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1269 lines
27 KiB
Text
1269 lines
27 KiB
Text
#27100
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The Sunken Temple Courtyard~
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The pale light from the open sky pours always into this unsheltered
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courtyard, together with the amber glow of standing torches. Many citizens of
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the town of Sundhaven find it their pleasure to lounge here. The dark marble
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temple rises like a shadow to the north, the vivid colors of roses eastwards,
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and the library lies to the west. There is a stone arch to the south.
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credits info~
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Newbie starting town, possible Midgaard replacement From Mercy of ExileMUD.
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Builder : Mercy
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Zone : 271 Sundhaven
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Player Level : 1-10
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Rooms : 64
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Mobiles : 67
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Objects : 100
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Shops : 9
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Zone 271 is linked to the following zones:
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272 Sundhaven II at 27118 (south) ---> 27255
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272 Sundhaven II at 27121 (down ) ---> 27245
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272 Sundhaven II at 27125 (down ) ---> 27236
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272 Sundhaven II at 27127 (south) ---> 27233
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272 Sundhaven II at 27134 (east ) ---> 27282
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272 Sundhaven II at 27135 (north) ---> 27281
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272 Sundhaven II at 27136 (west ) ---> 27259
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272 Sundhaven II at 27138 (west ) ---> 27258
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272 Sundhaven II at 27144 (east ) ---> 27260
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272 Sundhaven II at 27145 (west ) ---> 27221
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272 Sundhaven II at 27148 (down ) ---> 27257
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272 Sundhaven II at 27149 (east ) ---> 27249
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272 Sundhaven II at 27152 (east ) ---> 27257
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272 Sundhaven II at 27152 (west ) ---> 27250
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272 Sundhaven II at 27161 (down ) ---> 27270
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272 Sundhaven II at 27162 (south) ---> 27253
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SPECS:
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cityguard: 01,59,60
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postmaster: 64
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guildguard: 56, 55, 58, 57
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smoke rat: 06
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guild: 16, 19, 17, 18
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thief: 07
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bank: 12
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~
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S
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#27101
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The Temple of Mercy~
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A myriad of candles, burning brightly in amber hues, illuminate the
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black-domed temple. This is where all adventurers of human ilk must begin
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their trials of danger and discovery. You stand in a cast of rosy-gold light,
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stretching along the floor from a stained glass window that serves as your
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first sight of the known world. The unknown world awaits you with open..
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Jaws. There is an inscription in the north wall.
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271 24 0 0 0 0
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inscription~
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The inscription reads: I met a traveller from an antique land, Who said -
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"Two vast and trunkless legs of stone Stand in the desert... Near them, on the
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sand, Half sunk a shattered visage lies, whose frown, And wrinkled lip, and
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sneer of cold command, Tell that its sculptor well those passions read Which yet
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survive, stamped on these lifeless things, The hand that mocked them, and the
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heart that fed. And on the pedestal, these words appear: I am the Fallen King,
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Kings of Kings, Look on my Works, ye Mighty, and despair! Nothing beside
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remains. Round the decay Of that colossal wreck, boundless and bare, The lone
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and level sands stretch far away. "
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~
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S
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#27102
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The alms room~
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Murals of black and gold adorn the walls in swirling patterns, within which
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are outlined several dark silhouettes. Under some scrutiny you can trace a
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basilisk, a chimera, and a dragon circling a deity, a dusty red cloak about her
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neck. Homage and sacrifice to this human deity are paid here by the other
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citizens of the realm.
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271 28 0 0 0 0
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D3
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#27103
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At the altar~
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You stand in a quiet room garbed on all sides by black drapery, save for the
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south wall, on which is painted a stellar calendar with symbols difficult to
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interpret. Reverance to the elusive human deity is paid here.
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271 24 0 0 0 0
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D5
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calendar~
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The circular diagram shows symbols for what appear to be the days of the week
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and the month, and how they correspond to the slow treks of the stars, and
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perhaps, some inner meanings known only to the local priesthood.
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~
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#27104
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A narrow terrace north of the temple~
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You stand on a thin stone terrace before the temple. Southwards the dome of
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the temple rises among the town smoke, and a set of steps to the north leads up
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to the northern square before the cliffs edge. Black willows grow in small
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clusters to the east and west.
