0 0 0 0
257 540 0 0 0 1
D0
~
~
@ -689,7 +689,7 @@ Floris Ave~
east of here. To the west, the City of Jareth awaits your pleasure. North of
you are the stables and south is the horse trader.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see the stables.
~
@ -722,7 +722,7 @@ leave the city, you need only to move east, but to enter it may prove to be a
bit more difficult. Although Jareth does boast the title 'The Free City', it
does have laws and they are enforced.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
~
~
@ -746,7 +746,7 @@ although in a rough part of town, has nevertheless perservered and even been
able to thrive on a healthy chunk of business, or so it seems from the way the
building is maintained.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
Bars bars bars and Bourbon St.
~
@ -928,7 +928,7 @@ entertaining side of town. To the south lies more of River St and what looks to
be a number of shops, while to the east, Floris Ave offers a variety of shops
which gradually give way to Jareth's city proper.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
River St runs north.
~
@ -959,7 +959,7 @@ Twon Provisioner's small shop, while to the east, you see the westren wall of
the Cartwright's shop. North you can enter back into the hustle and bustle of
regular city traffic on Floris Ave.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You may enter onto Floris Ave.
~
@ -991,7 +991,7 @@ wandering adventurer. North you see Floris Ave crossing River St and to the
south, more shops and at a cul-de-sac where the road ends, a constable's
outpost.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
River St continues north.
~
@ -1022,7 +1022,7 @@ exchange weapons for better killing power, and stretch out in anticipation of a
good fight. You can't help but feel just a bit apprehensive as the group begins
their approach.
~
257 1 0 0 0 0
257 1 0 0 0 1
D0
~
~
@ -1040,7 +1040,7 @@ from a game of dice as you enter their territory, and they seem just a bit
perturbed. You can leave to the north or south, though neither choice seems all
that inviting since both directions lead to more of what you're standing in now.
~
257 1 0 0 0 0
257 1 0 0 0 1
D0
The alley seems to get a bit brighter in that direction.
~
@ -1059,7 +1059,7 @@ firepit in the center glows with hot coals. It seems the tree itself serves as
a chimney for the smoke from the hot coals, but you cannot be certain of that,
because looking up into the tree, you see only darkness.
~
257 540 0 0 0 0
257 540 0 0 0 1
D3
The alley leads west.
~
@ -1072,7 +1072,7 @@ Floris Ave~
of the city. To the south is the Ranger Guild and to the north begins a
cobblestone street which leads to Lord's Keep, home of the Lord of Jareth.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see the beginning of a Cobbled St.
~
@ -1107,7 +1107,7 @@ numbers will prevent you from any advantages. Your only chance to run like hell
is now, and although a cowardly way to deal with the situation, it is
recommended.
~
257 1 0 0 0 0
257 1 0 0 0 1
D1
You see a nondescript brick wall.
~
@ -1171,7 +1171,7 @@ mobile transportation enabling easier transport of larger and/or heavier loads
over long distances. North is the windowless wall of the city jail, which can
be entered through the Constabulary to the northwest.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
Floris Ave runs east.
~
@ -1195,7 +1195,7 @@ the river bank trying their luck while others relax on benches here enjoying the
sights and sounds of the river. You can enter the Bait & Tackle to the north or
continue along the Boardwalk.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see the Bait and Tackle.
~
@ -1218,7 +1218,7 @@ Floris Ave~
dirtier and worn the closer you get to the west gate. The paving is chipped,
cracked, and in some places entirely gone, making the way somewhat bumpy.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
Floris Ave opens into a square.
~
@ -1261,7 +1261,7 @@ Dalston the Wanderer began way back when he was still a strapping young man.
It is said that now his children run the franchise, and the rumor is, they do a
handsome business by being fair priced and always giving a quality product.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
You see the entrance to Dalston Outfitters.
~
@ -1286,7 +1286,7 @@ get the hell out of here! Three street toughs lounge against the alley wall,
not moving, not talking, they just stare intently at you, as if waiting for some
unseen signal.
~
257 1 0 0 0 0
257 1 0 0 0 1
D1
~
~
@ -1308,7 +1308,7 @@ only head west. Entering, however, may prove to be a bit more difficult.
Although Jareth does boast the title Free City, it does have laws and they are
enforced.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
Floris Ave runs east.
~
@ -1343,7 +1343,7 @@ temple in all Dibrova where all races and classes are welcome and all forms of
worship are embraced. To the west you see the entrance to the blacksmith's and
to the east is the pet shop.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
Worship Way runs north.
~
@ -1375,7 +1375,7 @@ Boat House, where Vulcevic buys, sells, and repairs new and used boats. West is
the long tall building which houses flats for any who wish to lease, although
the entrance is southwest. Directly west only leads to a tall, windowless wall.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
River St crosses a beautiful bridge to the north.
~
@ -1401,7 +1401,7 @@ the east is Contracts, Ltd. , where one may offer gold in return for the
service of a professional assassin. North is Worship Way and the many shops it
offers.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
Worship Way runs north.
~
@ -1449,7 +1449,7 @@ places making pass-through impossible. You finally make it to the counter,
behind which stands a clerk in a blue and green striped shirt with the Dalston
logo emblazoned on the left breast. The only exit is to the west.
~
257 8 0 0 0 0
257 8 0 0 0 1
D3
You see the exit out to Bourbon St.
~
@ -1482,7 +1482,7 @@ The Cryogenic Center~
body-length canisters lined up against the walls. The Reception is to the
south.
~
257 8 0 0 0 0
257 8 0 0 0 1
D2
The Reception is to the south.
~
@ -1536,7 +1536,7 @@ here looking bored makes you think that either he is a complete moron to be here
alone selling wares, or he could simply be the baddest sonofabitch (in disguise)
that you've ever laid eyes on. Take your pick. The exit is west.
~
257 0 0 0 0 0
257 0 0 0 0 1
D3
~
afghan secret door~
@ -1646,7 +1646,7 @@ Cobbled St~
east you may enter the stables, west is the windowless wall of the City Jail,
and south is the hustle and bustle of Floris Ave.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
~
~
@ -1781,7 +1781,7 @@ work could only be the work of the fabled dwarven metalsmiths at Krat. North of
you the boardwalk begins, south is a square and most of Jareth, and you may
enter the Alquandon River from a path leading down.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
River St runs north into the more 'upper class' section of Jareth.
~
@ -1800,7 +1800,7 @@ district of Jareth. South of you is the Bridge, north the road makes a turn to
the west before a Constable's Ouptost, and east begins the Boardwalk along the
river.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
River St runs north.
~
@ -1823,7 +1823,7 @@ Ulath Way~
Outpost is north of you, offering protection to any in need. To the east Ulath
Way continues with the city wall to the north and River St to the south.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see a Constable's Outpost.
~
@ -1956,7 +1956,7 @@ Ulath Way~
Ulath Way continues east and west along the north wall. To the south, you
may enter the Post Office.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
Ulath Way runs east.
~
@ -1978,7 +1978,7 @@ Ulath Way~
The road continues east and west along the north wall. You may enter the
Hospital to the south.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
Ulath Way runs east.
~
@ -2000,7 +2000,7 @@ Ulath Way~
The road continues east and west here along the north wall. You may enter
the Library to the south.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
Did I say you could look east, punk?
~
@ -2023,7 +2023,7 @@ Ulath Way~
see that Ulath Way makes a turn south, onto the boardwalk. Directly south of
you is the Training Hall.
~
257 0 0 0 0 0
257 0 0 0 0 1
D1
Ulath Way runs east.
~
@ -2045,7 +2045,7 @@ Boardwalk~
You stand on a wooden road which runs south along the river bank. To your
west is Ulath Way, the northernmost road in Jareth.
~
257 0 0 0 0 0
257 0 0 0 0 1
D2
The boardwalk runs south.
~
@ -2063,7 +2063,7 @@ Boardwalk ~
the Karafa meet. Fishermen line the bank, trying their luck, while others
lounge on benches just enjoying the sights and sounds along the river.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
The boardwalk runs north
~
@ -2082,7 +2082,7 @@ following the course of the river. Fishermen line the river bank, trying their
luck, while others just lounge on benches here, enjoying the sights and sounds
of the river.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
The boardwalk runs north.
~
@ -2100,7 +2100,7 @@ Boardwalk~
or relaxation, as you will. Les Franz, a well reknowned clothing shop in
Jareth, is to your north.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see a clothing shop.
~
@ -2125,7 +2125,7 @@ simply sit on benches here enjoying the sights and sounds of the river. Loud
music can be heard to the north, coming from a bar and to your west you may
enter onto River St.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
You see a bar.
~
@ -2147,7 +2147,7 @@ The Boardwalk~
The boardwalk runs east and west along the riverbank. There is a casino to
the north and if one has the desire, on may try fishing here in the river.
~
257 0 0 0 0 0
257 0 0 0 0 1
D0
~
~

View file

@ -8,7 +8,7 @@ probably made by some farmer or woodcutter who wanted easier access to his home.
West you can see the walled city of Jareth, with majestic Lord's Keep sitting
high atop the tallest hill, flying Jareth's standard proudly.
~
258 0 0 0 0 0
258 0 0 0 0 2
D0
~
~
@ -55,7 +55,7 @@ A Shady Lane~
way through the forest. To the south, you may enter onto a well travelled road
which runs east and west.
~
258 0 0 0 0 0
258 0 0 0 0 1
D0
~
~
@ -71,7 +71,7 @@ A Well Travelled Road~
carts abreast. It is obvious from the amount of cart and wagon tracks you see
that this is one of the main roads in XXXX.
~
258 0 0 0 0 0
258 0 0 0 0 2
D1
You see a fairly large road leading towards a grand castle in the distance.
~
@ -88,7 +88,7 @@ The City Entrance~
uncharted and uncivilized lands, while to the west, the city awaits with all its
splendor and majesty.
~
258 0 0 0 0 0
258 0 0 0 0 2
D1
~
~
@ -104,7 +104,7 @@ A Shady Lane~
South of you, the forest lightens and gives way to an open area, while to the
north, the forest only gets deeper and darker.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
~
~
@ -126,7 +126,7 @@ Dirt Road~
of the spires of the great city of Jareth. A large house lies south of the
path. It looks very inviting.
~
258 0 0 0 0 0
258 0 0 0 0 3
D1
More light forest.
~
@ -148,7 +148,7 @@ Dirt Road~
The road runs east and west, with a branch going north as well. The forest
here seems more peaceful, more relaxing than the forest to the west.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
~
~
@ -169,7 +169,7 @@ Dirt Road~
The road bends here, turning south. This road seems to branch in many
places, leading to many different realms of XXXX.
~
258 0 0 0 0 0
258 0 0 0 0 3
D2
More and darker woods.
~
@ -187,7 +187,7 @@ On a Wide Road~
left, but it is easily passable just the same. The forest around you seems
alive with sound and motion. It is really quite enjoyable.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
~
~
@ -203,7 +203,7 @@ Skirting the Clearing~
The clearing still lies south of you, however the trail you follow leads away
from clearing into deeper forest in an easterly direction.
~
258 0 0 0 0 0
258 0 0 0 0 3
D1
Huge grey mountains lie in this direction.
~
@ -219,7 +219,7 @@ Edge of a Clearing~
Just to the south of you, the forest opens up into a large grassy field, it's
size undeterminable.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
Trees as far as the eye can see.
~
@ -242,7 +242,7 @@ A Forest Trail~
begin to hear the sound of animals making their way around you now that you are
far away from any kind of civilization.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
The trail bends to the north.
~
@ -278,7 +278,7 @@ A Dark and Gloomy Trail~
hear the sound of running water to the south, possibly it leads to a place a bit
more bright and cheery than this...?
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
There is a small clearing to the north.
~
@ -315,7 +315,7 @@ You feel no menace to your surroundings whatsoever, as people walk by and wave
cheerily at you. Even all the little forest animals seem undisturbed and
unafraid.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
A trail leading north-south.
~
@ -333,7 +333,7 @@ On a Wide Road~
has been neatly cleared away from the path, all manner of obstruction removed.
You must be near a large city.
~
258 0 0 0 0 0
258 0 0 0 0 3
D1
More trees.
~
@ -351,7 +351,7 @@ A Wide Bend~
north for quite some distance. The road seems to be very well-kept, which makes
the travelling light and enjoyable.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
Many trees to the north.
~
@ -369,7 +369,7 @@ A Wide Road~
constantly, a flurry of activity now that you near XXXX. In fact, you can begin
to see the spires of the city to northeast.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
You can see a trail this way.
~
@ -388,7 +388,7 @@ discernable, heads in a southerly direction. To the north, a large forest
begins. Under your feet, the road is very hard-packed, as if many heavy feet
pass this way regularly.
~
258 0 0 0 0 0
258 0 0 0 0 2
D0
The forest gets lighter this way.
~
@ -415,7 +415,7 @@ here, and the branches high above your head are so thick that they block out all
direct sunlight. While it is much too thick to go further east, you might be
able to make your way though the forest to the south and west.
~
258 0 0 0 0 0
258 0 0 0 0 3
D1
~
~
@ -432,7 +432,7 @@ Old Stone Road~
south. Under the dirt and loose gravel you think you may be able to see some
old stones which might have formed a well used road long ago.
~
258 1 0 0 0 0
258 1 0 0 0 3
D0
Darkness...
~
@ -455,7 +455,7 @@ Deep in the Forest~
north, you catch glimpses of daylight. To the east, you simply cannot see.
The trees are close and stifling.
~
258 0 0 0 0 0
258 0 0 0 0 3
D2
~
~
@ -470,7 +470,7 @@ Grassy Field~
This field seems to go on forever. The trail continues north and south of
here.
~
258 0 0 0 0 0
258 0 0 0 0 2
D0
It appears to get much darker that direction.
~
@ -516,7 +516,7 @@ the outdoor setting, hearing all the hustle and bustle of the city so near.
You may head to the toll booths just east of here, or leave to the west into the
wilderness.
~
258 0 0 0 0 0
258 0 0 0 0 4
D1
~
~
@ -533,7 +533,7 @@ bridges leading into McGintey Cove. The second, just east of you, looks just as
busy as this one. If you are not sure what to do next, possibly reading the
sign on the outside of the booth may give you some idea.
~
258 0 0 0 0 0
258 0 0 0 0 4
D1
~
~
@ -554,7 +554,7 @@ Take your pick, east or west. There also seems to be some sort of park to the
south, and to the north is an enormous stable, where alll steeds are kept, since
none are allowed in the city.
~
258 0 0 0 0 0
258 0 0 0 0 4
D0
~
~
@ -578,7 +578,7 @@ Eastern Toll Booth~
seaport city, McGintey Cove. If you are not quite sure how to gain access, just
read the sign posted on the outer wall of the booth.
~
258 0 0 0 0 0
258 0 0 0 0 4
D1
~
~
@ -626,7 +626,7 @@ same in terms of ease of travel. There looks to be a bit more traffic to the
north, however the trails leading east and west don't exactly look unused
themselves.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
~
~
@ -646,7 +646,7 @@ Forest Road~
almost alive from the way the playful breeze ruffles through their branches.
To the west the road splits to the north or continues its way west.
~
258 0 0 0 0 0
258 0 0 0 0 3
D3
~
~
@ -657,7 +657,7 @@ A Wide Road~
The road turns here heading east and south. It seems to run quite some way
to the east, however to the south it makes another turn.
~
258 0 0 0 0 0
258 0 0 0 0 3
D1
~
~
@ -674,7 +674,7 @@ seems to end! It looks as if there may be a large cliff to your south, and from
the smell of things, it must lead down to the sea. To the north, the field runs
for some distance until reaching a far-off forest.
~
258 0 0 0 0 0
258 0 0 0 0 2
D0
~
~
@ -699,7 +699,7 @@ A Wide Road Near the City~
a long, wide road which is filled with traffic at all ours of the day and night,
it being the main route from XXXX to Jareth, the Free City.
~
258 1 0 0 0 0
258 1 0 0 0 3
D0
~
~
@ -716,7 +716,7 @@ Just West of XXXX~
way down a long, wide, and extremely well traveled road. To the north you see a
road made from aged cobblestones.
~
258 0 0 0 0 0
258 0 0 0 0 1
D0
~
~
@ -733,7 +733,7 @@ A Tunnel In The Mountains~
south the passage gets smaller and smaller. A small alcove has been carved into
the east wall.
~
258 1 0 0 0 0
258 1 0 0 0 1
D0
The tunnel gets wider in this direction.
~
@ -751,7 +751,7 @@ Diminishing Trail~
vegetation is growing in on the trail, it is hard to tell. It looks like the
trail may head east and north from here.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
~
~
@ -772,7 +772,7 @@ Faint Trail~
hope you are heading in the right direction, through openings in trees and such,
so faint is the trail.
~
258 0 0 0 0 0
258 0 0 0 0 3
D1
~
~
@ -788,7 +788,7 @@ Nearing the Maze~
It runs north and south of the path you stand on as far as your eyes can see in
either direction. Looks like a fellow could get lost in there pretty easily.
~
258 0 0 0 0 0
258 0 0 0 0 3
D1
~
~
@ -803,7 +803,7 @@ Old Stone Road~
The road runs north and south still. There is a large gate, closed, way off
to the north, a large building just beyond the gates.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
~
~
@ -825,7 +825,7 @@ Cliff's Edge~
looking south over the edge, you see the someone has made some crude steps that
run along the wall of the cliff.
~
258 0 0 0 0 0
258 0 0 0 0 2
D1
~
~
@ -845,7 +845,7 @@ Old Stone Road~
what appears to be an old cathedral or church. To the south the road heads back
toward the main forest trail.
~
258 0 0 0 0 0
258 0 0 0 0 3
D0
~
~
@ -862,7 +862,7 @@ and west from here. Looking down and over the edge of the cliff, you find that
you were right about what lies at the bottom of the cliff, the sea! To the
north the trail cuts through a huge grassy field.
~
258 0 0 0 0 0
258 0 0 0 0 2
D0
~
~
@ -901,7 +901,7 @@ be hard pressed to follow it far. A number of bushes are trampled on and some
medium sized branches have been knocked down. Obviously there has been a battle
here rather recently.
~
258 0 0 0 0 0
258 0 0 0 0 3
D1
~
~
@ -918,7 +918,7 @@ The Bar~
the Innkeeper, but as of late, he only serves the few adventurers that manage to
survive a trip through the forest.
~
258 40 0 0 0 0
258 40 0 0 0 1
D1
~
~
@ -950,7 +950,7 @@ lead from the edge of the cliff to the city gate are the only entrance or exit
from the town. The trail also runs west far into the distance, skirting the
southern edge of a huge field, which seems to go on forever.
~
258 0 0 0 0 0
258 0 0 0 0 4
D1
~
~
@ -965,7 +965,7 @@ West of Town~
The road runs east toward the huge seaport atop the plateau and west, topping
a tall hill.
~
258 0 0 0 0 0
258 0 0 0 0 4
D1
~
~
@ -982,7 +982,7 @@ A Dark and Gloomy Trail~
by. The birds you heard singing before are now quiet, all you can hear now is
the sound of your own heavy breathing.
~
258 1 0 0 0 0
258 1 0 0 0 3
D0
~
~
@ -1000,7 +1000,7 @@ surrounding you. Trees brush against you on either side, feeling almost like
they tug at your clothing. The trail seems to continue north, although it seems
much more sensible to go south.
~
258 1 0 0 0 0
258 1 0 0 0 3
D0
The trail continues.
~
@ -1017,7 +1017,7 @@ A Dead End Trail~
any further exploration impossible. It does seem strange, though, that a trail
through the woods would end so abruptly.
~
258 1 0 0 0 0
258 1 0 0 0 3
D2
~
~
@ -1029,7 +1029,7 @@ Entrance to the Maze~
These walls run north and south from where you stand farther than you can see in
either direction.
~
258 0 0 0 0 0
258 0 0 0 0 4
D3
~
~

View file

@ -7,7 +7,7 @@ home in the midst of a forest such as this is beyond your comprehension. Be
careful on those steps, they are old and gray and appear to be rotted in many
places.
~
259 0 0 0 0 0
259 0 0 0 0 3
D0
~
~
@ -44,7 +44,7 @@ Northeast Corner of the House~
things that appear to be just about to fall into decay. Listening for any sound
from within the house reveals nothing, it appears that it may be deserted.
~
259 0 0 0 0 0
259 0 0 0 0 3
D2
~
~
@ -62,7 +62,7 @@ be deserted, however you still have the sensation of being watched. You cannot
see any sort of entrance from here, save the windows, and just in case someone
does live here, it would be best to leave those windows intact.
~
259 0 0 0 0 0
259 0 0 0 0 3
D0
~
~
@ -82,7 +82,7 @@ Northwest Corner of the House~
must be the doors that lead into the cellar. No other entrances are visible to
you from your current vantage point.
~
259 0 0 0 0 0
259 0 0 0 0 3
D1
~
~
@ -100,7 +100,7 @@ mostly chipped or worn away, leaving the doors a sort of dirty, brown and white
and gray combo color. Leaves blow past you, the breeze which carries them
smelling of something familiar - almost like blood.
~
259 0 0 0 0 0
259 0 0 0 0 3
D0
~
~
@ -125,7 +125,7 @@ The walls of the house are of chipped wood siding, the paint that once covered
the walls flaking and peeling,completely gone even in some places. You cannot
see any other ways into the house from here except the cellar.
~
259 0 0 0 0 0
259 0 0 0 0 3
D0
~
~
@ -143,7 +143,7 @@ type which is built for politicians or persons of extreme wealth. It has long
since fallen into decay - a crumbling, wasted ruin. There could be no chance
that anyone might still live here - could there?
~
259 0 0 0 0 0
259 0 0 0 0 3
D1
~
~
@ -165,7 +165,7 @@ enter into this place? There is obviously no one living here anymore - at least
it seems that way. You hear a small skittering and a thump from within.
Probably just a rat or a squirrel.
~
259 0 0 0 0 0
259 0 0 0 0 3
D0
~
~
@ -646,7 +646,7 @@ way the entire structure sways beneath you as you climb to the front door, you
wonder if maybe this wasn't a bad idea. Better hurry up that front door and get
inside before the whole thing collapses!
~
259 0 0 0 0 0
259 0 0 0 0 3
D4
~
~
@ -662,7 +662,7 @@ Top of the Steps at the Front Door~
creak and groan under your weight, swaying with every step that you take no
matter how careful you are.
~
259 4 0 0 0 0
259 4 0 0 0 3
D3
~
door~
@ -770,7 +770,7 @@ It must be told that many an adventurer has turned from this cellar in fear,
without humiliation or any feelings of inadequacies - this is not a pleasant
place.
~
259 4 0 0 0 0
259 4 0 0 0 3
D4
~
door~

View file

@ -4,7 +4,7 @@ Grasslands~
largest open area in all of Dibrova. You can the propellor of a windmill high
above the grass off to the northwest.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -45,7 +45,7 @@ Grasslands~
Tall, brown grass grows all around you. These grasslands must respresent the
largest open area in all of Dibrova.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
~
~
@ -65,7 +65,7 @@ Grasslands~
largest open area in all of Dibrova. You can see what looks to be a tall
windmill way off to the northeast.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
A small shadowy path leads away to the north.
~
@ -91,7 +91,7 @@ Grasslands~
Tall, brown grass grows all around you. These grasslands must respresent the
largest open area in all of Dibrova.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
A small shadowy path leads away to the north.
~
@ -117,7 +117,7 @@ Grasslands~
largest open area in all of Dibrova. You see a windmill close by to the
southwest. The shimmering dome to the north envolopes the sacred city of XXXX.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
The narrow trail leads east to a somewhat lighter part of the forest.
~
@ -140,7 +140,7 @@ largest open area in all of Dibrova. You can see the top of a windmill far off
in the distance to the southeast. The shimmering dome to the north envolopes
the sacred city of XXXX.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
The narrow trail leads east to a somewhat lighter part of the forest.
~
@ -161,7 +161,7 @@ Grasslands~
Tall, brown grass grows all around you. These grasslands must respresent the
largest open area in all of Dibrova.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
A small shadowy path leads away to the north.
~
@ -188,7 +188,7 @@ largest open area in all of Dibrova. The shimmering dome to the north envolopes
the sacred city of XXXX. To the north through the dome you can see the southern
wall protecting the city.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
~
~
@ -203,7 +203,7 @@ Grasslands~
Tall, brown grass grows all around you. These grasslands must respresent the
largest open area in all of Dibrova.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
A small shadowy path leads away to the north.
~
@ -224,7 +224,7 @@ Grasslands~
Tall, brown grass grows all around you. These grasslands must respresent the
largest open area in all of Dibrova.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
A small shadowy path leads away to the north.
~
@ -246,7 +246,7 @@ Grasslands~
in the breeze. You see the topmost section of windmill way far off to the
northwest.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -272,7 +272,7 @@ Grasslands~
The long blades of grass seem to go on forever, making long, graceful waves
in the breeze.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
Grass.
~
@ -293,7 +293,7 @@ Grasslands~
The long blades of grass seem to go on forever, making long, graceful waves
in the breeze. You can see a windmill far off to the northeast.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -316,7 +316,7 @@ Grasslands~
The long blades of grass seem to go on forever, making long, graceful waves
in the breeze.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -343,7 +343,7 @@ in the breeze. What looks to be a windmill lies far off to the southwest. The
shimmering dome to the north envolopes the sacred city of XXXX. To the north
through the dome you can see the southern wall protecting the city.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
~
~
@ -366,7 +366,7 @@ in the breeze. You see the windmill directly southeast. The shimmering dome to
the north envelopes the entire city of XXXX. Just to the north you can see the
southern gate of the city.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
Grass.
~
@ -388,7 +388,7 @@ Grasslands~
The long blades of grass seem to go on forever, making long, graceful waves
in the breeze.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -414,7 +414,7 @@ in the breeze. The shimmering dome to the north envolopes the sacred city of
XXXX. To the north through the dome you can see the southern wall protecting
the city.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
~
~
@ -435,7 +435,7 @@ Grasslands~
The long blades of grass seem to go on forever, making long, graceful waves
in the breeze.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -460,7 +460,7 @@ Grasslands~
The long blades of grass seem to go on forever, making long, graceful waves
in the breeze.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -485,7 +485,7 @@ Grasslands~
Tufts of grass as high as your waist brush against you as you traverse this
vast grassland area, which must be hundreds of miles in length.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -506,7 +506,7 @@ Grasslands~
vast grassland area, which must be hundreds of miles in length. To the east a
small trail cuts it's way through the brush, almost unnoticeable .
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
~
~
@ -528,7 +528,7 @@ Grasslands~
vast grassland area, which must be hundreds of miles in length. You see a
windmill far off the north.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands.
~
@ -552,7 +552,7 @@ Grasslands~
Tufts of grass as high as your waist brush against you as you traverse this
vast grassland area, which must be hundreds of miles in length.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands.
~
@ -576,7 +576,7 @@ vast grassland area, which must be hundreds of miles in length. The shimmering
dome to the north envolopes the sacred city of XXXX. To the north through the
dome you can see the southern wall protecting the city.
~
260 64 0 0 0 0
260 64 0 0 0 2
D3
More grass.
~
@ -590,7 +590,7 @@ vast grassland area, which must be hundreds of miles in length. You see a
windmill directly south of you. The shimmering dome to the north envolopes the
sacred city of XXXX.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
~
~
@ -610,7 +610,7 @@ Grasslands~
Tufts of grass as high as your waist brush against you as you traverse this
vast grassland area, which must be hundreds of miles in length.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands.
~
@ -636,7 +636,7 @@ Grasslands~
vast grassland area, which must be hundreds of miles in length. The shimmering
dome to the north envolopes the sacred city of XXXX.
~
260 64 0 0 0 0
260 64 0 0 0 2
D1
~
~
@ -656,7 +656,7 @@ Grasslands~
Tufts of grass as high as your waist brush against you as you traverse this
vast grassland area, which must be hundreds of miles in length.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands.
~
@ -682,7 +682,7 @@ Grasslands~
Tufts of grass as high as your waist brush against you as you traverse this
vast grassland area, which must be hundreds of miles in length.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands.
~
@ -708,7 +708,7 @@ Grasslands~
sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -733,7 +733,7 @@ Grasslands~
sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -782,7 +782,7 @@ Grasslands~
sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -807,7 +807,7 @@ sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step. A windmill lies directly
west of you.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -832,7 +832,7 @@ sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step. A windmill lies far off to
the east from here.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -858,7 +858,7 @@ Grasslands~
sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -883,7 +883,7 @@ Grasslands~
sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -904,7 +904,7 @@ Grasslands~
sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -930,7 +930,7 @@ Grasslands~
sneak up on someone, if that were something you wanted to do. Now that you
think about it, it may be wise to watch your step.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -955,7 +955,7 @@ Grasslands~
All the way to the horizon the grasslands stretch, ending in forest to the
north, east and west. To the south, you cannot see their end.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -978,7 +978,7 @@ Grasslands~
All the way to the horizon the grasslands stretch, ending in forest to the
north, east and west. To the south, you cannot see their end.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1001,7 +1001,7 @@ Grasslands~
All the way to the horizon the grasslands stretch, ending in forest to the
north, east and west. To the south, you cannot see their end.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1024,7 +1024,7 @@ Grasslands~
All the way to the horizon the grasslands stretch, ending in forest to the
north, east and west. To the south, you cannot see their end.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1048,7 +1048,7 @@ Grasslands~
north, east and west. To the south, you cannot see their end. A windmill lies
far off to the west from here.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1068,7 +1068,7 @@ Grasslands~
north, east and west. To the south, you cannot see their end. The windmill
lies directly east from you.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1091,7 +1091,7 @@ Grasslands~
All the way to the horizon the grasslands stretch, ending in forest to the
north, east and west. To the south, you cannot see their end.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1114,7 +1114,7 @@ Grasslands~
All the way to the horizon the grasslands stretch, ending in forest to the
north, east and west. To the south, you cannot see their end.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1137,7 +1137,7 @@ Grasslands~
All the way to the horizon the grasslands stretch, ending in forest to the
north, east and west. To the south, you cannot see their end.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1156,7 +1156,7 @@ Grasslands~
All the way to the horizon the grasslands stretch, ending in forest to the
north, east and west. To the south, you cannot see their end.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1175,7 +1175,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1200,7 +1200,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1220,7 +1220,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1245,7 +1245,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1266,7 +1266,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1283,7 +1283,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1304,7 +1304,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1329,7 +1329,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1354,7 +1354,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1379,7 +1379,7 @@ Grasslands~
You have any direction which you can choose to travel - any way that you wish
to go is wide open grasslands.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
Grasslands - for a looonnngg way.
~
@ -1400,7 +1400,7 @@ Grasslands~
A more peaceful setting could not be imagined. The breeze blowing through
this beautiful field, birds singing. The calm before the storm, eh?
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1423,7 +1423,7 @@ Grasslands~
A more peaceful setting could not be imagined. The breeze blowing through
this beautiful field, birds singing. The calm before the storm, eh?
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1442,7 +1442,7 @@ Grasslands~
A more peaceful setting could not be imagined. The breeze blowing through
this beautiful field, birds singing. The calm before the storm, eh?
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1465,7 +1465,7 @@ Grasslands~
A more peaceful setting could not be imagined. The breeze blowing through
this beautiful field, birds singing. The calm before the storm, eh?
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1485,7 +1485,7 @@ Grasslands~
this beautiful field, birds singing. The calm before the storm, eh? The
windmill lies directly northwest from here.
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1509,7 +1509,7 @@ Grasslands~
this beautiful field, birds singing. The calm before the storm, eh? There is a
windmill way off to the northeast.
~
260 64 0 0 0 0
260 64 0 0 0 3
D0
~
~
@ -1532,7 +1532,7 @@ Grasslands~
A more peaceful setting could not be imagined. The breeze blowing through
this beautiful field, birds singing. The calm before the storm, eh?
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1552,7 +1552,7 @@ Grasslands~
this beautiful field, birds singing. The calm before the storm, eh? A small
path leads west into the woods.
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1575,7 +1575,7 @@ Grasslands~
A more peaceful setting could not be imagined. The breeze blowing through
this beautiful field, birds singing. The calm before the storm, eh?
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1594,7 +1594,7 @@ Grasslands~
A more peaceful setting could not be imagined. The breeze blowing through
this beautiful field, birds singing. The calm before the storm, eh?
~
260 9 0 0 0 0
260 9 0 0 0 3
D0
~
~
@ -1618,7 +1618,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1642,7 +1642,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1662,7 +1662,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1686,7 +1686,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1706,7 +1706,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides. A windmill lies way off to the northwest.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1730,7 +1730,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides. The windmill lies directly northeast of you.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1754,7 +1754,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1774,7 +1774,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1798,7 +1798,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1822,7 +1822,7 @@ Grasslands~
Windmill far in the distance and the forest trees which surround the area on
three sides.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1841,7 +1841,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1864,7 +1864,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1879,7 +1879,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1902,7 +1902,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1917,7 +1917,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D2
~
~
@ -1932,7 +1932,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please. The windmill lies directly north of you.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1955,7 +1955,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1974,7 +1974,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -1997,7 +1997,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -2020,7 +2020,7 @@ Grasslands~
Brown grass is everywhere, all around you. You may go in any direction you
please.
~
260 64 0 0 0 0
260 64 0 0 0 2
D0
~
~
@ -2038,7 +2038,7 @@ thought was a large field is actually tree tops! The path continues east,
becoming more and more enclosed as you move in that direction. To the west the
path heads uphill into a huge grassy field.
~
260 0 0 0 0 0
260 0 0 0 0 3
D1
~
~
@ -2054,7 +2054,7 @@ Obscure Path~
Just east of you, you think you may see some sort of break in the trees, as the
forest you entered into seems to have come upon you quite suddenly.
~
260 0 0 0 0 0
260 0 0 0 0 3
D3
~
~

View file

@ -533,7 +533,7 @@ size of three men side by side rise from the forest floor, towering high above
you. Birds sing, branches creak, and you have to wonder... -What the Hell am I
doing here?! -
~
261 0 0 0 0 0
261 0 0 0 0 3
S
T 26100
#26122
@ -892,7 +892,7 @@ Entrance to a Large Home~
definately large by most standards. The door lies directly west of you or you
may head back along the path through the forest to the grasslands.
~
261 0 0 0 0 0
261 0 0 0 0 1
D1
~
~
@ -908,7 +908,7 @@ A Twisty Path~
married couple who used to be Head Enchanter and Enchantress to the Lord at
Lord's Keep, maybe this is it... The path also heads north through the forest.
~
261 0 0 0 0 0
261 0 0 0 0 3
D0
~
~
@ -924,7 +924,7 @@ Twisty Path~
anywhere. There are a great many leaves strewn in the path, giving you the
impression that not many people travel this way very often.
~
261 0 0 0 0 0
261 0 0 0 0 3
D1
~
~
@ -939,7 +939,7 @@ Start of a Twisty Path~
You stand at the edge of the field and the edge of a forest. The way to the
forest is west, and the grasslands spread out to your east.
~
261 0 0 0 0 0
261 0 0 0 0 3
D1
~
~

View file

@ -20,7 +20,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D1
The woods continue to the east.
~
@ -39,7 +39,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continues to the south.
~
@ -60,7 +60,7 @@ luck in not being caught in the tangled boughs and matted twigs beneath. To the
north you can see the spires of a huge castle rising high above the forest
around you.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
~
~
@ -78,7 +78,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D1
The woods continue to the east.
~
@ -97,7 +97,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -126,7 +126,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -155,7 +155,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continue to the south.
~
@ -174,7 +174,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -198,7 +198,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -222,7 +222,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -251,7 +251,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -280,7 +280,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -309,7 +309,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continue to the south.
~
@ -328,7 +328,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -352,7 +352,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -381,7 +381,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -410,7 +410,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -434,7 +434,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -453,7 +453,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -477,7 +477,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -501,7 +501,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D1
The woods continue to the east.
~
@ -520,7 +520,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D1
The woods continue to the east.
~
@ -544,7 +544,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D1
The woods continue to the east.
~
@ -563,7 +563,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continues to the north.
~
@ -592,7 +592,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continues to the north.
~
@ -621,7 +621,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -645,7 +645,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D1
The woods continue to the east.
~
@ -664,7 +664,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -693,7 +693,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -722,7 +722,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -751,7 +751,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -780,7 +780,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continue to the south.
~
@ -799,7 +799,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -818,7 +818,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -842,7 +842,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -871,7 +871,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -900,7 +900,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -929,7 +929,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -958,7 +958,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continue to the south.
~
@ -977,7 +977,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -996,7 +996,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1020,7 +1020,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1049,7 +1049,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1073,7 +1073,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continue to the south.
~
@ -1092,7 +1092,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1121,7 +1121,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1150,7 +1150,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continue to the south.
~
@ -1169,7 +1169,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1193,7 +1193,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continue to the south.
~
@ -1212,7 +1212,7 @@ the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath. A
large keep lies just west of here.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1231,7 +1231,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1260,7 +1260,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1289,7 +1289,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1318,7 +1318,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D2
The woods continue to the south.
~
@ -1337,7 +1337,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1351,7 +1351,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1370,7 +1370,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1389,7 +1389,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1413,7 +1413,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1437,7 +1437,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~
@ -1461,7 +1461,7 @@ side, a sort of darkend green glimmer. Ocassionally a slender beam of sun has
the luck to slip in through some opening in the leaves far above, and still more
luck in not being caught in the tangled boughs and matted twigs beneath.
~
262 32768 0 0 0 0
262 32768 0 0 0 3
D0
The woods continue to the north.
~

View file

@ -4,7 +4,7 @@ Outside the West Gate~
equality. The Western Road runs west from here into farmlands. To the north is
a deep, tangled forest.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -30,7 +30,7 @@ Western Road~
Just west of you is a fork in the road, which splits northwest and southwest
from the main road. East of you is the entrance to the city of Jareth.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -77,7 +77,7 @@ Western Road~
from here, you see the gates to the city of Jareth. To the south begins a long,
dusty trail which heads out into a very desolate looking plains area.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -96,7 +96,7 @@ on their mind would be that they might be waylaid or attacked. Northeast from
here, you see the gates to Jareth, west the road continues toward a large lake
and the many farms of this area.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -111,7 +111,7 @@ Western Road~
The road runs east and west from here. To the north, a small farm lies
nestled in a large pasture. From the smell of it, it must be a dairy farm.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -176,7 +176,7 @@ Western Road~
the west, you see a large lake, and to the south a dirt driveway leads to a
large farmhouse.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -270,7 +270,7 @@ if Farmer Girschwyn finds you here, he may get the wrong idea. To the east is a
huge field of corn which you may enter into. Be careful, though, it looks like
it would be pretty easy to get lost in there.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -286,7 +286,7 @@ Pasture~
graze or sleep everywhere and anywhere. To the north is the dirt court, and
east is more field.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -319,7 +319,7 @@ Western Road~
west is the shore of a huge lake. The path seems to split, heading around the
lake in both directions.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -335,7 +335,7 @@ Lake's Edge~
heading north, one heading south. The trail also heads east through the fertile
farmlands of Jareth.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -354,7 +354,7 @@ Lake's Edge~
The road heads west and north from here, around the lake. You see a farm to
the southwest.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -370,7 +370,7 @@ Lake's Edge~
into the lake. Across the road from the dock is farmstead, with rows upon rows
of wheat and corn growing in the fields just south of here.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -386,7 +386,7 @@ Lake's Edge at the Dock~
fishing. Just south of you is a moderate-sized farmstead. The road runs east
and west from here.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -410,7 +410,7 @@ Dock~
comfortable. Doesn't seem to bother Erik, though, the little guy seems
perfectly content here, swaying on this old construct.
~
263 0 0 0 0 0
263 0 0 0 0 2
D2
~
~
@ -423,7 +423,7 @@ needed to plow, plant, mow the fields which this farm is responsible for
maintaining. South and east of you are wheat and corn fields, respectively.
Just west of you is a house. The road is just north of you.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -446,7 +446,7 @@ Corn Field~
Row upon row of corn surrounds you. The leaves tickle you as you brush by
them, the stalks swaying gently with the breeze.
~
263 0 0 0 0 0
263 0 0 0 0 2
D3
~
~
@ -458,7 +458,7 @@ Wheat Field~
ground, strewn with mud and leaves, looks as if it has seen some large machinery
come through lately.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -481,7 +481,7 @@ Lake's Edge~
The road runs east and west from here, around the lake. A farm lies just
southeast of you, to the northeast you see a dock which leads out into the lake.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -496,7 +496,7 @@ Lake's Edge~
The road turns here, heading north and east around the lake. Just north of
here, the road splits off from the lake and heads west into the farmlands.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -511,7 +511,7 @@ Lake's Edge~
The road splits here, heading north and south around the lake, but also
heading off west into more farmland.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -531,7 +531,7 @@ Lake's Edge~
the south you see that the road splits away from it's course around the lake and
heads west out into farmland.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -548,7 +548,7 @@ continue north and west from here. Strangely enough, a path seems to lead right
into the water, and it looks as if the path continues on into the depths of the
lake.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -563,7 +563,7 @@ Lake's Edge~
The road turns again, running along the lake's edge. You may head east or
south from your current locale.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -579,7 +579,7 @@ Lake's Edge~
You think you may see a small path leading north throught the high grass and
into the forest, but you can't be sure.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -600,7 +600,7 @@ along seems quite large, and across on the opposite shore, you think you may see
a bit of aqueduct work. This lake is most probably the water source for most of
the farmers in the area.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -617,7 +617,7 @@ lake's edge demands. You may head west or south from here. To the south, you
see that the road splits away from it's travels around the lake and heads east
into the country.
~
263 0 0 0 0 0
263 0 0 0 0 2
D2
~
~
@ -634,7 +634,7 @@ region. East of you, the road splits, following around a large lake's edge.
To the north, you see the last farmstead on this western edge of Jareth's City
Limits.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -655,7 +655,7 @@ seen better days, assuredly. The yard is littered with debris, some of which
you probably should not even try guessing it's origin, and the smell - whoa.
There is a barn north of here, it's rickety walls barely standing.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -672,7 +672,7 @@ black suede shoes if you did. The amount of excrement piled everywhere in this
barn makes keeping your feet clean an impossibility. West of you is a pig yard
and east is the chicken yard. South exits into open, clean air.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -692,7 +692,7 @@ Chicken Yard~
almost trip and fall. All the chickens cluster around you, waiting for you to
throw them some seeds.
~
263 0 0 0 0 0
263 0 0 0 0 2
D3
~
~
@ -704,7 +704,7 @@ Pig Wallows~
The pigs here roll on their back in shallow puddles, looking as pigs in...
Well, you know. Kind of makes you glad you never decided to be a farmer, eh?
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -717,7 +717,7 @@ entered, leading eventually the city itself. West of you the unknown begins.
The land on either side of the road seems to be getting a bit more soft and wet,
as if you may be coming into a swampy region.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -736,7 +736,7 @@ Western Road~
The road still heads to the east and west from here, however there is a small
path leading through some twisty, gnarled trees to your north.
~
263 0 0 0 0 0
263 0 0 0 0 2
D0
~
~
@ -757,7 +757,7 @@ farmsteads dotting the countryside, where the land flattens out and allows for
that sort of work to be done. The way west leads toward the ever-present Dragon
Tooth Mountains, which seem to surround this whole land.
~
263 0 0 0 0 0
263 0 0 0 0 2
D1
~
~
@ -774,7 +774,7 @@ to be more prevalent the farther north you go. The way becomes darker from the
trees that seem to close in around the path and your senses scream at you to go
back.
~
263 0 0 0 0 0
263 0 0 0 0 3
D2
~
~
@ -805,7 +805,7 @@ S
Gnarled and Twisty Path~
This zone not yet complete - come again soon!
~
263 0 0 0 0 0
263 0 0 0 0 3
D2
~
~
@ -818,7 +818,7 @@ south, becoming completely enclosed by trees and tall growth. It heads north
deeper into the dark forest, but a word to the wise, south looks much more safe
and inviting.
~
263 65 0 0 0 0
263 65 0 0 0 3
D2
~
~
@ -834,7 +834,7 @@ that ahead lies trouble, pain, and possibly death. The lake and the farmlands
south of you begin to look very friendly through the trees, now. This is your
chance to turn back...
~
263 0 0 0 0 0
263 0 0 0 0 3
D2
~
~