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271 0 0 0 0 0
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D2
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#27105
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The town library~
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Silence reigns here. On two walls are painted the black and gold arcs of
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mural designs; bands twisted into knotlike patterns and borders. Travellers
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and citizens may post information on the board hung here.
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271 44 0 0 0 0
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D1
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#27106
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The temple garden~
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An impressionistic splash of red, black and gold meets the eye, accompanied
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by the intoxicating fragrance of roses growing nearly wild in this garden.
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271 0 0 0 0 0
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D3
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#27107
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A stone arch~
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An imposing arch of the grey-white stone of the cliffs arcs over your head,
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half grown over with dark green ivy. Before you to the south are the stone
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steps leading up to the town gallows, and northwards lies the courtyard of the
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temple.
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271 0 0 0 0 0
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#27108
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Sundhaven square~
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The traffic of foreigners and local citizens is heavy here, the ground is
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trodden down and the scents of animals, smoke and exotic perfumes hangs in the
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air. The cliffs and the northern gate of the town lie north of here, the lane
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paralleling the cliffs runs east and west, and the entrance to the temple is
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southwards.
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#27109
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The gate at the cliffs~
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The wind picks up and blows sharply at your hair and garb as the town falls
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behind and the world opens out before you. You are standing atop a highland
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cliff, lined with mosses, lichen and purple heather, and looking out over a
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foggy wetland. The graveyard for the dead of Sundhaven lies near the foot of
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the cliffs, and in the far distance you can make out the blue line of the sea
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closing the horizon.
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271 0 0 0 0 0
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D0
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gate
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1 27179 27158
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D2
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#27110
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A lane bordering the cliffs~
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The wind from the northern sea finds its way over the rooftops of shops and
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fills the heavily trafficked lane with a salty scent. The path is lined with a
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few oaks, and shops lie to the north and south.
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271 0 0 0 0 0
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0 -1 27111
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#27111
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The alchemy shop~
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Vials and bottles of all shapes and sizes line the cluttered shelves of this
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small shop. On a window in the north wall sits a bizarre golden squid-like
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creature in a jar, glinting in the sun. You wonder what oddities could be
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found in storage.
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271 156 0 0 0 0
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#27112
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The House of Sorcery~
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You stand in a small, well-lit shop of cobblestone and mortar, entirely
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cluttered with scrolls, glowing wands, odd regents and components. The place
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has an unmistakable scent of sulfur that makes you wonder, but the sorceress
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seems knowledgeable.
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271 156 0 0 0 0
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D0
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#27113
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A lane bordering the cliffs~
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You have come to a crossroads of sorts. A park lies to the north, from
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which a pleasant scent is drifting, and the road continues, narrowing, to the
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west towards the homes of the residents. Eastwards lies shops and the northern
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gate; a shaded lane travels to the south.
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271 0 0 0 0 0
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#27114
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Wisteria park~
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The town wall to the north and stone building to the east are climbing with
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purple-flowering wisteria vine, forming in leafy clumps at the bottoms. The
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park is a quiet, relaxing place, with the exception of the occasional explosion
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coming from a pale tower rising to the northwest, accompanied by a brilliant
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flash of light.
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271 1 0 0 0 0
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#27115
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Wisteria park~
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The dark greenery of the park extends eastwards, grown over with purple-
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flowering wisteria vine which slowly ambles up the town walls. To the south,
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the cliff lane runs east-west. An occasional explosion from a pale stone tower
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to the north startles you, and piques your curiousity about that strange place.
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271 1 0 0 0 0
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#27116
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The Tower of Sorcery~
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Gently curving sigils have been worked into the ancient, weathered stone of
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the tower of the local wizards, winding towards the ceiling in a sloping
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spiral. A stairwell has its foot at the north wall, rickety but presumably
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stable enough to support you. A dim violet faerie glow illuminates the room.
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271 12 0 0 0 0
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0 -1 27115
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#27117
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A dark spiral staircase~
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The immobile stone faces of gargoyles regard you with cold stares from the
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walls of the darkened stairwell. At each turn in the spiral steps a more
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mangled face than the last confronts you, drawing closer to the laboratory
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above. What is the sculptor implying about the study of magic?