View file

@ -4,7 +4,7 @@ On a Forest Slope~
forest which at this point is not in sight. To the east is a more level section
of forest where you at least have a better fighting chance.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -41,7 +41,7 @@ On a Forest Slope~
even is one at the bottom of this hill. You realize that although you haven't
been in the forest that long, you are hopelessly lost.
~
264 0 0 0 0 0
264 0 0 0 0 3
D0
~
~
@ -65,7 +65,7 @@ In a Quiet Forest~
and strength - it's immensity. Not a bird calls, not a creature skitters, just
the wind, creaking through the dark branches overhead.
~
264 0 0 0 0 0
264 0 0 0 0 3
D0
~
~
@ -89,7 +89,7 @@ In a Quiet Forest~
and strength - it's immensity. Not a bird calls, not a creature skitters, just
the wind, creaking through the dark branches overhead.
~
264 0 0 0 0 0
264 0 0 0 0 3
D0
~
~
@ -113,7 +113,7 @@ Downhill in a Forest~
distance down as well. All around you, the darkness prohibits any kind of sight
distance. Makes it kind of spooky.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -138,7 +138,7 @@ level part of the forest you could hear the occassional skitter of a squirrel,
the squak of a buzzard, even the cry of a Demon Dog was better than this
complete silence.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -163,7 +163,7 @@ level part of the forest you could hear the occassional skitter of a squirrel,
the squak of a buzzard, even the cry of a Demon Dog was better than this
complete silence.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -188,7 +188,7 @@ level part of the forest you could hear the occassional skitter of a squirrel,
the squak of a buzzard, even the cry of a Demon Dog was better than this
complete silence.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -214,7 +214,7 @@ the forest roof and beyond, still as thick as four men at that point. You hold
your light a little closer to the tree and see that it has some sort of markings
on it. Off to the west, you can see some sort of glow.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -246,7 +246,7 @@ one which looks to be the oldest in this forest, if size is any indicator. You
look down into the vines. It almost looks as if something is moving down there.
In fact, it appears that something is glowing to the south.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -271,7 +271,7 @@ further travel in any direction. Down in the ditch, you see something small and
shiny, although from here you cannot see exactly what the item is. Is that some
sort of glow to the east?
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -296,7 +296,7 @@ dig into the soil of the forest feeding out it's life. Shining your light
ahead, you think you may see furtive movement behind one of the vines. You may
even see some kind of light off to the north.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -319,7 +319,7 @@ Heading Downhill~
The forest still heads downhill into the fell, the depths of which contain
only the devil knows what.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -344,7 +344,7 @@ no one home right now, or if there is anyone home, they are being very quiet and
very still. Looking around you, you realize that you may be just a little lost.
Make that a lot lost.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -368,7 +368,7 @@ Lost in the Forest~
gives some sort of reminder to you where you are, but all you can see in any
direction is dark, twisted trees and the hill, always leading down.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -392,7 +392,7 @@ A Faint Path~
floor of this forest, you think you see some sort of trail. It appears that the
trail leads east and west, toward something...
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -417,7 +417,7 @@ sort of life. Although the greenery is only needles, it still gives you pause
and makes you glad that at least in one part of this awful place, something
lives in accordance with nature.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -443,7 +443,7 @@ the sun is still shining, where you do not have to fear for your life every step
of the way. It is easy to forget there are still places like that - at least
while you are down here.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -468,7 +468,7 @@ if you could get up on the boulder, you might get a good view of the way
downhill. The only other option is to just continue down hill and hope for the
best.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -493,7 +493,7 @@ your head. You notice that although they are peeling quite badly, the peeling
seems to have been scuffed or pulled off in some spots. What kind of animal
could climb vines that high and that thin?
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -517,7 +517,7 @@ A Quiet Section of the Forest~
easier feeling than the parts that were noisy. In fact, it creeps you out.
Where are all the animals?
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -541,7 +541,7 @@ Near a Rabbit Hole~
know. Seems strange that a rabbit could survive in a place like this, with the
lack of greenery anywhere.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -566,7 +566,7 @@ The huge trunk is blasted in half about twenty feet above your head. The tree
was so large that when it fell, one of it's branches fell to make a natural
bridge across a large ditch.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -590,7 +590,7 @@ Leaf Strewn Slope~
every inch of the way, making it impossible for you to move quietly at all. So
much for remaining inconspicuous.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -614,7 +614,7 @@ Leaf Strewn Slope~
every inch of the way, making it impossible for you to move quietly at all. So
much for remaining inconspicuous.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -638,7 +638,7 @@ An Abandoned Campsite on the Hillside~
have at one time been a firepit for someone or a group of someones. Or a group
of its.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -664,7 +664,7 @@ first place. Most people with some shred of common sense wouldn't even have
given it a second thought when they saw those rungs in the stone, they would've
turned right around. Maybe you should've, too.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -690,7 +690,7 @@ first place. Most people with some shred of common sense wouldn't even have
given it a second thought when they saw those rungs in the stone, they would've
turned right around. Maybe you should've, too.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -714,7 +714,7 @@ Heading Down a Leaf Strewn Slope~
valley. Whatever is down there, it can't be all that appealing, having to hide
away like this from the rest of the world.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -738,7 +738,7 @@ On a Hill in the Forest~
valley. Whatever is down there, it can't be all that appealing, having to hide
away like this from the rest of the world.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -766,7 +766,7 @@ be considered meager at best out in the world above, here it seems to burn with
a fierce light, one that makes you squint. You see that all along the lane
there are similiar lanterns on posts as well.
~
264 1 0 0 0 0
264 1 0 0 0 3
D0
~
~
@ -787,7 +787,7 @@ along the street, but try as you might, you cannot see a single business or
tavern of any sort. Strange that a village, even one in the middle of nowhere,
would not have an inn or something.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~
@ -807,7 +807,7 @@ Voce Lane~
There is one, in fact, just east of you now. To the north is a small bit of the
lane that leads back out into the forest and back up the hill.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~
@ -827,7 +827,7 @@ Voce Lane~
sort of folk could live in such seclusion. You think you may hear a bit of
singing off to the southwest.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~
@ -844,7 +844,7 @@ building you have seen thus far in this village. The singing you have been
hearing comes from that building, or at least from that general direction. The
road runs north and south from you as well.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~
@ -865,7 +865,7 @@ comes from the northwest. It would be quite a beautiful sound were it not
coming from somewhere in this dark and gloomy village deep in this dark and
sinister forest.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~
@ -881,7 +881,7 @@ Voce Lane~
To the north the lane runs through the center of the village, south the lane
leads out into the forest, sloping upward out of this hollow.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~
@ -903,7 +903,7 @@ ahead into the village and notice, to your alarm, that there seems to be no inn
or tavern of any kind. Strange that a village, even a small one like this,
would have no place to rest.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~
@ -926,7 +926,7 @@ at best, seems to blaze with light down here in the darkest realms of the
forest. You may climb back up the slope or investigate this small forest
village.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~
@ -1316,7 +1316,7 @@ To the northwest there is another large building of some sort, it almost looks
to be a temple itself. Voce Lane, the main street through the village, is just
east of you.
~
264 1 0 0 0 0
264 1 0 0 0 2
D1
~
~
@ -1335,7 +1335,7 @@ evil forest, almost get killed, search their way into this village through the
hollow, and then start singing? Maybe it would be best not to open those doors,
after all.
~
264 1 0 0 0 0
264 1 0 0 0 2
D0
~
~

View file

@ -4,7 +4,7 @@ Steps Leading Down to the Sea~
top of the steps looms, while below you, the steps continue for what seems an
eternity.
~
265 0 0 0 0 5
265 0 0 0 0 0
D4
~
~
@ -32,7 +32,7 @@ Down the Cliff-Face~
depending on the way you're heading. It looks as if there may be some sort of
cave down from here.
~
265 0 0 0 0 5
265 0 0 0 0 0
D4
~
~
@ -49,7 +49,7 @@ now. There appears to be an opening in the rock to your east. Inside you can
only see darkness, so it is possible that it is simply a natural fissure, but
then again, who knows?
~
265 0 0 0 0 5
265 0 0 0 0 0
D1
~
~
@ -69,7 +69,7 @@ On the Steps~
as a breeze ruffles your clothing. You begin to feel a bit better about your
day - the sea can do that to a person.
~
265 0 0 0 0 5
265 0 0 0 0 0
D4
~
~
@ -84,7 +84,7 @@ The Base of the Steps~
You stand at the bottom of a set of steps cut into the face of the cliff
here. The beach runs along east to west here as far as you can see.
~
265 0 0 0 0 5
265 0 0 0 0 0
D1
~
~
@ -600,7 +600,7 @@ In the Kracken's Den~
not just in a small spot, ALL of the water is moving from some kind of monstrous
movement under the water.
~
265 0 0 0 0 6
265 0 0 0 0 0
D2
~
~

View file

@ -155,7 +155,7 @@ your south, the forest growing right up to the edge and up the edge in some
spots. There is a set of rungs grooved into the cliff face here. It looks as
if you may be able to climb up!
~
266 5 0 0 0 0
266 5 0 0 0 3
D0
~
~
@ -180,7 +180,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -205,7 +205,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -230,7 +230,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -255,7 +255,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -280,7 +280,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -305,7 +305,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -330,7 +330,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -355,7 +355,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -380,7 +380,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -405,7 +405,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -430,7 +430,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -455,7 +455,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -482,7 +482,7 @@ the corner of your eye. Always just out of sight. The cliff face runs along to
your south, the forest growing right up to the edge and up the edge in some
spots.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -505,7 +505,7 @@ the corner of your eye. Always just out of sight. The cliff face runs along to
your south, the forest growing right up to the edge and up the edge in some
spots.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -526,7 +526,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -551,7 +551,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -576,7 +576,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -601,7 +601,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -626,7 +626,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -651,7 +651,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -676,7 +676,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -702,7 +702,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. Off to the east is a deep
hollow, dark and foreboding.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -723,7 +723,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -748,7 +748,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -773,7 +773,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -798,7 +798,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 0 0 0 0 0
266 0 0 0 0 3
D0
~
~
@ -826,7 +826,7 @@ your south, the forest growing right up to the edge and up the edge in some
spots. To the east there is some sort of break in the forest, maybe a clearing
or something, although it doesn't look like it gets any lighter...
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -849,7 +849,7 @@ the corner of your eye. Always just out of sight. To the south is a strange
opening in the trees, almost as if it lead to a meadow or field of some sort,
but it couldn't be, because it is still just as dark as ever in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -874,7 +874,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -899,7 +899,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -925,7 +925,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. North is a deep hollow, one
which looks to hold a great many dark secrets.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -947,7 +947,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. To the south the forest
slopes steepy downhill into a deep valley or hollow.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -969,7 +969,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The cliff face runs along
beside you on the south, hemming you into the forest.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -990,7 +990,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1015,7 +1015,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1040,7 +1040,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1067,7 +1067,7 @@ the corner of your eye. Always just out of sight. Towering high above the
trees to your west is a huge, wood sided house which seems to lean to one side.
It looks very old and very unsafe.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1092,7 +1092,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1117,7 +1117,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1142,7 +1142,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1169,7 +1169,7 @@ the corner of your eye. Always just out of sight. South of you a large house
rises from the forest floor, it's top floor higher than the towering trees all
around you. The house looks very old and very unsafe. Also uninviting.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1195,7 +1195,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. To the west is the cliff
face, solid and unyielding, penning you into this awful place.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1217,7 +1217,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. To the north is a huge
house, very old and ugly. There are no lights of any kind coming from it.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1242,7 +1242,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1267,7 +1267,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1293,7 +1293,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The cliff face runs along
beside you on the south, hemming you into the forest.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1315,7 +1315,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The cliff face runs along
beside you on the south, hemming you into the forest.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1336,7 +1336,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1363,7 +1363,7 @@ the corner of your eye. Always just out of sight. To the west is some sort of
deep fell or hollow where the forest slopes downward out of sight toward the
rocky cliff far to the west.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1388,7 +1388,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1416,7 +1416,7 @@ house to your east, one that stands extremely tall in this monstrous forest.
The house looks to be in deplorable condition, it leans to one side looking as
if it might fall over at any time.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1441,7 +1441,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1466,7 +1466,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1525,7 +1525,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. To the west is the cliff
face, solid and unyielding, penning you into this awful place.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1547,7 +1547,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky cliff runs along
beside you on the west.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1570,7 +1570,7 @@ the corner of your eye. Always just out of sight. The cliff face is to the
west, hemming you into this evil forest. To the south is some sort of hollow
which leads downhill into territory that you cannot see from here.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1594,7 +1594,7 @@ west side, an ever present reminder that you are trapped in this valley. To the
north there is some sort of hollow, or slope that leads downward into deeper
forest. Looks very ominous, caution is advised.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1618,7 +1618,7 @@ abrupt turn here, curving itself north and east, running along your south and
west sides. It looks as if this forest may be completely enclosed by this
strange rock formation.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1636,7 +1636,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky cliff makes a turn
heading north and west, blocking you movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1653,7 +1653,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1679,7 +1679,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky cliff makes a turn
heading north and west, blocking you movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1696,7 +1696,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1721,7 +1721,7 @@ withered and brittle. Strangely enough, with all the lingering death around
you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1747,7 +1747,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. To your north is a deep,
dark valley. It looks exteremely uninviting from here, best to just pass it by.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1769,7 +1769,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. To the north the forest runs
downhill into a deep fell.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1792,7 +1792,7 @@ the corner of your eye. Always just out of sight. To the south is a deep
hollow, many miles across and quite deep from the looks of it. Of course, it is
hard to tell by looks since it is so dark here.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1816,7 +1816,7 @@ is such a presence, such a large obstacle, you feel that this valley must have
been created on purpose by some god, some higher power, to punish the
inhabitants for wrongdoings. Or something.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1838,7 +1838,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky wall still runs
along on the north side. You feel like a caged animal.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1860,7 +1860,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. There is some sort of inner
valley to the south, one that looks very deep and very dark.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -1882,7 +1882,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky face runs along
north of you preventing any further movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1904,7 +1904,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky face runs along
north of you preventing any further movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1926,7 +1926,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky face runs along
north of you preventing any further movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1948,7 +1948,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky face runs along
north of you preventing any further movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1970,7 +1970,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky face runs along
north of you preventing any further movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -1992,7 +1992,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky face runs along
north of you preventing any further movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -2014,7 +2014,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky face runs along
north of you preventing any further movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -2036,7 +2036,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky wall turns here,
running south and east, keeping you from continuing north or west any farther.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~
@ -2056,7 +2056,7 @@ here, hemming you in and hindering any movement east or north. Over time, rocks
have fallen off from the cliffsides and piled up at the base. A set of small
tracks seem to come and go from beneath two large rocks.
~
266 1 0 0 0 0
266 1 0 0 0 3
D2
~
~
@ -2078,7 +2078,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rock wall runs along to
the east.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -2102,7 +2102,7 @@ movement to the east. To the west is a deep hollow, a very large one from the
looks of it although it is hard to tell for sure in this darkness. Looks almost
like a valley inside this valley.
~
266 0 0 0 0 0
266 0 0 0 0 3
D0
~
~
@ -2120,7 +2120,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. To the east is the rocky
wall that holds you captive in this God-Forsaken forest.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -2142,7 +2142,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky cliff makes a turn
heading north and west, blocking you movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D0
~
~
@ -2160,7 +2160,7 @@ you, there seems to be a great deal of movement around you, but always out of
the corner of your eye. Always just out of sight. The rocky face runs along
north of you preventing any further movement in that direction.
~
266 1 0 0 0 0
266 1 0 0 0 3
D1
~
~

View file

@ -31,7 +31,7 @@ as far as you can see. Hundred of beautifuly garbed women of all shades
languish on the shore; they have stony-dull eyes that stare right past you.
Something looks not-quite-so-right in this pristine place.
~
267 0 0 0 0 0
267 0 0 0 0 2
D1
To your east you can see a huge mound of dirt.
~
@ -56,7 +56,7 @@ Beachside Harem~
and you can hear screaming from down in the depths. A large forest lies to
your east, and a trail can be vaguely seen.
~
267 1 0 0 0 0
267 1 0 0 0 4
D1
To your east you can see a beach road that leads into the forest.
~
@ -82,7 +82,7 @@ fill every part of the area outside the path. Strange noises and utterly
blood-chilling screams fill the air. It is very dark here. The path leads on
to your west, and a strange mound lies to your east.
~
267 1 0 0 0 0
267 1 0 0 0 2
D1
The beach road continues on.
~
@ -101,7 +101,7 @@ priceless vases, and piles of money and jewelry everywhere. Beautiful, silent
women dance before you, twirling in silk gowns that barely hide their beauty.
A sound can be heard over all the racket, shouting, "Keep working! "
~
267 521 0 0 0 0
267 521 0 0 0 1
D4
You can just see from the hole in the ground that you are right by a path that leads into the woods.
~
@ -117,7 +117,7 @@ fill every part of the area outside the path. Strange noises and utterly
blood-chilling screams fill the air. It is very dark here. A large hill rises
to your east, and the beach road lies to your west.
~
267 5 0 0 0 0
267 5 0 0 0 2
D1
A large hill rises to your east.
~
@ -135,7 +135,7 @@ Creepy Road~
Perhaps it's the total and complete silence. Or perhaps it's the skeletons
strown haphazardly about. You just don't know.
~
267 4 0 0 0 0
267 4 0 0 0 2
D1
The creepy road continues east.
~
@ -157,7 +157,7 @@ Creepy Road~
Perhaps it's the total and complete silence. Or perhaps it's the skeletons
strown haphazardly about. You just don't know.
~
267 0 0 0 0 0
267 0 0 0 0 2
D1
The creepy road continues east.
~
@ -180,7 +180,7 @@ Perhaps it's the total and complete silence. Or perhaps it's the skeletons
strown haphazardly about. You just don't know. A large building towers above
you to the east.
~
267 4 0 0 0 0
267 4 0 0 0 2
D1
You know, like we said, a large building lieing to your east and all.
~
@ -209,7 +209,7 @@ To your south, you can see the beginnings of a rock-strewn-path... Continuing
further down, you can see the end of the hill. The forest covers up most of
the view from here.
~
267 0 0 0 0 0
267 0 0 0 0 4
D4
Looking up, you can see the zenith of Vice Hill.
~
@ -229,7 +229,7 @@ your south, you can see the beginnings of a rock-strewn path... Continuing
further down, you can see the end of the hill. The forest covers up most of
the view from here.
~
267 0 0 0 0 0
267 0 0 0 0 4
D4
Looking up, you can see the zenith of Vice Hill.
~
@ -513,7 +513,7 @@ dark openings of two tunnels to your east and west. Of course, you could
always go south up to the relative safety of the hill. A huge tree here looks
climbable, and you can vaguely see a net at the top.
~
267 4 0 0 0 0
267 4 0 0 0 4
D0
You can see a dangerous-looking tarry road to your north.
~
@ -546,7 +546,7 @@ Tarry Road~
thicker and thicker as you venture north. If you go south, you'll probably be
able to turn back before it's too late.
~
267 517 0 0 0 0
267 517 0 0 0 2
D0
It looks very dangerous and squishy that way, but you could probably survive
it.
@ -566,7 +566,7 @@ thicker and thicker as you venture south. If you go north, you'll probably be
able to turn back before it's too late. There is a sign on the side of the
road here.
~
267 517 0 0 0 0
267 517 0 0 0 2
D0
The tar looks even more dangerous that way, but survivable.
~
@ -590,7 +590,7 @@ Tarry Road~
of escape--either go forward, or don't move at all. Right ahead of you is a
bubbling, boiling tar pit--it looks quite disgusting. PANIC!
~
267 517 0 0 0 0
267 517 0 0 0 2
D0
Looks like that would be a VERY bad idea. I don't think you could escape
that one.
@ -611,7 +611,7 @@ you might, you can't get them out! Each sinks lower and lower until your
entire legs are encased in the pit. You scream for help, but no one can hear
you.
~
267 548 0 0 0 0
267 548 0 0 0 2
S
#26728
Vice Hill~
@ -620,7 +620,7 @@ it still looks quite sinister. You notice a rocky road to your south, and you
can ascend the hill to take a look around you. A road hangs a bit above you to
your left by no supports! Hmm... A beautifuly made road is to your west.
~
267 0 0 0 0 0
267 0 0 0 0 4
D0
You can see the beautiful Vice Hill.
~
@ -655,7 +655,7 @@ substance line the path--it doesn't look as if a piece of paper could be
inserted between them. The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.
~
267 5 0 0 0 0
267 5 0 0 0 1
D1
To your east you can see the bottom of Vice Hill.
~
@ -674,7 +674,7 @@ of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the
distance. A soft chanting can be heard in the far distance, but you can see no
sign of life. Lonliness sends you into a panicky state.
~
267 0 0 0 0 0
267 0 0 0 0 1
D2
The strange trail continues on.
~
@ -700,7 +700,7 @@ substance line the path--it doesn't look as if a piece of paper could be
inserted between them. The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.
~
267 5 0 0 0 0
267 5 0 0 0 1
D0
The high path continues on.
~
@ -719,7 +719,7 @@ of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the
distance. A soft chanting can be heard in the far distance, but you can see no
sign of life. Lonliness sends you into a panicky state.
~
267 0 0 0 0 0
267 0 0 0 0 1
D0
The strange trail continues on..
~
@ -745,7 +745,7 @@ substance line the path--it doesn't look as if a piece of paper could be
inserted between them. The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.
~
267 5 0 0 0 0
267 5 0 0 0 1
D0
The high path continues on.
~
@ -764,7 +764,7 @@ of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the
distance. A soft chanting can be heard in the far distance, but you can see no
sign of life. Lonliness sends you into a panicky state.
~
267 0 0 0 0 0
267 0 0 0 0 1
D0
The strange trail continues on..
~
@ -790,7 +790,7 @@ substance line the path--it doesn't look as if a piece of paper could be
inserted between them. The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.
~
267 5 0 0 0 0
267 5 0 0 0 1
D0
The high path continues on.
~
@ -809,7 +809,7 @@ of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the
distance. A soft chanting can be heard in the far distance, but you can see no
sign of life. Lonliness sends you into a panicky state.
~
267 0 0 0 0 0
267 0 0 0 0 1
D0
The strange trail continues on.
~
@ -835,7 +835,7 @@ substance line the path--it doesn't look as if a piece of paper could be
inserted between them. The trees have been trimmed back to allow easy passage.
Even among all this beauty, you sense a sinister presence.
~
267 5 0 0 0 0
267 5 0 0 0 1
D0
The high path continues on.
~
@ -854,7 +854,7 @@ of diabolocal canopy. You can hear--drums? --some sort of pulsing beat in the
distance. A soft chanting can be heard in the far distance, but you can see no
sign of life. Lonliness sends you into a panicky state.
~
267 4 0 0 0 0
267 4 0 0 0 1
D0
The strange trail continues on.
~
@ -880,7 +880,7 @@ tarry brine to your north, and to all other directions a sinister, black forest
is eerily silent. If you look very carefully, you can see the harbours to your
north and east. The exits descend in all directions.
~
267 0 0 0 0 0
267 0 0 0 0 4
D0
The hill descends down into a tarry road, filled with the gooey stuff.
~
@ -1450,7 +1450,7 @@ Most of the island is covered in forest, and extends around a huge hill. The
far, far north shows some absolutely huge trees, and a rather large, black pool
of what can only be tar. You can go back into the building by going east.
~
267 0 0 0 0 0
267 0 0 0 0 1
D1
You see the creepy hallway.
~
@ -1801,7 +1801,7 @@ extremely high up from the ground. You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees. You may go
north or down.
~
267 0 0 0 0 0
267 0 0 0 0 3
D0
The netting continues through the trees here.
~
@ -1826,7 +1826,7 @@ extremely high up from the ground. You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees. You may go
north or south on through the trees.
~
267 0 0 0 0 0
267 0 0 0 0 3
D0
The netting continues through the trees here.
~
@ -1851,7 +1851,7 @@ extremely high up from the ground. You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees. You may go
north or south on through the trees.
~
267 0 0 0 0 0
267 0 0 0 0 3
D0
The netting continues through the trees here.
~
@ -1877,7 +1877,7 @@ feel very peaceful here--that is, as long as you are in the trees. You may go
north or south on through the trees. You can see a very dangerous tar pit
right below you.
~
267 0 0 0 0 0
267 0 0 0 0 3
D0
The netting continues through the trees here.
~
@ -1902,7 +1902,7 @@ extremely high up from the ground. You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees. You may go
north or south on through the trees.
~
267 0 0 0 0 0
267 0 0 0 0 3
D0
The netting continues through the trees here.
~
@ -1927,7 +1927,7 @@ extremely high up from the ground. You hear birds chirping right by you, and
feel very peaceful here--that is, as long as you are in the trees. You may go
north to a dock, or south on through the trees.
~
267 0 0 0 0 0
267 0 0 0 0 3
D0
The netting ends at a dock.
~
@ -1952,7 +1952,7 @@ to your south, keeping you from falling through the trees. You can see a large
tar pit to your south--good thing there's that netting to keep you from falling
into it.
~
267 0 0 0 0 0
267 0 0 0 0 1
D2
The netting begins to your south.
~

View file

@ -5,7 +5,7 @@ part of the world. There are several rumors as to where it leads,
but no one knows for sure. Looking south, you gaze into a panorama
of a rocky, cactus-dotted land, shimmering in the heat of the day.
~
269 0 0 0 0 0
269 0 0 0 0 2
D2
A huge cactus-dotted desert spreads out before you.
~
@ -31,7 +31,7 @@ The Beginning Of The Southern Desert~
appear, you are thankful that they do not grow on the path.
To the south, you see a desert, teeming with desert life.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -248,7 +248,7 @@ mother nature, you ignore your thirst and plod onward.
To the south the mountains rise up out of the earth like
an ill specter.
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
To the north you look down onto flatter ground.
~
@ -325,7 +325,7 @@ The Foothills~
becomes easier. Far off to the east you think you see blue.
to the south the dusty road continues.
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
The road leads north into the Southern Desert.
~
@ -343,7 +343,7 @@ A Bend In The Fading Road~
You are surrounded by sage brush, and heat. You can barely make out
a path to the south.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
The path leads north into the heart of the desert mountains.
~
@ -360,7 +360,7 @@ A Dusty Road~
Here the land is harsh and hot, reminding you of your
4th-grade teacher.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
You see a 'T' in the road to the east.
~
@ -377,7 +377,7 @@ A Dusty 'T' Intersection~
The dusty road here splits to the east and to the west. The
desert continues to the south.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
The road leads north into the desert.
~
@ -394,7 +394,7 @@ The Southern Desert~
The desert stretches out in every direction, a rugged terrain
reminding you of the moon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -410,7 +410,7 @@ The Southern Desert~
reminding you of the moon. You can barely see mountains on the east
horizon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -426,7 +426,7 @@ The Southern Desert~
reminding you of the moon. You can barely see mountains on the east
horizon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -442,7 +442,7 @@ The Southern Desert~
reminding you of the moon. The mountains to the east are snow-capped,
and rocky.
~
269 0 0 0 0 0
269 0 0 0 0 4
D1
You see mountains to the east.
~
@ -458,7 +458,7 @@ S
The Southern Desert~
The desert stretches out in every direction but east.
~
269 0 0 0 0 0
269 0 0 0 0 4
D3
The Southern desert stretches out to the western horizon.
~
@ -470,7 +470,7 @@ An Overgrown Trail~
You are walking down a trail, overgrown with cactus and other dry
plants.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see a more-travelled path to the north.
~
@ -487,7 +487,7 @@ Way Out In The Southern Desert~
Here the air is as dry as your step-mother's humor.
(Thank God she's not here to watch you mud.)
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -503,7 +503,7 @@ An Overgrown Trail~
plants.
A path leads east from here, off into the distance.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -524,7 +524,7 @@ A Faded Footpath~
The trail leads south, east, and west with no obvious intent
or purpose.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -543,7 +543,7 @@ Way Out In The Desert~
You have travelled out so far now that you have almost forgotten
what water looks and tastes like.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -562,7 +562,7 @@ Way Out In The Desert~
You are nowhere near where everyone else wants to be.
How do you feel about that?
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see the trail here leads north.
~
@ -579,7 +579,7 @@ The Southern Desert~
reminding you of the moon. Far off to the south-west you can
barely see a mesa, sitting on the horizon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -595,7 +595,7 @@ The Southern Desert~
reminding you of the moon. Off to the south you can
see a mesa, rising up from the horizon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -612,7 +612,7 @@ The Southern Desert~
reminding you of the moon. Off to the south-west you can
see a mesa, sitting on the horizon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -628,7 +628,7 @@ The Southern Desert~
reminding you of the moon. A way off to the south-west you can
just see a mesa, sitting on the horizon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -644,7 +644,7 @@ The Southern Desert~
reminding you of the moon. Quite a way off to the south-west you can
just see a mesa, sitting on the horizon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -660,7 +660,7 @@ The Southern Desert~
reminding you of the moon. Far off to the south-west you can
barely see a mesa, sitting on the horizon.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
~
~
@ -674,7 +674,7 @@ S
Way Out In The Southern Desert~
The desert stretches out in every direction.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see more desert to the north.
~
@ -700,7 +700,7 @@ S
Way Out In The Southern Desert~
The desert stretches out in every direction.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see more desert to the north.
~
@ -719,7 +719,7 @@ S
Way Out In The Southern Desert~
The desert stretches out in every direction.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see more desert to the north.
~
@ -740,7 +740,7 @@ Near A Rocky Mesa~
reminding you of the moon. To the south the mesa looms nearer,
you think you can hear strange singing blowing in the wind.
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
~
~
@ -755,7 +755,7 @@ S
Way Out In The Southern Desert~
The desert stretches out in every direction.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see more desert to the north.
~
@ -773,7 +773,7 @@ North Of A Rocky Mesa~
jut up through the desert floor.
The mesa to the south seems ominously silent...
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
To the north you see the desert.
~
@ -789,7 +789,7 @@ S
Way Out In The Southern Desert~
The desert stretches out in every direction.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see more desert to the north.
~
@ -810,7 +810,7 @@ In The Brush~
You are completely surrounded by tumbleweeds now, and
the world is deathly silent.
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
You see more brush to the north.
~
@ -837,7 +837,7 @@ In The Brush~
Here you decide not to go any further, due to the increasing
number of brambles getting caught in your clothes.
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
You see more brush to the north.
~
@ -865,7 +865,7 @@ The Mesa~
to about the height of 200 feet, there is no way you could ever climb
it. Directly to the south you spot a small hole.
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
~
~
@ -884,7 +884,7 @@ S
The Southern Desert~
This is the largest desert you have ever seen...
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -899,7 +899,7 @@ The Southern Desert~
The path has disappeared completely, leaving you free to
choose any direction at all.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
This is the largest desert you have ever seen...
~
@ -926,7 +926,7 @@ The Southern Desert~
The small trail you have been painstakingly following
leads to the north and south, and a smaller trail wanders to the west.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -941,7 +941,7 @@ The Southern Desert~
The small trail you have been painstakingly following
leads to the north and south, with no end in sight.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -957,7 +957,7 @@ Cactus Land~
stay away from all the pricks.
The trail leads east and south from here.
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
You see a desert path, deserted.
~
@ -974,7 +974,7 @@ The Southern Desert~
The desert stretches out in every direction, and a faint trail
runs off to the west.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -995,7 +995,7 @@ A Cactus-Infested Area~
stay away from all the pricks.
The trail leads north and south from here.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -1011,7 +1011,7 @@ A Cactus-Infested Area~
stay away from all those darn pricks.
The trail leads north and east from here.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -1026,7 +1026,7 @@ The Southern Desert~
The desert stretches out in every direction, and a faint trail
runs off to the west. The main path leads north and south.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -1051,7 +1051,7 @@ In The Brush~
The sage brush and tumbleweeds here press in all around you,
making it a bit hard to walk.
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
~
~
@ -1075,7 +1075,7 @@ In The Brush~
The sage brush and tumbleweeds here press in all around you,
making it a bit hard to walk.
~
269 0 0 0 0 0
269 0 0 0 0 4
D0
~
~
@ -1098,7 +1098,7 @@ The Southern Desert~
The desert stretches out in every direction, and the main
path leads north and south.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -1113,7 +1113,7 @@ The Southern Desert~
The desert stretches out in every direction, and the main
path leads north and south.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -1128,7 +1128,7 @@ The Southern Desert~
The desert stretches out in every direction, and the main
path leads north and south.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -1143,7 +1143,7 @@ The Southern Desert~
The desert stretches out in every direction, and the main
path leads north and east.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
~
~
@ -1159,7 +1159,7 @@ A Brush-Filled Trail~
The desert stretches out in every direction, and the main
path leads east; westward it begins to diminish....
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
You can't see far into the silent brush to the east...
~
@ -1175,7 +1175,7 @@ A Brush-Filled Trail~
The desert stretches out in every direction, and you can no
longer make out a path.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see the desert...
~
@ -1202,7 +1202,7 @@ A Clearer Trail~
The trail here is clearing a little, you carefully notice
broken twigs and brush-marks on the desert floor.
~
269 0 0 0 0 0
269 0 0 0 0 2
D0
You see the desert...
~
@ -1234,7 +1234,7 @@ About half way up it you can see the outlines of a sealed door.
Looking about, you wonder why you begin to
hear noises...
~
269 0 0 0 0 0
269 0 0 0 0 2
D1
You see the front end of a stone wigwam of some sort.
~

View file

@ -2136,7 +2136,7 @@ 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 0 0 0 0
27 0 0 0 0 2
D1
~
~
@ -2149,7 +2149,7 @@ 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 0 0 0 0
27 0 0 0 0 2
D2
~
~
@ -2175,7 +2175,7 @@ ground, the aftermath of a felling in recent years. Brown grasses rustle
restlessly in the somewhat smoky air, and the peaks of a mountain range are
only just visible to the north.
~
27 0 0 0 0 0
27 0 0 0 0 3
D0
~
~

View file

@ -17,7 +17,7 @@ S
The Foothills~
You stand in the foothills surrounding the Icy-Mountain.
~
270 0 0 0 0 0
270 0 0 0 0 4
D1
~
~
@ -32,7 +32,7 @@ The Foothills~
You stand in the foothills of the Icy-Mountain. The mountain
rises high towards the sky immediately south of here.
~
270 0 0 0 0 0
270 0 0 0 0 4
D1
~
~
@ -47,7 +47,7 @@ The Foothills~
You stand in the foothills of the Icy-Mountain. The mountain
rises high towards the sky immediately south of here.
~
270 0 0 0 0 0
270 0 0 0 0 4
D1
~
~
@ -62,7 +62,7 @@ The Foothills~
You stand in the foothills of the Icy-Mountain. The mountain
rises high towards the sky immediately south and west of here.
~
270 0 0 0 0 0
270 0 0 0 0 4
D2
~
~
@ -101,7 +101,7 @@ The Foothills~
You stand in the foothills of the Icy-Mountain. The mountain
rises high towards the sky immediately east of here.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -187,7 +187,7 @@ The Foothills~
You are in the foothills surrounding the Icy-mountain, which
rises towards the sky just west of you.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -254,7 +254,7 @@ The Foothills~
is a mountain trail leading up along the side of the mountain
east of you.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -355,7 +355,7 @@ S
The Foothills~
You are in the foothills east of the Icy-mountain.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -370,7 +370,7 @@ The Foothills~
You are in the foothills. There is a mountain rising to your
easthand side.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -385,7 +385,7 @@ The Foothills~
You are in the foothills surrounding the Icy-mountain. There
is a trail leading up the montain north of here.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -408,7 +408,7 @@ The Foothills~
You are in the foothills surrounding the Icy-mountain. There
is a path leading up along the mountainside north of you.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -426,7 +426,7 @@ S
The Foothills~
You are in the foothills surrounding the Icy-mountain.
~
270 0 0 0 0 0
270 0 0 0 0 4
D1
~
~
@ -440,7 +440,7 @@ S
The Foothills~
You are in the foothills surrounding the Icy-mountain.
~
270 0 0 0 0 0
270 0 0 0 0 4
D1
~
~
@ -458,7 +458,7 @@ S
The Foothills~
You are in the foothills surrounding the Icy-mountain.
~
270 0 0 0 0 0
270 0 0 0 0 4
D2
~
~
@ -487,7 +487,7 @@ The Wasteland Hills~
You are in some completely wasted, tiresome, boring and
totally ugly hills. There are some droppings left here.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -511,7 +511,7 @@ The Wasteland Hills~
north you barely make out the contours of a pointy mountain and
its foothills.
~
270 0 0 0 0 0
270 0 0 0 0 4
D1
~
~
@ -526,7 +526,7 @@ The Wasteland Hills~
You are on a path in the hills. Apart from down to the south
there is nothing but brown, dull and wasted hills surrounding you.
~
270 0 0 0 0 0
270 0 0 0 0 4
D1
~
~
@ -547,7 +547,7 @@ hills. North of here you can barely make out the shape of
a pointy mountain with some rather large foothills just in
front of it.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -565,7 +565,7 @@ S
The Foothills~
You are in the foothills surrounding the mountainside.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -603,7 +603,7 @@ The Foothills~
You are in the foothills surrounding the mountain. A large
claymore is lying on the ground here.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -622,7 +622,7 @@ The Wasteland Hills~
You are surrounded by smooth hills right in the middle of
absolute nowhere.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -637,7 +637,7 @@ The Wasteland hills~
You are on a little path leaing through the smooth, brown hills
of complete waste. Right beneath you is some wasteland fields.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -655,7 +655,7 @@ S
The Wasteland Fields~
You are on the wast, wasted fields in the middle of nowhere.
~
270 0 0 0 0 0
270 0 0 0 0 2
D1
~
~
@ -670,7 +670,7 @@ The Wasteland Fields~
You are on the vast, wasted fields in the middle of nowhere.
Above you is quite clearly some hills.
~
270 0 0 0 0 0
270 0 0 0 0 2
D2
~
~
@ -689,7 +689,7 @@ S
The Foothills~
You are in the foothills. Where else?
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -704,7 +704,7 @@ The Foothills~
You are in the foothills. North of here a small path is finding
its way up along the Icy-mountain.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -722,7 +722,7 @@ S
The Foothills~
You are in the foothills surrounding the large pointy Icy-mountain.
~
270 0 0 0 0 0
270 0 0 0 0 4
D0
~
~
@ -736,7 +736,7 @@ S
The Wasteland Fields~
You are in the brown, tiresome fields.
~
270 0 0 0 0 0
270 0 0 0 0 2
D2
~
~
@ -750,7 +750,7 @@ S
The Wasteland Fields~
You are surrounded by fields!!!
~
270 0 0 0 0 0
270 0 0 0 0 2
D0
~
~
@ -768,7 +768,7 @@ S
The Wasteland Fields~
You are on a large field which do not seem to have an end to it.
~
270 0 0 0 0 0
270 0 0 0 0 2
D2
~
~
@ -782,7 +782,7 @@ S
The Wasteland Fields~
You are on a large field. Is there possibly an end to it??
~
270 0 0 0 0 0
270 0 0 0 0 2
D0
~
~
@ -797,7 +797,7 @@ The Wasteland Fields~
You are on a large field, which as you clearly can tell is
nothing but waste.
~
270 0 0 0 0 0
270 0 0 0 0 2
D1
~
~
@ -812,7 +812,7 @@ The Wasteland Fields~
You are on a humongous, almost corroded field. There is a little
stalk of wheat growing here.
~
270 0 0 0 0 0
270 0 0 0 0 2
D0
~
~
@ -834,7 +834,7 @@ S
The Wasteland fields~
You are on a vast field and it sure is vast.
~
270 0 0 0 0 0
270 0 0 0 0 2
D0
~
~
@ -852,7 +852,7 @@ S
The Wasteland Fields~
You are in the fields to your utter dissatisfaction.
~
270 0 0 0 0 0
270 0 0 0 0 2
D2
~
~
@ -866,7 +866,7 @@ S
The Wasteland Fields~
You are in some fields. They do not look fertile at all.
~
270 0 0 0 0 0
270 0 0 0 0 2
D0
~
~
@ -880,7 +880,7 @@ S
The Wasteland Fields~
You are in waste which happens to have the form of fields.
~
270 0 0 0 0 0
270 0 0 0 0 2
D2
~
~
@ -895,7 +895,7 @@ The Wasteland Fields~
You are in the middle of a large, brown field, not nice
looking, but it just isn't.
~
270 0 0 0 0 0
270 0 0 0 0 2
D1
~
~
@ -907,7 +907,7 @@ The Wasteland Fields~
in complete waste. Only some aufwuchs on a stone seem to be able
to exist here.
~
270 0 0 0 0 0
270 0 0 0 0 2
D1
~
~
@ -928,7 +928,7 @@ ground with the sound of a soft howl. The vegetation seem to have
lost the battle to some greater force as it gradually disappears
towards the east.
~
270 0 0 0 0 0
270 0 0 0 0 2
D0
~
~

View file

@ -6,7 +6,7 @@ the town of Sundhaven find it their pleasure to lounge here. The dark marble
temple rises like a shadow to the north, the vivid colors of roses eastwards,
and the library lies to the west. There is a stone arch to the south.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -143,7 +143,7 @@ the temple rises among the town smoke, and a set of steps to the north leads up
to the northern square before the cliffs edge. Black willows grow in small
clusters to the east and west.
~
271 0 0 0 0 0
271 0 0 0 0 1
D2
~
~
@ -170,7 +170,7 @@ The temple garden~
An impressionistic splash of red, black and gold meets the eye, accompanied
by the intoxicating fragrance of roses growing nearly wild in this garden.
~
271 0 0 0 0 0
271 0 0 0 0 1
D3
~
~
@ -183,7 +183,7 @@ half grown over with dark green ivy. Before you to the south are the stone
steps leading up to the town gallows, and northwards lies the courtyard of the
temple.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -201,7 +201,7 @@ air. The cliffs and the northern gate of the town lie north of here, the lane
paralleling the cliffs runs east and west, and the entrance to the temple is
southwards.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -228,7 +228,7 @@ foggy wetland. The graveyard for the dead of Sundhaven lies near the foot of
the cliffs, and in the far distance you can make out the blue line of the sea
closing the horizon.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
gate
@ -245,7 +245,7 @@ A lane bordering the cliffs~
fills the heavily trafficked lane with a salty scent. The path is lined with a
few oaks, and shops lie to the north and south.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -296,7 +296,7 @@ which a pleasant scent is drifting, and the road continues, narrowing, to the
west towards the homes of the residents. Eastwards lies shops and the northern
gate; a shaded lane travels to the south.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -322,7 +322,7 @@ park is a quiet, relaxing place, with the exception of the occasional explosion
coming from a pale tower rising to the northwest, accompanied by a brilliant
flash of light.
~
271 1 0 0 0 0
271 1 0 0 0 2
D2
~
~
@ -340,7 +340,7 @@ the cliff lane runs east-west. An occasional explosion from a pale stone tower
to the north startles you, and piques your curiousity about that strange place.
~
271 1 0 0 0 0
271 1 0 0 0 2
D0
~
~
@ -422,7 +422,7 @@ intervals, to the joy of hidden enemies and law-abiding citizens. You note
there is plenty of room for spectators. Besides the east-west road, a stone
arch stands to the north, and a well-travelled path leads southwards.
~
271 0 0 0 0 0
271 0 0 0 0 1
D1
~
~
@ -447,7 +447,7 @@ stone is barely holding together. Moss and weeds have all but overgrown the
rock-strewn surface. Balmy, roguish scents are drifting out of a dark,
ivy-clothed building to the east.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -495,7 +495,7 @@ The southern path~
black-tipped grass. By night the moths gather by a fatal instinct round the
glow of torches lining the way, beating their wings heavily.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -512,7 +512,7 @@ with traces of human filth as you pass into the poorer section of Sundhaven.
The shanties and town dump add a mild stench to the air, and attest to the
virtual burglaries of the poor by the rich.. And often by the poor.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -549,7 +549,7 @@ The town dump~
almost visible brown haze among the heaps of trash, clouding your senses.
Those who call it home certainly smell as decayed as it does.
~
271 0 0 0 0 0
271 0 0 0 0 1
D1
~
~
@ -571,7 +571,7 @@ The town dump~
pleasantries... Suffice it to say that very little that should be alive here
is, and vice-versa.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -590,7 +590,7 @@ repelling you in another direction automatically such that it takes a great
conscious effort for you to turn that way. The path heads north into the
town's mainstream, and south closer to the wildlands beyond it.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -611,7 +611,7 @@ coverings on their feet, attracting all sorts of loafers and siteseers who come
on days off to relax and watch the festivities at the gallows. A bloody trail
leads into a building to the south.
~
271 0 0 0 0 0
271 0 0 0 0 1
D1
~
~
@ -637,7 +637,7 @@ A sandy bend before the east gate~
to be forged from some heavy metal and painted white. The ground is a mix of
shuffled black and gold sand where the two roads meet.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -658,7 +658,7 @@ no entrance can be seen from here, and the black stone of the weapons shop is
westwards. The road is treeless and wide, the air laiden with smoke and the
shouts of bartering.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -679,7 +679,7 @@ their business. The armoury stands to the west, emitting heat from the fires
of the forge. Occasional drunken shouts and laughter can be heard from a
smoking lodge to the east.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -704,7 +704,7 @@ road, reducing the sinking effect of mud during the rains. The air here is
heavy with the smell of delicious food, fresh bread baking, and something
spicier, to the east.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -728,7 +728,7 @@ A bend in the road~
small, blackened stone structure to the north. Patches of gold sand are
scattered about.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -752,7 +752,7 @@ A lane bordering the cliffs~
travels east and west paralleling the cliffs just around the shops to the
north. Faint bird cries are issuing from the building to the south.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -777,7 +777,7 @@ summer fades to autumn. Between the trees to the west, something sparkles
tauntingly from the dark doorway of a small shop. Eastwards the dome of the
temple can be seen rising.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -799,7 +799,7 @@ pickpocket or two, for the lane is broad and the shadows of the trees leave
plenty of hiding places. However, the frequent presence of guards gives a
feeling of security.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -820,7 +820,7 @@ dappled light on the ground, which shifts languidly back and forth in the
breeze. To the west stands the old post office, and the lane continues north
and south.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -842,7 +842,7 @@ by the din of the town going about its daily business. The ornate west gate
lies just to the west, a road paved with black sand runs east and north is a
lane shaded by oak and ash trees.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -863,7 +863,7 @@ the unpleasant affects of copious mud during the frequent rains and heavy fogs
of the region. The road is so heavily travelled it has almost been packed down
into a hard surface.
~
271 0 0 0 0 0
271 0 0 0 0 1
D1
~
~
@ -911,7 +911,7 @@ The east gate of Sundhaven~
from iron and painted bone-white. A hot desert wind blows through the grating
sporadically, giving hint to the vast regions beyond.
~
271 0 0 0 0 0
271 0 0 0 0 1
D1
~
gate
@ -929,7 +929,7 @@ to the west, bordered by slender elms. The ivy so plentiful in the town is
twined and braided about its intricate coils and carvings, which consist
largely of prowling cats and eclipsed circle designs.
~
271 0 0 0 0 0
271 0 0 0 0 1
D1
~
~
@ -1030,7 +1030,7 @@ The rooftop at Mekala's~
circle about above your head, curious about the food but too shy to descend.
A few tables stand adorned with simple white tablecloths and red candles.
~
271 0 0 0 0 0
271 0 0 0 0 1
D5
~
~
@ -1133,7 +1133,7 @@ cliff and the lands beyond in its pale jaws. Far beyond the whiteness opens
out to reveal a welcome azure that is the mantle of the sea. A trail
disappears downwards into the mist.
~
271 0 0 0 0 0
271 0 0 0 0 4
D2
~
gate
@ -1148,7 +1148,7 @@ graveyard near the foot of the cliff to the north, and beyond it, the pearl
blue sea, clothing the far horizon. The mages have made this a favored place
for recreational studies.
~
271 0 0 0 0 0
271 0 0 0 0 1
D2
~
~
@ -1220,7 +1220,7 @@ wind. To the west rise the bluffs and gardens of the homes of Sundhaven's
varied people; citizens can also be seen passing eastwards into the town
itself.
~
271 0 0 0 0 0
271 0 0 0 0 1
D0
~
~
@ -1242,7 +1242,7 @@ you bluffs rise, pale grey and dark sandstone, smooth from the sculpturing of
winds, and dotted with purple heather and green mosses. A path strays through
the clifftop hills.
~
271 0 0 0 0 0
271 0 0 0 0 2
D1
~
gate
@ -1260,7 +1260,7 @@ you bluffs rise, pale grey and dark sandstone, smooth from the sculpturing of
winds, and dotted with purple heather and green mosses. A path strays through
the clifftop hills.
~
271 0 0 0 0 0
271 0 0 0 0 2
D1
~
~

View file

@ -92,7 +92,7 @@ A path of black grass~
black, wiry grass, that at first site gives the place a ravaged, charred look.
However, the vegetation is living, just endowed with a dark hue.
~
272 0 0 0 0 0
272 0 0 0 0 2
D1
~
~
@ -113,7 +113,7 @@ is little way to explain the odd feeling of foreboding about this place. No
birds sing, no rat scurries in the open, the leaves rustle barely enough to
break the silence. Yet an odd presence makes itself felt.
~
272 1 0 0 0 0
272 1 0 0 0 3
D0
~
~
@ -200,7 +200,7 @@ white and red colors. There is a grassy space in the center, circled by smooth
grey stones, where children play and older residents of the town picnic and
enjoy themselves.
~
272 0 0 0 0 0
272 0 0 0 0 2
D1
~
~
@ -272,7 +272,7 @@ Passing through a vine-wreathed gate~
little-travelling. You wonder if there is anything of use to you out this
remote way, apparently passing out of the residential area.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -306,7 +306,7 @@ dense illumination. Here the lane is lined with poles hung with lanterns
giving off a mild golden glow, swinging in the breeze. The wind passes more
strongly along a lane to the north.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -323,7 +323,7 @@ hanging golden lanterns that provide a bright radiance. A few white stone
houses, small but cozy-looking, lie just east and west, enjoying the
luminescence.
~
272 0 0 0 0 0
272 0 0 0 0 2
D1
~
~
@ -367,7 +367,7 @@ A wide cart path~
trade.... Is it a path for wide carts, or a wide path for carts? Westwards, a
dense forest is blurred with low-hanging clouds.
~
272 0 0 0 0 0
272 0 0 0 0 2
D1
~
gate~
@ -383,7 +383,7 @@ An untravelled path~
between the dull grey stones. You can only wonder if there is much of note out
this direction, as a sense of barrenness is prominent.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -403,7 +403,7 @@ An untravelled path~
between the dull grey stones. You can only wonder if there is much of note out
this direction, as a sense of barrenness is prominent.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -419,7 +419,7 @@ An untravelled path~
between the dull grey stones. You can only wonder if there is much of note out
this direction, as a sense of barrenness is prominent.
~
272 0 0 0 0 0
272 0 0 0 0 2
D2
~
~
@ -437,7 +437,7 @@ deserted, it is lonely, yet a particularly green bluff forms a plateau just
above you. It calls to you in an eerie way, yet emits a chaotic aura that
might be best left alone.
~
272 0 0 0 0 0
272 0 0 0 0 4
D4
~
~
@ -454,7 +454,7 @@ the only sound is that of the wind whistling over the moors. A haunting,
otherworldly presence has made this bluff its home, casting what malevolence it
yet can on the mortal world, and giving the bluff its name.
~
272 0 0 0 0 0
272 0 0 0 0 2
D5
~
~
@ -467,7 +467,7 @@ oaks and maples with leaves the color of honey. To the north a black gate is
closed against the clamor of the world, and the road continues east to town,
and west where it vanishes into a fog banked forest.
~
272 0 0 0 0 0
272 0 0 0 0 3
D0
~
~
@ -487,7 +487,7 @@ The black orchard gate~
the shallow wind. Beyond, rows of brambles are stretching past the range of
your vision.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
gate~
@ -504,7 +504,7 @@ in lines and stretching their thorny tendrils across your path. The limbs
trail low, heavy with fruit in temperate climate. High stone walls protect
this precious bower from the destructive noise and thoughts of ordinary humans.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -525,7 +525,7 @@ blackberry shrubs that seem to form a protective shroud of thorns about the
area. Ivy vines hang loose from its many-cornered limbs. Some images have
been carved into the oak.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -558,7 +558,7 @@ in lines and stretching their thorny tendrils across your path. The limbs
trail low, heavy with fruit in temperate climate. High stone walls protect
this precious bower from the destructive noise and thoughts of ordinary humans.
~
272 0 0 0 0 0
272 0 0 0 0 2
D1
~
~
@ -579,7 +579,7 @@ in lines and stretching their thorny tendrils across your path. The limbs
trail low, heavy with fruit in temperate climate. High stone walls protect
this precious bower from the destructive noise and thoughts of ordinary humans.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -597,7 +597,7 @@ repelling you in another direction automatically such that it takes a great
conscious effort for you to turn that way. The path heads north into the
town's mainstream, and south closer to the wildlands beyond it.
~
272 0 0 0 0 0
272 0 0 0 0 1
D0
~
~
@ -635,7 +635,7 @@ in black iron and covered with ivy. Beyond it, days distant, the mountains of
black glass rise shrouded in permanent night. Northwards lies the spread of
the town of Sundhaven, hooded in wreaths of cooking smoke.
~
272 0 0 0 0 0
272 0 0 0 0 1
D0
~
~
@ -846,7 +846,7 @@ in lines and stretching their thorny tendrils across your path. The limbs
trail low, heavy with fruit in temperate climate. High stone walls protect
this precious bower from the destructive noise and thoughts of ordinary humans.
~
272 0 0 0 0 0
272 0 0 0 0 2
D1
~
~
@ -859,7 +859,7 @@ in lines and stretching their thorny tendrils across your path. The limbs
trail low, heavy with fruit in temperate climate. High stone walls protect
this precious bower from the destructive noise and thoughts of ordinary humans.
~
272 0 0 0 0 0
272 0 0 0 0 2
D2
~
~
@ -871,7 +871,7 @@ A wide cart path~
trade.... Is it a path for wide carts, or a wide path for carts? Westwards, a
dense forest is blurred with low-hanging clouds.
~
272 0 0 0 0 0
272 0 0 0 0 2
D1
~
~
@ -1087,7 +1087,7 @@ the southeast you think you can catch glimpses of the thatched roofs of yet
another village, this one smaller and more humble. A trail south along the
cobblestone wall seems to head in that direction.
~
272 0 0 0 0 0
272 0 0 0 0 2
D2
~
~
@ -1104,7 +1104,7 @@ Sundhaven. Moss, nourished by frequent rainfall, hides portions of the wall
under its green tendrils. A stony path can be made out to the north, and the
wall makes its way southwards to a corner.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -1121,7 +1121,7 @@ the north and west. Ivy growing along the wall here brushes your arm as you
pass. Dense shrubbery lining the path to the east renders that way
unnavigable.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
~
@ -1138,7 +1138,7 @@ cobblestone wall of Sundhaven, which runs eastwards to a corner. The gate of
the town must be somewhere near. You can make out the buzz of city life,
hushed by the stone barrier, from the north.
~
272 0 0 0 0 0
272 0 0 0 0 2
D1
~
~
@ -1155,7 +1155,7 @@ town wall of Sundhaven and southwards to a short drop. Moss completely covers
and overflows from the oaks, brushing the hair and helms of all but the
shortest races of beings.
~
272 1 0 0 0 0
272 1 0 0 0 3
D0
~
~
@ -1173,7 +1173,7 @@ place looks well-travelled by some hardy population of small-footed creatures.
One path continues in a north-south vein over the cliff, another breaks off and
leads east.
~
272 1 0 0 0 0
272 1 0 0 0 3
D2
~
~
@ -1190,7 +1190,7 @@ with spanish moss. (Except this was before Spain. ) It comes to an end before
the bubbling ebbs of a tiny stream, pouring gently forth from a hole in the
rock on which you are poised, and flows southward.
~
272 1 0 0 0 0
272 1 0 0 0 3
D0
~
~
@ -1484,7 +1484,7 @@ ivy. The busy murmur of citylife can be heard from beyond. Southwards, the
cobblestone road crosses a meadow of sorts before disappearing into a line of
dark woods.
~
272 0 0 0 0 0
272 0 0 0 0 2
D0
~
gate~

View file

@ -3,7 +3,7 @@ Entrance to Smurfville~
You see before you several tiny houses with little blue people scurrying
about their tasks. Everyone seems SO happy.
~
274 0 0 0 0 0
274 0 0 0 0 2
D0
Onward to smurf village.
~
@ -25,7 +25,7 @@ Smurfberry Patch~
picket fences block passage to the south and west. You can continue on to the
north or east, where more of the smurfberry patch awaits.
~
274 0 0 0 0 0
274 0 0 0 0 2
D0
You see more smurfberries growing in nice neat rows.
~
@ -48,7 +48,7 @@ Everywhere you look there are neat litte smurfberry bushes with ripe
smurfberries on them. To the south there is a small picket fence keeping you
from the wild jungle beyond.
~
274 0 0 0 0 0
274 0 0 0 0 2
D0
You see more smurfberries growing in nice neat rows.
~
@ -74,7 +74,7 @@ Smurfberry Patch~
You are in the south-east corner of this wonderfully cute smurfberry patch.
~
274 0 0 0 0 0
274 0 0 0 0 2
D0
You see more smurfberries growing in nice neat rows.
~
@ -96,7 +96,7 @@ Smurfy Road~
smurfy well in the distance and to the east you see some nice smurfy houses
aligned in a perfect row.
~
274 0 0 0 0 0
274 0 0 0 0 1
D0
Smurfy Road leads off to the north.
~
@ -201,7 +201,7 @@ Smurfberry Patch~
Oh goodie, even more smurfberry patch! To the east, you see a white picket
fence.
~
274 0 0 0 0 0
274 0 0 0 0 2
D0
You see more smurfberries growing in nice neat rows.
~
@ -226,7 +226,7 @@ S
Smurfberry Patch~
Everywhere you look, there are neat rows of Smurfberry bushes.
~
274 0 0 0 0 0
274 0 0 0 0 2
D0
You see more smurfberries growing in nice neat rows.
~
@ -257,7 +257,7 @@ Entrance to Smurfberry Patch ~
You see ordered rows of bushes growing what appear to be Smurfberries. The
patch continues to the north, south and west. To the east lies Smurfy Road.
~
274 0 0 0 0 0
274 0 0 0 0 2
D0
You see more smurfberries growing in nice neat rows.
~
@ -289,7 +289,7 @@ Smurfy Road~
north, you see a cute little smurfy well. To the west is what appears to be a
Smurfberry Patch. To the east, you see yet another row of well-kept houses.
~
274 0 0 0 0 0
274 0 0 0 0 1
D0
You see the road leading to a smurfy well.
~
@ -393,7 +393,7 @@ Smurfberry Patch~
more rows of smurfberry bushes, neatly aligned. To the north and west you see
a small white picket fence preventing you from going farther.
~
274 0 0 0 0 0
274 0 0 0 0 2
D1
You see more smurfberries growing in nice neat rows.
~
@ -414,7 +414,7 @@ Smurfberry Patch~
The smurfberry patch extends to the south, east, and west. There is a white
picket fence to the north, blocking your passage in that direction.
~
274 0 0 0 0 0
274 0 0 0 0 2
D1
You see more smurfberries growing in nice neat rows.
~
@ -441,7 +441,7 @@ Smurfberry Patch~
more rows of smurfberry bushes, neatly aligned. To the north and east you see
a small white picket fence preventing you from going farther.
~
274 0 0 0 0 0
274 0 0 0 0 2
D2
You see more smurfberries growing in nice neat rows.
~
@ -464,7 +464,7 @@ looks like the central meeting place for the Smurfs. This appears to be the
northern end of Smurfville. There is a sinister-looking road leading off to
the north.
~
274 0 0 0 0 0
274 0 0 0 0 1
D0
The path leading north appears to be rarely used, as it is overgrown with
weeds.
@ -521,7 +521,7 @@ Road to Gargamel's Castle~
You are on a not-too-well paved road leading to a large sinister-looking
castle to the north. Eerie theme music is filtering down from the castle.
~
274 0 0 0 0 0
274 0 0 0 0 2
D0
You see Gargamel's castle looming in the distance.
~
@ -537,7 +537,7 @@ S
A T-intersection~
You are on a T-intersection of two rarely-used paths.
~
274 0 0 0 0 0
274 0 0 0 0 2
D1
You hear the Barney theme song drifting on the wind.
~
@ -560,7 +560,7 @@ Barney's Playland~
walls of this once well-lit area. Several indistinguishable corpses litter the
ground and a putrid stench hangs in the air.
~
274 0 0 0 0 0
274 0 0 0 0 2
D3
You see a path leading away from this disaster.
~
@ -574,7 +574,7 @@ appears to be mostly deserted, with possibly a few inhabitants. The entrance
to the castle is unguarded, but you are not sure you want to see what's inside.
~
274 1 0 0 0 0
274 1 0 0 0 2
D0
You see a large iron door leading into the abode of Gargamel.
~
@ -628,7 +628,7 @@ Papa Smurf Lane~
This is a cute, smurfy road with houses to the north and south. The road
continues to the east and west.
~
274 0 0 0 0 0
274 0 0 0 0 1
D0
You see Vanity Smurf's house.
~
@ -656,7 +656,7 @@ Papa Smurf Lane~
continues to the west. To the east you see the formidable house of Papa Smurf.
~
274 0 0 0 0 0
274 0 0 0 0 1
D0
You see Athletic Smurf's house.
~
@ -684,7 +684,7 @@ Smurfette Lane~
This is a cute, smurfy road with houses to the north and south. The road
continues to the east and west.
~
274 0 0 0 0 0
274 0 0 0 0 1
D0
You see Artistic Smurf's house.
~
@ -711,7 +711,7 @@ Smurfette Lane~
This is a cute, smurfy road with houses to the north and south. The road
continues to the east and west.
~
274 0 0 0 0 0
274 0 0 0 0 1
D0
You see Fireman Smurf's house.
~

View file

@ -25,7 +25,7 @@ power comes DANGER!!"
A feeling of hope and uneasiness pervades your body as you think about the
city of New Sparta!
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see a bustling harbourplace.
~
@ -41,7 +41,7 @@ as suddenly as they appeared.
The harbourplace continues to the east and west. To the north you
see the downtown section of New Sparta.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
To the north lies Broadway, the main street of New Sparta.
~
@ -73,7 +73,7 @@ confident that this city is at least 1000 times better than Midgaard.
the economically challenged neighborhood (note the PC terminology).
Broadway continues to the north.
~
275 4 0 0 0 0
275 4 0 0 0 1
D0
You see Broadway continues.
~
@ -102,7 +102,7 @@ of those annoying salespeople here, but there are more and more foreign
tourists flashing their cameras.
The harbour continues to the south and west.
~
275 0 0 0 0 0
275 0 0 0 0 1
D2
You see the harbour continuing to the south.
~
@ -124,7 +124,7 @@ camera back and the man yells expletives back at you in a strange
tongue.
To the harbour continues to the south and east.
~
275 0 0 0 0 0
275 0 0 0 0 1
D1
You see the central harbourplace.
~
@ -142,7 +142,7 @@ Broadway~
entrance to the Cafe. When you turn to face the west you see the
entrance to the Pharmacy.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
Broadway continues.
~
@ -187,7 +187,7 @@ to you rich and sheltered people.
You see the entrance to the thieves guild to the south. The alley
continues to the west. Broadway lies to the east.
~
275 0 0 0 0 0
275 0 0 0 0 1
D1
You see Broadway.
~
@ -211,7 +211,7 @@ By The Shore~
with other various sea vessels. To the south you can see the river.
To the north is the east end of the harbourplace.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see the east end of the harbour.
~
@ -226,7 +226,7 @@ here shooting an Old Midgaard beer commercial (It is REALLY too bad
it is not a topless beach!).
To the north is the west end of the harbourplace.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see the west end of the harbour.
~
@ -241,7 +241,7 @@ a bunch of bored college students).
To the east is the Weapons Shop, and to the west is the Seven-
Eleven. Broadway continues north and south of here.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
More Broadway.
~
@ -327,7 +327,7 @@ part of town. Considering the situation here, you wonder how
much worse it can get.
Tin Can Alley continues to the east and west.
~
275 0 0 0 0 0
275 0 0 0 0 1
D1
Still Tin Can Alley.
~
@ -348,7 +348,7 @@ stadium.
Broadway continues north and south; First Avenue extends west
towards Hell's Kitchen and east to the stadium.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
More Broadway.
~
@ -459,7 +459,7 @@ in New Sparta (like the public beach) and how much you'd rather be there!
To the south is Baltimore Ave. and Tin Can Alley continues east
towards Broadway.
~
275 0 0 0 0 0
275 0 0 0 0 1
D1
You see Tin Can Alley.
~
@ -529,7 +529,7 @@ town has one), a wonderful place to spend your money on a rainy day
To the east is Pee Wee's Peep Show and to the south, Baltimore
Avenue continues.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see Tin Can Alley.
~
@ -569,7 +569,7 @@ district, but did you expect the good people of New Sparta to put up with
anymore!!!). There is some graffiti on the south wall.
Baltimore Avenue is to the north.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see Baltimore Avenue.
~
@ -590,7 +590,7 @@ First Avenue~
You are on the west side of First Avenue. In the distance to the
east you can see the WarDome. Broadway is to the west.
~
275 0 0 0 0 0
275 0 0 0 0 1
D1
You see the entrance to the WarDome.
~
@ -613,7 +613,7 @@ conditions (rain, sleet, wind and hail). A large electronic screen
adorns the side of the edifice, promoting today's event.
First street is to the west, east takes you into the WarDome.
~
275 0 0 0 0 0
275 0 0 0 0 1
D1
You see the inside of WarDome.
~
@ -682,7 +682,7 @@ game. The stands overlook New Sparta's goal line.
The West Stands continue north, and the southwest corner of
the stadium is to the south.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see more of the West Stands.
~
@ -706,7 +706,7 @@ section of WarDome. Various spectators are here, viewing the
game. The stands overlook New Sparta's defensive zone.
The West Stands continue north and south.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see more of the West Stands.
~
@ -732,7 +732,7 @@ you wonder if you should go down....
The West Stands continue north and south, stairs go down to the
field level.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see more of the West Stands.
~
@ -761,7 +761,7 @@ section of WarDome. Various spectators are here, viewing the
game. The stands overlook Orcland's defensive zone.
The stands continue north and south.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the West Stands.
~
@ -786,7 +786,7 @@ but the best place to eye the hometown cheerleaders.
The West Stands continue to the south, to the north is the
northwest corner of WarDome.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the northwest corner of WarDome.
~
@ -994,7 +994,7 @@ this is not the place to be for the faint of heart.
The Blue Seats continue to the east, to the west is the exit
from WarDome.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the corner of the Warriors' end zone.
~
@ -1019,7 +1019,7 @@ climb down the steps leading towards the playing field.
The Blue Seats continue east and west, stairs go down to the
field level.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the Warriors' end zone.
~
@ -1052,7 +1052,7 @@ anyone has ever seen or heard. You Clerics had better cover
your ears.
The Blue Seats continue west.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the Warriors' end zone.
~
@ -1114,7 +1114,7 @@ The 50-Meter Line~
game. To the south is the Warriors' zone, to the north is the
Raiders'. Centrefield is east, and the tunnel is west.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the Raiders' zone.
~
@ -1142,7 +1142,7 @@ The Warriors' Zone~
50-Meter Line, to the south is the end zone. The field also
continues east.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the 50-Meter Line.
~
@ -1167,7 +1167,7 @@ logo, a fierce warrior.
The end zone continues to the east. To the north is the Warriors'
defensive zone.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the defensive zone.
~
@ -1185,7 +1185,7 @@ The Warriors' Zone~
field, to the south is the end zone. The field also continues east
and west.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see Centrefield.
~
@ -1215,7 +1215,7 @@ logo, a fierce warrior.
The end zone continues to the east and west. To the north is
the Warriors' defensive zone, to the south is the tunnel.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the defensive zone.
~
@ -1246,7 +1246,7 @@ course, just the Bloodbowl logo painted on the surface of the field.
The respective defensive zones are to the north and south, and
the 50-Meter Line runs east-west.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see Orcland's defensive zone.
~
@ -1274,7 +1274,7 @@ The Raiders' Zone~
field, to the north is the end zone. The field continues east and
west.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see Orcland's end zone.
~
@ -1302,7 +1302,7 @@ The 50-Meter Line~
game. To the south is the Warriors' zone, to the north is the
Raiders'. Centrefield is to the west.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the Raiders' zone.
~
@ -1327,7 +1327,7 @@ logo, a fierce warrior.
The end zone continues to the west. To the north is the Warriors'
defensive zone.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the defensive zone.
~
@ -1345,7 +1345,7 @@ The Warriors' Zone~
50-Meter Line, to the south is the end zone. The field also
continues west.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see the 50-Meter Line.
~
@ -1368,7 +1368,7 @@ The Raiders' Zone~
50-Meter Line, to the north is the end zone. The field also
continues west.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see Orcland's end zone.
~
@ -1394,7 +1394,7 @@ of a pirate's flag.
The end zone continues to the west. To the south is the Raiders'
defensive zone.
~
275 8 0 0 0 0
275 8 0 0 0 1
D2
You see the defensive zone.
~
@ -1415,7 +1415,7 @@ of a pirate's flag.
The end zone continues to the east. To the south is the Raiders'
defensive zone.
~
275 8 0 0 0 0
275 8 0 0 0 1
D1
The end zone continues.
~
@ -1433,7 +1433,7 @@ The Raiders' Zone~
50-Meter Line, to the north is the end zone. The field also
continues east.
~
275 8 0 0 0 0
275 8 0 0 0 1
D0
You see Orcland's end zone.
~
@ -1459,7 +1459,7 @@ of a pirate's flag.
The end zone continues east and west. To the south is the Raiders'
defensive zone.
~
275 8 0 0 0 0
275 8 0 0 0 1
D1
The end zone continues.
~
@ -1484,7 +1484,7 @@ everywhere.
Broadway continues to the north and south. The armoury is to the
east and the magic shop is to the west.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see Broadway.
~
@ -1548,7 +1548,7 @@ Broadway~
is to the east and the New Spartan Bank is to the west. Broadway
continues to the north and south.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
Broadway continues.
~
@ -1576,7 +1576,7 @@ Intersection of Broadway and Second Avenue~
Avenue leads west to the dump and east to the church and fire station.
Broadway runs north-south and Second Avenue runs east-west.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
Broadway continues.
~
@ -1607,7 +1607,7 @@ upper class neighborhood of New Sparta.
the entrance to the Museum of National History and to the west
is the entrance to the Waldorf Astoria.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
Broadway continues.
~
@ -1674,7 +1674,7 @@ Broadway~
west and the Goethe Library is to the east. Broadway continues to
the north and south.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see more of Broadway.
~
@ -1767,7 +1767,7 @@ doubles as the entrance to the park. You see the park to the north,
Broadway to the south, a department store to the west and the City
Hall of New Sparta is to the east.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see Goethe's Garden.
~
@ -2146,7 +2146,7 @@ From the condition of the street, it seems that the inhabitants haven't
been paying their taxes lately.
Broadway is to the west and the end of Second Avenue is to the east.
~
275 0 0 0 0 0
275 0 0 0 0 1
D1
You see the east end of Second Avenue.
~
@ -2163,7 +2163,7 @@ The East End Of Second Avenue~
This is the east end of the very short Second Avenue. The Church
is to the north and the fire station is to the south.
~
275 0 0 0 0 0
275 0 0 0 0 1
D0
You see the church.
~

View file

@ -94,7 +94,7 @@ 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
276 0 0 0 0 1
D1
We already told you in the description that Broadway is there.
~
@ -112,7 +112,7 @@ Second Avenue~
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
276 0 0 0 0 1
D0
You hear lots of barking and meowing.
~
@ -180,7 +180,7 @@ 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
276 0 0 0 0 1
D1
You see Second Avenue.
~
@ -247,7 +247,7 @@ Goethe.
To the north is the Statue of Goethe, and to the south is
Broadway.
~
276 0 0 0 0 0
276 0 0 0 0 1
D0
You see the Statue of Goethe.
~
@ -267,7 +267,7 @@ 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
276 0 0 0 0 1
D2
You see Goethe's Garden.
~
@ -294,7 +294,7 @@ 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
276 0 0 0 0 1
D1
You see the Intersection of First and Broadway.
~
@ -318,7 +318,7 @@ 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
276 1 0 0 0 1
D1
You see First Avenue.
~

View file

@ -4,7 +4,7 @@ A Dimly Lit Path~
silently in the mild air. Ahead the lights and sounds of a peaceful village can
be heard faintly, smells of farm animals and cooking food wafting on the breeze.
~
277 0 0 0 0 0
277 0 0 0 0 3
D0
The dimly lit path leads north through the dense forest.
~
@ -43,7 +43,7 @@ deep, dark forest all around. The bustling sounds of people and the workings of
a little village can be heard coming from the north, the light shining brighter
from that direction.
~
277 0 0 0 0 0
277 0 0 0 0 3
D0
The dimly lit path leads north through the dense forest.
~
@ -61,7 +61,7 @@ A Dimly Lit Path~
to the north. Waving shadows dance across the ongoing path, growing less and
less noticeable as the radiating light from the northern village increases.
~
277 0 0 0 0 0
277 0 0 0 0 3
D0
The dimly lit path leads to a village.
~
@ -80,7 +80,7 @@ amongst peaceful animals and gently waving crops. Lush grasses thrive here,
wisps of smoke unfurling from the tiny embedded chimneys in the hillsides.
Bywater road can be seen travelling from east to west.
~
277 0 0 0 0 0
277 0 0 0 0 1
D1
To the east runs Bywater Road.
~
@ -104,7 +104,7 @@ well evidenced by the worn surface, smoothed by the constant travels of hobbit
feet. Much of the lush, flourishing Shire stretches to the west, and a little
general store stands to the north.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
The general store lies to the north.
~
@ -142,7 +142,7 @@ sounds of Shire life breaking the quietness. A few wooden steps lead to the
north and a little blacksmith's shop there, while to the south lies a pleasant
looking nursery.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
Steps lead to a friendly looking weaponry and armory.
~
@ -200,7 +200,7 @@ orchard trees filling the air with the scent of plant life, as well as the
buzzing of various bees about their work. A large, imposing building lies to
the east and a homey looking Inn stands further to the south.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
~
~
@ -263,7 +263,7 @@ fruits. Bright pollen sparkles here and there like tiny fireflies dancing in
the breeze. The sounds of an instructor's monotone voice can be heard faintly,
perhaps from the grounds to the east.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
To the north runs Bywater Road.
~
@ -287,7 +287,7 @@ passage through much of Shiredom. Strong smells of baking and frying mushrooms
permeate the air from the residences to the east and west. To the south, the
Ivy Bush inn stands, much fabled for its hospitality and services.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
To the north runs Bywater Road.
~
@ -373,7 +373,7 @@ straggling bits of grass and plantlife gradually pushing at the borders as they
flourish. Cattle can be seen grazing lazily amongst the fields, small rabbits
and other creatures scurrying about obliviously.
~
277 0 0 0 0 0
277 0 0 0 0 1
D1
To the east you see the entrance to the Shire.
~
@ -411,7 +411,7 @@ west road. The ruts of wagon wheels line the path here as though this section
is well travelled, a small grocery shop to the south catering to hungry
venturers.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
Brandywine Bridge offers safe passage across the tumultuous river.
~
@ -455,7 +455,7 @@ Brandywine River winding through the land to the north. The air is crisp and
slightly moist, the only sounds the babbling river and louder trickling from a
southern watermill.
~
277 0 0 0 0 0
277 0 0 0 0 1
D1
To the east runs Bywater Road.
~
@ -538,7 +538,7 @@ and deer peacefully grazing in the far stretching fields. Sounds of joyful
celebration can be heard coming from the west, wisps of smoke unfurling like
banners on the horizon.
~
277 0 0 0 0 0
277 0 0 0 0 4
D1
To the east runs Bywater Road.
~
@ -557,7 +557,7 @@ serenly past. Splashes of white and yellow stand out brightly where patches of
clover and daisies grow, puffy dandelion heads explode into seedlings, sending
miniature twirling parachutes through the air.
~
277 0 0 0 0 0
277 0 0 0 0 2
D2
You see a grassy field.
~
@ -571,7 +571,7 @@ colourful banners strewn about the trees. It seems to be a birthday party
judging by the joyful chants and songs that spontaneously erupt, filling the air
with the sound of laughter and merriment.
~
277 0 0 0 0 0
277 0 0 0 0 2
D0
You see a grassy field.
~
@ -600,7 +600,7 @@ clapping coming from the north. Little pieces of coloured party confetti floats
in the breeze along with the seedlings, smells of fresh cooking and baking
saturating the air.
~
277 0 0 0 0 0
277 0 0 0 0 2
D0
You see a grassy field.
~
@ -614,7 +614,7 @@ clover and vibrant red poppies dancing in the breeze. The sounds of partying
and joyful shouts fill the air, several tables laid out to the east and the
smell of all sorts of food wafting temptingly.
~
277 0 0 0 0 0
277 0 0 0 0 2
D1
You see a grassy field.
~
@ -629,7 +629,7 @@ invitingly refreshing, pale smooth pebbles lining the ground beneath and tall
reeds bending in the breeze, caressing the water as it rushes past. Delving
Lane extends to the north, while Bywater Road can be seen to the south.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
You see Delving Lane.
~
@ -649,7 +649,7 @@ art of innkeeping, offers rest and comfort to the east. Little fireflies dance
in clusters here beneath the larger trees, glowing lights winking in and out of
exis tance from the shadows.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
You see Delving Lane.
~
@ -673,7 +673,7 @@ east. The road is gently paved here, cobbled stone carefully laid to ease the
passage of riders and wagons. An unpleasant smell lingers in the air of various
farm animals, the sounds of braying and mooing coming from the west.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
You see Delving Lane.
~
@ -702,7 +702,7 @@ flowers of various colours blooming on either side, and large trees lining the
path, shading it with long graceful branches. Little sunflower seeds lie
scattered around, as if some traveller stopped for a brief snack.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
A large, magnificent house meets your steady gaze. Above the round door a
sign reads 'Bag End'.
@ -781,7 +781,7 @@ hands. The grass has been left to grow wild and plentiful, kept trimmed by the
constant munching of the various cattle animals here. The smell of a pig pen is
unmistakeable in the air, sounds of scuffling and grunts coming from the south.
~
277 0 0 0 0 0
277 0 0 0 0 2
D0
You see a large barn.
~
@ -805,7 +805,7 @@ touches. Various slops and leftovers have been spilt on the ground, being
scavenged and trodden into the mud by the resident farm animals, their smell
hanging rankly in the air.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
You see a grassy field.
~
@ -824,7 +824,7 @@ winds through the grass. A small residence can be seen at the northern end of
the trail. The rest of the land seemingly left to the farm animals, the noisy
din of pigs grunting and scuffling coming from the east.
~
277 0 0 0 0 0
277 0 0 0 0 1
D0
To the north you see a modest house.
~

View file

@ -6,7 +6,7 @@ lie along the walk, and the cutting, salty smell of the ocean stings your nose.
You feel a sense of rejuvenation as you stare out into the sea. You know many
adventures lie ahead.
~
278 0 0 0 0 0
278 0 0 0 0 1
D0
To your north you can see the deep, wide ocean.
~
@ -195,7 +195,7 @@ The Impassible Current~
what you try to do, it won't stop churning! Oh NO! The current drags you and
the boat down.
~
278 516 0 0 0 0
278 516 0 0 0 1
S
#27809
In the ocean~
@ -1075,6 +1075,6 @@ Schylla's Trap~
The water here swirls into a churning whirlpool. Try as you might, you
cannot escape the boiling mass of water--Schylla has got you.
~
278 516 0 0 0 0
278 516 0 0 0 1
S
$~