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271 13 0 0 0 0
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#27118
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The mages' laboratory~
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**BOOM! ** When your vision returns to normal, you find yourself surrounded
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by narrow black lab tables cluttered with a chaotic mess of bubbling vials,
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shattered beakers, and miscellaneous spell components. The latest experiment
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in familiars, a leathery-skinned fork-tailed creature, hops knavishly from
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shoulder to shoulder among the mages at work here. If you need practice in the
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magic arts, this would be a good place to start.
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271 28 0 0 0 0
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#27119
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At the gallows~
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In the shade of old gnarl-limbed elder trees stands the bane of all thieves
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and murderers, the platform of the gallows. The dark sand of the road shows
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none of the blood that has been shed here, but the legends of the dead live on
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in tales and nightmares. The executions still take place at irregular
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intervals, to the joy of hidden enemies and law-abiding citizens. You note
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there is plenty of room for spectators. Besides the east-west road, a stone
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arch stands to the north, and a well-travelled path leads southwards.
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271 0 0 0 0 0
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0 -1 27107
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#27120
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On a weathered stone terrace~
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This seems to be a plaza of sorts, but is so worn and cracked with age the
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stone is barely holding together. Moss and weeds have all but overgrown the
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rock-strewn surface. Balmy, roguish scents are drifting out of a dark,
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ivy-clothed building to the east.
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271 0 0 0 0 0
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0 -1 27122
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#27121
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Nightbreak Cafe~
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You have entered the infamous Nightbreak Cafe, home by night to those who
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secret themselves away in hideouts by day. The place is well-known to be run
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by the local assassins guild, and it is common to witness conversations here
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spoken in whispers as deals are cut and bounties arranged. The rules of
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conduct are etched on the back wall.
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271 8 0 0 0 0
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trapdoor
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1 27181 27245
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rules conduct~
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These rules are scrawled by daggerpoint on the wall..
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1) Don't offer too little.
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2) Don't point.
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3) No stealing the tips.
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4) No honor among thieves.
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The list is, of course, left anonymous.
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~
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S
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#27122
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The southern path~
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A well-trodden dirt path heads southwards, bordered by dense clumps of
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black-tipped grass. By night the moths gather by a fatal instinct round the
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glow of torches lining the way, beating their wings heavily.
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271 0 0 0 0 0
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D2
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#27123
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The southern path~
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The green grass and firm soil of the path begin to give way to mud strewn
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with traces of human filth as you pass into the poorer section of Sundhaven.
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The shanties and town dump add a mild stench to the air, and attest to the
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virtual burglaries of the poor by the rich.. And often by the poor.
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271 0 0 0 0 0
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0 -1 27124
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0 -1 27127
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#27124
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A withered shanty~
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The splintered plankings that make the walls of this room are sodden with
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rain and leaking water, light and a chilling wind in to its inhabitants, who
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look sick from poverty. A rat scurries nonchalantly by your toes, then pauses
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to debate their merits as food. The mud floor is littered with debris.
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271 12 0 0 0 0
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D3
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0 -1 27123
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#27125
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The town dump~
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The foul stench of rotting food and other miscellaneous goods creates an
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almost visible brown haze among the heaps of trash, clouding your senses.
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Those who call it home certainly smell as decayed as it does.
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0 -1 27126
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D5
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rubble
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2 23 27236
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T 27109
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#27126
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The town dump~
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You wander amid heaps of trash that smell of disease, famine, and other
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pleasantries... Suffice it to say that very little that should be alive here
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is, and vice-versa.
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~
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271 0 0 0 0 0
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D0
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0 -1 27125
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D1
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0 -1 27127
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T 27109
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#27127
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The southern path~
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|
The soft mud of the path loosens and parts as it meets your heels, pulling
|
|
you in slightly with each step. A rotten stench is filtering in from the west,
|
|
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
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D0
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~
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~
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0 -1 27123
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D2
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~
|
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~
|
|
0 -1 27233
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27126
|
|
S
|
|
#27128
|
|
A black sand road~
|
|
The black sand of the road absorbs heat and feels pleasant to those without
|
|
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
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D1
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~
|
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~
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0 -1 27130
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D2
|
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~
|
|
~
|
|
0 -1 27142
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27119
|
|
E
|
|
trail bloody~
|
|
Sand has been shuffled over most of it, but it is obviously from a recent
|
|
kill. The sign on the building reads 'The House of the Butcher and Friends'.