View file

@ -6,7 +6,7 @@ large sign reminds visitors to be sure to visit the cathedral of Paris here.
The street continues on to the east, the Champs Elysees lies to the north, and
off to the south the town of Lyon can be seen.
~
279 4 0 0 0 0
279 4 0 0 0 1
D0
~
~
@ -33,7 +33,7 @@ branching trees that grow on either side. Delicate flower petals drift lazily
in the air, partially obscuring the more distant views of this continuing east
to west path.
~
279 0 0 0 0 0
279 0 0 0 0 1
D1
~
~
@ -50,7 +50,7 @@ west. At the side an immense stone wall can be seen, a massive steeple rising
from above it. No ordinary structure, it is beautifully designed and carefully
decorated, obviously belonging to a very important cathedral of Paris.
~
279 0 0 0 0 0
279 0 0 0 0 1
D1
~
~
@ -68,7 +68,7 @@ evangelists. Above the door is a breathtakingly huge rose window, alight with
flickering candlefire from the streets below. The street continues on to the
east and the west, the southern way leading into the cathedral.
~
279 0 0 0 0 0
279 0 0 0 0 1
D1
~
~
@ -88,7 +88,7 @@ The End of Notre Dame Street~
around except for the large steeple visible to the east. Everything is still
and quiet here, seemingly a way not travelled very often.
~
279 0 0 0 0 0
279 0 0 0 0 1
D3
~
~
@ -705,7 +705,7 @@ waters rippling leisurely below. The river of Cena stretches lazily either side
of the bridge, the water so calm and clean that it mirrors the surroundings
perfectly. A large crossroads sign stands prominently here.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -727,7 +727,7 @@ trickling water and talking people fill the atmosphere, along with delicate
birdsong. A large board welcomes visitors to this place, proclaiming the town
as the best maker of wines in all France.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -745,7 +745,7 @@ People continue quietly about their normal daily living, working at their trade
or simply bustling about on some errand. The heart of the city seems to stretch
to the south, and the city of Paris lies to the north.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -784,7 +784,7 @@ dogwalkers. Fragile flowers sway in the breezes, filling the atmosphere with a
heady perfumed aroma and tall, leafy trees stand around, somewhat shielding
this little grassy area from the paving and concrete of the city around.
~
279 0 0 0 0 0
279 0 0 0 0 3
D1
~
~
@ -798,7 +798,7 @@ heard, along with the mellow sounds of chattering people. To the east a small
magic shop displays its wares in the window, and to the west is a small
miscellaneous shop.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -835,7 +835,7 @@ The End of the Principal Street~
and the west. The clattering sound of carriages can be heard from the station
that lies to the south, advertising trips to any city of France.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -911,7 +911,7 @@ their breakfast. Damp and cold, the menacing shadows look like the perfect
place for ambushers. Little rodents run here and there, beady eyes glistening
in the dark, the ground wet and mushy with goodness knows what.
~
279 297 0 0 0 6
279 297 0 0 0 0
D1
~
~
@ -928,7 +928,7 @@ shadows giving the impression that thieves and criminals are plotting an
imminent attack. The smell too, is overpowering, stagnating in this airless
part of the tunnel and decaying into an even fouler stench.
~
279 361 0 0 0 6
279 361 0 0 0 0
D3
~
~
@ -943,7 +943,7 @@ their tops can hardly be seen, gigantic trunks planted in the ground like the
columns of a grand hall. To the north lies a golden gate, a prominent notice
fixed to the bars.
~
279 4 0 0 0 0
279 4 0 0 0 3
D0
~
gate~
@ -967,7 +967,7 @@ rustling overhead leaves, cold droplets of moisture glistening on every surface
like dew. All around, everything appears the same, tall dark trunks and leafy
plant life fading into darker shadows.
~
279 1 0 0 0 0
279 1 0 0 0 3
D0
~
~
@ -993,7 +993,7 @@ rustling overhead leaves, cold droplets of moisture glistening on every surface
like dew. All around, everything appears the same, tall dark trunks and leafy
plant life fading into darker shadows.
~
279 1 0 0 0 0
279 1 0 0 0 3
D0
~
~
@ -1019,7 +1019,7 @@ rustling overhead leaves, cold droplets of moisture glistening on every surface
like dew. All around, everything appears the same, tall dark trunks and leafy
plant life fading into darker shadows.
~
279 1 0 0 0 0
279 1 0 0 0 3
D0
~
~
@ -1045,7 +1045,7 @@ rustling overhead leaves, cold droplets of moisture glistening on every surface
like dew. All around, everything appears the same, tall dark trunks and leafy
plant life fading into darker shadows.
~
279 1 0 0 0 0
279 1 0 0 0 3
D0
~
~
@ -1071,7 +1071,7 @@ rustling overhead leaves, cold droplets of moisture glistening on every surface
like dew. All around, everything appears the same, tall dark trunks and leafy
plant life fading into darker shadows.
~
279 1 0 0 0 0
279 1 0 0 0 3
D0
~
~
@ -1097,7 +1097,7 @@ rustling overhead leaves, cold droplets of moisture glistening on every surface
like dew. All around, everything appears the same, tall dark trunks and leafy
plant life fading into darker shadows.
~
279 1 0 0 0 0
279 1 0 0 0 3
D0
~
~
@ -1123,7 +1123,7 @@ high children's voices giggling and playing. Flickering fire lights the area,
casting the surrounding dark trees of Champs Elysees in a welcoming, almost
protective glow.
~
279 0 0 0 0 0
279 0 0 0 0 2
D2
~
~
@ -1141,7 +1141,7 @@ rustling overhead leaves, cold droplets of moisture glistening on every surface
like dew. All around, everything appears the same, tall dark trunks and leafy
plant life fading into darker shadows.
~
279 1 0 0 0 0
279 1 0 0 0 3
D0
~
~
@ -1167,7 +1167,7 @@ rustling overhead leaves, cold droplets of moisture glistening on every surface
like dew. All around, everything appears the same, tall dark trunks and leafy
plant life fading into darker shadows.
~
279 1 0 0 0 0
279 1 0 0 0 3
D0
~
~
@ -1192,7 +1192,7 @@ grounded centrally before the plaza of the concorde that lies to the north.
This is the entrance to the historical center of the city of Paris, where the
revolution of France started in the XVIII century.
~
279 4 0 0 0 0
279 4 0 0 0 2
D0
~
~
@ -1210,7 +1210,7 @@ themselves, cool leafy branches fanning the air as they sway. Two wooden
benches stand either side of the square, painted a pale white, a little note
pinned to each.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -1239,7 +1239,7 @@ Plaza Louis XIV~
off from the surrounding houses. Nearby revolutionaries can be seen running
through the town, ducking inside open doorways or hiding within the alleyways.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -1257,7 +1257,7 @@ people's anger toward the monarchy was expressing itself in the atmosphere.
Fluttering of wings breaks the silence every now and again, pigeons landing to
gobble dropped seeds before hurrying away.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -1274,7 +1274,7 @@ and crumbs obviously left for the abundant bird population. Patches of neatly
gardened grass lie here and there, sprinkled with droplets of moisture and
vibrantly green.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -1295,7 +1295,7 @@ from nearby candles avoids it. A huge statue of the king stands proudly here,
its once smooth surface worn with the scratchings of birds, one or two nests
visible in the higher nooks and crannies.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -1320,7 +1320,7 @@ layer of perpetual moisture from the air. The grey granite paving adds to the
feeling of discontent and misery that hangs in the air, flickering light from
the candle lamps casting everything in dancing shadows.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
~
@ -1343,7 +1343,7 @@ stone ground, creepings of moss beginning to grow like dark green veins along
the paving. To the west stands a large building, apparently a large
headquarters or school.
~
279 0 0 0 0 0
279 0 0 0 0 1
D1
~
~
@ -1363,7 +1363,7 @@ The Entrance to Musketeer H.Q.~
still. There appears to be no security at all, much of the place open to public
exploration, a little unguarded door lies to the north.
~
279 0 0 0 0 0
279 0 0 0 0 1
D0
~
door~
@ -1388,7 +1388,7 @@ windows looming from the horizon to the east. Blossoming flowers and shrubbery
border the paving here, natural hues of grassy green and the colourful splashes
of red and purple blooms brightening the place.
~
279 0 0 0 0 0
279 0 0 0 0 1
D1
~
~

View file

@ -4,7 +4,7 @@ A paved path~
paved path leads toward the east. To the northeast is a large building,
its yard lined by an old fence of stone.
~
281 4 0 0 0 0
281 4 0 0 0 1
D1
~
~
@ -26,7 +26,7 @@ Before a small gate~
the fence. A sign has been fastened on the gate, reading "Galeaufir's
Tavern". A brown path leads to the east, toward light forest.
~
281 0 0 0 0 0
281 0 0 0 0 1
D0
You see the yard of the tavern.
~
@ -49,7 +49,7 @@ here and there. The paving leads straight toward the tavern, but there
is also a faint trail to the west. This could be a place to have fun,
at least some voices of singing are heard from inside the building.
~
281 0 0 0 0 0
281 0 0 0 0 1
D0
You see the tavern.
~
@ -72,7 +72,7 @@ On the lawn~
foliage covers the yard in massive shadows. The corner of the tavern is
close to the west.
~
281 0 0 0 0 0
281 0 0 0 0 1
D1
You see the yard before the tavern.
~
@ -85,7 +85,7 @@ By the side of the tavern~
can be seen further to the west - masses of people and clamour. To the
is a small, wooden, and cell-like building, obviously a lavatory.
~
281 0 0 0 0 0
281 0 0 0 0 1
D0
You see a small, wooden building.
~
@ -276,7 +276,7 @@ forest to the east, and begins to wriggle its way there. A mild
chirping can be heard from somewhere nearby.
The city of XXXX is further away to the west.
~
281 0 0 0 0 0
281 0 0 0 0 2
D1
You see the forest.
~
@ -295,7 +295,7 @@ very narrow, wriggling by the side of some large stones. Passing by
a wagon of any kind would be impossible. To the east grows dense
thicket.
~
281 4 0 0 0 0
281 4 0 0 0 2
D0
You see more forest.
~
@ -318,7 +318,7 @@ A path~
some sandy ground. Also, from the same direction was heard something
that sounded peculiar talk...
~
281 4 0 0 0 0
281 4 0 0 0 2
D1
You see a small dell.
~
@ -336,7 +336,7 @@ A small dell~
water, approximately flown here a few months ago. The path continues to
the east, climbing over great roots.
~
281 0 0 0 0 0
281 0 0 0 0 2
D1
You see a small intersection of trails.
~
@ -354,7 +354,7 @@ An intersection of paths~
and east. Since the foliage dominates your vision more or less, only the
highest of Towers of Midgaard can be seen farther to the west.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see a grassy path.
~
@ -378,7 +378,7 @@ grooves that are yet visible on it, this way was probably used much, a
long time ago.
Leaning against a greyish tree, there is a rottening, wooden sign.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see a hillside of some kind descending there.
~
@ -404,7 +404,7 @@ A low hillside~
toward what looks a small marshland down there. For some reason it does
not look very fascinating.
~
281 4 0 0 0 0
281 4 0 0 0 4
D2
You see the grassy path.
~
@ -426,7 +426,7 @@ away to the north seems to be an another hillside, growing high trees.
Remainders of a bridge-like structure still lie here, leading
across the marsh.
~
281 0 0 0 0 0
281 0 0 0 0 3
D0
You see more marshland.
~
@ -449,7 +449,7 @@ Stepping on some hammocks~
thus you are able to move on. Close to the east grows a large, somewhat
peculiar bush that covers your vision quite totally.
~
281 0 0 0 0 0
281 0 0 0 0 3
D3
You see the marshland.
~
@ -487,7 +487,7 @@ the north is an another hillside, high and much more steeper than the
one you just descended. It grows some deep brown hay and tall birches.
A faint trail climbs on it.
~
281 0 0 0 0 0
281 0 0 0 0 3
D2
You see more marshland.
~
@ -505,7 +505,7 @@ A steep hillside~
twisted branches. A figure of grey building begins to discern slowly
to the northwest.
~
281 4 0 0 0 0
281 4 0 0 0 4
D0
You see the yard of a decayed building.
~
@ -525,7 +525,7 @@ of the other wooden parts are mostly gone, and the greyish walls break
off so badly that you somewhat wonder how the building still stands. An
open doorway gives passage inside. To the north lies an old pen.
~
281 0 0 0 0 0
281 0 0 0 0 1
D0
You see a rottening pen.
~
@ -547,7 +547,7 @@ Inside an old pen~
The muddy ground here is covered in wooden fragments and old junk,
nothing of interest. To the north the forest gets thicker.
~
281 0 0 0 0 0
281 0 0 0 0 1
D2
You see the yard of the building.
~
@ -608,7 +608,7 @@ A weak trail~
you feel yourself tiny and pitiful compared to those old giants. The trail
here is quite narrow.
~
281 4 0 0 0 0
281 4 0 0 0 2
D1
You see more forest.
~
@ -625,7 +625,7 @@ A weak trail~
You step forward. To the north is a small square, and to the south
there is a grove of somekind. The trail itself leads to the west and east.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see a square.
~
@ -653,7 +653,7 @@ A weak trail~
leading through the dark green arch of the gigantic trees. To the south
lies a small grove.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see more forest.
~
@ -676,7 +676,7 @@ A square of mushrooms~
of deep brown mushrooms grow here, seemingly alluring the animals of the
forest, for many of them appear munched. The trail lies to the southeast.
~
281 0 0 0 0 0
281 0 0 0 0 2
D1
You see more forest.
~
@ -695,7 +695,7 @@ apart slowly, and you hear birds singing here and there. Way farther
to the north raises a tremendous, grey figure, the mountainside of
Great Aesarthwe.
~
281 0 0 0 0 0
281 0 0 0 0 2
D1
You see trees getting more apart.
~
@ -718,7 +718,7 @@ A weak trail~
on your cheeks. The trail leads north toward the mountain, and west, into
the deeper forest.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see the forest becoming lighter.
~
@ -731,7 +731,7 @@ A lighter forest~
side begins to ascend, very gentle at first. Rippling of water can be heard
from nearby.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see a small brook.
~
@ -767,7 +767,7 @@ Walking on stony soil~
As you walk on, the mountainside begins to change much more steeper
before you. However it seems that you can advance easily enough.
~
281 4 0 0 0 0
281 4 0 0 0 4
D2
You see the brook.
~
@ -913,7 +913,7 @@ roots, from which various fibres with soil still hang down. There
are small footprints on the ground. While an improvised ladder leads
up, there is a small, wooden door the east.
~
281 5 0 0 0 0
281 5 0 0 0 1
D1
You see a dwelling of some kind.
~
@ -931,7 +931,7 @@ Inside the hollow trunk~
completely hollow, and enables you to move about. Some kind of ladder
leads down from here.
~
281 4 0 0 0 0
281 4 0 0 0 1
D3
You see the grove.
~
@ -950,7 +950,7 @@ foliage spreads in every direction like a gigantic green ball. Its trunk
is gnarled and carries the scars of hundreds of years. A small hole appears
to penetrate into the pith of the tree.
~
281 0 0 0 0 0
281 0 0 0 0 1
D0
You see the forest.
~
@ -977,7 +977,7 @@ On the hill~
You are standing on a low and barren hill. There are several foot-
prints on it. There is a small grove to the north.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see the grove.
~
@ -993,7 +993,7 @@ but also somewhat sad.
nearly swarms life. A faint track leads to the north, and to the
west there lies a ditch.
~
281 0 0 0 0 0
281 0 0 0 0 1
D0
You see the forest.
~
@ -1016,7 +1016,7 @@ A grassy ditch~
Low bushes grow around. The ditch leads west, while there is a grove to
the east.
~
281 4 0 0 0 0
281 4 0 0 0 3
D1
You see a small grove.
~
@ -1034,7 +1034,7 @@ Walking in the ditch~
south you can see a grassy hillside, on where a narrow path descends.
The ditch leads west and east.
~
281 0 0 0 0 0
281 0 0 0 0 3
D1
You see the ditch.
~
@ -1056,7 +1056,7 @@ A grassy ditch~
You are standing on the bottom of a small and grassy ditch. There
is some thicket growing around. The ditch leads to the east.
~
281 0 0 0 0 0
281 0 0 0 0 3
D0
You see some bushes.
~
@ -1074,7 +1074,7 @@ Through some bushes~
spiders and gadflies. Most of these bushes are unusually tough, lashing
your face with an unpleasant force. There is a small ditch to the south.
~
281 0 0 0 0 0
281 0 0 0 0 3
D2
You see a small ditch.
~
@ -1092,7 +1092,7 @@ The brink of the grassy hillside~
to descend gently. Below there lies what appears very dense forest.
To the north is a ditch.
~
281 4 0 0 0 0
281 4 0 0 0 4
D0
You see the ditch.
~
@ -1109,7 +1109,7 @@ Descending the hillside~
You start climbing down a small worn-out path on the hillside. Despite
the fresh footprints all around, the way doesn't appear very busy.
~
281 0 0 0 0 0
281 0 0 0 0 4
D4
You see the top of the hillside.
~
@ -1127,7 +1127,7 @@ On a grey trunk~
penetrating into the forest as if it were a straight bridge. You begin
to walk on it.
~
281 0 0 0 0 0
281 0 0 0 0 1
D1
You see the trunk leading there.
~
@ -1147,7 +1147,7 @@ giant overturned years ago.
Now, there lies the rhizome. The roots appear to give passage to
the south.
~
281 0 0 0 0 0
281 0 0 0 0 1
D2
You see a narrow path.
~
@ -1166,7 +1166,7 @@ stones make your walking quite difficult, and you are worried about
your feet. The foliages form a green and inpenetrable "wall" around
the path which seems to descend to the east.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see the trunk.
~
@ -1184,7 +1184,7 @@ Under some massive roots~
an ancient trench. Tremendous, gnarled roots from some brown and black
arches above. The path leads both to the west and east.
~
281 0 0 0 0 0
281 0 0 0 0 2
D1
You see a small meadow.
~
@ -1202,7 +1202,7 @@ A small meadow~
slowly in the wind. The path leads towards the north, where you make out
some high osiers.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see the osiers.
~
@ -1220,7 +1220,7 @@ On a trail through high osiers~
walk on it easily. Now your trip begins to wind downwards, from where you
can hear some voices.
~
281 0 0 0 0 0
281 0 0 0 0 3
D2
You see the small meadow.
~
@ -1241,7 +1241,7 @@ most of them black. Also you notice that the crater is full of small
folk, everyone directing towards a structure of some kind further away
to the east.
~
281 4 0 0 0 0
281 4 0 0 0 2
D1
You see the crater.
~
@ -1262,7 +1262,7 @@ totem or a statue of some kind. Yet you do not know what this all is
about, but no doubt this place must be of great importance and sanctity
for these people.
~
281 0 0 0 0 0
281 0 0 0 0 2
D1
You see the crater.
~
@ -1284,7 +1284,7 @@ Before the wooden steps~
Just before you lie firm, wooden steps, ascending onto the dias.
Simple, but elegant symbols have been encarved on them.
~
281 0 0 0 0 0
281 0 0 0 0 2
D3
You see the crater.
~
@ -1301,7 +1301,7 @@ Before the wooden steps~
Just before you lie firm, wooden steps, ascending onto the dias.
Simple, but elegant symbols have been encarved on them.
~
281 0 0 0 0 0
281 0 0 0 0 2
D0
You see the crater.
~
@ -1323,7 +1323,7 @@ leaves and garments.
The brownies assemble to the foot of the dais and you feel the
atmosphere running high.
~
281 4 0 0 0 0
281 4 0 0 0 1
D0
You see the steps down.
~
@ -1347,7 +1347,7 @@ S
Descending the steps~
You start descending from the dais.
~
281 0 0 0 0 0
281 0 0 0 0 1
D2
You see the plateau.
~
@ -1363,7 +1363,7 @@ S
Descending the steps~
You start descending from the dais.
~
281 0 0 0 0 0
281 0 0 0 0 1
D1
You see the plateau.
~

View file

@ -86,7 +86,7 @@ you walk on is creaking with every step, and the shudders and the walls look
chipped, and just bent out of shape. Well, going inside would be better than
staying out here in the rain all night, wouldn't it?
~
283 192 0 0 0 0
283 192 0 0 0 1
D0
The front door is north.
~
@ -534,7 +534,7 @@ you walk on it, and then it starts to get louder. The stairs lead down to the
ground. When you look over the side you can see a path, and then in the
distance a small outhouse.
~
283 69 0 0 0 0
283 69 0 0 0 1
D2
You can go back inside if you wish.
~
@ -553,7 +553,7 @@ north to the outhouse. A path leads east from here too, which doesn't look to
be going anywhere. The lightning is still striking, and therefore the thunder
is still hurting your ears.
~
283 69 0 0 0 0
283 69 0 0 0 2
D0
A path leads to the outhouse.
~
@ -577,7 +577,7 @@ really stinks. The path is getting you all muddy again, as the rain pours down
harder than before. The outhouse is north and another path breaks off this one
and heads east.
~
283 69 0 0 0 0
283 69 0 0 0 2
D0
The outhouse is north.
~
@ -620,7 +620,7 @@ your eyes. It is very dark outside, and lightning flashes nearby. Thunder
shortly follows, making a very loud "BOOM". To the east is where the stairs
lead up to the back deck.
~
283 69 0 0 0 0
283 69 0 0 0 2
D1
The bottom of the stairs is east.
~
@ -645,7 +645,7 @@ in this area and it's raining pretty hard now. Suddenly, lightning strikes a
tree, which makes a loud noise before falling to the ground with a loud "THUD".
~
283 65 0 0 0 0
283 65 0 0 0 2
D1
You can go back east if you want to...
~
@ -663,7 +663,7 @@ A Path Through the Forest~
Winds blow around leaves and other small objects, as lightning and thunder do
their work. Rain pours down on you, getting you all wet and very cold.
~
283 69 0 0 0 0
283 69 0 0 0 2
D3
The path goes east some more.
~
@ -1024,7 +1024,7 @@ passage leading out here. The night is still very stormy, as you try to walk
as carefully as you can without fatally falling off. That might hurt a little,
don't you agree?
~
283 193 0 0 0 0
283 193 0 0 0 1
D0
You can travel north on this roof.
~
@ -1043,7 +1043,7 @@ you are going to be picked up and thrown into the ground at any moment, so you
try to move slowly and steadily. Carefully you make your way around a section
of the roof that is unfinished, and try to head north.
~
283 192 0 0 0 0
283 192 0 0 0 1
D0
The roof goes north more.
~
@ -1063,7 +1063,7 @@ escape from this nightmare. The roof ends by the looks of it... North of
here. The rain is making it very slippery up here, as you can barely walk
without slipping a little.
~
283 129 0 0 0 0
283 129 0 0 0 1
D0
The roof heads north a bit.
~
@ -1087,7 +1087,7 @@ here have been washed away from the rain, making it look bare. It's beginning
to get very slipper up here. By the looks of it, there seems to be nowhere to
go from here. A small chimney is directly east of you.
~
283 65 0 0 0 0
283 65 0 0 0 1
D2
The roof extends south.
~
@ -1106,7 +1106,7 @@ big enough for one to fit in it. It is made of big red bricks which are also
chipped. All over. No smoke is coming up, so why not check out where it
leads?
~
283 449 0 0 0 0
283 449 0 0 0 1
D1
The roof is over there.
~
@ -1125,7 +1125,7 @@ and the ground, as the lightning flashes and the thunder booms. The porch is
made of wood just like everything else in this dumb old house. There is a
small railing lining the outside of the balcony, so people don't fall off.
~
283 709 0 0 0 0
283 709 0 0 0 1
D2
Nothing special back there...
~
@ -1178,7 +1178,7 @@ Oops!~
gust of wind comes along and hits you hard. Unprepared, you lose your grip on
the very wet ropes, and fly head first into the ground below you. OUCH!!!!!
~
283 741 0 0 0 0
283 741 0 0 0 1
D4
You see nothing special...
~
@ -1190,7 +1190,7 @@ At the Well~
You are now standing at a well in the back yard of the house. The
thunderstorm still rocks on as you examine the well.
~
283 577 0 0 0 0
283 577 0 0 0 2
D1
Nothing special there...
~

View file

@ -5,7 +5,7 @@ There is no vegetation inside the circle, strangely enough. A low cumulous of
swirling mist engulfs you from the knees down, making it look as though you are
partially buried.
~
284 5 0 0 0 0
284 5 0 0 0 3
D5
~
mound~
@ -27,7 +27,7 @@ rule of the hubristic Lord Suzerain. In virtually every corner you see ruins
of some sort or another intermingled with old, age-whitened bones from all
manner of beasts. Exits lead in all cardinal directions.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -61,7 +61,7 @@ has been erected here, abutting the east wall of the city - it looks quite deep
and wide. The water is a crystaline blue which exudes holiness, something
quite strange for such an evil city. Exits lead West, North and South.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -86,7 +86,7 @@ order. And the smell, oh boy! It's all you can do to keep from losing your
lunch right now. The corpses are stacked too high to exit East, but you can
pass North, South or West.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -111,7 +111,7 @@ A culdesac~
is a large fountain, and a door lies to the North, beneath a large tavern sign
depicting the unspeakable.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell~
tavern~
@ -127,7 +127,7 @@ The twisting hedges.~
You are standing amongst a row of twisting hedges about 7 feet tall.
Pathways through the hedges lead in all cardinal directions.
~
284 5 0 0 0 0
284 5 0 0 0 1
D0
The twisting hedges.~
~
@ -150,7 +150,7 @@ The twisting hedges.~
You are standing amongst a row of twisting hedges about 7 feet tall.
Pathways through the hedges lead in all cardinal directions.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
The twisting hedges.~
~
@ -177,7 +177,7 @@ The twisting hedges.~
You are standing amongst a row of twisting hedges about 7 feet tall.
Pathways through the hedges lead in all cardinal directions.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
The twisting hedges.~
~
@ -204,7 +204,7 @@ The twisting hedges.~
You are standing amongst a row of twisting hedges about 7 feet tall.
Pathways through the hedges lead in all cardinal directions.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
The twisting hedges.~
~
@ -227,7 +227,7 @@ The twisting hedges.~
You are standing amongst a row of twisting hedges about 7 feet tall.
Pathways through the hedges lead in all cardinal directions.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
The twisting hedges.~
~
@ -252,7 +252,7 @@ your spine. The walls, floor and ceiling are a viscous, blood-red mass that
eludes description. A rift in the ceiling above you causes a slight breeze to
ruffle your hair. A magic portal stands south, leading into the unknown.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -276,7 +276,7 @@ causes you to stagger uncontrollably, while the ceiling rhythmically pumps
upwards and downwards. You can feel the lifeblood draining from your body.
To stay here long would surely mean the end of you.
~
284 16389 0 0 0 0
284 16389 0 0 0 1
D0
The bottomless pit.~
~
@ -408,7 +408,7 @@ The streets of Ghenna.~
You are standing on a non-descript city street in Ghenna. The road
continues East and West, rolling gently over a dale.
~
284 1 0 0 0 0
284 1 0 0 0 1
D1
Too dark to tell.
~
@ -428,7 +428,7 @@ north which seems to be moving somehow. Next to the bar a stairwell disappears
into blackness above. The ceiling is vaulted, and sports three candeled
chandeliers, which hang like victims above you.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -452,7 +452,7 @@ sturdy, the bar is very pliant to the touch, and it seems to be MOVING ever so
slightly, as if it were ALIVE! A stairwell is here, leading upwards into
blackness.
~
284 1 0 0 0 0
284 1 0 0 0 1
D2
Too dark to tell.
~
@ -826,7 +826,7 @@ The mouth of a large cave.~
mouth of a large cave about 100 feet in diameter. A steady trickle of blood
runs down the stone steps which lead upwards - Dare you enter?
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
A labyrinth of bodies.~
~
@ -1188,7 +1188,7 @@ The streets of Ghenna.~
You are standing on a city street in Ghenna. Paved with cobble- stones, the
road is slick with the blood of many a wayward adventurer. Watch your step!
~
284 1 0 0 0 0
284 1 0 0 0 1
D1
Too dark to tell.
~
@ -1237,7 +1237,7 @@ The streets of Ghenna.~
You are standing on of the many streets in Ghenna. A high wall blocks the
passage westward, but you may exit North, South or East.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -1261,7 +1261,7 @@ batters your feet unmercifully. To the west is the city wall, while a
burnedout building is East of you, barely capable of standing in the slight
breeze which whips through here.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -1285,7 +1285,7 @@ that is bleached white with age. To the West you can see the cobblestone
streets of Ghenna. You might want to exit this building soon, as it could
crumble at any moment.
~
284 1 0 0 0 0
284 1 0 0 0 1
D3
The streets of Ghenna.~
~
@ -1296,7 +1296,7 @@ The streets of Ghenna.~
You are standing on a corner street in Ghenna. To the west lies the city
wall while to the North is a door. The street continues South, and East.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
~
red~
@ -1318,7 +1318,7 @@ The dominatrix's abode.~
Whips, chains and handcuffs are displayed prominently on each of the 3 walls.
A position chair sits in the middle of the room for your hedonistic desires.
~
284 1 0 0 0 0
284 1 0 0 0 1
D2
Too dark to tell.
~
@ -1331,7 +1331,7 @@ A street in Ghenna.~
city entrance. The rubble from fallen buildings has made any other exits
impossible.
~
284 1 0 0 0 0
284 1 0 0 0 1
D1
Too dark to tell.
~
@ -1351,7 +1351,7 @@ the South. The building to the North, however, looks a bit more intact. The
street ends towards the East, near a mountain of rubble. To the West, the
street goes on for some distance.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -1464,7 +1464,7 @@ A city street in Ghenna.~
your exit. You may leave North, South and West. Be careful not to trip over
the many corpses that line these streets.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -1486,7 +1486,7 @@ A road in Ghenna.~
This road is quite narrow, but seems to open up towards the South. A fallen
building stands to the West, and the city wall blocks the exit north.
~
284 1 0 0 0 0
284 1 0 0 0 1
D1
Too dark to tell.
~
@ -1503,7 +1503,7 @@ A north-south street in Ghenna.~
This narrow lane runs North to South. The city wall towers above you to the
east, and a door lies West, beneath a glowing red light.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -1525,7 +1525,7 @@ A bend in the road.~
You are at a bend in the road. The city wall lies north, and east of you
prohibiting exits in those directions. A narrow lane leads Westward.
~
284 1 0 0 0 0
284 1 0 0 0 1
D2
Too dark to tell.
~
@ -1690,7 +1690,7 @@ A slimey footpath.~
ectoplasm - its really gross. The path is so slippery that you cant ascend to
where there is a covered walkway above you. Your only option is to go West.
~
284 5 0 0 0 0
284 5 0 0 0 1
D3
Too dark to tell.
~
@ -1703,7 +1703,7 @@ A slimey footpath.~
animals that apparently became bogged down here. There are exits to the North,
and East.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -1721,7 +1721,7 @@ A slimey footpath.~
the red slime. Maybe this wasn't such a good idea... You can exit towards the
West, or to the South.
~
284 1 0 0 0 0
284 1 0 0 0 1
D2
Too dark to tell.
~
@ -1738,7 +1738,7 @@ A slimey footpath.~
The slime seems to be lessening a bit here, though the way is still as
slippery as can be. A clearing can be seen to the South.
~
284 1 0 0 0 0
284 1 0 0 0 1
D1
Too dark to tell.
~
@ -1756,7 +1756,7 @@ consists of red clay dirt, with a few boulders lying around you. Apparently it
is a primitive pathway of some sort, for to the South you can see what appears
to be the mouth of a cave.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
Too dark to tell.
~
@ -1773,7 +1773,7 @@ The mouth of a small cave.~
promontory. A rough hewn staircase leads Downwards, while to the North is a
small clearing.
~
284 1 0 0 0 0
284 1 0 0 0 1
D0
A small clearing.~
~
@ -1790,7 +1790,7 @@ An underground cavern.~
Moisture trickles down the smooth rock walls in large rivulets, and water drips
on your head from the ceiling above. A passageway leads South.
~
284 9 0 0 0 0
284 9 0 0 0 1
D2
Too dark to tell.
~
@ -2045,7 +2045,7 @@ A dead end.~
The street dead ends here in a twisted mass of brambles. A high city wall
looms over you to the West. It seems the only exit is North.
~
284 9 0 0 0 0
284 9 0 0 0 1
D0
Too dark to tell.
~

View file

@ -6,7 +6,7 @@ reason the goblins have not tried to follow you, being too weak to move it.
You, however, can still shove it aside, should you wish to slither north. The
wide passage to the south looks much, much more inviting, however.
~
287 281 0 0 0 0
287 281 0 0 0 5
D0
The crawlway opens into a large cave, crudely hewn from the stone.
~
@ -65,7 +65,7 @@ small tunnel to the south. To the east, a larger cave continues to a bend.
That boulder troubles you. Anxiously you examine its support, and notice some
writing on the wall. There is a NEWLY CARVED SIGN here. Read it!
~
287 9 0 0 0 0
287 9 0 0 0 2
D0
The tunnel widens and lowers to the north, seemingly to a dead end.
~
@ -110,7 +110,7 @@ narrow for a surefooted cat, and slippery as fish skin. It is not too late to
turn back! A narrow crevasse leads down the cliff, but only an acrobat could
turn round and descend it. Your nose brushes an inscription.
~
287 393 0 0 0 0
287 393 0 0 0 5
D0
The wise (if poor) man may return north to a larger cave.
~
@ -146,7 +146,7 @@ can only read three: one in orcish, another in common, and a third, written
large by a firm hand, in the secret dwarven tongue. Looking closer, you see
another, in ogrish.
~
287 9 0 0 0 0
287 9 0 0 0 1
D2
You see a glimmer of daylight, not very far away.
~
@ -220,7 +220,7 @@ and south. A milestone stands near. A sign stands at the intersection of this
fine road, and the path to the mountain cave. The dirt road to the south used
to be blocked but now the way has been cleared.
~
287 64 0 0 0 0
287 64 0 0 0 1
D0
A grass-grown path leads to a cave in the north.
~
@ -255,7 +255,7 @@ in the mountains. You would need wings to go down there. This gorge certainly
serves Ofingia well as a moat; the bridge has a wooden section that may easily
be removed during a siege.
~
287 64 0 0 0 0
287 64 0 0 0 1
D1
Ofingia's gate is right across the river.
~
@ -981,7 +981,7 @@ that doing in a water-carved cave? It has a sign on it that might explain who
would put a door here. The floor is quite flat, and the sand which covers it
everywhere else is absent here. Maybe it deserves a second look.
~
287 9 0 0 0 0
287 9 0 0 0 2
D1
You may go back east. What a boring place.
~
@ -1013,7 +1013,7 @@ Down, Down, to Goblin-Town!~
yourself in. There is no escape now but deeper in, and farther down. There is
a faint smell of goblins about this place.
~
287 9 0 0 0 0
287 9 0 0 0 1
D2
You see a stone hallway.
~
@ -1025,7 +1025,7 @@ The Stone Hallway~
The walls are carved from limestone, and drip water, so this cave is always
very damp, and very cold.
~
287 9 0 0 0 0
287 9 0 0 0 2
D0
The walls are just as damp to the north.
~
@ -1042,7 +1042,7 @@ The Stone Hallway~
The walls are carved from limestone, and drip water. You are beginning to
fear for your health, and cold is not your greatest worry.
~
287 9 0 0 0 0
287 9 0 0 0 2
D1
The walls are just as damp to the east.
~
@ -1059,7 +1059,7 @@ The Stone Hallway~
You hear a peculiar scratching and tapping coming from a hole in the cave
floor. A strong, foul-smelling draft rises from it. To the west is a door.
~
287 9 0 0 0 0
287 9 0 0 0 2
D1
The walls are just as damp to the east.
~
@ -1087,7 +1087,7 @@ Often arms are also stored here, in case of an invasion. The guards are so bad,
however, that Goblin town places little trust in this, their first line of
defense.
~
287 8 0 0 0 0
287 8 0 0 0 1
D1
You can only go east.
~
@ -1100,7 +1100,7 @@ The Stone Hallway~
but you can not reach its warm fires now. Only through worse danger will you
leave these caves.
~
287 9 0 0 0 0
287 9 0 0 0 2
D0
The walls are just as damp to the north.
~
@ -1117,7 +1117,7 @@ The Stone Hallway~
The limestone walls in this room are cracked and seep icy water. Your boots
are soaking wet by the time you have walked twenty-five yards.
~
287 9 0 0 0 0
287 9 0 0 0 2
D1
The walls are just as damp to the east.
~
@ -1139,7 +1139,7 @@ The Stone Hallway~
around you and go on. No turning back now! The floor is drier here; the
seepage drips around a square panel on the floor.
~
287 8 0 0 0 0
287 8 0 0 0 2
D1
A glowing stone door is balanced on posts of steel and bolted shut.
~
@ -1171,7 +1171,7 @@ storehouse of some sort, for you see no guards. It is a large room. The
door-light does not reach far, and your torch casts long shadows. Plenty of
room for creepy things to hide.
~
287 9 0 0 0 0
287 9 0 0 0 2
D3
There is a glowing door to the west.
~
@ -1183,7 +1183,7 @@ The Spiral Tunnel~
This tunnel spirals slowly clockwise, delving deeper into the bowels of the
mountain. You must be very far down now.
~
287 9 0 0 0 0
287 9 0 0 0 3
D4
Icy water seeps round this stone slab, soaking your jacket.
~
@ -1201,7 +1201,7 @@ The Spiral Tunnel~
goblin city. Whatever madness brought you here, it is too late to curse your
foolishness, for goblins lie both before you and behind.
~
287 9 0 0 0 0
287 9 0 0 0 3
D4
A stream of water flows from this direction.
~
@ -1219,7 +1219,7 @@ The Spiral Tunnel~
still tastes good after walking so far. The gloom of these caverns is beginning
to darken your mind, and you long for the common room of the Grunting Boar Inn.
~
287 9 0 0 0 0
287 9 0 0 0 3
D4
The endless tunnel spirals upward.
~
@ -1238,7 +1238,7 @@ still tastes good after walking so far. The cavern-gloom is beginning to darken
your mind, and you long for the common room of the Grunting Boar Inn. Here the
tunnel jogs to the east.
~
287 9 0 0 0 0
287 9 0 0 0 3
D1
The endless spiral runs east.
~
@ -1255,7 +1255,7 @@ The Spiral Tunnel~
There is no use counting how far this tunnel has spiralled down. Goblins
must be near, though; you can smell it. Here the tunnel jogs down and west.
~
287 9 0 0 0 0
287 9 0 0 0 3
D3
The endless spiral runs west.
~
@ -1273,7 +1273,7 @@ The Spiral Tunnel~
You do not want to know. The stench of goblin-caves is very bad here, but
bearable.
~
287 9 0 0 0 0
287 9 0 0 0 3
D4
The endless spiral climbs higher.
~
@ -1303,7 +1303,7 @@ strength to keep going and now found an exit from the horrible spiral tunnel.
It is hotter here than it was higher up, and the filthy stench of goblin caves
wafts from a hole in the floor.
~
287 9 0 0 0 0
287 9 0 0 0 2
D4
The endless spiral climbs upwards.
~
@ -1320,7 +1320,7 @@ Upper Goblin-Town~
You reach the first level of the goblin city. Now you must fight for your
life, adventurer! Draw your weapon and stay on your guard!
~
287 9 0 0 0 0
287 9 0 0 0 2
D2
A hallway leads south.
~
@ -1346,7 +1346,7 @@ S
A Small Armory~
The Goblins keep a few weapons here, perhaps those they do not like to use.
~
287 9 0 0 0 0
287 9 0 0 0 1
D1
An iron door leads east.
~
@ -1358,7 +1358,7 @@ A Dark Hall in Goblin-Town~
This hall is deadly dangerous. The goblins try to chase you into a corner,
but you dart from shadow to shadow. You must escape!
~
287 9 0 0 0 0
287 9 0 0 0 1
D0
The hallway leads north.
~
@ -1380,7 +1380,7 @@ A Small Storeroom~
You are not sure what is stored in this room, but there are plenty of crude
chests to open. Many appear to be of dwarven make; plunder, no doubt.
~
287 9 0 0 0 0
287 9 0 0 0 1
D3
A black door leads back west.
~
@ -1393,7 +1393,7 @@ A Dark Hall in Goblin-Town.~
But they are locked-wait, perhaps you can pick them, or do you carry the keys?
If not, stand and fight! Hope is not lost.
~
287 9 0 0 0 0
287 9 0 0 0 1
D0
A hallway continues north.
~
@ -1415,7 +1415,7 @@ A Small Room~
This is another storeroom, of some sort. This entire level is, like a ship's
hold, devoted to storage.
~
287 9 0 0 0 0
287 9 0 0 0 1
D0
The only exit is a stone door to the north.
~
@ -1427,7 +1427,7 @@ A Guard Room~
Not now! Not another guard room! But this is where one should be; after
all, there hasn't been any other on this floor.
~
287 9 0 0 0 0
287 9 0 0 0 1
D1
There is a steel door to the east.
~
@ -1444,7 +1444,7 @@ A Landing~
A stairwell plunges down to the next level here. To the west, a steel door
forbids your passage.
~
287 9 0 0 0 0
287 9 0 0 0 1
D3
A steel door blocks this way.
~
@ -1833,7 +1833,7 @@ A Rough Tunnel~
through. Rubble litters the floor. This cave is dark, so you must light your
lantern again.
~
287 9 0 0 0 0
287 9 0 0 0 1
D0
The tunnel continues north.
~
@ -1856,7 +1856,7 @@ A Rough Tunnel~
through. Rubble litters the floor. This cave is dark, so you must walk by
lantern-light if you have not the ability to see in darkness.
~
287 9 0 0 0 0
287 9 0 0 0 2
D0
The tunnel continues north.
~
@ -1873,7 +1873,7 @@ A Rough Tunnel~
Here the walls are roughly hewn, where the goblins mine for iron. Rubble and
ore litters the floor. This cave is still unlit.
~
287 9 0 0 0 0
287 9 0 0 0 2
D0
The tunnel continues north.
~
@ -1890,7 +1890,7 @@ A Rough Tunnel~
Your lamp casts odd shadows on the rough-hewn walls of this passage. The
tapping of goblin miners at work can be heard here and there.
~
287 9 0 0 0 0
287 9 0 0 0 2
D0
You hear rushing water to the north and feel a faint draft.
~
@ -1917,7 +1917,7 @@ and it is run by several sturdy trolls turning a horse-mill. Slag heaps lie all
about this huge cave, and glowing pig iron in trenches threatens to burn the
soles off your shoes.
~
287 8 0 0 0 0
287 8 0 0 0 2
D0
A steel door leads north.
~
@ -1935,7 +1935,7 @@ A Corner In the Mines~
If you wanted to, you could more easily dive in; your lantern glints off the
surface of a lake not far below.
~
287 9 0 0 0 0
287 9 0 0 0 3
D1
The tunnel continues east.
~
@ -1962,7 +1962,7 @@ A Rough Tunnel~
The walls become slightly smoother here long enough for someone to scratch a
few words in the common speech into the stone.
~
287 9 0 0 0 0
287 9 0 0 0 1
D1
The tunnel continues east.
~
@ -1993,7 +1993,7 @@ smoke hangs in the air. No doubt the goblins have some strange magic to break
the stony ore from the walls. The walls are pockmarked with shallow holes, and
the rubble is similarly marked.
~
287 9 0 0 0 0
287 9 0 0 0 3
D0
A faint glimmer of light comes from the north.
~
@ -2014,7 +2014,7 @@ The Mine Shaft~
Here the mine passage ends. A pale glow shines around a trapdoor in the
floor.
~
287 9 0 0 0 0
287 9 0 0 0 2
D2
A rubble-strewn tunnel bends round a corner.
~
@ -2040,7 +2040,7 @@ a round inverted bowl, fifty feet across, and about 15 feet high. To the north
a small stream flows out through a tunnel. Of all the numerous influences that
feed this lake, none are large enough, or low enough, for you to leave through.
~
287 204 0 0 0 0
287 204 0 0 0 6
D0
The stream flows fast, but not too much to swim in.
~
@ -2053,7 +2053,7 @@ On the Underground Stream~
is darker here, but since the current pushes you east, you don't much need to
see.
~
287 201 0 0 0 0
287 201 0 0 0 6
D1
The stream slows slightly to the east.
~
@ -2068,7 +2068,7 @@ You had better leave the stream while you can. As the walls narrow, the stream
rushes faster and faster, and you hear a great thrashing noise like a mill wheel
close by to the east.
~
287 201 0 0 0 0
287 201 0 0 0 6
D0
Looks like gravel.
~
@ -2087,7 +2087,7 @@ whitewater drowning. There is no way to turn back now; the current is just too
strong. Then you see the ground drop away up ahead, and will soon discover how
it feels to go over Niagara Falls without even a barrel.
~
287 200 0 0 0 0
287 200 0 0 0 6
S
#28789
The Ledge~
@ -2095,7 +2095,7 @@ The Ledge~
flank this small stream. A crevasse nearby looks like it could be chimneyed
with a lot of effort.
~
287 9 0 0 0 0
287 9 0 0 0 1
D2
The stream flows quickly east.
~
@ -2112,7 +2112,7 @@ The Crevasse~
It is rough climbing, and you won't try to go down this way, but you have
made good progress.
~
287 201 0 0 0 0
287 201 0 0 0 5
D4
You can keep climbing up.
~
@ -2129,7 +2129,7 @@ The Crevasse~
Tiring, you climb more slowly, but still go upwards at a good pace. You are
nearly half way up.
~
287 201 0 0 0 0
287 201 0 0 0 5
D4
You can keep climbing up, but you certainly won't do this again!
~
@ -2145,7 +2145,7 @@ S
The Crevasse~
Tiring, you climb more slowly, but still go upwards at a good pace.
~
287 201 0 0 0 0
287 201 0 0 0 5
D4
You can keep climbing up, but you certainly won't do this again!
~
@ -2162,7 +2162,7 @@ Up the Cliff We Go~
Every move is sheer torture as you haul yourself up this rough crevasse in
the cliff-face, but you are nearly to the top!
~
287 201 0 0 0 0
287 201 0 0 0 5
D4
You can keep climbing up, but you will NEVER do this again!
~