|
|
It appears the fellow has a quirky sense of humor.
|
|
~
|
|
S
|
|
#27130
|
|
A sandy bend before the east gate~
|
|
The wide road comes to a crossroads close to the eastern gate, which appears
|
|
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
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|
D0
|
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~
|
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~
|
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0 -1 27131
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D1
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~
|
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~
|
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0 -1 27144
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27128
|
|
S
|
|
#27131
|
|
A gold sand road~
|
|
A thick stone and mortar building with small windows stands to the east, but
|
|
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
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|
D0
|
|
~
|
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~
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0 -1 27132
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D2
|
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~
|
|
~
|
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0 -1 27130
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27146
|
|
S
|
|
#27132
|
|
A gold sand road~
|
|
The sand road continues north and south, crowded with citizens going about
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27133
|
|
D1
|
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~
|
|
~
|
|
0 -1 27148
|
|
D2
|
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~
|
|
~
|
|
0 -1 27131
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27147
|
|
S
|
|
#27133
|
|
A gold sand road~
|
|
Sand of pale gold has been carted in from the desert lands to cover this
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27134
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27150
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27132
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27153
|
|
S
|
|
#27134
|
|
A bend in the road~
|
|
You have come to a narrow bend, and can feel the faint heat of a fire from a
|
|
small, blackened stone structure to the north. Patches of gold sand are
|
|
scattered about.
|
|
~
|
|
271 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27154
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27282
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27133
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27135
|
|
S
|
|
#27135
|
|
A lane bordering the cliffs~
|
|
This narrow lane, sometimes dimmed with fog from the sea and forests,
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27281
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27134
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27155
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27108
|
|
S
|
|
#27136
|
|
A shaded lane~
|
|
Loose leaves blow in tiny spirals along the surface of the wooded road as
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27113
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27138
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27259
|
|
S
|
|
#27138
|
|
A shaded lane~
|
|
You are outside the town treasury, just to the west of here, making this a
|
|
place bustling with activity, including the occasional attentions of a
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27136
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27139
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27258
|
|
S
|
|
#27139
|
|
A shaded lane~
|
|
The bent limbs of ash and oak trees lining the lane casts a pattern of
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27138
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27140
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27157
|
|
S
|
|
#27140
|
|
A cluster of trees before the west gate~
|
|
You stand at a busy crossroads, darkened by the shade of an uneven ring of
|
|
oaks trellised with ivy. The wind brushes the leaves, but this sound is dulled
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27139
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27141
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27145
|
|
S
|
|
#27141
|
|
A black sand road~
|
|
Black sand has been hauled up the steep cliffs from the beaches to reduce
|
|
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
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27119
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27143
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27140
|
|
S
|
|
#27142
|
|
The butcher shop~
|
|
You are enclosed in a poorly lit, stuffy room that smells of blood, salted
|
|
meat and strange preservatives you didn't think existed in this time period.
|
|
Pewter cases filled with ice give off wisps of steam near a roasting fire at
|
|
the east wall. You might wonder why this place is situated so proximate to the
|
|
gallows, but the butcher nonchalantly claims all his goods died peaceably, then
|
|
turns away to stifle a chuckle.
|
|
~
|
|
271 136 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27128
|
|
S
|
|
#27143
|
|
The stables~
|
|
No whinnies issue from the darkened stalls of this place; the horses are as
|
|
yet untamed and the stables lie empty. It is not unusual for a vagrant to make
|
|
his home here, however, before being moved on by the guards or attacked by the
|
|
barn owls.
|
|
~
|
|
271 9 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27141
|
|
S
|
|
#27144
|
|
The east gate of Sundhaven~
|
|
You stand on the eastern border of Sundhaven, before a heavy gate forged
|
|
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
|
|
D1
|
|
~
|
|
gate
|
|
~
|
|
1 27179 27260
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27130
|
|
S
|
|
#27145
|
|
The west gate of Sundhaven~
|
|
An ornate gate, heavy and wrought from black iron, hangs on ancient hinges
|
|
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
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27140
|
|
D3
|
|
~
|
|
gate~
|
|
1 27179 27221
|
|
S
|
|
#27146
|
|
The Dirk & Dagger~
|
|
A circular stone is whirring in a fast spin at the far wall, as the
|
|
weaponsmaster of Sundhaven continually sharpens his wares, and re-hangs them to
|
|
display on the stone and mortar walls. A single window admits virtually no
|
|
light, so filled with the webs and dust of neglect is it.. Obviously the
|
|
shopowner prefers to seclude himself to the obsessive labors of his work. You
|
|
wonder if he ever makes anything new, so fanatical he is about sharpening and
|
|
re-sharpening the old.
|
|
~
|
|
271 156 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27131
|
|
S
|
|
#27147
|
|
The Silver Scale~
|
|
You pass into a shop whose walls are gleaming dully, hung with various armor
|
|
reflecting the firelight spawning from the forge. Goods of defensive metal may
|
|
be bought and sold here, at nearly reasonable prices. Use 'list' to peruse the
|
|
options.
|
|
~
|
|
271 156 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27132
|
|
S
|
|
#27148
|
|
Dragon's Wrath Alehouse~
|
|
You have entered a rowdy tavern, noticeably different from the intellectual
|
|
bounty hunting atmosphere of the Nightbreak Cafe. Your feet are hard put to
|
|
find a purchase on the slippery floor of spilled ale and cracked, sodden wood.
|
|
This is the meeting place of those of a fighting bent, accordingly the blood
|
|
from last night's brawls has barely dried on the walls before tonight's is
|
|
shed, be wary.
|
|
~
|
|
271 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27149
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27132
|
|
D5
|
|
~
|
|
~
|
|
0 -1 27257
|
|
S
|
|
#27149
|
|
Along the bar counter~
|
|
You have entered a loud and boisterous corner in the alehouse, where
|
|
adventurers tell their tales of fact and fable.. Perhaps there are things to
|
|
be learned here of the lands beyond the thin walls of the city.
|
|
~
|
|
271 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27148
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27249
|
|
S
|
|
#27150
|
|
Mekala's Thai Kitchen~
|
|
A large room crowded with ornamental porcelain elephants, incense dishes and
|
|
silkscreen dividers encloses you, the blur of spicy scents from the kitchen
|
|
bringing a flush of red to your face. A steep, narrow stairwell rises up the
|
|
east wall.
|
|
~
|
|
271 156 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27133
|
|
D4
|
|
~
|
|
~
|
|
0 -1 27151
|
|
S
|
|
#27151
|
|
The rooftop at Mekala's~
|
|
The open, moist air gives some relief from the heat below. Wild birds
|
|
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
|
|
D5
|
|
~
|
|
~
|
|
0 -1 27150
|
|
S
|
|
#27152
|
|
The sparring hall~
|
|
Shields and other items of heraldry line the sunken stone walls of the
|
|
sparring room, gleaming with human pride. While not being overly promiscuous,
|
|
the heads of foes are noticeably stacked one atop the other on a pole of
|
|
polished wood in the corner. If you are looking to improve your skills in the
|
|
art of battle, this might be a good place to start.
|
|
~
|
|
271 24 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27257
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27250
|
|
S
|
|
#27153
|
|
The Bread Basket~
|
|
You pass into an unusually humble dwelling and shop for the town, built from
|
|
baked clay and hot from the cumbersome bread ovens projecting partially out of
|
|
the far wall. The smell of fresh bread is mouth-watering.
|
|
~
|
|
271 156 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27133
|
|
S
|
|
#27154
|
|
The blacksmiths~
|
|
The orange glow of the forge brightens an otherwise black, windowless room.
|
|
This is the blacksmith's home and workplace; a humble cot rests very close to
|
|
the fire.
|
|
~
|
|
271 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27134
|
|
S
|
|
#27155
|
|
The aviary~
|
|
Shrill and murmuring bird calls alike assail your ears. The aviary is
|
|
crowded with bird cages holding the trained variety of species for sale, and
|
|
something like aspirin is available on a small, high-standing round table by
|
|
the door.
|
|
~
|
|
271 156 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27135
|
|
S
|
|
#27156
|
|
PETSHOP STOREROOM~
|
|
Make two rooms and some pets. The rooms MUST be sequential. If the first
|
|
room is 315 then the second must be 316. The second room is known as the
|
|
storeroom. All that is required in the storeroom is to load one of each mob you
|
|
wish to be a pet. This room can not have any exits and will never be used by
|
|
mortals. Although a pet shopkeeper is not required it is recommended. After
|
|
all of this is done ask your coder to implement the petshop. It will not work
|
|
until the code is changed and the MUD is rebooted. The cost of pets is 300
|
|
times their level.