View file

@ -68,7 +68,7 @@ Inside the Crystal Ball~
world of stars and wonders! As you look around, you figure out there is no
choice but to go forward.
~
288 0 0 0 0 0
288 0 0 0 0 2
D0
~
~
@ -81,7 +81,7 @@ comets and meteors wander around you. You realize that this world may not be
the true galaxy after all but just another fantasy zone. Exits lie in most
directions.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -100,7 +100,7 @@ On an InterGalactic Walkway~
You are on a well-paved path which seems to have been made deliberately for
visitors like you. The walkway continues north and a small exit lies west.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -120,7 +120,7 @@ End of the InterGalactic Walkway~
see that there is still a small path which leads north and one to the west.
To the east lies a bridge.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -143,7 +143,7 @@ At the Undeveloped Part of the Galaxy~
This place looks deserted, covered with space debris. Not a sign of life is
around.
~
288 0 0 0 0 0
288 0 0 0 0 1
D2
~
~
@ -160,7 +160,7 @@ bridge itself shines brightly and makes you feel that you are walking on a path
of light. An entrance to an ancient building lies north and to the east lies
the Milky Way.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -180,7 +180,7 @@ On the Bridge of Nebulae~
make one just to show that they are as capable as the stars. North lies a
throne room.
~
288 1 0 0 0 0
288 1 0 0 0 1
D0
~
~
@ -212,7 +212,7 @@ At the Start of the Milky Way~
by streams of mist the moment you tread on it. You can't see well in here ...
Luckily you haven't fallen yet!
~
288 0 0 0 0 0
288 0 0 0 0 4
D0
~
~
@ -227,7 +227,7 @@ Along the Milky Way~
You are still travelling inside this path of mist. You notice a small
opening to the east.
~
288 0 0 0 0 0
288 0 0 0 0 4
D0
~
~
@ -246,7 +246,7 @@ At the End of the Milky Way~
Just as you started enjoying this journey inside the mist, you have come to
the end of it. West leads to a bridge and east leads to somewhere else.
~
288 0 0 0 0 0
288 0 0 0 0 4
D1
~
~
@ -265,7 +265,7 @@ A Small Clearing~
You are inside a small clearing. You can see that there are signs of a
living creature nearby.
~
288 0 0 0 0 0
288 0 0 0 0 2
D0
~
~
@ -280,7 +280,7 @@ An Edge of the Galaxy~
You are on the very edge of the galaxy. Nothing is here except that there
is a path which leads down.
~
288 0 0 0 0 0
288 0 0 0 0 1
D2
~
~
@ -300,7 +300,7 @@ Very Near to a Gigantic Star~
its beauty, the star keeps on growing ... Suddenly you realize that you'd
better leave.
~
288 4 0 0 0 0
288 4 0 0 0 1
D0
~
~
@ -332,7 +332,7 @@ The Star Cluster~
You are inside the home of the stars. All you can see around you are stars
and nothing else. Your eyes become pretty hurt as you look at them.
~
288 8 0 0 0 0
288 8 0 0 0 1
D0
~
~
@ -347,7 +347,7 @@ An Edge of the Galaxy~
There's not much to see here at the edge of the galaxy. Exits lie north,
east and south.
~
288 0 0 0 0 0
288 0 0 0 0 2
D0
~
~
@ -366,7 +366,7 @@ Corner of the Galaxy~
You wonder why the galaxy is limited. All you have done in Astronomy
courses now prove worthless. Well, who told you to take one at the start?
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -385,7 +385,7 @@ Lost in Space~
You are now lost in space. Compasses don't work here, sorry. What's more
you can sense darkness engulfing you. You'd better get out quick.
~
288 1 0 0 0 0
288 1 0 0 0 2
D0
~
~
@ -411,7 +411,7 @@ The Homes of the Pleiades~
This is where the famous Seven Sisters live. You'd better not disturb them.
~
288 0 0 0 0 0
288 0 0 0 0 1
D1
~
~
@ -426,7 +426,7 @@ Western Side of the Temple~
You are still wandering around this temple. You notice exits lie in all
directions except west.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -445,7 +445,7 @@ Orion's Hunting Lodge~
This is dedicated to the Great Hunter of all time -- Orion. Scattered on
the floor is the famous hunting equipment used by him.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -460,7 +460,7 @@ Northern Side of the Temple~
You are still wandering around this temple. You notice exits lie in all
directions except north.
~
288 0 0 0 0 0
288 0 0 0 0 1
D1
~
~
@ -480,7 +480,7 @@ The Offering Chamber~
young girl here, chained to the wall, as if she is waiting for execution. You
look up and realize the chains are sent down directly from above.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -508,7 +508,7 @@ The Entrance of the Ancient Temple~
gods in Mount Olympia, but it is now deserted as someone took over this part of
the Universe.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -531,7 +531,7 @@ Hercules' Mighty Throne~
You stand before the throne of a long-forgotten hero. It is full of bounty
that he got from the Ten Labours.
~
288 0 0 0 0 0
288 0 0 0 0 1
D2
~
~
@ -546,7 +546,7 @@ Eastern Side of the Temple~
You are still wandering around this temple. You notice exits lie in all
directions except east.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -565,7 +565,7 @@ Perseus' Chamber~
It is the chamber of the prince, Perseus. However, he seems not to be here.
Maybe he has gone to get Pegasus to save Andromeda?
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -613,7 +613,7 @@ On a Hill~
Suddenly you find yourself on a hillside. As you look around, you notice
that Spring has descended upon you.
~
288 0 0 0 0 0
288 0 0 0 0 4
D0
~
~
@ -632,7 +632,7 @@ Inside a Spanish Bull-Ring~
You are inside what used to be a ground for bull fighting. But you notice
there are no Matadors around. Maybe they are all dead?
~
288 0 0 0 0 0
288 0 0 0 0 2
D1
~
~
@ -659,7 +659,7 @@ Along the seashore~
You start to feel the heat of Summer. Amongst the rocky beach you notice
hidden forms which could be camouflaged crabs.
~
288 0 0 0 0 0
288 0 0 0 0 2
D1
~
~
@ -674,7 +674,7 @@ Within the Deep Jungle~
Nearby you can hear the roar of an animal. Peering through the dense
overgrowth you think you glimpse a pair of menacing eyes.
~
288 0 0 0 0 0
288 0 0 0 0 3
D1
~
~
@ -685,7 +685,7 @@ Inside a Luxurious Bedroom~
A peaceful feeling overtakes you. You see a magnificent four-poster bed.
It's a double bed and there is only room for one more! Well, what now ... ?
~
288 8 0 0 0 0
288 8 0 0 0 1
D3
~
~
@ -697,7 +697,7 @@ The Supreme Court~
of guilt and you want to protest your innocence! You fear retribution and feel
yourself exposed, just like the trees in Autumn.
~
288 8 0 0 0 0
288 8 0 0 0 1
D2
~
~
@ -712,7 +712,7 @@ In the Dry Desert~
You are confused by the shifting sands around you. Through the shimmering
heat you see the hazy outline of a giant scorpion ... Is this a mirage?
~
288 0 0 0 0 0
288 0 0 0 0 2
D1
~
~
@ -727,7 +727,7 @@ In the Woods~
You find yourself in the center of a Centaurion hunting party. You'd better
hide yourself before you become the 'center attraction'!
~
288 0 0 0 0 0
288 0 0 0 0 3
D1
~
~
@ -793,7 +793,7 @@ On the Draco~
You realize you are standing on scaly ground. As you wonder what the ground
is made of, you feel the ground move.
~
288 1 0 0 0 0
288 1 0 0 0 4
D0
~
~
@ -809,7 +809,7 @@ Tail of the Draco~
Draco, the guardian of the inner galaxy. You realize that the Draco is
actually flying now!
~
288 1 0 0 0 0
288 1 0 0 0 4
D0
~
~
@ -824,7 +824,7 @@ Path of the Draco~
As you struggle along this scaly creature you realize that the only way you
can reach to the inner galaxy is by going all the way to the head.
~
288 1 0 0 0 0
288 1 0 0 0 4
D0
~
~
@ -840,7 +840,7 @@ Near the Legs of Draco~
that the surrounding is all dark except for some faint lights from the distant
stars.
~
288 1 0 0 0 0
288 1 0 0 0 4
D0
~
~
@ -855,7 +855,7 @@ On the Back of Draco~
At last you are half way through this long, weary journey. You can see the
wings are to the east but it seems that another forcefield is in the way.
~
288 1 0 0 0 0
288 1 0 0 0 4
D1
You see the forcefield of Autumn.
~
@ -871,7 +871,7 @@ Between the Wings of Draco~
You hear some giant flapping sounds nearby. You desperately try to get hold
of something as the forceful gusts sweep you away.
~
288 1 0 0 0 0
288 1 0 0 0 4
D1
~
~
@ -886,7 +886,7 @@ Near the Arms of Draco~
From above you can faintly make out the gigantic arms which extend far
beyond into the darkness.
~
288 1 0 0 0 0
288 1 0 0 0 4
D2
~
~
@ -901,7 +901,7 @@ On the Neck of Draco~
Your journey is now approaching the end. However, this neck seems to be
endless.
~
288 1 0 0 0 0
288 1 0 0 0 4
D0
~
~
@ -917,7 +917,7 @@ Approaching the Head of Draco~
forcefield to the south, some distance away, beyond reach. If only the head
were here ...
~
288 0 0 0 0 0
288 0 0 0 0 4
D1
~
~
@ -934,7 +934,7 @@ At the Entrance of the Great Dipper~
now is the path of the Great Dipper or the Plough. You notice that there are
seven rooms in this zone, representing the seven stars of the Dipper.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
You see the forcefield of Winter.~
forcefield~
@ -953,7 +953,7 @@ Cassiopeia's Throne~
This is the Throne room of the Queen of the Universe. From here you can see
every star and constellation in the Universe.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -968,7 +968,7 @@ Along the Path of the Dipper~
You can see bright stars shining all around you but nothing of special
interest.
~
288 0 0 0 0 0
288 0 0 0 0 1
D1
~
~
@ -983,7 +983,7 @@ Cepheus' Throne~
This is the Throne room of the King of the Universe. From here you can see
every star and constellation in the Universe.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -1002,7 +1002,7 @@ Along the path of the Dipper~
You can see bright stars shining all around you but nothing of special
interest.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -1017,7 +1017,7 @@ Along the path of the Dipper~
You can see bright stars shining all around you but nothing of special
interest.
~
288 0 0 0 0 0
288 0 0 0 0 1
D1
~
~
@ -1033,7 +1033,7 @@ End of the Dipper~
is a set of claw-marks. You also notice a room to the south; it looks as if
Polaris could lie here.
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~
@ -1050,7 +1050,7 @@ significance. You can see a powerful telescope pointing down towards the
Universe (SNOOPING! ). It is from here that Polaris commands the Universe.
You feel you have come to end of your search in this galaxy ...
~
288 0 0 0 0 0
288 0 0 0 0 1
D0
~
~

View file

@ -7,7 +7,7 @@ of you, and small paths lead east and west around the building. Eastward is
another smaller building; obviously a stable. Northward is the main road,
providing all the traffic and customers for this establishment.
~
289 4 0 0 0 0
289 4 0 0 0 2
D0
~
~
@ -80,7 +80,7 @@ voices coming from inside are clearly audible, and by listening hard you can
almost make out the words. The path around the building continues to the west
and south.
~
289 0 0 0 0 0
289 0 0 0 0 2
D1
~
~
@ -97,7 +97,7 @@ window spills light onto the trees that block out all available light overhead.
You hear general merryment and alcoholism from inside, and wonder if being
inside would be more fun than walking around outside...
~
289 0 0 0 0 0
289 0 0 0 0 2
D0
~
~
@ -114,7 +114,7 @@ barrel catches run-off from the roof eaves by the corner of the building, and
you spy a small white fence cordoning off an herb garden nearby. The path
around the building leads to the north and east.
~
289 0 0 0 0 0
289 0 0 0 0 2
D0
~
~
@ -132,7 +132,7 @@ unmistakeably an outhouse. You hear the unmistakeable sound of clanging pots
and pans from the inside, the warning of an upcoming meal. The path around the
building here runs east, and west.
~
289 4 0 0 0 0
289 4 0 0 0 2
D0
~
~
@ -154,7 +154,7 @@ alley to the north, with the path leading right in-between. Westwards is the
kitchen entrance to the Wayhouse, kept wide open to let the heat inside escape.
~
289 0 0 0 0 0
289 0 0 0 0 2
D0
~
~
@ -174,7 +174,7 @@ Near a Large Building~
the west, and the wooden planked walls of the stable to the east. The path
around the building leads north and south of here.
~
289 0 0 0 0 0
289 0 0 0 0 2
D0
~
~
@ -190,7 +190,7 @@ Near a Large Building~
to the west, and the stables to the east. Another path breaks off to the
south, between the two buildings, towards what appears to be an outhouse.
~
289 0 0 0 0 0
289 0 0 0 0 2
D1
~
~
@ -211,7 +211,7 @@ open and inviting. Inside you can hear the snorting of horses, and the
occasional hoof scraping against the ground. The path leads to the west,
towards the Wayhouse.
~
289 4 0 0 0 0
289 4 0 0 0 2
D2
~
~
@ -228,7 +228,7 @@ aisle, some with horses, some empty. A pail filled with water and a stack of
grain are heaped up against the interior wall, dimly illuminated by a lantern
hanging from a rafter. Seems rather quiet in here...
~
289 8 0 0 0 0
289 8 0 0 0 2
D0
~
~
@ -249,7 +249,7 @@ aisle, some with horses, some empty. A pail filled with water and a stack of
grain are heaped up against the interior wall, dimly illuminated by a lantern
hanging from a rafter. Seems rather quiet in here...
~
289 8 0 0 0 0
289 8 0 0 0 1
D0
~
~
@ -266,7 +266,7 @@ aisle, some with horses, some empty. A pail filled with water and a stack of
grain are heaped up against the interior wall, dimly illuminated by a lantern
hanging from a rafter. Seems rather quiet in here...
~
289 8 0 0 0 0
289 8 0 0 0 1
D0
~
~
@ -283,7 +283,7 @@ aisle, some with horses, some empty. A pail filled with water and a stack of
grain are heaped up against the interior wall, dimly illuminated by a lantern
hanging from a rafter. Seems rather quiet in here...
~
289 8 0 0 0 0
289 8 0 0 0 1
D2
~
~

View file

@ -7,7 +7,7 @@ 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
290 12 0 0 0 4
D1
The Real World is to the east.
~
@ -398,7 +398,7 @@ 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
290 12 0 0 0 1
D2
The conjuring chamber is still to the south.
~

View file

@ -6,7 +6,7 @@ In the middle of the forest, popping out over the trees is the tall spire of
the Citadel. The symbol of the triangled wheel on the tower's side is there
for all to see. A trail leads eastward down the hill towards the woods.
~
291 4 0 0 0 0
291 4 0 0 0 4
D1
~
~
@ -25,7 +25,7 @@ near the outermost trees on a rapidly dwindling trail that winds into the dark
heart of the woods. Your know your imagination can only scratch the surface of
the unholy terrors that lie within. You have been warned.
~
291 0 0 0 0 0
291 0 0 0 0 4
D1
~
~
@ -44,7 +44,7 @@ diabolical laugh drifts to your ears. It drives shivers down your spine. You
can make out a trail to the south and east. To the north there is a cabin.
Or you could flee the woods.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -84,7 +84,7 @@ around, a fresh bout of evil laughter comes to your ear. It echos off the
trees, refusing to die. You feel a bead of sweat form on the back of your
neck.
~
291 1 0 0 0 0
291 1 0 0 0 3
D0
~
~
@ -98,7 +98,7 @@ S
The Black Forest~
You are in the Black Forest. Have a Nice Day.
~
291 1 0 0 0 0
291 1 0 0 0 3
D0
~
~
@ -131,7 +131,7 @@ bark is rough and blood stained. At the roots lie a fallen hero. His body
well along in decomposition, but the cause of death is obvious. This foolish
hero has been decapitated.
~
291 1 0 0 0 0
291 1 0 0 0 3
D0
~
~
@ -151,7 +151,7 @@ The dense woods~
much further. Every so often one of the trees carries an aged blood stain
marring one of the trees.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -172,7 +172,7 @@ nearby trees prevent you from exploring the wall. It is an imposing mass of
cold, smooth, black granite. So near the vile citadel, you know in your soul
this is not a place you want to be caught dead at.
~
291 0 0 0 0 0
291 0 0 0 0 3
D2
~
~
@ -208,7 +208,7 @@ gravely slopes makes for difficult going. You can surmise that this place
would fill up rapidly in a heavy rain. You just hope that dosen't happen while
you are here.
~
291 0 0 0 0 0
291 0 0 0 0 5
D2
~
~
@ -223,7 +223,7 @@ Deeper into the Black Forest~
The deeper into the forest you press, the more you doubt the sanity of your
choice. But you know that with great risks come great rewards.
~
291 1 0 0 0 0
291 1 0 0 0 3
D1
~
~
@ -282,7 +282,7 @@ horse. Around the hoofmarks the earth is scorched as if by a hot flame.
Looking around there are the signs of a strugle. Somebody placed his bets
against whatever made the hoofmarks, and lost.
~
291 1 0 0 0 0
291 1 0 0 0 3
D0
~
~
@ -303,7 +303,7 @@ quiet around the area. You look at the clearing you are standing near and you
recognize it for what it is. A killing field. Your boot crunches on the
headless skeleton of some small woodland creature.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -363,7 +363,7 @@ away your nervousness and trepidation too. From here you can push on eastward
or you can flee west to the safety of the bridge. Your other option is to
follow the river to its end.
~
291 0 0 0 0 0
291 0 0 0 0 3
D1
~
~
@ -381,7 +381,7 @@ S
Hopelessly Lost~
You are Hopelessly Lost!
~
291 1 0 0 0 0
291 1 0 0 0 3
D1
~
~
@ -395,7 +395,7 @@ S
Hopelessly Lost~
You are Hopelessly Lost!
~
291 1 0 0 0 0
291 1 0 0 0 3
D2
~
~
@ -409,7 +409,7 @@ S
Hopelessly Lost~
You are Hopelessly Lost!
~
291 1 0 0 0 0
291 1 0 0 0 3
D0
~
~
@ -423,7 +423,7 @@ S
Hopelessly Lost~
You are Hopelessly Lost!
~
291 1 0 0 0 0
291 1 0 0 0 3
D0
~
~
@ -437,7 +437,7 @@ S
Hopelessly Lost~
You are Hopelessly Lost!
~
291 1 0 0 0 0
291 1 0 0 0 3
D1
~
~
@ -451,7 +451,7 @@ S
Hopelessly Lost~
You are Hopelessly Lost!
~
291 1 0 0 0 0
291 1 0 0 0 3
D2
~
~
@ -468,7 +468,7 @@ eyes off the citadel, but you manage. To the west lies a small stream. To the
north is a clearing, and south of you is a trail that leads to a small keep in
ruins.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -493,7 +493,7 @@ making a path around part of the keep belonging to the mistress of the Void Far
to the south you can see what seems to be the main gate. To the north the wall
disappears into the darkness of the Black Forest.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -514,7 +514,7 @@ making a path around part of the keep belonging to the mistress of the Void Far
to the south you can see what seems to be the main gate. To the north the wall
disappears into the darkness of the Black Forest.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -535,7 +535,7 @@ are smooth to the touch. The gate is a huge, cast iron affair, emblazoned with
the symbol of the triangled wheel. Only the bravest of souls would consider
entering this dreadful place. There is a gate to the east.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -557,7 +557,7 @@ making a path around part of the keep belonging to the mistress of the Void Far
to the south you can see what seems to be the main gate. To the north the wall
disappears into the darkness of the Black Forest.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -578,7 +578,7 @@ making a path around part of the keep belonging to the mistress of the Void Far
to the south you can see what seems to be the main gate. To the north the wall
disappears into the darkness of the Black Forest.
~
291 0 0 0 0 0
291 0 0 0 0 3
D0
~
~
@ -622,7 +622,7 @@ strain your eyesight you can barely makeout the remains of a ruined keep. The
few remaining walls, once a gleeming white are now a dull grey. Evidently this
keep was laid waste by the forces of the citadel. Pity.
~
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~
~
@ -643,7 +643,7 @@ scattered bits of shattered walls remain as testiment to what once was, now
they are merely waiting for the forest to reclaim them. At least the ruins
provide some measure of shelter from the incessent, madening wind.
~
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~
~
@ -670,7 +670,7 @@ when Ilian's black citadel was erected, those protecting beings withdrew their
protection to flee to safety, or maybe they made their stand with the occupants
of the castle, and shared their fate.
~
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~
~
@ -690,7 +690,7 @@ fresh hay on the floor. Although you take note that some of it has been
scorched by fire of some sort. There is still water in the trough. All this
leads you to believe that someone or something still makes use of this place
~
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~
~
@ -707,7 +707,7 @@ shattered into a million shards of rainbow hued glass strewn over the ground.
The east wall still seems soundly built, but you have trepidations about the
south wall It seems like it could come crashing down at any moment.
~
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~
~
@ -789,7 +789,7 @@ More of the black forest~
The Black forest extends as far as the eye can see. Granted that's not too
far, given how dense the forest is.
~
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~
~
@ -839,7 +839,7 @@ pond scum floats in a fine skin over the surface. This place approaces a swamp
more than it does a pond. This place is a prime breeding ground for mosquitoes
and other stinging insects that buzz about your face.
~
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~
~
@ -856,7 +856,7 @@ mire. It is little more than a patch of rock that is covered with poison ivy.
There is little soil, but somehow the vines mamage to find enough food to
survive.
~
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~
~
@ -867,7 +867,7 @@ Still More of the forest~
You know the drill. Can you tell that I was running low on my creative
inspiration when I made this room?
~
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~
~
@ -884,7 +884,7 @@ seemingly endless cadre of oak trees that stand as omnious guardians to this
dark place. Press much further and you do not know if you will be able to find
your way back.
~
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~
~
@ -1706,7 +1706,7 @@ the western hills where you began this nightmare to the sea which lies FAR to
the south. The balcony extends to the south a bit, but be careful There is no
guardrail, and that first step is a doozy.
~
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~
~
@ -1723,7 +1723,7 @@ clifflike drop at the edge. An unexpected gust of wind nearly makes you loose
your footing, but you manage to hang on. As nervous as you are, this place has
an unusual serenity to it.
~
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~
~
@ -1785,7 +1785,7 @@ seemingly endless cadre of oak trees that stand as omnious guardians to this
dark place. Press much further and you do not know if you will be able to find
your way back.
~
291 1 0 0 0 0
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~
~

View file

@ -94,7 +94,7 @@ white temple to your north. To the south is a smaller blue temple,
its doors locked by great bands of magic. Several people glare at
you, wondering if you're going to cut through the line.
~
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~
~
@ -141,7 +141,7 @@ citizens of Kerofk are here, bustling and jostling each other in an
attempt to get all they have to do done as fast as possible. Bump Oof
Excuse Me! There is a Mage's Guild to the north.
~
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~
~
@ -163,7 +163,7 @@ clue how to get across... Wait, there's an opening! Sprint, Turn,
Jab! Run, Run, Run... you're across! You look up at the never-ending
twilight and wonder how so many people could bear to live here.
~
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~
~
@ -188,7 +188,7 @@ Road, and for a moment you forget what kind of strange place you're
in. A flowerbox filled with wilted flowers brings you back to
reality; this city hasn't seen the sun for decades...
~
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~
~
@ -223,7 +223,7 @@ it would be a good idea to step off, but you've already guessed that,
haven't you?
Cliffside Road runs north and south from here.
~
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~
~
@ -251,7 +251,7 @@ the citzenry of Kerofk walk up and down the street, almost oblivious to
the incredible drop mere feet away.
Cliffside Road continues North and South.
~
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~
~
@ -278,7 +278,7 @@ further east. Northwards is Cliffside Road, to the west is Moon Gate
Road, and to the east a vast expanse of stars shine over the dark
ocean below.
~
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~
~
@ -300,7 +300,7 @@ picture of a trout in full plate hanging out front. 'Bob's Armoury
and Tackle' it proclaims. Armoury? Tackle Shop?!? How curious!
Moon Gate Road continues to the east and west.
~
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~
~
@ -321,7 +321,7 @@ walk about under the starlight here, in a hurry to get to shops, their
homes, to work, et cetera. Citizen's Road is to the north, Moon Gate
Road continues east and west.
~
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~
~
@ -342,7 +342,7 @@ district. It suddenly strikes you how orderly this city is planned...
done that way on purpose? Well, it doesn't look like there's anything
interesting here, but the road continues north and south.
~
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~
~
@ -360,7 +360,7 @@ the cliff's edge. That cliff looks kind of dangerous actually. The
Cliffhanger looks good, though.
Cliff Side Road continues to the north and south.
~
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~
~
@ -386,7 +386,7 @@ foot drop off just to your east with the ocean below. Hmm...something
tells you not to go east...must be that brain thing, eh?
Cliffside road leads south, Star Gate Road leads west.
~
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~
~
@ -407,7 +407,7 @@ shine down as you look around for the source of the silence. Ah,
there's a bookstore/library to your north! Moon Gate Road continues
to the east and west as well.
~
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~
~
@ -428,7 +428,7 @@ around and do their business. Looks like there's some private homes
on Citizen's Road to your south, and Star Gate Road continues to the
east and west.
~
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~
~
@ -450,7 +450,7 @@ sagging demeanor seem to eminate an air of death and decay and
cliche's. Could anyone possibly live in there?
Citizen's Road continues north and south.
~
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~
~
@ -472,7 +472,7 @@ Card'. The smell wafting out its doors is enough to make a dead man
turn away in disgust...how about you?
Star Gate Road continues to the east and west
~
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~
~
@ -492,7 +492,7 @@ Star Gate Road~
but not by much. To the north is a large farmer's stand where a lot
of the citizenry seem to be going in and out of.
~
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~
~
@ -515,7 +515,7 @@ laughing inside; it's obviously a tavern or an inn, and popular to
boot.
Star Gate Road continues east and west
~
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~
~
@ -536,7 +536,7 @@ street to your south while Star Gate Road continues on its way east
and west.
There is an odd feeling of power to your north.
~
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~
~
@ -562,7 +562,7 @@ arrayed outside its doors under heavy lamplight, and a sign proclaims
assorted types of herbs on special today.
Business Road continues north and south.
~
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~
~
@ -585,7 +585,7 @@ over. Your reflexes save you, but you feel you better get out of this
intersection soon.
Center Road is east-west, Business road is north-south.
~
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~
~
@ -612,7 +612,7 @@ chambers, not to mention Mayor Kell's office. To the east you see a
huge white temple with a line outside, and a smaller blue temple.
Center Road continues east and west.
~
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~
~
@ -634,7 +634,7 @@ front. The keep looks like it was built to withstand floods,
earthquakes, and even acts of God!
Moon Gate Road continues east and west.
~
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~
~
@ -655,7 +655,7 @@ vacant lot to your south. Also, Moon Gate Road continues east-west.
The air seems to crackle with energy here, but you can find no source
for such power.
~
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~
~
@ -677,7 +677,7 @@ on. There's a few shops along this road, but they don't look terribly
interesting under this aspect. Looking around, you notice the
entrance to the city graveyard to the south.
~
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~
~
@ -698,7 +698,7 @@ area as people go about their business. Along Business Road to the
north you see many types of different shops lining the street, and
Moon Gate Road continues east-west.
~
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~
~
@ -719,7 +719,7 @@ see the intersection of of Center Road and Business Road, and
southwards is another intersection--Business Road and Moon Gate Road.
There is a shop to the west, a dirty sign proclaiming it 'OPEN'.
~
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~
~
@ -741,7 +741,7 @@ be some sort of 'catch-all' general store. Also, Moon Gate Road
continues east towards the cliff, and west towards the actual Moon
Gate.
~
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~
~
@ -763,7 +763,7 @@ has some bustle to it...must be all that night life! Feeling pleased
at your prospects, you look around for something to do...
Wall Side Road leads north, Moon Gate Road leads east.
~
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~
~
@ -784,7 +784,7 @@ raid or war it seems. There are some signs of construction about, but
it seems that there is no great need for more buildings right now.
Wall Side Road continues north and south.
~
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~
~
@ -804,7 +804,7 @@ architecture, and the majesty of the starry skies above, you know this
is a sight you'll never forget.
Center Road leads east, Wall Side Road continues north-south.
~
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~
~
@ -824,7 +824,7 @@ Wall Side Road, North~
city's wall. To your east is a recruiting office for the city militia
of Kerofk. Wall Side Road continues north and south.
~
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~
~
@ -847,7 +847,7 @@ in a world of eternal twilight. A street sign informs you that this
is Wall Side Road running south from here, and Star Gate Road leads
away to the east.
~
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~
~
@ -868,7 +868,7 @@ this busy street between and through them. It seems that they're used
to adventurers, or just don't care. Star Gate Road continues east and
west, intersecting Business Road and Wall Side Road respectively.
~
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~
~
@ -886,7 +886,7 @@ for a temple, this building is big! Perhaps it would be worth a look
around?
Center Road continues to the east and west.
~
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~
~
@ -1531,9 +1531,9 @@ gave them to Builder_5, smiled, and said,
these files into a version more suitable for a public release. This
is what you have now.
Both of us hope you enjoy this area, over a year in the making...
Amanda Eterniale Builder_5
@Amanda Eterniale @Builder_5
~
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S
#29275
Shrine to the Emperor~

View file

@ -501,7 +501,7 @@ along the edge of a cliff. Beyond the cliff you see a dark ocean,
reflecting the starlight above very feebly. The road continues west
down the rise, and east, towards the city on the edge.
~
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~
~
@ -519,7 +519,7 @@ surrounding the city seem impassable, but several scorch marks along
its length tells a different stories about war and raids. To your
west is a rise where you may get a better vantage point of the city.
~
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~
~
@ -536,7 +536,7 @@ To the north you see some cultivated fields, and to the south a fork
in the road. The sky above seems eerie, especially to the west where
the glow of the normal sky brightens the horizon...
~
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~
~
@ -555,7 +555,7 @@ you've never seen the likes of before. From several burned out shells of
houses you guess the farmers just try to grow what they can before the
city is put under siege again.
~
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~
~
@ -572,7 +572,7 @@ walled, the other half sprawled directly on the edge of a great cliff
which drops down into a dark ocean below. To the east you see a small
gate in the city, which farmers are going into and out of sporadically.
~
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~
~
@ -588,7 +588,7 @@ Fields near a City~
From the smell of charred wood and the sounds of fresh construction,
you guess that the last raze didn't happen long ago...
~
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~
~
@ -604,7 +604,7 @@ Near a City~
out of the city with their produce. The walls seem indestructible,
but scorch marks along its length tell a different story...
~
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~
~
@ -621,7 +621,7 @@ the north out of sight in the starlit sky, one leading up a hill to
the east, and towards the mountains to the west.
It seems very quiet and peaceful here. A breeze caresses your face.
~
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~
~
@ -642,7 +642,7 @@ brightness seeping over and between the mountains. Eastwards the
strange, unnatural night sky spreads over anything, its permanent
stars lighting the landscape with an eerie glow.
~
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~
~
@ -659,7 +659,7 @@ leads away under the starry sky to the east, and a mountain pass
heads up and through to the north. The scenery on this side of the
mountains seems bleak and lifeless, probably due to the lack of sun.
~
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~
~
@ -677,7 +677,7 @@ an eerie glow over the stones and shrubberies around. You can see a
large dark plain to the east that the sun never seems to have shone
upon, making it appear to be otherworldly somehow...
~
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~
~
@ -695,7 +695,7 @@ of the night is clearly delineated above you...a sharp edge separating
night from normal, as it were. Very odd...you wonder what could be
causing this unnatural darkness.
~
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~
~
@ -712,7 +712,7 @@ its way up to the north. The sky seems dark above the mountains,
as if the mountains were a dividing line keeping back the night.
The pass also leads back down to the
~
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~
~
@ -740,7 +740,7 @@ the gloom of night and the twinkling stars above, the tombstones seem
to take a life of their own in a storybook way. You don't think it
would be the kind of storybook you would be interested in...
~
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~
~
@ -762,7 +762,7 @@ dug up. The bones of a dead dwarf lie exposed at the bottom of the
grave, its hands seemingly to clutch at the sky. The tombstone at
the head of the grave is completely unreadable.
~
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~
~
@ -780,7 +780,7 @@ Some grass grows sparsely around the rocks, paled by the lack of sun.
In this area, you feel the peace of death, instead of the decay usually
associated with graveyards.
~
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~
~
@ -798,7 +798,7 @@ meeting their ends with dignity and aplomb. Two pits are dug
near the wall for a burial yet to take place. You feel strangely
chilled by the night air...
~
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~
~

View file

@ -113,7 +113,7 @@ and the road continues to the east. Two shops stand across from each other
here, the north seeming more busy, the south seeming to attract a better
quality of customer.
~
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There's a small shop there with a sign above it. The sign
has the form of a cow in silohuette on it.
@ -155,7 +155,7 @@ identifies it as 'Clay Street'. A cursory look north and south reveals a shop
or two, but not much else of interest. Looking west, you spy a gate in the
city wall, and Trade Road continues to the east.
~
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~
~
@ -186,7 +186,7 @@ rubbish. The alley opens up between two buildings on Trade Road southwards,
and to the north the alley continues. There is a slight smell of decay that
teases your nose, making you feel as if it were time to move on...
~
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~
~
@ -207,7 +207,7 @@ Alley~
and rubbish grime up your footwear as you tread lightly through the alleyway;
obviously this is not one of the highlight attractions of XXXX.
~
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~
~
@ -228,7 +228,7 @@ Clay Street~
the south. The wall doesn't look too safe, however; what with all those guards
on top. The shop to the south looks like a considerably nicer place to go.
~
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~
~
@ -267,7 +267,7 @@ from which you hear a lot of laughing and general merryment. The building
seems tall and imposing, making the evident good times inside that much more
out of place...
~
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There's a larger building to the north, looking to be some
sort of factory. You smell a faint tinge of alcohol in the
@ -303,7 +303,7 @@ marks the rubble of an ancient church. A sad feeling akin to gloom presses
down upon your shoulders, making your own load feel that much more heavier to
bear here.
~
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~
~
@ -332,7 +332,7 @@ guardian or omen. None of the pedestrians on Trade Road to the north even
glance in this direction as they pass on by. The alley continues on to the
south. A strong smell of old blood and rot wafts through the area...
~
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You see Trade Road to the north.
~
@ -355,7 +355,7 @@ their relative decay giving their age to be about two weeks dead. You shift
your weight uneasily, startling two rats sniffing around the taller corpse.
The alley leads north and east from here.
~
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~
~
@ -384,7 +384,7 @@ on the walls, drawn with an unsteady hand and a large supply of fecal material.
A more sinister smell teases you just below the stench here just before a
breeze from the east blows it away from you.
~
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~
~
@ -410,7 +410,7 @@ is back north towards Trade Road. A small breeze teases you with an awful
smell, and whisks it away just as quickly. Something is making you feel rather
uneasy about this area, but its probably just your imagination.
~
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~
~
@ -432,7 +432,7 @@ here. To the south, Clay Road continues towards the southern city wall, not
far away. A nicely built building with an exquisite architecture is to the
east, while the distinctive smell of tannin comes from a shop from the west.
~
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~
~
@ -474,7 +474,7 @@ east. Westwards, you see the intersection of Trade Road and Clay Street, which
runs north-south. A large open-air building is to the north, and southwards is
a large open lot; a fairgrounds, closed for the time being.
~
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A large building with many tethering posts outside is to
the north.
@ -507,7 +507,7 @@ marking the boundries of Trade Road, and this neighborhood. To the south is a
large fairgrounds area, closed for the time being. A building to the north
seems to be locked up tight, with a large, 'FOR RENT' sign out front...
~
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~
~
@ -545,7 +545,7 @@ west from here, and there is a largish gatheouse not far to the east. A
north-south running road labeled 'Staid Avenue' intersects here, taking much of
the traffic away from the main road to the south.
~
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~
~
@ -576,7 +576,7 @@ can see farmlands. The gate looks to be a good defensible point in the city
wall, an architectural artifact of more dangerous times in these realms.
Westwards a large road leads through XXXX.
~
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~
~
@ -600,7 +600,7 @@ Most of the buildings seem to be low cost housing for the common populace of
XXXX; making you guess there is a very high population density in this area.
~
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~
~
@ -617,7 +617,7 @@ another intersection of roads. There seems to be many buildings used as
domiciles in this area. You wouldn't exactly call this neighborhood a 'bad'
neighborhood yet, but the potential is certainly there.
~
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~
~
@ -639,7 +639,7 @@ residential district. Harple Road seems to run along part of the length of the
wall here, lined with apartment buildings and a few duplexed houses. To the
north is one particularly bad looking boarding house.
~
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There is a boarding house to the north.
~
@ -674,7 +674,7 @@ amazing lack of the graffiti typical of other large, heavily populated towns in
this neighborhood. Seems as if the average populace in XXXX is considerably
more well-behaved than most other places.
~
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An ordinary house is to the north.
~
@ -700,7 +700,7 @@ crooked and warped by the uneven ground. Just to the west Staid Avenue runs
south from Harple, towards Trade Road. The neighborhood seems quiet, pensive
even. Strange...
~
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A normal-looking house is to the north.
~
@ -722,7 +722,7 @@ Harple Road~
Avenue leads south from Harple not far from here. There doesn't seem to be
much going on around here at all... A very calm neighborhood.
~
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A private home is to the east.
~
@ -748,7 +748,7 @@ by much. The buildings to either side of you rise high up, cutting off most of
the light available from the sky. The stench and darkness raises your hackles,
and you shiver involuntarily.
~
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Harple Road runs to the east.
~
@ -774,7 +774,7 @@ west. An ill wind ruffles your hair from the north, carrying a smell of
sewage, of rot, sickness and decomposition. Your stomach squirms like a live
animal in your gut, making you feel distinctly uneasy.
~
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~
~
@ -791,7 +791,7 @@ Staid Avenue~
the shops and buildings in this area are getting noticeably worse now, and the
litter in the street is getting thicker the farther south you go.
~
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~
~
@ -825,7 +825,7 @@ Boulevard near the river. The neighborhood seems to be getting worse and worse
the closer to the river you actually get. Westwards is an open shop with a
monstrous anchor out in front being used for a tethering post.
~
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~
~
@ -858,7 +858,7 @@ north side of Klelk in both directions you see some of the typical dives you
would expect close to the waterfront. North from here Staid Avenue heads
towards Trade Road and the central areas of the city.
~
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~
~
@ -895,7 +895,7 @@ seems to be. You would guess that the sailors of the river bring money to this
section of town; hence all the low-grade shops and wayhouses, not to mention
what might be called a 'tavern' to the north.
~
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A horrible, disgusting tavern is to the north. It's open
though.
@ -927,7 +927,7 @@ is especially high here, perhaps to protect the guards above from the rabble
below. The wall is stained with trash and refuse, obviously missed shots at
the guards patrolling on the top...
~
294 0 0 0 0 0
294 0 0 0 0 1
D0
There seems to be an alley to the north...
~
@ -949,7 +949,7 @@ Alley~
through, in all directions. The alley continues to the west, and south you see
Klelk Boulevard.
~
294 0 0 0 0 0
294 0 0 0 0 1
D2
You spot Klelk Boulevard to the south.
~
@ -967,7 +967,7 @@ junk lie about, unwanted and thrown away. This alley seems not to be travelled
at all, or used for trash and refuse. The path between buildings continues to
the east, and west is an opening up onto Clay Street.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -991,7 +991,7 @@ the south are the city docks, extending into the swiftly flowing river. A lone
ship sails past, travelling eastward and sporting a merchant's flag. A ruined
building nearly stands to the north.
~
294 0 0 0 0 0
294 0 0 0 0 1
D0
What appears to have once been a shop is to the north.
~
@ -1099,7 +1099,7 @@ customer describe what they want, whereupon the merchant brings something
similar from the back through a large metal door. This strikes you as a fairly
inefficient method of shop-keeping, but very secure.
~
294 8 0 0 0 0
294 8 0 0 0 1
D0
Trade Road runs right outside.
~
@ -1146,7 +1146,7 @@ around you... Images quickly shattered by the rustle of your clothing in the
wind and a distant sound of someone talking on the street. A sense of sadness
consumes you as you stand here, and then you turn to go.
~
294 4 0 0 0 0
294 4 0 0 0 4
D1
~
~
@ -1568,7 +1568,7 @@ how to protect themselves. These strange portals that appear sometimes bring
with them strange monsters. Things from the past and even some never thing
never before even imagined.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1585,7 +1585,7 @@ in ruins. One of those strange happening took place here. Some type of portal
opened in the midst of this building, the strange forces within it brought the
walls down upon itself.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1602,7 +1602,7 @@ that these people dare sleep at night. Many casualties occur regularly in this
area. By the looks of the people they have come to accept their fate. The
street continues to the north and south.
~
294 0 0 0 0 0
294 0 0 0 0 1
D0
~
~
@ -1619,7 +1619,7 @@ down and in need of some serious repair. The residential district is not only
outside the protective dome of XXXX, but also outside of it's rule. No one
even attempts to take care of this area or it's people.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1636,7 +1636,7 @@ the now unstable world these people live in. Safety only lies within the walls
of XXXX. The main trade road to the south intersects the avenue you are
currently on.
~
294 0 0 0 0 0
294 0 0 0 0 1
D0
~
~
@ -1654,7 +1654,7 @@ city. The road is in decent shape, good enough for the wagons and caravans to
make good time on. The road and everything around it is layered in a thick
dust.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1671,7 +1671,7 @@ citizenry here seem depressed and resigned to some awful fate that only they
seem to understand or know. The road continues to the east towards XXXX or
west out towards the farmlands.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1688,7 +1688,7 @@ stale air. The wagon passes by quickly, the driver seeming to try to mind his
own business. The creak and groan of the wagon wheels reveals it must be
carrying a heavy load.
~
294 0 0 0 0 0
294 0 0 0 0 1
S
#29463
Trade Road~
@ -1697,7 +1697,7 @@ Without them the city would surely starve. The farmers are well taken care of
for their sacrifice of living outside of XXXX in harms way just to bring
food to the city. The Trade Road stretches to the east and west.
~
294 0 0 0 0 0
294 0 0 0 0 1
S
#29464
Trade Road~
@ -1706,7 +1706,7 @@ the residential district. A few people are about, but not the amount you would
expect. Bulidings line the Trade Road to the north and south, but they all
seem to be empty.
~
294 0 0 0 0 0
294 0 0 0 0 1
S
#29465
Trade Road~
@ -1715,7 +1715,7 @@ Many people continue to live here out of stubbornness and tradition. A few
moved within the city after the strange happenings began, but many people just
can't leave where they were born and raised.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1732,7 +1732,7 @@ wagons delivering goods for trade between XXXX, the farmlands, and the lands
beyond. With the appearance of portals throughout the realm the possibilities
for trade are now boundless. If you dare take the risk of exploring.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1750,7 +1750,7 @@ buildings falling apart and decrepit, but so are the people. People have now
seen things that should never be forced upon the mortal eye. Many of them are
forever changed from that moment on.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1768,7 +1768,7 @@ Recent studies by the Magi of XXXX have concluded that the number of
the damage done by Drakkar is far more elaborate than just the tearing of time
and space.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~
@ -1785,7 +1785,7 @@ stark relief from the rest of this place. The road is potted, rutted, and a
slimy mess. The buildings are about the same, a wonder they still stand. The
boulevard continues east and west.
~
294 0 0 0 0 0
294 0 0 0 0 1
D1
~
~