|
|
~
|
|
271 1536 0 0 0 0
|
|
S
|
|
#27157
|
|
The post office~
|
|
You narrowly avoid the guillotine-style slash of a rusted axe as you pass
|
|
through the doorway of the town post office. It seems some sort of riot is
|
|
underway in here - what would be a strike if this wasn't before unions - among
|
|
the numerous disgruntled postal workers conglomerated. Shining silver letter-
|
|
openers flash in the light as they heedlessly try to backstab anyone in sight.
|
|
It's a droll scene. You decide it prudent to mail your wares and be on your
|
|
way. There is a sign posted on the north wall.
|
|
~
|
|
271 12 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27139
|
|
E
|
|
sign~
|
|
A few instructions have been meticulously printed in small letters. Send
|
|
(item) (playername) will function to mail something to someone. Receive will
|
|
allow you to collect your mail. Thank you and have a nice day.
|
|
~
|
|
S
|
|
#27158
|
|
Standing at the brink~
|
|
A sea of light, floating fog opens up before you, swallowing most of the
|
|
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
|
|
D2
|
|
~
|
|
gate
|
|
~
|
|
1 27179 27109
|
|
S
|
|
#27160
|
|
A balcony of the tower~
|
|
This high point on the northern edge of Sundhaven boasts quite a view.
|
|
When fog is not seen rolling about the balcony's railing, one can see the
|
|
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
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27118
|
|
S
|
|
#27161
|
|
A silvery-lit landing~
|
|
Your steps echo in a hollow stairwell of naked stone. The air hangs light
|
|
and silent about you as a curtain of falling snow, though there is a chanting
|
|
taking place, seemingly miles away, in the chamber to the west. Lamps mounted
|
|
on the walls give off a silver glow reminiscent of saints and martyrs, whether
|
|
they died for the cause of good, or for evil.
|
|
~
|
|
271 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27162
|
|
D4
|
|
~
|
|
~
|
|
0 -1 27103
|
|
D5
|
|
~
|
|
~
|
|
0 -1 27270
|
|
S
|
|
#27162
|
|
The room of doctrine~
|
|
Artifacts and relics from a time before the known world are encased and
|
|
illumined in airless, black glass cabinets, their twinkling golden and silver
|
|
chasings catching your eye with mocking immortality. Urns of demon ash line
|
|
polished amberwood shelves, and a small, simple altar edged in ivory stands
|
|
against the north wall. This is the sanctum of the ministry. Those of a pious
|
|
bent would do well to begin studies here.
|
|
~
|
|
271 28 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27161
|
|
D2
|
|
~
|
|
~
|
|
0 -1 27253
|
|
D5
|
|
~
|
|
~
|
|
0 -1 27163
|
|
S
|
|
#27163
|
|
The chamber of sacrifice~
|
|
You have entered a somber chamber, somehow filled with darkness and still
|
|
retaining shadows that seem to flicker in the recesses of the room. It appears
|
|
a sacrifice to the matron deity of Sundhaven is scheduled to take place. You
|
|
may watch, but be warned there are times set aside for the sacrifice of those
|
|
who interfere.
|
|
~
|
|
271 9 0 0 0 0
|
|
D4
|
|
~
|
|
~
|
|
0 -1 27162
|
|
S
|
|
#27164
|
|
At a swinging wooden gate~
|
|
You pass through a creaking gate of weathered wood, swinging idly in the
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27115
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27113
|
|
D3
|
|
~
|
|
gate
|
|
~
|
|
2 23 27165
|
|
S
|
|
#27165
|
|
A windy cliffside lane~
|
|
A damp and chilly wind wafts over the homes of the clifftop moors. About
|
|
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
|
|
D1
|
|
~
|
|
gate
|
|
~
|
|
2 23 27164
|
|
D3
|
|
~
|
|
~
|
|
0 -1 27166
|
|
S
|
|
#27166
|
|
A windy cliffside lane~
|
|
A damp and chilly wind wafts over the homes of the clifftop moors. About
|
|
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
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27165
|
|
S
|
|
$~
|