View file

@ -3,7 +3,7 @@ The start of the jungle~
Going by the trees, you appear to have left the forest and entered a jungle!
There are exotic trees and plants that you have never seen anywhere before.
~
295 0 0 0 0 0
295 0 0 0 0 3
D2
~
~
@ -34,7 +34,7 @@ Deeper into the jungle~
comming from all around you, and someone somewhere is beating some drums.
Hope the natives are friendly!
~
295 0 0 0 0 0
295 0 0 0 0 3
D0
~
~
@ -50,7 +50,7 @@ Deeper in to the jungle~
jungle, east appears to lead down a small trail from which the sound of drums
can be heard, west heads in to some thicker trees
~
295 0 0 0 0 0
295 0 0 0 0 3
D0
~
~
@ -70,7 +70,7 @@ On a small trail~
To the east the sound of drums are getting very loud. Maybe you should turn
back and go and get some help before you go any further!
~
295 0 0 0 0 0
295 0 0 0 0 3
D1
~
~
@ -86,7 +86,7 @@ The gate to the camp~
to rest for a while, but the skulls that are stuck on the end of spears tell
you different!
~
295 0 0 0 0 0
295 0 0 0 0 3
D1
~
gate~
@ -103,7 +103,7 @@ all over the place, some of them are obviously human! It looks like you just
missed a big feast. Maybe you should leave before they make you the guest of
honour at the next one!
~
295 0 0 0 0 0
295 0 0 0 0 3
D0
~
~
@ -162,7 +162,7 @@ To the monkeys!~
There are vines hanging down from some of the trees that look like you could
climb up.
~
295 4 0 0 0 0
295 4 0 0 0 3
D1
~
~
@ -181,7 +181,7 @@ In the trees~
Wow, these trees are high! You think you can almost see Midgaard from up
here! Wonder if there are any animals living up here?
~
295 0 0 0 0 0
295 0 0 0 0 3
D0
~
~
@ -198,7 +198,7 @@ stable in the trees around you, maybe you should go back down. You also notice
what looks like a bit of snake skin hanging from a branch. Wonder where its
owner is?
~
295 0 0 0 0 0
295 0 0 0 0 3
D0
~
~
@ -213,7 +213,7 @@ In the trees~
It looks like you have just walked in to a nest of greater climbing tree
snakes! Watch out, they could be poison in them there fangs!
~
295 0 0 0 0 0
295 0 0 0 0 3
D2
~
~
@ -225,7 +225,7 @@ Close to the monkeys~
sounds like all the apes from the jungle are having some sort of a meeting!
This has got to be worth a look at.
~
295 0 0 0 0 0
295 0 0 0 0 3
D1
~
~
@ -241,7 +241,7 @@ The meeting room~
they have one hell of a party at these meetings, judging from all the junk
left around.
~
295 0 0 0 0 0
295 0 0 0 0 3
D0
~
~

View file

@ -8,7 +8,7 @@ Ahead is a largish building that seems to block out the sun nearby:
a big, squat, dark brown building that exudes lifelessness. You see
several people going in and out its doors, shoulders slumped in defeat.
~
296 4 0 0 0 0
296 4 0 0 0 1
D0
~
~
@ -52,7 +52,7 @@ area, where many wagons and carts sit parked. To the north, you
see the building, with the logo emblazoned:
'Froboz's Fun Factory of Doom!'
~
296 0 0 0 0 0
296 0 0 0 0 1
D0
~
~
@ -73,7 +73,7 @@ wagons and carts parked everywhere, all as close as possible to
the main building while staying nicely between the little yellow
lines drawn in the dirt.
~
296 0 0 0 0 0
296 0 0 0 0 1
D1
~
~
@ -95,7 +95,7 @@ are the more expensive vehicles -- some taking up two parking spaces
so no one scratches the trim. Way, way in the back is a huge wagon
with harness for four animals! Talk about major horsepower!!!
~
296 0 0 0 0 0
296 0 0 0 0 1
D0
~
~
@ -113,7 +113,7 @@ lot, and a small access road winds north around the west side
of the building. There aren't as many wagons and carts here,
since the walk to the front entrance is kind of long...
~
296 0 0 0 0 0
296 0 0 0 0 1
D0
~
~
@ -135,7 +135,7 @@ the entrance of the building. You do see a couple of old, decrepit
vehicles around with broken wheels and such, but there just isn't
much here of interest.
~
296 0 0 0 0 0
296 0 0 0 0 1
D0
~
~
@ -154,7 +154,7 @@ seemingly impenatrable, and have Froboz's curly-Q sigil worked
in on the front. You are not sure if the doors are meant to
keep intruders out, or workers in...
~
296 0 0 0 0 0
296 0 0 0 0 1
D0
~
~
@ -820,7 +820,7 @@ still wouldn't want to work there. Many heavy carts and
wagons slowly make their way up and down this road, wearing
the ruts in the road even deeper into the earth.
~
296 0 0 0 0 0
296 0 0 0 0 1
D0
~
~
@ -838,7 +838,7 @@ to be loaded or unloaded by the factory workers, and then sent
on their delivery routes. As you watch, they all slowly move
up one cart-length, and then the drivers continue their snoozing.
~
296 4 0 0 0 0
296 4 0 0 0 1
D1
~
~

View file

@ -791,7 +791,7 @@ The Eastern Side of the Moat~
end of this side of the moat. Your only choice is to go back from where you
came.
~
298 8 0 0 0 0
298 8 0 0 0 6
D3
~
The Castle Moat~
@ -815,7 +815,7 @@ Under Water in the Moat~
from the muck that surrounds you. You have a feeling you should go back from
where you came. If you go down futher you will surely die!
~
298 1 0 0 0 0
298 1 0 0 0 8
D4
~
The Castle Moat~
@ -830,7 +830,7 @@ The Deadly Depths of the Moat~
The pressure is too much for you to handle. You better go up before you
drown.
~
298 0 0 0 0 0
298 0 0 0 0 8
D4
~
Under water in the Moat~

View file

@ -10,7 +10,7 @@ and left lying on the ground near the now open doorway.
can be seen, creaking in the wind. On the other side of the gate,
there seems to be an older road leading away from the cathedral.
~
299 0 0 0 0 0
299 0 0 0 0 2
D0
A large fountain of water can be seen inside the open doorway to the
north.
@ -1396,7 +1396,7 @@ a large stone wall with an iron wrought gate planted firmly where the
road would pass through it. The building to the north appears to be
an old church or cathedral.
~
299 4 0 0 0 0
299 4 0 0 0 1
D0
An iron wrought gate stands in the middle of the stone wall, and blocks
the way northwards into the courtyard of the cathedral.

View file

@ -6,7 +6,7 @@ smell. The Hall is bare, only a few small paintings cover the walls. Clerics
have very little need for decorations of any kind. A small waiting room is to
the west.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -58,7 +58,7 @@ overturned leaving gaping holes. No wagons travel down this part of the city.
Everyone knows clerics have no need for anything besides what they can provide
by themselves.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -75,7 +75,7 @@ packed dirt. To the north one may enter the inner city towards the Temple of
Sanctus or go south towards the southern gate. The southern half of the city
consists of the magi and clerics' quarters.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -92,7 +92,7 @@ where the inner city wall turns to the west. This avenue runs deep within the
Magi's Quarter. Accidents have been known to happen around here. People must
be careful for who knows what an inexperienced student may do.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -109,7 +109,7 @@ sides of the hallway. Depicted on these drawings are a myriad of creatures
ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves.
One of the paintings looks oddly familiar.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -131,7 +131,7 @@ large copper tubs filled with hot water. A large fire with pots of water
heating over it fills the eastern wall. These baths are only to be used by the
magi whom believe cleanliness is next to godliness.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -152,7 +152,7 @@ from wall to wall. Every rack is made precisely to standard, every sheet a
pristine white, without even a speck of dust. The Cleric's of Sanctus lead a
disciplined life, second to none, not even the soldiers.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -170,7 +170,7 @@ Sanctus consider decorations, desires, or any form of unnecessary wants to be
blasphemous. They dedicate their lives to helping others, never themselves, and
would all sacrifice their lives for that principle.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -191,7 +191,7 @@ on to the east. A small road follows along the inner city wall just north of
the Tower of the High Council which seems to glow because of its glaring
brightness.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -212,7 +212,7 @@ Even those would be vandals, pickpockets, and thugs shy away out of their
respect of the clerics. To be a cleric is to be respected second only to that
of the Master Magi.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -230,7 +230,7 @@ or maybe three times the average man's height. One can just make out a small
walkway on the top of the wall, too bad only the guards know where the entrance
is.
~
3 0 0 0 0 0
3 0 0 0 0 1
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~
~
@ -248,7 +248,7 @@ smaller. Far up in the tower you can see people walking by windows in white
flowing robes. The healers within are known for their miraculous abilities in
restoring the wounded.
~
3 0 0 0 0 0
3 0 0 0 0 1
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~
~
@ -265,7 +265,7 @@ runs from the south gate directly to the heart of Sanctus inside the temple. A
few apprentice healers in flowing robes rush between the Temple and the Clerics'
Quarters, no doubt on an errand from the Council.
~
3 0 0 0 0 0
3 0 0 0 0 1
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~
~
@ -283,7 +283,7 @@ clerics' quarters lie to the west while the magi quarters are to the east.
Within their centers rises the Tower of the High Council of Clerics and the
Tower of the Magi respectively.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -308,7 +308,7 @@ surroundings and the underlying alley. Within the tower lie many secrets that
the average citizen is not privileged enough to be told about. Rumours abound,
especially about the Orb of Sanctum the gods left in the Master Magi's care.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -325,7 +325,7 @@ coming either from on top of the inner city wall to the north or from an open
window of the Tower of the Magi south of here. The voices are too low to be
discernable.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -342,7 +342,7 @@ battlefields. In case of an attack by superior numbers the citizens will fall
back into the inner city as a last measure of defense. Luckily, the army has
been very successful in protecting the city and it has never come to that.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -359,7 +359,7 @@ it turns north along the Magi Avenue. The Tower of the Magi still looms heavy
over the surroundings oppressively. The sounds of voices echo between the tower
and the inner city wall, very disturbing.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -376,7 +376,7 @@ the inner city wall. The Magi Mansion lies just to the east, so extravagant
that it is almost at the point of becoming an eyesore. The Tower contains the
fabled Orb of Sanctum, but few are ever lucky enough to lay their eyes on it.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -398,7 +398,7 @@ in. In the one infront of you the army of Sanctus stands on the verge of
defeat, except for the constant bombardment of fireballs, lightning, and meteors
hurled from the battlements by the Magi.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -419,7 +419,7 @@ as appetizers, and others in fine silver plates and containers. The kitchen is
cramped, too many things and too many people in one area. The cooks look
overworked and ready to revolt.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -441,7 +441,7 @@ so that one can give thanks for all that has been given in this simple room of
prayer. The walls are unadorned, everything looks to be plain and only used for
its intended purpose.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -462,7 +462,7 @@ entire building. The only source of light are lanterns spaced widely apart upon
the walls which leave much of the hall in shadow. The bare floor and walls show
the lifestyle the clerics lead.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -484,7 +484,7 @@ inner city wall begins. Many people come to this quarter to seek aid from the
clerics, whether it be healing in the tower or to settle disputes within the
Hall.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -501,7 +501,7 @@ Very few are selected for this great honor, and even fewer ever achieve a
mastery in the art of restoring health. Several of the older clerics are here
bestowing their knowledge and wisdom to their students.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -517,7 +517,7 @@ A Training Room~
gray-haired man who is drawing something on a board. He often uses words of a
different language that are very hard to follow and impossible to understand.
~
3 8 0 0 0 0
3 8 0 0 0 1
D1
~
~
@ -538,7 +538,7 @@ is shivering in fright. It seems to have broken its foot and the soon to be
healers are practicing their skills on it. Better than expirementing with live
humans.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -560,7 +560,7 @@ boy to instantly fall asleep. Another cleric takes the boys arm which has been
badly bruised and possibly broken and begins chanting mysterious words. The
bruises fade away without a trace.
~
3 8 0 0 0 0
3 8 0 0 0 1
D2
~
~
@ -577,7 +577,7 @@ and the oppressive Tower of the Magi. This section of the city has a very
solemn feeling overshadowing it. The magic of healing on one side and the magic
of power and destruction on the other.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -594,7 +594,7 @@ are held within this tower no matter what time of day. The Magi are searching
relentlessly for the next Master Magi. They are short by two and the five
existing are all old and nearly finished in their lives.
~
3 0 0 0 0 0
3 0 0 0 0 1
D1
~
~
@ -611,7 +611,7 @@ Though the army is generally all that is required to handle most battles, the
Magi are sometimes called upon to prevent heavy casualties or counter any
magical abilities the attackers may possess.
~
3 8 0 0 0 0
3 8 0 0 0 1
D1
~
~
@ -632,7 +632,7 @@ that upholds the balance within the city. Mention of the Orb of Sanctus
whispers around the room, and of how the gods bestowed it upon the Master Magi
to preserve and protect. Without the Orb the city would surely fall.
~
3 8 0 0 0 0
3 8 0 0 0 1
D1
~
~
@ -653,7 +653,7 @@ small flickering ball of light. The Master Magi casts a stern eye over anyone
watching and motions them away. No one disagrees with a Master Magi, at least
no one that wishes to live.
~
3 8 0 0 0 0
3 8 0 0 0 1
D2
~
~
@ -671,7 +671,7 @@ above the other buildings. The Magi train young students within to take their
place, but fewer and fewer meet the requirements and actually survive the
training.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -689,7 +689,7 @@ the windows. Rugs of the colors of the Magi line the floors. Everything is
spotless and well maintained. Living here would be what many would consider as
living the good life.
~
3 8 0 0 0 0
3 8 0 0 0 1
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~
~
@ -707,7 +707,7 @@ extravagant life and hold themselves to be very prestigious and elegant. No one
would ever dare call them otherwise. The hall is unkempt and bare of any
furnishings.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -725,7 +725,7 @@ arranged assortments. The rest of the room is filled with empty cots and bunks
which are used to rehabilitate the injured if there are ever more casualties
than the tower can hold.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -742,7 +742,7 @@ It is here the High Council convenes to help citizens solve minor disputes.
The building is barren of any luxuries. That is the way a cleric must live,
without desires or wants.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -764,7 +764,7 @@ with multi-colored herbs swings in the gentle breeze. The Tower rises far
above, its two spires reaching almost as high as the Temple. In contrast the
hall looks very mundane.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -789,7 +789,7 @@ west. The Tower is bathed in bright white light that reflects off every
surface. All around, the soft murmur of healers in training or going about
their daily routine can be heard.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -814,7 +814,7 @@ tower towards the High Council's chambers. Many famous healers reside within
this tower's magical walls. It is said that just by standing in certain rooms
of the tower one can heal at unnatural rates.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -842,7 +842,7 @@ The Tower of the Clerics~
around you is impressive in both size and stature. Large white pillars support
high domed ceilings of this spotless white room.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -872,7 +872,7 @@ entrance of the revered Tower of the High Council. High above is where the
councillors make many important decisions on how to uphold the welfare and
health of the city.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -897,7 +897,7 @@ part of the road. To the west the Tower of the High Council of Clerics, to the
east the Tower of the Magi. Both impressive structures were built by both
master architects and the use of magic.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -922,7 +922,7 @@ oppression, as if something or someone is holding something deliberately back.
A large doorway to the west leads to the Southern Road or it is possible to
explore deeper into the temple to the east.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -947,7 +947,7 @@ tinge of sulphur hangs in the air, probably a spell that went haywire.
Students roam the halls in deep thought, oblivious to the normal reality you
live in. Training Rooms lie in all directions.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -975,7 +975,7 @@ The Tower of the Magi~
sounds of people chanting echo off the pitch black walls that almost appear
depthless. Most likely a simple trick of the eye, but then again, maybe not.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -1005,7 +1005,7 @@ wood causes one to lose themselves as they peer further and further into the
blackness. It is impossible to tell if this is caused by magic or just a simple
trick of the eye. To the east is the center of the Magi Quarters.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -1029,7 +1029,7 @@ The Magi Quarters~
found when they are not guarding the orb is to the east. Also nearby is the
pure black Tower of the Magi which houses the sacred orb that protects the city.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -1054,7 +1054,7 @@ style and design imaginable. The Magi believe in a life of service to their
discipline, but they also believe that they should be able to live in comfort.
This building is one of the most elaborate within the entire city.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -1076,7 +1076,7 @@ those who wish to study the fine art of magic to rest comfortably. Several
books lay open upon the tables. Occasional trickles of smoke waft in from under
the doorway to the east.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -1097,7 +1097,7 @@ herbs required for the mixes and salves the clerics require. They are rumoured
to sometimes sell some of their remedies, though this is very rare and at a very
steep price.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
door~
@ -1110,7 +1110,7 @@ form of antiseptic stings in the air. All the beds are empty, must be the
healers here are well-versed in their craft. The Temple continues to the north
and west.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -1127,7 +1127,7 @@ portraying a woman and children playing on a river's edge surround the edge of
basin. The water inside the basin is extremely clean and sterily, likely used
by the the clerics to tend for the wounded.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -1148,7 +1148,7 @@ the north, the center of the tower, holds a set of stairs leading higher up into
the tower. Small benches line the walls here, allowing people to rest from
their adentures.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -1169,7 +1169,7 @@ apprentice does what he can to aid these poor people, but it is obvious that
many of them need to be attended to shortly by a real healer or else they may
perish.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -1186,7 +1186,7 @@ its polished surfaces reflecting all light down onto the Clerics' Quarters which
it protects. To the west the Tower of the Magi does the exact opposite, seeming
to absorb all light surrounding it. There must be balance in all things.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -1203,7 +1203,7 @@ The smell of dust and musty old papers emanates from them. Many centuries of
knowledge lie within these books that were salvaged from the lands beyond.
Many more have yet to be found.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -1220,7 +1220,7 @@ set of spiral staircases lead to the second floor. The Orb of Sanctum is
protected somewhere within this tower. The Master Magi have been given the task
of ensuring its safety.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -1241,7 +1241,7 @@ fight in battles any longer. They have instead devoted their time to training
future Magi to take their places. But, good students have become even harder
to come by these days.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -1263,7 +1263,7 @@ with various books. This must be some sort of study room for the Magi. The
black walls seem to absorb the white light coming from strange bulbs hanging
from the ceiling.
~
3 8 0 0 0 0
3 8 0 0 0 1
D0
~
~
@ -1281,7 +1281,7 @@ bookshelves, tables and the floor of this under sized room. It is here a vast
amount of the Magi have left thei findings when delving into the depths of
their magic.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
door~
@ -1293,7 +1293,7 @@ The Southern Gate~
well protected against an attack. Lookouts can be heard above chatting idly
while the sentinel guards stand at attention waiting to be called into action.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~
@ -1315,7 +1315,7 @@ building with bales of hay stacked everywhere. The horses can't reach the hay
though they all seem to still try. It is possible to buy a horse for a minimal
fee, but not all of them are well tamed and have been known to become ornery.
~
3 8 0 0 0 0
3 8 0 0 0 1
D1
~
~
@ -1331,7 +1331,7 @@ will never be used by mortals. Although a pet shopkeeper is not required it is
recommended. In order to implement a pet shop the actual mud code has to be
modified. Just ask Rumble to do it for you.
~
3 1024 0 0 0 0
3 1024 0 0 0 1
S
#365
On the Window Ledge~
@ -1340,7 +1340,7 @@ of the city. A gust of wind howls past threatening to pull anything along with
it. The only exit is back into the tower or a deadly jump to the cobblestone
road below.
~
3 0 0 0 0 0
3 0 0 0 0 1
D0
~
~

View file

@ -131,7 +131,7 @@ temple gate. The entrance to the Clerics' Guild is to the west, and the old
Grunting Boar Inn, is to the east. Just south of here you see the market
square, the center of Midgaard.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the temple.
~
@ -321,7 +321,7 @@ entrance to the Guild of Magic Users. The street continues east towards the
market square. The magic shop is to the north and to the west is the city
gate.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the magic shop.
~
@ -349,7 +349,7 @@ Main Street~
here is the entrance to the Armory, and the bakery is to the north. East of
here is the market square.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the bakery.
~
@ -378,7 +378,7 @@ A large, peculiar looking statue is standing in the middle of the square.
Roads lead in every direction, north to the temple square, south to the
common square, east and westbound is the main street.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the temple square.
~
@ -410,7 +410,7 @@ Main Street~
general store, and the main street continues east. To the west you see and
hear the market place, to the south a small door leads into the Pet Shop.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the general store.
~
@ -438,7 +438,7 @@ Main Street~
Guild of Swordsmen. To the east you leave town and to the west the street
leads to the market square.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the weapon shop.
~
@ -590,7 +590,7 @@ The Eastern End Of Poor Alley~
You are at the poor alley. South of here is the Grubby Inn and to the
east you see common square. The alley continues further west.
~
30 0 0 0 0 0
30 0 0 0 0 1
D1
You see the common square.
~
@ -613,7 +613,7 @@ The Common Square~
the poor alley and to the east is the dark alley. To the north, this square
is connected to the market square. From the south you notice a nasty smell.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the market square.
~
@ -640,7 +640,7 @@ The Dark Alley~
The dark alley, to the west is the common square and to the south is the
Guild of Thieves. The alley continues east.
~
30 0 0 0 0 0
30 0 0 0 0 1
D1
The alley continues east.
~
@ -726,7 +726,7 @@ The Dump~
garbage you can see a large junction of pipes, looks like the entrance to the
sewer system. North of here you see the common square.
~
30 4 0 0 0 0
30 4 0 0 0 2
D0
You see the common square.
~
@ -795,7 +795,7 @@ Inside The West Gate Of Midgaard~
connected with a footbridge across the heavy wooden gate. Main Street leads
east and Wall Road leads south from here.
~
30 0 0 0 0 0
30 0 0 0 0 1
D1
You see Main Street.
~
@ -840,7 +840,7 @@ Inside The East Gate Of Midgaard~
connected with a footbridge across the heavy wooden gate. Main Street leads
west from here. To the south you see the Water Shop.
~
30 0 0 0 0 0
30 0 0 0 0 1
D1
You see the city gate.
~
@ -883,7 +883,7 @@ Wall Road~
You are walking next to the western city wall. The road continues further
south and the city gate is just north of here.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the city gate.
~
@ -906,7 +906,7 @@ Wall Road~
north and south. A small, poor alley leads east.
Some letters have been written on the wall here.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
The road continues further north.
~
@ -937,7 +937,7 @@ Poor Alley~
You are on Poor Alley, which continues further east. You see the
city wall to the west.
~
30 0 0 0 0 0
30 0 0 0 0 1
D1
The alley leads east.
~
@ -954,7 +954,7 @@ The Dark Alley At The Levee~
You are standing in the alley which continues east and west. South of
here you see the levee.
~
30 0 0 0 0 0
30 0 0 0 0 1
D1
The alley leads east.
~
@ -977,7 +977,7 @@ The Eastern End Of The Alley~
east, blocking any further movement. A small warehouse is directly south of
here.
~
30 0 0 0 0 0
30 0 0 0 0 1
D2
You see the warehouse.
~
@ -994,7 +994,7 @@ Wall Road~
You are standing on the road next to the western city wall, which
continues north. South of here is a bridge across the river.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the road.
~
@ -1028,7 +1028,7 @@ The Levee~
You are at the levee. South of here you see the river gently flowing west.
The river bank is very low making it possible to enter the river.
~
30 128 0 0 0 0
30 128 0 0 0 1
D0
You see the alley.
~
@ -1058,7 +1058,7 @@ On The Bridge~
built out from the western city wall and the river flows west through an
opening in the wall ten feet below the bridge.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the road.
~
@ -1090,7 +1090,7 @@ Outside The West Gate Of Midgaard~
connected with a footbridge across the heavy wooden gate. To the west you
can see the edge of a big forest.
~
30 0 0 0 0 0
30 0 0 0 0 1
D1
The city gate is to the east.
~
@ -1129,7 +1129,7 @@ Outside The East Gate Of Midgaard~
connected with a footbridge across the heavy wooden gate. To the east the
plains stretch out in the distance.
~
30 0 0 0 0 0
30 0 0 0 0 1
D1
You see the plains.
~
@ -1213,7 +1213,7 @@ Behind The Temple Altar~
of here. To the north, the path continues through the lush contryside of
Midgaard towards the Dragonhelm Mountains far off to the north.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see the lush, green countryside of Midgaard.
~
@ -1238,7 +1238,7 @@ stay here forever, surrounded by powerful beauty in all directions.
The path you are on continues north through the field and south back
to Midgaard.
~
30 0 0 0 0 0
30 0 0 0 0 1
D0
You see more of the path through the Great Field.
~
@ -1263,7 +1263,7 @@ stay here forever, surrounded by powerful beauty in all directions.
There is a strange structure on the eastern side of the path. A small
dirt path splits off of the main path and leads off to the west.
~
30 4 0 0 0 0
30 4 0 0 0 1
D0
The path continues northwards bringing you ever closer to the Dragonhelm
Mountains.
@ -1294,7 +1294,7 @@ been pried open by curious customs agents, and are now stacked along the west
wall, hiding plenty of 'WANTED' posters.
There is a sign posted on the wall here.
~
30 8 0 0 0 0
30 8 0 0 0 1
D2
You see the entrance to the Grunting Boar Inn and Tavern.
~
@ -1349,7 +1349,7 @@ The Midgaard Donation Room~
are a couple of small wooden benches here where people occasionally sit
while they wait for items to appear. The temple is to the west.
~
30 28 0 0 0 0
30 28 0 0 0 1
D3
The busy temple is back west.
~
@ -1362,7 +1362,7 @@ The Cryogenic Center~
body-length canisters lined up against the walls. The Reception is to the
south.
~
30 8 0 0 0 0
30 8 0 0 0 1
D2
The Reception is to the south.
~
@ -1382,7 +1382,7 @@ stay here forever, surrounded by powerful beauty in all directions.
The way north appears to be blocked by a large plot device and you cannot
see any way around it.
~
30 0 0 0 0 0
30 0 0 0 0 2
D0
Unfortunately the way north is blocked by a large plot device and there
does not seem to be any way around it.
@ -1415,7 +1415,7 @@ in all directions.
There is a large rusty gate sitting in a stone archway just to the
west.
~
30 0 0 0 0 0
30 0 0 0 0 2
D1
The path meets up with a larger path just to the east.
~

View file

@ -5,7 +5,7 @@ cover the valley floor. It would appear that not many have come here
in ages. To the west, the land rises to leave the valley. To the
east the vegetation clears to give way to a strange uprising of stone.
~
300 4 0 0 0 0
300 4 0 0 0 4
D1
The uprising looks like some huge beast set to pounce.
~
@ -73,7 +73,7 @@ between its limbs and the huge oaks, dwarfed by the dragon itself,
which have grown there. A vague evil emanates from the once-alive
stone that terrorized nations long ago.
~
300 0 0 0 0 0
300 0 0 0 0 4
D1
The huge maw lies frozen in midsnarl. You could find enough purchase
to scale the tongue and enter inside, should you want to.
@ -352,7 +352,7 @@ dripping off stalactites far above. Pools of acid fill every crevice
on the craggy cavern floor. The cavern continues to the south and
east.
~
300 8 0 0 0 0
300 8 0 0 0 4
D1
~
~
@ -368,7 +368,7 @@ The Acid Forest~
jester's garb. Puddles of weak stomach acid are pooled on the floor.
The cavern stretches in all directions but north.
~
300 8 0 0 0 0
300 8 0 0 0 4
D1
~
~
@ -388,7 +388,7 @@ The Acid Forest~
dripping off stalactites far above. Pools of acid fill every crevice
on the craggy cavern floor.
~
300 8 0 0 0 0
300 8 0 0 0 4
D2
~
~
@ -405,7 +405,7 @@ on the cavern floor is a forest of oddly shaped stalagmites surrounded
everywhere by puddles of what must be the remnants of the dragons
stomach acid.
~
300 8 0 0 0 0
300 8 0 0 0 4
D0
~
~
@ -430,7 +430,7 @@ The Acid Forest~
bridge passes far overhead. Sharp stalagmites poise here to meet
those who would drop from it.
~
300 8 0 0 0 0
300 8 0 0 0 4
D0
~
~
@ -454,7 +454,7 @@ The Acid Forest~
jester's garb. Puddles of weak stomach acid are pooled on the floor.
A steep climb up leads to a large plateau at the end of the cavern.
~
300 8 0 0 0 0
300 8 0 0 0 4
D0
~
~
@ -478,7 +478,7 @@ The Acid Forest~
Mists swirl around strange crystal egg shells here. The cavern
continues to the north and to the east.
~
300 8 0 0 0 0
300 8 0 0 0 4
D0
~
~
@ -494,7 +494,7 @@ The Acid Forest~
dripping off stalactites far above. Pools of acid fill every crevice
on the craggy cavern floor.
~
300 8 0 0 0 0
300 8 0 0 0 4
D0
~
~
@ -514,7 +514,7 @@ The Acid Forest~
jester's garb. Puddles of weak stomach acid are pooled on the floor.
The cavern stretches to the north and west.
~
300 8 0 0 0 0
300 8 0 0 0 4
D0
~
~
@ -821,7 +821,7 @@ faint path to the south, leading back around the dragon-hill.
A skull-topped signpost flanks an unused road to the north.
There is a large plot device blocking the way along the road to the north.
~
300 4 0 0 0 0
300 4 0 0 0 3
D0
A large plot device blocks the unused road to the north.
~

View file

@ -5,7 +5,7 @@ the university stretches as far as the eye can see. A sign is neatly posted on
the left pillar of the gateway. It is made of nicely polished brass. Because
of this, it looks rather important (as all signs go).
~
301 4 0 0 0 5
301 4 0 0 0 1
D1
Campus Crescent continues to the east.
~
@ -67,7 +67,7 @@ Campus Crescent~
conscientious behaviour of the politically correct students (as they all seem
to be). The road continues east and west.
~
301 0 0 0 0 0
301 0 0 0 0 1
D1
Campus Crescent continues to the east.
~
@ -90,7 +90,7 @@ conscientious behaviour of the politically correct students (as they all seem
to be). The road continues east and west. To the north and south, you can see
dormitories.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
To the north you see Victoria Hall.
~
@ -127,7 +127,7 @@ conscientious behaviour of the politically correct students (as they all seem
to be). The road continues east and west. A noxious smell permeates from the
south.
~
301 0 0 0 0 0
301 0 0 0 0 1
D1
Campus Crescent crosses University Avenue to the east.
~
@ -158,7 +158,7 @@ The Crossroads~
(Thus the name Crossroads. ) University runs north-south whilst Campus runs
east-west.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
University Avenue heads off to the north.
~
@ -192,7 +192,7 @@ conscientious behaviour of the politically correct students (as they all seem
to be). The road continues east and west. A large building lies south, off
the road. You can see another building to the north.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
To the north, lies the Arts faculty building, Corry-Mack.
~
@ -229,7 +229,7 @@ conscientious behaviour of the politically correct students (as they all seem
to be). The road continues east and west. The bookstore is to the north. An
odd, round-shaped building lies to the south.
~
301 0 0 0 0 5
301 0 0 0 0 1
D0
Well, as I said earlier, the bookstore is to the north! Try looking at it.
~
@ -269,7 +269,7 @@ Division Road~
Asphalt pavement lies heinously beneath your feet. The road continues north
and south. A nice cobblestone road leads off to the west.
~
301 0 0 0 0 5
301 0 0 0 0 1
D0
Division Road continues north.
~
@ -299,7 +299,7 @@ University Avenue~
This nicely crafted dirt road runs north-south. It is normally filled with
students. An awful fog drifts in from the west.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
University Avenue crosses a cobblestone road to the north.
~
@ -334,7 +334,7 @@ University Avenue~
This nicely crafted dirt road runs north-south. But it ends here. It is
normally filled with students. There is a dormitory to west.
~
301 0 0 0 0 0
301 0 0 0 0 2
D0
University Avenue continues to the north.
~
@ -360,7 +360,7 @@ University Avenue~
This nicely crafted dirt road runs north-south. It is normally filled with
students. Buildings lie on either side of the street.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
University Avenue continues to the north.
~
@ -400,7 +400,7 @@ University Avenue~
This nicely crafted dirt road runs north-south. It is normally filled with
students. Buildings lie on either side of the street.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
University Avenue continues to the north.
~
@ -436,7 +436,7 @@ University Avenue~
This nicely crafted dirt road runs north-south. It is normally filled with
students. A road branches off to the east.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
University Avenue continues to the north.
~
@ -464,7 +464,7 @@ University Avenue~
students. To the north you can see several menacing figures. There is a sign
here. Reading it would be beneficial to your health and general well-being.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
Low-income student housing lies to the north. BEWARE!
~
@ -505,7 +505,7 @@ Union Street~
This non-descript road segment runs east-west between University Avenue and
Division Road. To the north is the student centre.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
The student centre, known as the "J" Dock, stands to the north.
~
@ -535,7 +535,7 @@ Union Street~
This non-descript road segment runs east-west between University Avenue and
Division Road. There are buildings on either side of the street.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
The main entrance to the Jock Hardy Gym lies to the north.
~
@ -571,7 +571,7 @@ Division Road~
south. A non-descript road leads off to the west. A building lies to the
north.
~
301 0 0 0 0 5
301 0 0 0 0 1
D0
The Jock Hardy Arena is to the north.
~
@ -601,7 +601,7 @@ Division Road~
Asphalt pavement lies heinously beneath your feet. The road continues north
and south.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
Division Road continues north.
~
@ -626,7 +626,7 @@ Division Road~
Asphalt pavement lies heinously beneath your feet. The road continues north
and south. A building is off to the west.
~
301 0 0 0 0 0
301 0 0 0 0 1
D0
Division Road continues north.
~
@ -657,7 +657,7 @@ Division Road~
Asphalt pavement lies heinously beneath your feet. The road continues north
and south.
~
301 0 0 0 0 0
301 0 0 0 0 3
D0
Division Road continues north.
~
@ -709,7 +709,7 @@ Division Road~
north. A dormitory sits to the east. Strange that it's so far from everything
else...
~
301 0 0 0 0 0
301 0 0 0 0 3
D0
Division Road continues north.
~
@ -740,7 +740,7 @@ the left pillar of the gateway. It is made of nicely polished brass. Because
of this, it looks rather important (as all signs go). The road continues north
and south from your present location.
~
301 4 0 0 0 0
301 4 0 0 0 1
D2
The Student GHETTO... Beware!
~
@ -767,7 +767,7 @@ The Ghetto~
run down, almost into the ground in fact. You can see many furtive shapes
moving through the darkness.
~
301 4 0 0 0 0
301 4 0 0 0 4
D0
The gateway lies to the north.
~
@ -785,7 +785,7 @@ The Ghetto~
run down, almost into the ground in fact. You can see many furtive shapes
moving through the darkness.
~
301 4 0 0 0 0
301 4 0 0 0 4
D0
This is the ghetto, do you really need to know what is north of you?
~
@ -817,7 +817,7 @@ Campus Crescent. To both the east and west you can see locked doors. The
floor is decorated with rather ugly, puce tiles. Beside the east door you can
see an enormous amount of mailboxes.
~
301 8 0 0 0 0
301 8 0 0 0 1
D0
The cobblestoned Campus Crescent lies to the north.
~
@ -937,7 +937,7 @@ Supposedly, if you walk in one direction long enough, you will get to where you
want to be. Exits lead in all cardinal directions. A footnote has been
attached to this description.
~
301 8 0 0 0 0
301 8 0 0 0 1
D0
Campus Crescent can be seen through the glass doors.
~
@ -1002,7 +1002,7 @@ engineering events (like the construction of this area) that have taken place
in XXX's history. There are two exits, east to the street and west further
inside the building.
~
301 8 0 0 0 0
301 8 0 0 0 1
D1
University Avenue lies to the east.
~
@ -1104,7 +1104,7 @@ the building you noticed how old this building seemed quite a long time ago.
There are two exits. One to the road, which happens to lie to the west and the
exit to the east leads to a long hallway.
~
301 8 0 0 0 0
301 8 0 0 0 2
D1
A long hallway leads off in this direction.
~
@ -1124,7 +1124,7 @@ Shoppe. North of you is the back hall with its bank machines, and south is the
exit to Union Street. This area is usually rather busy with students as this
is the University Student Centre.
~
301 8 0 0 0 5
301 8 0 0 0 1
D0
To the north you can see the back hall, complete with numerous bank
machines, but of course you already knew that, didn't you?
@ -1157,7 +1157,7 @@ The Back Hall~
the north, and a games room to the east. The Central Annex is located to the
south whilst the street is located directly to your west.
~
301 8 0 0 0 5
301 8 0 0 0 0
D0
You can distinctly see a post office here, it might have a message in it, but
you are not quite sure.
@ -1186,7 +1186,7 @@ Jock Hardy Lobby~
achievements of the students and alumni. Exits branch off in many directions.
There is a sign here.
~
301 8 0 0 0 5
301 8 0 0 0 1
D0
There is a stairway to the north.
~
@ -1272,7 +1272,7 @@ Campus, miles away from everything else. There are three exits from here, west
to the street and main campus, east to explore the depths of Wally World, and
north to visit the front office and reception desk.
~
301 8 0 0 0 0
301 8 0 0 0 3
D0
This way leads to the reception desk.
~
@ -1296,7 +1296,7 @@ The food here is mass-produced and cheaply made. After watching how they cook
this food you are glad you do not normally eat at the cafeteria. There is a
door to the east.
~
301 8 0 0 0 0
301 8 0 0 0 1
D1
The doorway leads back out of the kitchen.
~
@ -1322,7 +1322,7 @@ The Kitchen~
The food here is mass-produced and cheaply made. After watching how they cook
this food you are glad you do not normally eat at the cafeteria.
~
301 8 0 0 0 0
301 8 0 0 0 1
D0
The kitchen continues north.
~
@ -1340,7 +1340,7 @@ eat this food to subsist. You feel pity upon them as you watch them fill their
stomachs with this sorry excuse for food. The dining hall continues east and
south. The exit is to the north.
~
301 8 0 0 0 0
301 8 0 0 0 4
D0
An unknown force draws you north.
~
@ -1372,7 +1372,7 @@ eat this food to subsist. You feel pity upon them as you watch them fill their
stomachs with this sorry excuse for food. The dining hall continues west and
south.
~
301 8 0 0 0 0
301 8 0 0 0 4
D2
The dining hall continues south.
~
@ -1399,7 +1399,7 @@ eat this food to subsist. You feel pity upon them as you watch them fill their
stomachs with this sorry excuse for food. The dining hall continues north and
east.
~
301 8 0 0 0 0
301 8 0 0 0 4
D0
The dining hall continues north.
~
@ -1426,7 +1426,7 @@ eat this food to subsist. You feel pity upon them as you watch them fill their
stomachs with this sorry excuse for food. The dining hall continues north and
west. The exit is to the east.
~
301 8 0 0 0 0
301 8 0 0 0 4
D0
The dining hall continues north.
~
@ -1458,7 +1458,7 @@ The food here is mass-produced and cheaply made. After watching how they cook
this food you are glad you do not normally eat at the cafeteria. There is a
door here.
~
301 8 0 0 0 0
301 8 0 0 0 1
D1
The kitchen continues east.
~
@ -1484,7 +1484,7 @@ A Storeroom~
spam and other uninteresting stuff. But wait! They keep edible food here too!
So that's what the staff eats!
~
301 8 0 0 0 0
301 8 0 0 0 1
D0
These stairs lead back to the door to the kitchen.
~
@ -1510,7 +1510,7 @@ The food here is mass-produced and cheaply made. After watching how they cook
this food you are glad you do not normally eat at the cafeteria. There is a
door to the north.
~
301 8 0 0 0 0
301 8 0 0 0 1
D0
The doorway leads back out of the kitchen.
~
@ -1534,7 +1534,7 @@ S
Stairway~
As the title implies, there is a set of stairs here which lead up.
~
301 8 0 0 0 5
301 8 0 0 0 2
D2
The main lobby is to the south.
~
@ -1568,7 +1568,7 @@ Equipment Room~
The equipment room houses various items used to work out and for sports.
There is a set of stairs here which lead down.
~
301 8 0 0 0 0
301 8 0 0 0 2
D3
The Gym is to the west.
~
@ -1585,7 +1585,7 @@ Locker Room~
The fresh smell of sweat lingers in the locker rooms. There is a set of
stairs nearby.
~
301 8 0 0 0 0
301 8 0 0 0 3
D1
A hallway branches off to the east.
~
@ -1793,7 +1793,7 @@ boots trampling up and down it all day (and night). The exit to the north is
much less worn but the path to the south has been worn right down. There is a
small sign partway up the stairwell.
~
301 8 0 0 0 0
301 8 0 0 0 1
D0
The Campus Bookstore is located to the north.
~
@ -1964,7 +1964,7 @@ smells pretty bad, it wouldn't be a bad idea to remember where this is so that
you can rest here later. You find it rather difficult to manoeuvre in here
because of the large number of drunks on the floor. The only exit is north.
~
301 12 0 0 0 0
301 12 0 0 0 4
D0
Back to the entrance... out of the bad smells here...
~
@ -1979,7 +1979,7 @@ towards the street whilst the north and west exits are too dark to see the ends
of. The stairs on the south side of the room lead up to the second floor and
whatever might be up there...
~
301 9 0 0 0 0
301 9 0 0 0 1
D0
You can't tell, it's too dark.
~
@ -2017,7 +2017,7 @@ Hallway~
This hallway is non-descript and has two exits. The eastern exit seems to
lead into a large room while the southern exit leads, well, south.
~
301 9 0 0 0 0
301 9 0 0 0 1
D1
There seems to be a large room to the east.
~
@ -2040,7 +2040,7 @@ Auditorium~
only exit (west). There are numerous seats arranged like a theatre would be.
There is a large stage at the east end of the room.
~
301 9 0 0 0 0
301 9 0 0 0 3
D3
The hallway you probably entered from is handily located to the west.
~
@ -2071,7 +2071,7 @@ Hallway~
Unfortunately, you can't see what the exits lead to. Just before you finish
looking, you notice a door to the north.
~
301 9 0 0 0 0
301 9 0 0 0 1
D0
This seems to lead to a library.
~
@ -2098,7 +2098,7 @@ The Back Exit~
way to the west. If you were to go east, though, you would not have a problem
as the corridor seems to continue that way.
~
301 9 0 0 0 0
301 9 0 0 0 1
D1
The hallway looks to continue in this direction.
~
@ -2135,7 +2135,7 @@ Upper Lobby~
south which leads down. You can't see where the stairwell leads. For that
matter you can't see where any of the exits lead.
~
301 9 0 0 0 0
301 9 0 0 0 1
D0
It's too dark to see.
~
@ -2163,7 +2163,7 @@ A Classroom~
tables, no nothing... Wait, that would mean something is here, wouldn't it?
Alright, there is something, there is an exit to the west.
~
301 13 0 0 0 0
301 13 0 0 0 1
D3
This leads back to the upper lobby.
~
@ -2176,7 +2176,7 @@ A Classroom~
tables, no nothing... Ok, you caught me again, there is an exit to the east.
~
301 13 0 0 0 0
301 13 0 0 0 1
D1
This leads back to the upper lobby.
~
@ -2188,7 +2188,7 @@ Hallway~
This hallway has three conventional exits and a door. East, south and west
are conventional whilst the north wall holds a door.
~
301 9 0 0 0 5
301 9 0 0 0 1
D0
This seems to be an office.
~
@ -2215,7 +2215,7 @@ A Classroom~
This classroom is completely deserted. There are no desks, no chairs, no
tables, no nothing... Except the typical exit to the west of course.
~
301 13 0 0 0 0
301 13 0 0 0 1
D3
This leads back to the hallway.
~
@ -2228,7 +2228,7 @@ A Classroom~
tables, no nothing... Not even an exit to the north, good thing since the
actual exit is to the east.
~
301 13 0 0 0 0
301 13 0 0 0 1
D1
This leads back to the hallway.
~
@ -2241,7 +2241,7 @@ Faculty Office~
student trying to break in. A huge desk has been toppled over and now rests
against a wall.
~
301 9 0 0 0 0
301 9 0 0 0 1
D2
This door leads to the hall.
~
@ -2258,7 +2258,7 @@ Back Path~
could be at the end of it. To the north the path continues, to the east, a
door graces the building next to you.
~
301 4 0 0 0 0
301 4 0 0 0 4
D0
The pathway continues.
~
@ -2282,7 +2282,7 @@ S
A Pathway~
The path continues north-south.
~
301 4 0 0 0 0
301 4 0 0 0 4
D0
The path continues.
~
@ -2303,7 +2303,7 @@ A Pathway~
The pathway continues north-south. To the north you can see a tall, thin
structure sticking up from the ground.
~
301 4 0 0 0 0
301 4 0 0 0 4
D0
The pathway continues.
~
@ -2320,7 +2320,7 @@ Approach To The Greasepole~
The path seems to be taking a direct route to the needle-like structure just
to the north. To the south the path continues.
~
301 4 0 0 0 0
301 4 0 0 0 4
D0
The path begins to lead to a large pit.
~
@ -2337,7 +2337,7 @@ The Greasepit~
The tall, needle-like structure stands right in front of you. There are two
ways you can go: to the south on the path, or up the greasepole.
~
301 4 0 0 0 0
301 4 0 0 0 4
D2
The path leads off to the south.
~

View file

@ -2,7 +2,7 @@
The Top Of The Greasepole~
You've made it to the top! All you have to do now is get down...
~
302 4 0 0 0 0
302 4 0 0 0 5
D5
It's a long slide down.
~
@ -61,7 +61,7 @@ Reception Desk~
to see the incoming mail behind the desk as well as hooks for keys to hang
upon. To the east there is a door and just south of you is the lobby.
~
302 136 0 0 0 0
302 136 0 0 0 1
D1
~
door~
@ -85,7 +85,7 @@ Main Office~
a desk, chair and filing cabinet in the room. There is only one exit from the
room, west.
~
302 8 0 0 0 0
302 8 0 0 0 1
D3
This way leads back to the reception desk.
~
@ -114,7 +114,7 @@ Lobby~
that you can find it again. Just to make it easy to rediscover, exits have
been handily located to both the east and west.
~
302 8 0 0 0 0
302 8 0 0 0 4
D1
This leads to a handy stairwell.
~
@ -130,7 +130,7 @@ S
Stairwell~
This is, as it says, a stairwell. The exits are west and up.
~
302 9 0 0 0 0
302 9 0 0 0 4
D3
This leads to the lobby.
~
@ -146,7 +146,7 @@ S
Stairwell~
This is another stairwell. The exits are west, up, and down.
~
302 9 0 0 0 0
302 9 0 0 0 4
D3
You can't tell where this leads.
~
@ -168,7 +168,7 @@ Landing~
This is a landing with halls heading off in all the cardinal directions.
The only problem is that, the hall to the west is blocked by a door.
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
You can't tell where this leads.
~
@ -196,7 +196,7 @@ Broom Closet~
nothing, not even brooms. And there is no other exit to boot, just the one you
came in!
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
You can't tell where this leads.
~
@ -208,7 +208,7 @@ Hallway~
The hall continues north-south and there is a doorway on either side of the
hall.
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
You can't tell where this leads.
~
@ -245,7 +245,7 @@ Private Room 205~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D3
This leads back to the hall.
~
@ -262,7 +262,7 @@ Private Room 206~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
This leads back to the hall.
~
@ -278,7 +278,7 @@ Hallway~
The hall leads to the south and there is a doorway on either side of the
hall as well as one to the north.
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
You can't tell where this leads.
~
@ -316,7 +316,7 @@ Private Room 203~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D3
This leads back to the hall.
~
@ -333,7 +333,7 @@ Private Room 204~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
This leads back to the hall.
~
@ -350,7 +350,7 @@ Private Room 201~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D2
This leads back to the hall.
~
@ -366,7 +366,7 @@ Hallway~
The hall continues north-south and there is a doorway on either side of the
hall.
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
You can't tell where this leads.
~
@ -403,7 +403,7 @@ Private Room 207~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D3
This leads back to the hall.
~
@ -420,7 +420,7 @@ Private Room 208~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
This leads back to the hall.
~
@ -436,7 +436,7 @@ Hallway~
The hall leads to the north and there is a doorway on either side of the
hall as well as one to the south.
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
You can't tell where this leads.
~
@ -474,7 +474,7 @@ Private Room 209~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D3
This leads back to the hall.
~
@ -491,7 +491,7 @@ Private Room 210~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
This leads back to the hall.
~
@ -508,7 +508,7 @@ Private Room 202~
The floor is tiled, while the hallways are carpeted. I wonder why? There is
only one exit... The one you came in...
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
This leads back to the hall.
~
@ -523,7 +523,7 @@ S
Stairwell~
This is another stairwell. The exits are west, up, and down.
~
302 9 0 0 0 0
302 9 0 0 0 4
D3
You can't tell where this leads.
~
@ -545,7 +545,7 @@ Landing~
This is a landing with halls heading off in all the cardinal directions.
The only problem is that, the hall to the west is blocked by a door.
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
You can't tell where this leads.
~
@ -573,7 +573,7 @@ Broom Closet~
nothing, not even brooms. And to boot there is no other exit, just the one you
came in!
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
You can't tell where this leads.
~
@ -586,7 +586,7 @@ Hallway~
to the north. Coincidentally, there are also doors to the east and west. The
only exit without a door in fact is to the south!
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
The door is locked, so therefore you cannot see through it.
~
@ -617,7 +617,7 @@ Private Room 301~
This room is quite well furnished and could probably comfortably house two
people. It is much larger than the rooms downstairs.
~
302 9 0 0 0 0
302 9 0 0 0 1
D3
The door leads back into the hallway.
~
@ -629,7 +629,7 @@ Private Room 302~
This room is quite well furnished and could probably comfortably house two
people. It is much larger than the rooms downstairs.
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
The door leads back into the hallway.
~
@ -642,7 +642,7 @@ Main Residence Office~
North XXX. There is a large desk here as well as two plush chairs. In the
north-west corner of the room there is a trapdoor in the ceiling.
~
302 13 0 0 0 0
302 13 0 0 0 2
D2
The door leads to the hallway.
~
@ -669,7 +669,7 @@ Hallway~
to the south. Coincidentally, there are also doors to the east and west. The
only exit without a door in fact is to the north!
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
The hallway continues to the north.
~
@ -700,7 +700,7 @@ Private Room 304~
This room is quite well furnished and could probably comfortably house two
people. It is much larger than the rooms downstairs.
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
The door leads back into the hallway.
~
@ -712,7 +712,7 @@ Private Room 303~
This room is quite well furnished and could probably comfortably house two
people. It is much larger than the rooms downstairs.
~
302 9 0 0 0 0
302 9 0 0 0 1
D3
The door leads back into the hallway.
~
@ -724,7 +724,7 @@ Private Room 300~
This room is quite well furnished and could probably comfortably house two
people. It is much larger than the rooms downstairs.
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
The door leads back into the hallway.
~
@ -736,7 +736,7 @@ Attic~
This attic is carefully hidden away from sight as it is used as a secret
storeroom. The only exit is down.
~
302 13 0 0 0 0
302 13 0 0 0 4
D2
You see nothing special.
~
@ -758,7 +758,7 @@ Small Storage Room~
exits from it. The main exit is through the grate to the north but there is a
chute down to the first floor located in the floor.
~
302 8 0 0 0 0
302 8 0 0 0 3
D0
The attic is just north of here.
~
@ -799,7 +799,7 @@ The Ghetto~
small obstacle... An overturned policemobile. There are houses on either side
of the road.
~
302 1 0 0 0 0
302 1 0 0 0 4
D0
To escape the ghetto, you can head this way.
~
@ -824,7 +824,7 @@ S
Ghetto House~
It's a mess.
~
302 9 0 0 0 0
302 9 0 0 0 5
D3
An exit from this hellhole.
~
@ -839,7 +839,7 @@ S
Frec House~
You feel a little apprehensive as you enter this house... It's a mess.
~
302 9 0 0 0 0
302 9 0 0 0 5
D1
An exit from this hellhole.
~
@ -859,7 +859,7 @@ S
Ghetto House~
It looks like a hellhole... It's a mess.
~
302 9 0 0 0 0
302 9 0 0 0 5
D0
An exit from this hellhole to yet another hellhole.
~
@ -885,7 +885,7 @@ The Ghetto~
small obstacle... An overturned policemobile. There is a house to the west.
~
302 1 0 0 0 0
302 1 0 0 0 4
D2
The ghetto continues south.
~
@ -910,7 +910,7 @@ The Ghetto Intersection~
This intersection is the joining point of what's left of University Avenue
and Earl Road which heads off to the east.
~
302 1 0 0 0 0
302 1 0 0 0 4
D0
The ghetto continues north.
~
@ -941,7 +941,7 @@ The Ghetto~
This part of the ghetto has survived in a better condition than the rest of
the ghetto. A house lies to the north.
~
302 1 0 0 0 0
302 1 0 0 0 3
D0
A fairly well-kept house is north.
~
@ -967,7 +967,7 @@ The Ghetto~
Earl Road ends abruptly as there is a house built immediately to the east.
Another stands to the south.
~
302 1 0 0 0 0
302 1 0 0 0 3
D1
A very well-kept house is east.
~
@ -992,7 +992,7 @@ S
Gael House~
This house reminds you of home, your parent's home. It's mind-boggling.
~
302 8 0 0 0 0
302 8 0 0 0 3
D3
You may exit to the west.
~
@ -1003,7 +1003,7 @@ S
Gael House~
This house reminds you of home, your aunt's home. Now, that's absurd.
~
302 8 0 0 0 0
302 8 0 0 0 3
D0
You may exit to the north.
~
@ -1015,7 +1015,7 @@ Boss House~
Papers and calculators litter the room, making an otherwise neat house,
messy.
~
302 8 0 0 0 0
302 8 0 0 0 4
D2
You may exit to the south.
~
@ -1032,7 +1032,7 @@ The Ghetto~
This part of the ghetto seems to have survived. To the west, you can see,
behind the rubble, the vague outlines of a house.
~
302 1 0 0 0 0
302 1 0 0 0 3
D0
The ghetto continues north.
~
@ -1053,7 +1053,7 @@ The Ghetto~
This part of the ghetto seems to have survived. To the east, you can see
the A & Z Supermarket.
~
302 1 0 0 0 0
302 1 0 0 0 3
D0
The ghetto continues north.
~
@ -1079,7 +1079,7 @@ The Ghetto~
This part of the ghetto seems to have survived. There are houses on either
side of the road.
~
302 1 0 0 0 0
302 1 0 0 0 3
D0
The ghetto continues north.
~
@ -1110,7 +1110,7 @@ The Ghetto~
This part of the ghetto seems to have survived. There is a house to the
east. South of you, you can see the end of the ghetto.
~
302 1 0 0 0 0
302 1 0 0 0 4
D0
The ghetto continues north.
~
@ -1136,7 +1136,7 @@ The A & Z Supermarket~
Aisles and aisles of foodstuffs are waiting to be bought by unknowing
customers.
~
302 140 0 0 0 0
302 140 0 0 0 2
D3
The automatic doors hide the ghetto.
~
@ -1152,7 +1152,7 @@ Frec House~
This house reminds you of your room, only worse. It seems to be a
post-holocaust version of it.
~
302 9 0 0 0 0
302 9 0 0 0 5
D3
You will exit to the west.
~
@ -1164,7 +1164,7 @@ Boss House~
Papers and calculators litter the room, making an otherwise neat house,
messy.
~
302 8 0 0 0 0
302 8 0 0 0 4
D1
You may exit to the east.
~
@ -1180,7 +1180,7 @@ S
Gael House~
This house reminds you of home, your grandma's home. It's insane.
~
302 8 0 0 0 0
302 8 0 0 0 3
D3
You may exit to the west.
~
@ -1192,7 +1192,7 @@ Boss House~
Papers and calculators litter the room, making an otherwise neat house,
messy.
~
302 8 0 0 0 0
302 8 0 0 0 4
D1
You may exit to the east.
~
@ -1214,7 +1214,7 @@ Frec House~
This house reminds you of your room, only worse. It seems to be a
post-holocaust version of it.
~
302 9 0 0 0 0
302 9 0 0 0 5
D0
You will exit to the north. Even if it is to another ghetto house.
~
@ -1226,7 +1226,7 @@ Stairwell~
A spiralling stairwell leads both up and down. To the east, there is an
exit to the auditorium.
~
302 8 0 0 0 0
302 8 0 0 0 2
D1
As I said, there is an exit to the auditorium.
~
@ -1337,7 +1337,7 @@ painstaking writing of descriptions, if they aren't going to be read? You
probably aren't even reading this! [Editorial :)] Well, anyways, the only exit
is to the north.
~
302 8 0 0 0 0
302 8 0 0 0 1
D0
The auditorium is to the north.
~
@ -1361,7 +1361,7 @@ Upper Stairwell~
The stairwell spirals upwards and downwards. The balcony lies to the east.
~
302 8 0 0 0 0
302 8 0 0 0 2
D1
As I said, the balcony lies to the east.
~
@ -1418,7 +1418,7 @@ of the Grant Hall clock tower. You can see lots of little gears connected to
lots of big gears. There is absolutely no view seeing that the clock faces are
opaque. But, there is an exit that you can use by going down.
~
302 8 0 0 0 0
302 8 0 0 0 3
D5
This leads back into the stairwell.
~
@ -1431,7 +1431,7 @@ Hallway~
Unfortunately, the building seems to be living up to its name. The hallway
leads east-west with a room to the north and a door to the south.
~
302 8 0 0 0 0
302 8 0 0 0 1
D0
There is a fairly large room to the north.
~
@ -1462,7 +1462,7 @@ Hallway~
The hallway continues along here. In fact it continues both east and west.
There is however a door to the south.
~
302 8 0 0 0 0
302 8 0 0 0 1
D1
The hallway continues.
~
@ -1491,7 +1491,7 @@ Hallway~
door to the north and stairs leading down, but otherwise this section of the
hall is no different than the rest.
~
302 8 0 0 0 0
302 8 0 0 0 1
D0
A door with the word "OFFICE" emblazoned on it stands to your north.
~
@ -1523,7 +1523,7 @@ that I have to actually get up early after a nice relaxing weekend, but you are
probably in situation like this, and if you aren't, boy do I ever envy you.
Anyways, there is a door to the north.
~
302 8 0 0 0 0
302 8 0 0 0 2
D0
A large, steel door stands to the north.
~
@ -1544,7 +1544,7 @@ technological marvels. This lab is devoid of personnel but all of the machines
are making scary humming noises. You should probably make a beeline out the
door to the north.
~
302 8 0 0 0 0
302 8 0 0 0 2
D0
A door stands to the north. This door is made of steel and is fairly
large.
@ -1564,7 +1564,7 @@ row coming from below and if you don't mind breezes coming through the large
gaps in the wall. Other than that, it does look alright. There is one exit,
the one to the south, which just happens to be blocked by a door.
~
302 8 0 0 0 0
302 8 0 0 0 1
D2
The door blocking your way is well made. It seems to be made of Oak with a
well designed brass doorknob.
@ -1585,7 +1585,7 @@ however, you have passed through one or two labs on the way, the reason is even
more obvious, as this room contains all sorts of nice computer equipment.
There is a staircase leading up is one corner of the room.
~
302 8 0 0 0 0
302 8 0 0 0 1
D4
The staircase in the north-east corner leads up towards the main floor
of the building.
@ -1600,7 +1600,7 @@ Of course, you don't expect anything less, this being a university, but I
presume that you agree with me that enough is enough. There is a hallway to
the south.
~
302 8 0 0 0 0
302 8 0 0 0 1
D2
The hallway lies to the south.
~
@ -1611,7 +1611,7 @@ S
A Hallway~
This hallway leads through the building in all cardinal directions.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
It is too dark to tell.
~
@ -1642,7 +1642,7 @@ S
A Hallway~
This hallway leads through the building in most directions.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
It is too dark to tell.
~
@ -1663,7 +1663,7 @@ S
A Hallway~
This hallway leads through the building in most directions.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
It is too dark to tell.
~
@ -1689,7 +1689,7 @@ S
A Hallway~
This hallway leads through the building in most directions.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
It is too dark to tell.
~
@ -1715,7 +1715,7 @@ S
A Hallway~
This hallway leads through the building in most directions.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
It is too dark to tell.
~
@ -1741,7 +1741,7 @@ S
A Hallway~
This hallway leads through the building in most directions.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
It is too dark to tell.
~
@ -1768,7 +1768,7 @@ A Classroom~
This room suddenly dispels the monotony of the halls you were just passing
through.
~
302 9 0 0 0 0
302 9 0 0 0 1
D0
It is too dark to tell.
~
@ -1811,7 +1811,7 @@ A Classroom~
This room suddenly dispels the monotony of the halls you were just passing
through.
~
302 9 0 0 0 0
302 9 0 0 0 1
D1
It is too dark to tell.
~
@ -1838,7 +1838,7 @@ A Hallway~
two exits. One exits to the east towards light, while the other heads west
back into the darkness.
~
302 9 0 0 0 0
302 9 0 0 0 2
D1
This way draws you towards it...probably because you are suffering from
light withdrawl.
@ -1863,7 +1863,7 @@ S
The Exit~
This long corridor leads out onto the street.
~
302 8 0 0 0 0
302 8 0 0 0 5
D1
The light beckons you.
~
@ -2165,7 +2165,7 @@ reminds you of movie theatres of old (like when they sat more than 10). Its
main purpose seems to exist and collect dust. Maybe someone is doing some kind
of study here. There is a sign on the east wall near the front of the room.
~
302 9 0 0 0 0
302 9 0 0 0 3
D1
This leads towards the street.
~
@ -2182,7 +2182,7 @@ A Completely Empty Hallway~
This hallway is not completely empty but looks like it is. Must be
something related to the Infinite Improbability Principle.
~
302 9 0 0 0 0
302 9 0 0 0 3
D0
There is a classroom to the north.
~
@ -2204,7 +2204,7 @@ Classroom~
looked larger on the outside. Obviously some sort of principle related to the
TARDIS principle on Doctor Who....
~
302 9 0 0 0 0
302 9 0 0 0 2
D2
A hallway leads off to the south.
~
@ -2220,7 +2220,7 @@ S
East Stairwell~
This stairwell leads up into the heights of Leonard Hall.
~
302 9 0 0 0 0
302 9 0 0 0 3
D3
This leads back to the lobby.
~
@ -2236,7 +2236,7 @@ S
West Stairwell~
This leads up into the heights of Leonard Hall.
~
302 9 0 0 0 0
302 9 0 0 0 3
D1
This leads back to the lobby.
~
@ -2253,7 +2253,7 @@ Junction~
This hallway leads north and south and there is a stairwell leading down in
the place where the western wall should be found.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
The hallway continues north.
~
@ -2274,7 +2274,7 @@ S
Hallway~
The hallway turns east-south here and there is an opening to the north.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
There is a room of sorts to the north.
~
@ -2297,7 +2297,7 @@ Dorm Room~
consists of a bed, and a desk. Nothing else. Just a bed and a desk. But
there is an exit to the south.
~
302 9 0 0 0 0
302 9 0 0 0 1
D2
The hallway is south of here.
~
@ -2313,7 +2313,7 @@ Hallway~
This hallway comes to an abrupt end here. However, there are exits in all
cardinal directions except up and down.
~
302 9 0 0 0 0
302 9 0 0 0 2
D0
There seems to be a room to the north.
~

View file

@ -4,7 +4,7 @@ Dorm Room~
in this room as any other dorm room, a desk, bed, and exit... This time to the
south.
~
303 9 0 0 0 0
303 9 0 0 0 2
D2
The hallway lies to the south.
~
@ -37,7 +37,7 @@ water bottle structure similar to the ones used in modern day hamster and
gerbil cages. The only exit is to the west. Just as you finish looking
around, your eye spots a SEP.
~
303 9 0 0 0 0
303 9 0 0 0 4
D3
Thank Bob, the hallway is still to the west of here.
~
@ -62,7 +62,7 @@ Hallway~
there is a room to the south and a door to the east. The hallway grinds to a
start when you move northwards though.
~
303 9 0 0 0 0
303 9 0 0 0 2
D0
The hallway starts here and runs northwards. You'd better catch it before
it gets away. *Groan*
@ -100,7 +100,7 @@ would say that they don't have that item. The logistics just don't work on
these magnitudes, with more rooms maybe, but definitely not one room. There is
an exit to the north.
~
303 9 0 0 0 0
303 9 0 0 0 2
D0
This leads back to the hallway out of this stupidity.
~
@ -119,7 +119,7 @@ below you though... About 60 feet below you that is. If you go north, you can
escape back to the real world (the balcony at least, just type exit to see
where you end up if you go down).
~
303 0 0 0 0 0
303 0 0 0 0 4
D0
The salvation of the balcony is directly to the north. All it needs is for
you to press N and then RETURN.
@ -155,7 +155,7 @@ Really Narrow Stairwell, Part I~
This stairwell is just wide enough for one person at a time. A door lies to
the west.
~
303 13 0 0 0 0
303 13 0 0 0 5
D3
This is blocked by a door. Unless you opened it already, which is pretty
likely.
@ -173,7 +173,7 @@ S
Really Narrow Stairwell, Part II~
The Stairwell's Revenge. Now there is an exit to the west and one down.
~
303 13 0 0 0 0
303 13 0 0 0 5
D3
This leads to a nice entrance hall.
~
@ -195,7 +195,7 @@ Entry Hall~
mudroom. That is, you remove the mud from your footwear here. The hall
continues to the west into a nice, clean room and to the east to a stairwell.
~
303 9 0 0 0 0
303 9 0 0 0 3
D1
The dreaded stairwell is here.
~
@ -219,7 +219,7 @@ furnishing the room, such as a rocking chair, a coffee table, and a couch.
All of the furnishings are decorated in a somewhat flowery style. You can
leave this room by going east to the entrance hall or south to the bedroom.
~
303 8 0 0 0 0
303 8 0 0 0 2
D1
The entrance hall is directly to the east.
~
@ -248,7 +248,7 @@ Bedroom~
bedroom furnishings here, a bed (obviously), a night-table, and a dresser.
There are exits to the north and to the balcony to the east.
~
303 8 0 0 0 0
303 8 0 0 0 2
D0
The living room is to the north.
~
@ -283,7 +283,7 @@ does not resemble the real countryside, so you aren't sure what you are seeing
exactly. Must be an illusion. Anyways, there is an exit back to the bedroom
in the west wall.
~
303 4 0 0 0 0
303 4 0 0 0 2
D2
This leads to a thin ledge.
~
@ -316,7 +316,7 @@ Hallway Junction~
This hallway leads north and south and there is a stairwell in the east
wall. There is a sign on the wall.
~
303 9 0 0 0 0
303 9 0 0 0 2
D0
The hallway continues north.
~
@ -344,7 +344,7 @@ S
Hallway~
The hallway turns west-south here and there is an opening to the north.
~
303 9 0 0 0 0
303 9 0 0 0 2
D0
There is a room to the north.
~
@ -369,7 +369,7 @@ room, you can see a large collection of CDs and Cassettes... Exam time must be
coming up soon. On the east wall sits a large computer with lots of neat
accessories. The only exit is to the south.
~
303 9 0 0 0 0
303 9 0 0 0 2
D2
The hallway leads away from here to the south.
~
@ -396,7 +396,7 @@ Hallway~
This hallway leads east and has an opening to the north and one to the west
and one to the south.
~
303 9 0 0 0 0
303 9 0 0 0 2
D0
Bubbles seem to be coming from the northern entrance.
~
@ -424,7 +424,7 @@ Bubble Land~
There is only one exit... To the south (you think). With all the bubbles you
can't see anything else in the room.
~
303 9 0 0 0 0
303 9 0 0 0 5
D2
You think the hallway lies to the south.
~
@ -444,7 +444,7 @@ the fact that other than that the room is completely empty of furniture, but
wait, that pizza box in the corner seems to be acting as a table of sorts with
all the newspapers supporting it. There is an exit to the east.
~
303 9 0 0 0 0
303 9 0 0 0 2
D1
The hallway extends to the east.
~
@ -477,7 +477,7 @@ this room at least). There are posters of John all over the walls as well as a
few of the other Beatles... Wait you don't see any of Paul... Strange.
There is only one exit, the one to the north.
~
303 9 0 0 0 0
303 9 0 0 0 2
D0
The hallway is directly to your north.
~
@ -501,7 +501,7 @@ room in a residence is decorated, with a fridge, stove and of course a TV.
Unfortunately, there does not seem to be any couches or chairs in the room.
There is an exit to the north and a door on the east wall with no doorknob.
~
303 9 0 0 0 0
303 9 0 0 0 2
D0
The hallway leads to the north.
~
@ -534,7 +534,7 @@ Hallway~
the west and east. The sound of snoring denotes a lecture hall to the south.
~
303 8 0 0 0 0
303 8 0 0 0 2
D1
The hallway continues east.
~
@ -561,7 +561,7 @@ Hallway~
the west and east. The sound of snoring denotes a lecture hall to the south.
~
303 8 0 0 0 0
303 8 0 0 0 2
D1
The hallway continues east.
~
@ -587,7 +587,7 @@ Hallway~
The hallway curves around slightly so that you can't quite see what is to
the west and east. There is an extraneous exit to the north.
~
303 8 0 0 0 0
303 8 0 0 0 2
D0
To the north you see... the centre of the building?
~
@ -613,7 +613,7 @@ Hallway~
The hallway curves around slightly so that you can't quite see what is to
the est and east. The sound of snoring denotes a lecture hall to the south.
~
303 8 0 0 0 0
303 8 0 0 0 2
D1
The hallway continues east.
~
@ -640,7 +640,7 @@ Hallway~
the west and east. The sound of snoring denotes a lecture hall to the south.
~
303 8 0 0 0 0
303 8 0 0 0 2
D1
The hallway continues east.
~
@ -666,7 +666,7 @@ An Odd Circular Room~
A small circular room sits in the centre of the building. There are exits
to the north and south.
~
303 8 0 0 0 0
303 8 0 0 0 1
D0
The entrance can been seen to the north.
~
@ -773,7 +773,7 @@ conveyer belt under your feet, and you can see glinting objects ahead, and the
way back east seems to have disappeared. The pictures on the walls make you
feel extremely comfortable.
~
303 13 0 0 0 0
303 13 0 0 0 1
D1
There isn't an exit in this direction, so don't even bother trying to
go this way.

View file

@ -30,7 +30,7 @@ causing the ripe ends of the grass stalks to bob lazily back and forth. To the
north you spy what appears to be some sort of temple, its great white walls
blazing with the light of the sun.
~
304 4 0 0 0 0
304 4 0 0 0 2
D0
You see the entrance to the temple.
~
@ -47,7 +47,7 @@ Before the Temple~
columns are spaced evenly around the perimeter of the temple, and an arch
beckons you inside.
~
304 4 0 0 0 0
304 4 0 0 0 2
D0
There is an arch to the north.
~
@ -166,7 +166,7 @@ The Atrium and Gardens~
catch the sun's rays coming in from the open sky. The smell of rich dark earth
overwhelms your senses, and a small brook winds beneath your feet.
~
304 0 0 0 0 0
304 0 0 0 0 2
D0
You see a room in the temple.
~
@ -463,7 +463,7 @@ The Balcony~
You sense that you have reached journey's end. The balcony overlooks a
great grassy field. The sun's rays blind you, and you hear a snort.
~
304 0 0 0 0 0
304 0 0 0 0 1
D0
You see the Bull's Chamber.
~

View file

@ -1367,7 +1367,7 @@ Out on a Limb~
glancing up higher it is seen that there is still more height to be attained.
The only direction to travel is back along a branch to the east.
~
306 0 0 0 0 0
306 0 0 0 0 3
D1
~
~

View file

@ -4,7 +4,7 @@ The Northwest End Of The Concourse~
goes east, and the bridge is just north of here. The concourse continues
south along the city wall.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
You see the Bridge.
~
@ -27,7 +27,7 @@ The Promenade~
continues further east and to the west you see the city wall. Park Road
leads south from here.
~
31 0 0 0 0 0
31 0 0 0 0 1
D1
The promenade continues.
~
@ -50,7 +50,7 @@ The Promenade~
continues both east and west. South of here you see the entrance to
the park, and a small building seems to be just west of the entrance.
~
31 0 0 0 0 0
31 0 0 0 0 1
D1
You see the promenade.
~
@ -73,7 +73,7 @@ The Promenade~
continues both east and west. A small path leads south. Looking across
the river you see the levee.
~
31 0 0 0 0 0
31 0 0 0 0 1
D1
You see the Concourse.
~
@ -97,7 +97,7 @@ promenade goes west. Looking across the river you see a building that
resembles a warehouse. The Concourse continues south along the city
wall.
~
31 0 0 0 0 0
31 0 0 0 0 1
D2
The Concourse continues south.
~
@ -120,7 +120,7 @@ The Park Entrance~
the promenade and a small path leads south into the park. To your east is
the famous Park Cafe.
~
31 4 0 0 0 0
31 4 0 0 0 1
D0
You see the promenade.
~
@ -155,7 +155,7 @@ A Small Path In The Park~
You are walking along a small path through the park. The path continues
south and east.
~
31 0 0 0 0 0
31 0 0 0 0 1
D1
~
~
@ -171,7 +171,7 @@ A Small Path In The Park~
just north of here, and Park Cafe is just east of the entrance. The path
leads further east and west.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
You see the northern park entrance.
~
@ -191,7 +191,7 @@ A Small Path In The Park~
You are on a small path running through the park. It continues west and
south and just north of here you see the southern wall of Park Cafe.
~
31 0 0 0 0 0
31 0 0 0 0 1
D2
~
~
@ -217,7 +217,7 @@ Park Road~
The road continues north and south. A building is just west of here, you
notice a sign on the door. The park entrance is to the east.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -250,7 +250,7 @@ The Western Park Entrance~
You are standing at the western end of the park. A small path leads east
into the park and going west through the entrance you will reach Park Road.
~
31 4 0 0 0 0
31 4 0 0 0 1
D1
~
~
@ -265,7 +265,7 @@ A Path In The Park~
You are in the park. The paths lead north and west. Westward is the
park entrance and to the east you see a small pond.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -301,7 +301,7 @@ A Path In The Park~
You are in the park. The paths lead north and east. Eastward is the
park entrance and to the west you see a small pond.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -321,7 +321,7 @@ The Eastern Park Entrance~
into the park. Going east through the entrance you will reach Emerald
Avenue.
~
31 4 0 0 0 0
31 4 0 0 0 1
D1
~
~
@ -337,7 +337,7 @@ Emerald Avenue~
promenade and to the west is the park entrance. To the east is the not very
big Town Hall of Midgaard.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -359,7 +359,7 @@ S
Park Road~
You are on Park Road which leads north and south.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -374,7 +374,7 @@ Emerald Avenue~
You are standing at a bend on Emerald Avenue. The road leads north and
west.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -392,7 +392,7 @@ at the center of the road cross. Its other end leads directly upwards towards
the sky.
A road sign is here.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -435,7 +435,7 @@ Emerald Avenue~
You are standing at a bend on Emerald Avenue. The road leads south and
east.
~
31 0 0 0 0 0
31 0 0 0 0 1
D1
~
~
@ -450,7 +450,7 @@ Park Road~
You are on Park Road which leads south and north. Elm Street is east of
here.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -469,7 +469,7 @@ Elm Street~
You are on Elm street. Park Road is to the west and Elm Street continues
in eastward direction.
~
31 0 0 0 0 0
31 0 0 0 0 1
D1
~
~
@ -483,7 +483,7 @@ S
The End Of Elm Street~
You are at the end of Elm Street.
~
31 0 0 0 0 0
31 0 0 0 0 1
D3
~
~
@ -494,7 +494,7 @@ Emerald Avenue~
You are on Emerald Avenue which continues north. The Concourse is south
of here.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -509,7 +509,7 @@ Park Road~
You are on Park Road which continues north. The Concourse is south of
here.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -524,7 +524,7 @@ On The Concourse~
You are at the southwest corner of the city wall. The Concourse leads
both north and east.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -544,7 +544,7 @@ On The Concourse~
The Concourse continues both east and west. Emerald Avenue is north of
here.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -563,7 +563,7 @@ On The Concourse~
The Concourse continues both east and west. Park Road is north of here
and an iron grate leads south to the graveyard.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -587,7 +587,7 @@ On The Concourse~
You are at the southeast corner of the city wall. The Concourse leads
both north and west.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -601,7 +601,7 @@ S
Park Road~
You are at Park Road which continues north and south.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -616,7 +616,7 @@ Emerald Avenue~
You are at Emerald Avenue which continues north and south. Penny Lane leads
east from here.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -635,7 +635,7 @@ Emerald Avenue~
You are standing at a bend on Emerald Avenue. To the east the road goes on
and to the south is the Road Crossing.
~
31 0 0 0 0 0
31 0 0 0 0 1
D1
~
~
@ -650,7 +650,7 @@ Emerald Avenue~
You are standing at a bend on Emerald Avenue. To the west the road goes on
and to the north is the Road Crossing.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -665,7 +665,7 @@ Park Road~
You are at a bend on Park Road. To the north the road goes on and to the
east is the Road Crossing.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -680,7 +680,7 @@ Park Road~
You are at a bend on Park Road. To the south the road goes on and to the
west is the Road Crossing.
~
31 0 0 0 0 0
31 0 0 0 0 1
D2
~
~
@ -753,7 +753,7 @@ Penny Lane~
You are on Penny Lane. Emerald Avenue is to the west and Penny Lane
continues in eastward direction.
~
31 0 0 0 0 0
31 0 0 0 0 1
D1
~
~
@ -767,7 +767,7 @@ S
Penny Lane~
You are on Penny Lane. The narrow road continues north and west.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
~
~
@ -781,7 +781,7 @@ S
The End Of Penny Lane~
You are at the end of Penny Lane. The only exit appears to be south.
~
31 0 0 0 0 0
31 0 0 0 0 1
D2
~
~
@ -793,7 +793,7 @@ A Gravel Road In The Graveyard~
graveyard. On both sides of the road grow dark evergreen trees. An iron
grate is to the north.
~
31 0 0 0 0 0
31 0 0 0 0 2
D0
Through the solid iron bars you see the Concourse.
~
@ -810,7 +810,7 @@ A Gravel Road In The Graveyard~
You are on a well-kept gravel road that leads north-south through the
graveyard. On both sides of the road grow dark evergreen trees.
~
31 0 0 0 0 0
31 0 0 0 0 2
D0
The gravel road continues northwards.
~
@ -827,7 +827,7 @@ A Gravel Road In The Graveyard~
You are on a well-kept gravel road that leads north-south through the
graveyard. On both sides of the road grow dark evergreen trees.
~
31 0 0 0 0 0
31 0 0 0 0 2
D0
The gravel road continues northwards.
~
@ -844,7 +844,7 @@ A Gravel Road In The Graveyard~
You are on a well-kept gravel road that leads north-south through the
graveyard. On both sides of the road grow dark evergreen trees.
~
31 0 0 0 0 0
31 0 0 0 0 1
D0
The gravel road continues northwards.
~
@ -862,7 +862,7 @@ In Front Of The Chapel~
You are on an open space before a small chapel. A gravel road leads north
through the graveyard and the chapel entrance is to the south.
~
31 0 0 0 0 0
31 0 0 0 0 2
D0
The gravel road continues northwards.
~

View file

@ -40,7 +40,7 @@ and sunlight surrounds you. The air is filled with the sound of chirping birds
happily building their nests in the depths of the knotted grass. A wagon trail
runs in an east-south direction.
~
310 0 0 0 0 0
310 0 0 0 0 2
D3
~
~
@ -54,7 +54,7 @@ strangely enough it is still quite pleasant out. Crickets chirp merrily, and
the sun's rays warm your skin. The wagon trail leads eastwards back into the
grassland, and dissapears westwards into the forest.
~
310 0 0 0 0 0
310 0 0 0 0 3
D1
~
~
@ -73,7 +73,7 @@ wider here, showing signs of recent heavy use. The wagon trail runs from west
to east here, and it looks possible to venture into the forest to the north and
south.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -95,7 +95,7 @@ S
The Forest of Graye~
You in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D2
~
~
@ -109,7 +109,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -127,7 +127,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -145,7 +145,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -161,7 +161,7 @@ The Forest of Graye~
sheer cliff face to the west, rising up above the forest. There is a sign
nailed neatly on the cliff wall.
~
310 0 0 0 0 0
310 0 0 0 0 3
D1
~
~
@ -194,7 +194,7 @@ The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves. There is a
sheer cliff face to the west, rising above the forest.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -217,7 +217,7 @@ The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves. The wagon trail
ends abruptly here.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -239,7 +239,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -261,7 +261,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -276,7 +276,7 @@ The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves. There is a
sheer cliff face to the north, rising above the forest.
~
310 0 0 0 0 0
310 0 0 0 0 3
D1
~
~
@ -298,7 +298,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -320,7 +320,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -339,7 +339,7 @@ The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves. There is a
cliff face to the north.
~
310 0 0 0 0 0
310 0 0 0 0 3
D1
~
~
@ -362,7 +362,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -380,7 +380,7 @@ S
The Forest of Graye~
You are in a hardwood forest, walking through noisy leaves.
~
310 0 0 0 0 0
310 0 0 0 0 3
D0
~
~
@ -396,7 +396,7 @@ The Cliff Wall~
Sweat stings your eyes, and your breathing becomes ragged. You can still drop
safely to the forest floor, or madly continue upwards.
~
310 0 0 0 0 0
310 0 0 0 0 5
D4
~
~
@ -412,7 +412,7 @@ The Overhang~
be a nice place to stop an rest.. If you weren't underneath it. You glance
around for an alternate path..
~
310 0 0 0 0 0
310 0 0 0 0 5
D1
~
~
@ -430,7 +430,7 @@ desperately to the rock face with your other hand. Returning back west is out
of the question, but you might be able to pull yourself upwards onto a very
thin ledge.
~
310 0 0 0 0 0
310 0 0 0 0 5
D4
~
~
@ -493,7 +493,7 @@ moments just turning around, taking in all that you see. To the south and east
you see the forest sweeping outwards from the cliff wall, and to the north you
see a clearing surrounding a small town.
~
310 0 0 0 0 0
310 0 0 0 0 2
D0
~
~
@ -508,7 +508,7 @@ The Clearing~
You are in a wide clearing between the city walls and the forest. You see
men atop the walls pointing at you and gesturing frantically.
~
310 0 0 0 0 0
310 0 0 0 0 2
D0
~
~
@ -527,7 +527,7 @@ The Clearing~
You are in a wide clearing between the city walls and the forest. You see
men atop the walls pointing at you and gesturing frantically.
~
310 0 0 0 0 0
310 0 0 0 0 2
D0
~
~
@ -550,7 +550,7 @@ The Clearing~
You are in a wide clearing between the city walls and the forest. You see
men atop the walls pointing at you and gesturing frantically.
~
310 0 0 0 0 0
310 0 0 0 0 2
D0
~
~
@ -569,7 +569,7 @@ The Clearing~
You are in a wide clearing between the city walls and the forest. You see
men atop the walls pointing at you and gesturing frantically.
~
310 0 0 0 0 0
310 0 0 0 0 2
D2
~
~
@ -584,7 +584,7 @@ Entrance to the City of Graye~
You are standing before the great gate of Graye. Crimson plumed soldiers
raise the portcullis and urge you the enter quickly.
~
310 0 0 0 0 0
310 0 0 0 0 2
D0
Looks like safety.~
~
@ -595,7 +595,7 @@ The Clearing~
You are in a wide clearing between the city walls and the forest. You see
men atop the walls pointing at you and gesturing frantically.
~
310 0 0 0 0 0
310 0 0 0 0 2
D1
The forest look VERY dark.~
~
@ -610,7 +610,7 @@ The Demon's Wood~
You find yourself among the twisted, gnarled trunks of giant thorn trees.
Mist covers the forest floor and everything is completely silent.
~
310 1 0 0 0 0
310 1 0 0 0 3
D0
~
~
@ -625,7 +625,7 @@ The Demon's Wood~
You find yourself among the twisted, gnarled trunks of giant thorn trees.
Mist covers the forest floor and everything is completely silent.
~
310 1 0 0 0 0
310 1 0 0 0 3
D1
Safety!~
~
@ -640,7 +640,7 @@ The Demon's Wood~
You find yourself among the twisted, gnarled trunks of giant thorn trees.
Mist covers the forest floor, and everything is completely silent.
~
310 1 0 0 0 0
310 1 0 0 0 3
D2
~
~
@ -655,7 +655,7 @@ The Demon's Wood~
You find yourself among the twisted, gnarled trunks of giant thorn trees.
Mist covers the forest floor, and everything is completely silent.
~
310 1 0 0 0 0
310 1 0 0 0 3
D0
~
~
@ -671,7 +671,7 @@ The City Street~
junction. There is a castle to the north, and more streets to the east and
west. There is a large sign posted on a wall here.
~
310 0 0 0 0 0
310 0 0 0 0 1
D0
You see the castle.~
~
@ -703,7 +703,7 @@ The City Streets~
Small houses line both sides of the street, and armed guards are posted at
every junction. You see a small poster pasted to the wall here.
~
310 0 0 0 0 0
310 0 0 0 0 1
D1
~
~
@ -720,7 +720,7 @@ The City Streets~
Small houses line both sides of the street, and armed guards are posted at
every junction.
~
310 0 0 0 0 0
310 0 0 0 0 1
D3
~
~
@ -731,7 +731,7 @@ Inside the Castle~
Everything here is a mess. Furniture has been overturned, paintings
slashed, even the gold inlaid tiles have been torn up.
~
310 0 0 0 0 0
310 0 0 0 0 1
D1
~
~
@ -742,7 +742,7 @@ Entrance to Relnar's Castle~
You stand before the ajar gate of the castle. You here complete silence
from inside. City life continues to bustle around you.
~
310 0 0 0 0 0
310 0 0 0 0 1
D0
~
~
@ -887,7 +887,7 @@ you can just barely see one of the castle's towers over the trees. To the
north, the land sloped downward, and thick, gnarled thorn trees prevent
movement to the east or west.
~
310 4 0 0 0 0
310 4 0 0 0 4
D0
~
~
@ -905,7 +905,7 @@ thick choking vegetation grabbing your boots. The path back to the south
disappears in darkness, and your path continues to dip as you head to the
north.
~
310 0 0 0 0 0
310 0 0 0 0 4
D0
~
~
@ -921,7 +921,7 @@ The Valley Floor~
the east and west. A sudden gust of wind brings you the smell of sulphur from
the north.
~
310 0 0 0 0 0
310 0 0 0 0 4
D0
~
~
@ -937,7 +937,7 @@ The Rift~
waft their way upwards, stinging your nose sharply. You sense that a great
evil is near.
~
310 0 0 0 0 0
310 0 0 0 0 4
D2
~
~

View file

@ -6,7 +6,7 @@ to the east, some of them very small - obviously single person occupied - others
are a bit more large with space for more than a few. To the north a way leads
through the thick jungle which covers most of the top of this island.
~
312 4 0 0 0 0
312 4 0 0 0 1
D0
A well-marked path leads deep into the jungle.
~
@ -48,7 +48,7 @@ looks to have a capacity of at least three to four people. Ways through the
small village lie to the east and south both of them seeming just as gloomy and
unappealing as the other.
~
312 0 0 0 0 0
312 0 0 0 0 1
D0
A small hut lies to the north.
~
@ -106,7 +106,7 @@ timber and clay with a bit of yellow jungle grass tossed in the cracks. To the
south is more of the small footpath that weaves through the small village, a
small coop for chickens visible in that direction.
~
312 0 0 0 0 0
312 0 0 0 0 1
D0
The main path through the clearing lies to the north.
~
@ -129,7 +129,7 @@ Footpath Through Leper's Village~
To the east is a small chicken coop where clucks and squawks can be heard in a
constant cacaphony.
~
312 0 0 0 0 0
312 0 0 0 0 1
D0
The path leads north past a few huts.
~
@ -154,7 +154,7 @@ evidence it is tough to judge whether or not those huts actually have any
inhabitants. To the east is a small fenced-in pig pen with a couple of warty,
dirty wild boars who glare balefully at any who pass.
~
312 0 0 0 0 0
312 0 0 0 0 1
D0
The path leads past a few huts to the main path.
~
@ -261,7 +261,7 @@ most of these huts are comprised; straw, clay and rough-hewn timbers. The path
continues to the east and west past a number of huts, both directions eventually
leading back into the jungle.
~
312 0 0 0 0 0
312 0 0 0 0 1
D0
~
~
@ -286,7 +286,7 @@ perfectly straight rows with no weeds visible whatsoever. A path south of here
runs east and west through the jumble of huts which comprise this small
community.
~
312 0 0 0 0 0
312 0 0 0 0 1
D0
~
~
@ -329,7 +329,7 @@ something quite curious a sign or proclamation of some sort has been erected and
stands quite large in the center of the community. To the east and west the
footpath continues through the village.
~
312 0 0 0 0 0
312 0 0 0 0 1
D0
~
~
@ -392,7 +392,7 @@ clay and rough timbers, north is another such hut but much larger and with a
cross affixed to the outer wall just right of the door. This must obviously be
the chapel for the village.
~
312 0 0 0 0 0
312 0 0 0 0 1
D0
~
~
@ -431,7 +431,7 @@ into the thick jungle foliage. The way north is engulfed in deep greenery which
obscures vision past a point not far distant along the path. To the west is the
way into a small community of huts nestled in a clearing in the jungle.
~
312 4 0 0 0 0
312 4 0 0 0 3
D0
~
~
@ -447,7 +447,7 @@ Trail Through the Jungle~
impassable as can be. The trail itself, however, is well-groomed and kept free
of debris and obstacles which might trip or scratch a passerby.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -464,7 +464,7 @@ raked or broomed making the way along the path easy and quick. On either side
the jungle looms in, its presence huge and unmistakable. There may be a slight
break to the west, allowing travel in that direction.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -485,7 +485,7 @@ brightly in the moonlight. This must be a safeguard put in by the locals so
that if one were to be wandering along this path late at night there would be no
way to wander off and get lost in the jungle.
~
312 0 0 0 0 0
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D1
~
~
@ -503,7 +503,7 @@ are lined in white stones - markers for any who might be traveling the path by
moonlight so that they might keep their bearings along the path and not wander
off into the jungle.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -519,7 +519,7 @@ Trail Through the Jungle~
south. Must be some sort of water source north of here. The path is extremely
well-kept here as it wends its way through the thick jungle.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -536,7 +536,7 @@ set of log steps lead out to the very edge, allowing for dry feet when drawing
water. The path ends at this northern boundary, leading only back to the south
through the jungle.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -630,7 +630,7 @@ the south is the start of an open area where a few huts have been erected in a
small conglomeration. To the north is a trail, less kept than the western path
but still quite traversable.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -650,7 +650,7 @@ Well-used Trail Through the Jungle~
footpath with no roots or snags at any point. The path wends its way south
through the jungle foliage, the way clear and open.
~
312 0 0 0 0 0
312 0 0 0 0 3
D1
~
~
@ -667,7 +667,7 @@ obstacles or obstructions whatsoever. The ground which the path travels along
is so free of debris that it almost appears as if it might have been recently
swept. Quite odd for a jungle path.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -684,7 +684,7 @@ leading the way through the thick tangle of the jungle. From all appearances,
this trail is cut back daily so that growth from the trees nearby might snag a
passerby's clothing or skin.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -700,7 +700,7 @@ Well-used Trail Through the Jungle~
fidgetings of many jungle animals can be heard, their disquiet from your passage
very evident.
~
312 0 0 0 0 0
312 0 0 0 0 3
D1
~
~
@ -734,7 +734,7 @@ Trail Through the Jungle~
with no sign of lessening or narrowing. To the south is an enrance into a large
clearing in the jungle.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -751,7 +751,7 @@ which might make travel at all hazardous. The path leads far to the north into
the jungle or south toward a large opening in the thick, twisted growth of this
place. A way through the trees may be available to the east.
~
312 0 0 0 0 0
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~
~
@ -772,7 +772,7 @@ cared for the further it travels in that direction. It does not get bad enough
to be called neglected by any means, however it does not hold much of the
perfection that is evident in the path south of here.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -790,7 +790,7 @@ regularly swept or raked to keep it free of debris. The branches of the trees
which normally would hang over the path have been cut and sand down to a dull
edge to avoid any piercings.
~
312 0 0 0 0 0
312 0 0 0 0 3
D2
~
~
@ -806,7 +806,7 @@ Trail Through the Jungle~
south. Small white stones have been placed along the sides of the path to help
night time passers better see the direction of the path .
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -824,7 +824,7 @@ if someone or someones may be making a point of keeping the trail clear. The
trees also look to be cut back from the trail, keeping it free of snags and
annoying branches.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -840,7 +840,7 @@ Trail Through the Jungle~
the north. To the south the path has the look of an oft-traveled path that is
kept up with some regularity.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -857,7 +857,7 @@ it had not been traveled upon or tended to in quite some time. To the south the
trail grows noticably wider as it continues, the trail becoming more and more
defined the further south the path gets.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -874,7 +874,7 @@ Just to the west is a small pond, an acrid smell emanating from its direction.
North from here is an opening in the jungle foliage, the volcano rising high
beyond the clearing's boundaries. South, the path leads deep into the jungle.
~
312 4 0 0 0 0
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~
~
@ -926,7 +926,7 @@ from its deep innards. Camped directly at the base is a small cluster of
dwellings, actually only two dwellings and a rickety-looking pen which holds
barely a-livestock.
~
312 0 0 0 0 0
312 0 0 0 0 2
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~
~
@ -945,7 +945,7 @@ to the white sand beaches at the shore of the sea. East a ways there is a small
log pen for any livestock that might get given to these poor folk by the
healthier lepers in the village south of here.
~
312 0 0 0 0 0
312 0 0 0 0 2
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~
~
@ -970,7 +970,7 @@ be in pretty bad shape, many holes evident in the roof and walls. Flys buzz
about this area, making an annoying buzz. Most probably they are attracted by
the stink of the animal pen to the southeast and the hut to the east.
~
312 0 0 0 0 0
312 0 0 0 0 2
D0
~
~
@ -993,7 +993,7 @@ North is a large hut, almost large enough to be called a hall, a set of steps
leading up and into the interior. South is small open area with a pile of ash
in the center.
~
312 0 0 0 0 0
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D1
~
~
@ -1014,7 +1014,7 @@ still move about come to be together. Not much talking goes on and certainly no
dancing, however the idea of being together - nearby another human - sometimes
is all it takes to give the comfort needed by these doomed people.
~
312 0 0 0 0 0
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~
~
@ -1028,7 +1028,7 @@ seperating their livestock, there are droppings from many different kinds of
animals from pig to chicken to unidentifiable. The entire affair is ringed by a
set of logs from the trees of the jungle, tied loosely at the corners.
~
312 0 0 0 0 0
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D3
~
~
@ -1070,7 +1070,7 @@ irregular spurts. The pathetic excuse for an encampment crouches pitifully in
the presence of this volcano, a constant reminder that sooner or later anyone
living here will be one with the Eternal Flame which burns within.
~
312 0 0 0 0 0
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D1
~
~
@ -1092,7 +1092,7 @@ was most probably some of their last breaths, those men and women made it so
that future generations would not have to labor so long or hard to consecrate
the bodies of fallen friends to the volcano and the Eternal Flame within.
~
312 0 0 0 0 0
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D4
~
~
@ -1109,7 +1109,7 @@ the climb a bit less effort. Being that most of the men and women who climb
this trail are living their last days in pain and misery, this path was made
with their incapabilities in mind.
~
312 0 0 0 0 0
312 0 0 0 0 2
D4
~
~
@ -1128,7 +1128,7 @@ any time. It is never contested by any who dwell upon the island whether or not
the timing is right for the one who is jumping, it is simply accepted that that
person has had enough of the disease and horror that is leprosy.
~
312 0 0 0 0 0
312 0 0 0 0 2
D5
~
~
@ -1189,7 +1189,7 @@ Cliff~
and the top. The steps look natural, made by nature to have happened to have
worked well as steps.
~
312 0 0 0 0 0
312 0 0 0 0 4
D4
~
~
@ -1207,7 +1207,7 @@ clean, very white - almost bleached. It is a very fine sand that makes walking
a bit more of an effort than normal packed beach sand, however it makes fro such
beautiful scenery that it is not unpleasant at all.
~
312 0 0 0 0 0
312 0 0 0 0 2
D0
~
~
@ -1228,7 +1228,7 @@ the east - inland - a steep cliff rises up, cutting off any progress. The way
north is cut off by the steep outer wall of a large volcano, one which sends
plumes of black smoke rising high into the air intermittantly.
~
312 0 0 0 0 0
312 0 0 0 0 2
D2
~
~
@ -1243,7 +1243,7 @@ wall which rises from the sea high into the sky. Just south from this locale is
a cliff wall, one which cuts off both south and eastward travel as it is
certainly too steep to climb.
~
312 0 0 0 0 0
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D0
~
~
@ -1310,7 +1310,7 @@ a very short distance. A flow of water runs from a small overgrown gully just
west of here, making its way down a small four inch sand canyon down into the
sea.
~
312 0 0 0 0 0
312 0 0 0 0 2
D0
~
~
@ -1328,7 +1328,7 @@ seen growing in abundance. No signs of habitation are visible, although black
smoke continues to rise in constant puffs from somewhere on the isle. Of
course, it could simply be the volcano that was visible from the sea.
~
312 0 0 0 0 0
312 0 0 0 0 2
D0
~
~
@ -1345,7 +1345,7 @@ of the sun's rays pounding down upon it. A steep cliff rises directly to the
north, prohibiting travel in that direction, however the beach does stretch to
the south for some distance.
~
312 0 0 0 0 0
312 0 0 0 0 2
D2
~
~
@ -1357,7 +1357,7 @@ In Thick Bracken~
slow. Visibility is reduced immediately to almost nothing, the way ahead just
as mysterious as if it were the darkest of night and there was no light.
~
312 4 0 0 0 0
312 4 0 0 0 3
D1
~
~
@ -1373,7 +1373,7 @@ A Tangle of Vines~
trees in every direction. The ground is mazed with their clusters of
criss-crossings, making it easy to trip and fall at any time.
~
312 0 0 0 0 0
312 0 0 0 0 3
D2
~
~
@ -1389,7 +1389,7 @@ Near an Old, Wet, Fallen Tree~
and the ravages that time brings. It is covered in thick, green moss from top
to bottom, crumbling away at the merest of touches.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -1405,7 +1405,7 @@ Through a Tangle of Jungle Brush~
overgrown jungle just to get through. Every direction looks just as impossible
to get through as the next, making muscles ache and strain with every move.
~
312 0 0 0 0 0
312 0 0 0 0 3
D1
~
~
@ -1422,7 +1422,7 @@ sky. Patches of moss and wraps of vines climb its trunk, clinging to the
ancient life within. Looking up into the branches, branches as wide as a normal
full-grown tree trunk protrude from the higher reaches.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -1443,7 +1443,7 @@ through the things can any way be found out of this mess. The line of sight
only goes as far as an arm's length as the weeds which grow here are taller than
most ordinary men and then some. Its a good possibility that you may be lost.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -1460,7 +1460,7 @@ obscuring vision and impeding travel. The branches are strong and somewhat
damp, making it difficult to slash through as it would normally be for the
stiff, brittle branches of the mainland forest trees.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -1477,7 +1477,7 @@ about four feet high dig into its side. The interior is dark - it does not
appear that there is any sort of human life within, however one can never be too
sure.
~
312 0 0 0 0 0
312 0 0 0 0 3
D1
~
~
@ -1493,7 +1493,7 @@ Outside a Hollow Tree~
east. The smell of smoke issues from the interior, giving a pretty good
indication that someone of at least limited intelligence must live within.
~
312 0 0 0 0 0
312 0 0 0 0 3
D0
~
~
@ -1541,7 +1541,7 @@ A Leaf Shrouded Section of the Jungle~
the leaves which block all sight and direction are easily removable. Any
direction looks as good as the other - its all leaves every which way.
~
312 0 0 0 0 0
312 0 0 0 0 3
D1
~
~

View file

@ -85,7 +85,7 @@ same voice that has saved your life on countless
occasions, seems to be telling you that something is
very, very wrong here.
~
33 0 0 0 0 0
33 0 0 0 0 2
D1
It is a normal front door to a house.
~
@ -140,7 +140,7 @@ fireball. There is nothing here now but blast-marks and
ashes, and the remains of a trail leading to the east edge
of this tiny valley.
~
33 0 0 0 0 0
33 0 0 0 0 2
D1
~
~
@ -240,7 +240,7 @@ traffic in this area, leading into the large depression
here. The going looks somewhat dangerous, and you decide
to exercise a little caution.
~
33 0 0 0 0 0
33 0 0 0 0 4
D0
~
~
@ -267,7 +267,7 @@ slope to the east, or continue along the flat area to the
west. Another slope leads downwards to the south, looking
unsafe but climbable.
~
33 0 0 0 0 0
33 0 0 0 0 4
D1
~
~
@ -291,7 +291,7 @@ good view of the lower regions of this depression, and you
think you spot what might be a cave south and down from
here...
~
33 0 0 0 0 0
33 0 0 0 0 4
D1
~
~
@ -332,7 +332,7 @@ a very good idea to try to find a way to get there.
The only safe way to leave this overlook is to
the south.
~
33 0 0 0 0 0
33 0 0 0 0 4
D2
~
~
@ -365,7 +365,7 @@ Looking up, you see sheer rock walls surrounding much
of the depression, making an effective fortress of
this place.
~
33 0 0 0 0 0
33 0 0 0 0 4
D1
~
~
@ -383,7 +383,7 @@ of the mountainside. The whole place seems quiet, too
quiet in fact. Your little adventurer's intuition is
busily warning you of traps.
~
33 0 0 0 0 0
33 0 0 0 0 4
D0
~
~
@ -890,7 +890,7 @@ mountainside, and two open shops made of wood and stone
are to your north and south. East-wards this road continues.
There is a small sign here.
~
33 0 0 0 0 0
33 0 0 0 0 1
D0
~
~
@ -955,7 +955,7 @@ east is an actual road intersection, and to the west you see one
of the ends of this road. A large grassy area to the south is
fenced off for a horse corral.
~
33 0 0 0 0 0
33 0 0 0 0 1
D1
~
~
@ -993,7 +993,7 @@ appears.
east, and west. None particularly stand out from the
others.
~
33 0 0 0 0 0
33 0 0 0 0 1
D0
~
~
@ -1020,7 +1020,7 @@ building that appears to be a farmer's market. The road
you are on continues north, and comes to an intersection
just south of here.
~
33 0 0 0 0 0
33 0 0 0 0 1
D0
~
~
@ -1040,7 +1040,7 @@ The Farmer's Market~
buy the food her family has grown. She looks bored, but
not unhappy... no competition!
~
33 0 0 0 0 0
33 0 0 0 0 1
D1
~
~
@ -1053,7 +1053,7 @@ by the Mountains ends here, curving to become the front
walk of a private home to the east. The road runs south
from this house, towards the center of the village.
~
33 0 0 0 0 0
33 0 0 0 0 1
D1
A normal, wooden front door to a normal looking home. It is
nothing to write home about.
@ -1088,7 +1088,7 @@ to the south. Smoke rises from the chimney in a dark
stream, and the windows are frosted over with humidity.
North, you see the main intersection of Stanneg.
~
33 0 0 0 0 0
33 0 0 0 0 1
D0
~
~
@ -1124,7 +1124,7 @@ in the center of the tiny village. Around you is a rocky
terrain in the middle of this mountain range...not very
many places else to go.
~
33 0 0 0 0 0
33 0 0 0 0 1
D0
There is a large set of double doors, made of wood blocking the way.
~
@ -1218,7 +1218,7 @@ the path seems to head towards that dark peak piercing the
sky. You notice a few boot-tracks in the earth, seemingly
to lead down towards the cottage.
~
33 0 0 0 0 0
33 0 0 0 0 4
D1
~
~
@ -1241,7 +1241,7 @@ place, badly. You see no signs of life among the wreckage.
You can enter one of the particularly large holes in the
wall to the west, with caution.
~
33 0 0 0 0 0
33 0 0 0 0 4
D3
~
~
@ -1260,7 +1260,7 @@ dessicated corpse of a man, outstretched and blackened.
There's not much to see here; whatever decided to destroy
this place did it very well.
~
33 0 0 0 0 0
33 0 0 0 0 1
D1
~
~
@ -1385,7 +1385,7 @@ into the cave.
Two tunnels lead off from here, one up, one down. There
are claw marks leading in either direction.
~
33 585 0 0 0 0
33 585 0 0 0 4
D2
~
~
@ -1424,7 +1424,7 @@ stone stop abruptly here, where there seems to be a lot
of unearthed dirt and stone around, heaped upon the floor.
You feel uneasy about this place.
~
33 585 0 0 0 0
33 585 0 0 0 4
D0
~
~
@ -1464,7 +1464,7 @@ closeness of the cave's entrance above you. There's a
deep, musky odor in the air, and the giant claw marks
continue downwards.
~
33 585 0 0 0 0
33 585 0 0 0 4
D4
~
~
@ -1484,7 +1484,7 @@ drowning out everything else in the air and making it hard
to breathe. Something in your gut begins squirming
uncomfortably as you wonder what's ahead...
~
33 585 0 0 0 0
33 585 0 0 0 4
D0
~
~
@ -1504,7 +1504,7 @@ with tapestries and drapes, and other comforts of human
life. There is even a huge-dragon sized bed -- undoubtedly
conjured to life by its elder dragon owner.
~
33 584 0 0 0 0
33 584 0 0 0 4
D2
~
~

View file

@ -23,7 +23,7 @@ it anymore. To the north the road is blocked by a fallen tree. To the south
the road continues. A vine covered brick wall greets the eye to the east,
effectively hiding what may lay beyond it.
~
345 0 0 0 0 0
345 0 0 0 0 1
D2
~
~
@ -42,7 +42,7 @@ north and south. There is a break in the wall to the east. A heavy iron bar
gate stands there allowing a glimpse of what is behind the wall. Next to it is
an old bronze plaque.
~
345 0 0 0 0 0
345 0 0 0 0 1
D0
~
~
@ -81,7 +81,7 @@ A Broken Road~
better to the north. To the south the road is so bad that its not usable.
Your view to the east is blocked by a large vine covered wall.
~
345 0 0 0 0 0
345 0 0 0 0 1
D0
~
~
@ -105,7 +105,7 @@ gate hangs slightly. To the north and south overgrown bushes and tall grass
seem to harbor unknown secrets. To the east a dirt road leads to do an old
abandoned building, shrouded in a fog.
~
345 4 0 0 0 0
345 4 0 0 0 2
D1
~
~
@ -129,7 +129,7 @@ and saftey. A small over-grown path that leads to south, but its unclear where
it heads. There is an unnatural fog in the air, making seeing very far
difficult.
~
345 0 0 0 0 0
345 0 0 0 0 2
D1
~
~
@ -152,7 +152,7 @@ collapse the whole wall. To the south there appears to be headstones, with
someone moving in among them... Or it could just be the swirling fog playing
tricks.
~
345 4 0 0 0 0
345 4 0 0 0 4
D1
A heavy iron reinforced oak door.
~
@ -170,7 +170,7 @@ nature. A black wrought iron fence with a gate leads to a path to the south.
Northeast is a large building in disrepair. Faintly to west, you can make out a
high wall.
~
345 4 0 0 0 0
345 4 0 0 0 2
D0
~
~
@ -264,7 +264,7 @@ that there are creatures and other beings around. The area is over grown with
grass and weeds. Strangely, there is still a well worn path in amongst the
graves, as if others have passed through here recently.
~
345 4 0 0 0 0
345 4 0 0 0 2
D1
~
~
@ -285,7 +285,7 @@ that there are creatures and other beings around. The area is over grown with
grass and weeds. Strangely, there is still a well worn path in amongst the
graves, as if others have passed through here recently.
~
345 0 0 0 0 0
345 0 0 0 0 2
D0
~
~
@ -317,7 +317,7 @@ that there are creatures and other beings around. The area is over grown with
grass and weeds. Strangely, there is still a well worn path in amongst the
graves, as if others have passed through here recently.
~
345 0 0 0 0 0
345 0 0 0 0 2
D2
~
~
@ -341,7 +341,7 @@ that there are creatures and other beings around. The area is over grown with
grass and weeds. Strangely, there is still a well worn path in amongst the
graves, as if others have passed through here recently.
~
345 0 0 0 0 0
345 0 0 0 0 2
D0
~
~
@ -368,7 +368,7 @@ that there are creatures and other beings around. The area is over grown with
grass and weeds. Strangely, there is still a well worn path in amongst the
graves, as if others have passed through here recently.
~
345 0 0 0 0 0
345 0 0 0 0 2
D0
~
~
@ -396,7 +396,7 @@ foreboding in the air, as if some terribly evil is lurking in the area. All
around the dead seem to call out from beyond the grave. Although this whole
place is strange there is something odd about a nearby grave stone.
~
345 0 0 0 0 0
345 0 0 0 0 2
D0
~
~
@ -428,7 +428,7 @@ that there are creatures and other beings around. The area is over grown with
grass and weeds. Strangely, there is still a well worn path in amongst the
graves, as if others have passed through here recently.
~
345 0 0 0 0 0
345 0 0 0 0 2
D0
~
~
@ -453,7 +453,7 @@ that there are creatures and other beings around. The area is over grown with
grass and weeds. Strangely, there is still a well worn path in amongst the
graves, as if others have passed through here recently.
~
345 0 0 0 0 0
345 0 0 0 0 2
D0
~
~
@ -474,7 +474,7 @@ that there are creatures and other beings around. The area is over grown with
grass and weeds. Strangely, there is still a well worn path in amongst the
graves, as if others have passed through here recently.
~
345 0 0 0 0 0
345 0 0 0 0 2
D0
~
~
@ -496,7 +496,7 @@ exposing the it to the elements. To the north, south, east, and west are entry
ways into the main building. There are benches, in various states of disrepair,
scattered throughout the space.
~
345 0 0 0 0 0
345 0 0 0 0 2
D0
~
~

View file

@ -8,7 +8,7 @@ to anywhere significant or important but it seems to have made up its mind
to enter the hills far away north. A narrow trail scars its way off to the
east as it leads up towards a hillside.
~
35 0 0 0 0 0
35 0 0 0 0 1
D0
~
~
@ -29,7 +29,7 @@ sides by tall, stately trees which lend the scene with a sense of quiet
serenity.
You can follow the road north or south.
~
35 0 0 0 0 0
35 0 0 0 0 1
D0
~
~
@ -51,7 +51,7 @@ shouting.
Village, and a small trail leads through the trees towards the hills to the
north.
~
35 0 0 0 0 0
35 0 0 0 0 1
D0
~
~
@ -79,7 +79,7 @@ this land. The road leads east into the peace and quiet - and dangers -
of the forest; and to the west it becomes the main street of the town;
surrounded by a confusion of shops, bars, and market places.
~
35 4 0 0 0 0
35 4 0 0 0 1
D1
~
~
@ -96,7 +96,7 @@ gate of Midgaard, to the forest of Miden'Nir (Goblinic for 'Green Blood').
You can still see the city to the east, but if you go south, there is
fresh air and greenery.
~
35 0 0 0 0 0
35 0 0 0 0 3
D1
You can see the walls of the South Gate.
~
@ -114,7 +114,7 @@ The Trail To Miden'Nir~
the east is easy enough. To the west, smoke can be seen rising above
the treetops. The sprawl of Midgaard lies north of here.
~
35 4 0 0 0 0
35 4 0 0 0 3
D0
To the north, you see the South Gate of Midgaard.
~
@ -142,7 +142,7 @@ The Miden'nir~
You are in a dark forest. To the east, mountains block passage. From
here, only the lighter forest to the west or south offer a way to travel.
~
35 0 0 0 0 0
35 0 0 0 0 3
D1
The mountains can be seen jutting up to the east.
~
@ -165,7 +165,7 @@ The Miden'nir~
through your hair. To the north, the forest gets lighter. However,
the southern and western paths place you even deeper in the wood.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
The forest is lighter in this direction.
~
@ -187,7 +187,7 @@ On a Small Path~
A path is here, leading east and south through the dark woods of
Miden'nir. Mountains slash the scenery to the west of here.
~
35 0 0 0 0 0
35 0 0 0 0 3
D1
Wind-swept forest.
~
@ -205,7 +205,7 @@ The Miden'nir~
in these woods. The trees become too thick to the west, but you may go
north, south or travel toward the mountains that lie east of here.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
The trees lighten up a bit this way.
~
@ -228,7 +228,7 @@ A Crossroads~
seem to be closing in on you at this point, and you can barely see
the sky through the thick branches above your head.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
Trees as far as the eye can see.
~
@ -251,7 +251,7 @@ The Trail~
impassable mountains glare at you, and the thick woods and undergrowth
prevent any movement westward.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
The trail bends to the north.
~
@ -269,7 +269,7 @@ The Miden'nir~
in these woods. You can go north toward the mountains, or west to the
forest, but the steep mountains prevent any movement east.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
The mountains can be seen to the north.
~
@ -293,7 +293,7 @@ that there is something evil hidden in these woods. The forest
gets lighter to the north. The wind kicks up as you ponder your
options.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
There is a small clearing to the north.
~
@ -311,7 +311,7 @@ The Deep Forest~
forest seems to close around you, and get darker and more foreboding.
It might just be time to head back to somewhere safe.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
More forest.
~
@ -339,7 +339,7 @@ The Light Forest~
trail. To the east, the forest becomes thick and darker. South, the
trail continues.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
A trail leading north-south.
~
@ -363,7 +363,7 @@ boots make a disgusting SQUISH as you walk here. You can go in any
of the four cardinal directions from here. Hopefully, it will be
dryer.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
The Miden'nir continues.
~
@ -391,7 +391,7 @@ Near The Mountains~
east. You can only go north and west from here as the rocks stop all
other movement.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
Many trees to the north.
~
@ -409,7 +409,7 @@ The Fading Trail~
as the forest is relatively light. To the south, you can see a
path.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
You can see a trail this way.
~
@ -432,7 +432,7 @@ The Dark Path~
continues north and south, and while is much to thick to explore
west, you can head off into the woods to the west.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
The forest gets lighter this way.
~
@ -462,7 +462,7 @@ head are so thick that they block out all direct sunlight. While
it is much too thick to go further east, you might be able to make
your way though the forest to the south and west.
~
35 0 0 0 0 0
35 0 0 0 0 3
D2
The thick forest continues.
~
@ -481,7 +481,7 @@ soaked into the ground. Two carcasses lie in front of you, seeming to look
up at you. The forest is impassible to the south, but the other directions
look ok.
~
35 1 0 0 0 0
35 1 0 0 0 3
D0
Darkness...
~
@ -510,7 +510,7 @@ Deep In The Forest Of Miden'nir~
To the north, you catch glimpses of daylight. To the east, you
simply cannot see. The trees are close and stifling.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
You see daylight and a trail to follow.
~
@ -529,7 +529,7 @@ in this area rather dark. The forest continues east, where it meets the
mountains. The air is still and stuffy - a stench comes from the west and
an ugly feeling causes the hair to rise on the back of your neck!
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
It appears to get much darker that direction.
~
@ -572,7 +572,7 @@ but mountains block further exploration in all other directions,
except south, where you notice a small tunnel dug into the
mountainside.
~
35 1 0 0 0 0
35 1 0 0 0 3
D2
The tunnel leads into the mountainside.
~
@ -590,7 +590,7 @@ A Tunnel In The Mountains~
of this forest. The floor is well worn, and continues south, into the
mountain, or back north out into the forest.
~
35 1 0 0 0 0
35 1 0 0 0 1
D0
Outside, you see the forest of Miden'nir.
~
@ -608,7 +608,7 @@ A Tunnel In The Mountains~
the south the passage gets smaller and smaller. A small alcove has been
carved into the east wall.
~
35 1 0 0 0 0
35 1 0 0 0 1
D0
The tunnel gets wider in this direction.
~
@ -630,7 +630,7 @@ A Small Alcove~
A small alcove has been carved out here. There are a bunch of twigs
and leaves thrown into a pile here, probably serving as a bed.
~
35 1 0 0 0 0
35 1 0 0 0 1
D3
You see the main passageway.
~
@ -648,7 +648,7 @@ A Tunnel In The Mountains~
and smaller to the south. You almost have to hunch over to make your way
through this area. A small archway to the south leads into a large chamber.
~
35 1 0 0 0 0
35 1 0 0 0 1
D0
The tunnel continues north.
~
@ -667,7 +667,7 @@ serves as the living quarters for the goblins of Miden'nir. The bones of
numbers woodland creatures are strewn about the room, the remanents of a
recent meal.
~
35 1 0 0 0 0
35 1 0 0 0 1
D0
The tunnel heads north.
~
@ -682,7 +682,7 @@ chimney. A painted sign is visible on the porch to the west. You
could go north or south around the building or leave this place and
return to the forest.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
You can go north around the Inn.
~
@ -715,7 +715,7 @@ from this angle. The air here is filled with smells of smoke and cooking.
South, the front porch is waiting for you... or you can see if there is
a back door.
~
35 0 0 0 0 0
35 0 0 0 0 3
D2
You see the front of the Inn.
~
@ -728,7 +728,7 @@ South Of The Inn~
through the front door, or west and to the rear of the establishment. You
here some muffled cries from a tiny trail leading south of here.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
This way leads to the front of the Inn.
~
@ -752,7 +752,7 @@ keeper and his help throw a good deal of garbage here. A couple of piles of
rubbish are to the west, but you will smell the worse for meddling there. As a
clean alternative, you can go east around the Inn.
~
35 0 0 0 0 0
35 0 0 0 0 3
D1
You can go around the Inn this way.
~
@ -772,7 +772,7 @@ overrun by goblins as of late, and it is no longer safe in these parts.
The bar is just north of here. If you'd rather have your own table, one
is empty to the south.
~
35 12 0 0 0 0
35 12 0 0 0 1
D0
The bar is here, manned by the Innkeeper.
~
@ -801,7 +801,7 @@ would be hard pressed to follow it far. A number of bushes are trampled on
and some medium sized branches have been knocked down. Obviously there has
been a battle here rather recently.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
The Inn lies to the north.
~
@ -820,7 +820,7 @@ hospitality of the Innkeeper, but as of late, he only serves the
few adventurers that manage to survive a trip through the forest.
You can leave south and return to the common room.
~
35 40 0 0 0 0
35 40 0 0 0 1
D2
You may retreat south back to the common room.
~
@ -833,7 +833,7 @@ The Bard's Table~
wooden chairs sits here. There is a large stain on the table, the remnants
of a spilled drink.
~
35 8 0 0 0 0
35 8 0 0 0 1
D1
You see the main floor of the Inn to the east.
~
@ -845,7 +845,7 @@ The Garbage Dump~
You stand knee deep in garbage. YECCH!!! It smells terrible and who knows
what vermin live in these piles of filth...
~
35 0 0 0 0 0
35 0 0 0 0 3
D1
You can return to cleaner lands this way.
~
@ -869,7 +869,7 @@ On The Trail Of The Horsemen~
The path continues east and west of here. You notice fresh tracks in
the soft ground that show the horsemen fled to the west.
~
35 0 0 0 0 0
35 0 0 0 0 3
D1
Back to ambush point.
~
@ -886,7 +886,7 @@ On The Trail Of The Horsemen~
The path continues east and south. You notice fresh tracks in the
soft ground that show the horsemen turned, and fled south.
~
35 0 0 0 0 0
35 0 0 0 0 3
D1
The trail continues.
~
@ -903,7 +903,7 @@ On The Trail Of The Horsemen~
The trail of the horsemen continues east and north along this path
through the forest. The tracks are still fresh, so they must be near.
~
35 0 0 0 0 0
35 0 0 0 0 3
D0
The trail continues.
~
@ -921,7 +921,7 @@ A Dead End Trail~
make any further exploration impossible. Fresh tracks cover the ground, and
end right here. The horsemen must be nearby.
~
35 0 0 0 0 0
35 0 0 0 0 3
D1
Back to along the trail.
~

View file

@ -5,7 +5,7 @@ wooden gate is rusted open.
A narrow dirt path leads eastwards into the thick grass and the
chessboard opens up to the west.
~
36 4 0 0 0 0
36 4 0 0 0 1
D1
A dirt path leads away through the great field north of Midgaard.
~
@ -22,7 +22,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of the Black Queen's Rook.
~
36 0 0 0 0 0
36 0 0 0 0 1
D1
A black square lies to the east.
~
@ -39,7 +39,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of the Black Queen's Knight.
~
36 0 0 0 0 0
36 0 0 0 0 1
D1
A white square lies to the east.
~
@ -61,7 +61,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of the Black Queen's Bishop.
~
36 0 0 0 0 0
36 0 0 0 0 1
D1
A black square lies to the east.
~
@ -83,7 +83,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of the Black Queen.
~
36 0 0 0 0 0
36 0 0 0 0 1
D1
A white square lies to the east.
~
@ -109,7 +109,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of the Black King.
~
36 0 0 0 0 0
36 0 0 0 0 1
D1
A black square lies to the east.
~
@ -131,7 +131,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of the Black King's Bishop.
~
36 0 0 0 0 0
36 0 0 0 0 1
D1
A white square lies to the east.
~
@ -153,7 +153,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of the Black King's Knight.
~
36 0 0 0 0 0
36 0 0 0 0 1
D1
A black square lies to the east.
~
@ -175,7 +175,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of the Black King's Rook.
~
36 0 0 0 0 0
36 0 0 0 0 1
D2
A white square lies to the south.
~
@ -192,7 +192,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of one of the Black Queen's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -214,7 +214,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of one of the Black Queen's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -241,7 +241,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of one of the Black Queen's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -268,7 +268,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of one of the Black Queen's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -295,7 +295,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of one of the Black King's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -322,7 +322,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of one of the Black King's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -349,7 +349,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of one of the Black King's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -376,7 +376,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of one of the Black King's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -397,7 +397,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -418,7 +418,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -444,7 +444,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -470,7 +470,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -496,7 +496,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -522,7 +522,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -548,7 +548,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -575,7 +575,7 @@ A Black Square~
You are standing on a black marble square. You can see a rusty gate
to the south.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -596,7 +596,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -617,7 +617,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -643,7 +643,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -669,7 +669,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -695,7 +695,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -721,7 +721,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -748,7 +748,7 @@ A Black Square~
You are standing on a black marble square. There is a rusty gate
a short distance to the east.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -775,7 +775,7 @@ A White Square~
You are standing on a white marble square. There is a large rusty
gate to the east.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -801,7 +801,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -822,7 +822,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -848,7 +848,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -874,7 +874,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -900,7 +900,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -926,7 +926,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -952,7 +952,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -979,7 +979,7 @@ A Black Square~
You are standing on a black marble square. There is a rusty gate
to the north.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1000,7 +1000,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1021,7 +1021,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1047,7 +1047,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1073,7 +1073,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1099,7 +1099,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1125,7 +1125,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1151,7 +1151,7 @@ S
A Black Square~
You are standing on a black marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1177,7 +1177,7 @@ S
A White Square~
You are standing on a white marble square.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1199,7 +1199,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of one of the White Queen's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1221,7 +1221,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of one of the White Queen's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1248,7 +1248,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of one of the White Queen's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1275,7 +1275,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of one of the White Queen's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1302,7 +1302,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of one of the White King's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1329,7 +1329,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of one of the White King's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1356,7 +1356,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of one of the White King's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1383,7 +1383,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of one of the White King's Pawns.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1405,7 +1405,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of the White Queen's Rook.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1422,7 +1422,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of the White Queen's Knight.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1444,7 +1444,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of the White Queen's Bishop.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1466,7 +1466,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of the White Queen.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1492,7 +1492,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of the White King.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1514,7 +1514,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of the White King's Bishop.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~
@ -1536,7 +1536,7 @@ A Black Square~
You are standing on a black marble square. This is usually the home
of the White King's Knight.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A white square lies to the north.
~
@ -1558,7 +1558,7 @@ A White Square~
You are standing on a white marble square. This is usually the home
of the White King's Rook.
~
36 0 0 0 0 0
36 0 0 0 0 1
D0
A black square lies to the north.
~

View file

@ -760,7 +760,7 @@ The pool.~
rise above the water, blocking your way. South and west the pool continues and
north you see the mooring.
~
37 9 0 0 0 0
37 9 0 0 0 6
D0
~
~
@ -780,7 +780,7 @@ The pool~
the cliff rise above the water, blocking your way. North and west the pool
continues and east you see the mooring.
~
37 9 0 0 0 0
37 9 0 0 0 6
D0
~
~
@ -796,7 +796,7 @@ The pool~
the cliff rise above the water, blocking your way. North and east the pool
continues.
~
37 9 0 0 0 0
37 9 0 0 0 6
D0
~
~
@ -812,7 +812,7 @@ The pool~
rise above the water, blocking your way. To the north, east and south the pool
continues. The water looks quite deep here.
~
37 9 0 0 0 0
37 9 0 0 0 7
D0
~
~
@ -832,7 +832,7 @@ The pool~
the cliff rise above the water, blocking your way, south the pool continues and
east you see the mooring.
~
37 9 0 0 0 0
37 9 0 0 0 6
D1
~
~
@ -865,7 +865,7 @@ Outside the cave~
out around you. You may enter the cave by going south, but can head back toward
the city by going west from here.
~
37 32768 0 0 0 0
37 32768 0 0 0 5
D2
The cave opening looks inviting - kind of like a mouth, waiting to feed..
~
@ -883,7 +883,7 @@ Outside the capital~
itself. You're standing in some low foothils near some rocky ground to your
east. South of here a gravelled path leads towards the western highway.
~
37 32768 0 0 0 0
37 32768 0 0 0 2
D1
The gravelled path ends and the ground becomes rocky.
~
@ -900,7 +900,7 @@ On a gravelled path~
You are walking along a gravelled path. North of here the gravel path
continues, while to the south you enter the bustle of the western highway.
~
37 0 0 0 0 0
37 0 0 0 0 2
D0
The gravelled path continues...
~

View file

@ -189,7 +189,7 @@ S
The Sewer Main~
You are in an unfinished room.
~
38 1 0 0 0 0
38 1 0 0 0 7
D1
~
~

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