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This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
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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~
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271 0 0 0 0 1
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D2
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E
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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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~
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271 24 0 0 0 0
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0 -1 27104
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D1
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0 -1 27102
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D2
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0 -1 27100
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D3
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0 -1 27103
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E
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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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~
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271 28 0 0 0 0
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D3
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0 -1 27101
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S
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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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~
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271 24 0 0 0 0
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D1
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0 -1 27101
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D5
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0 -1 27161
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E
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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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S
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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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~
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271 0 0 0 0 1
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D2
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0 -1 27101
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D4
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0 -1 27108
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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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~
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271 44 0 0 0 0
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D1
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0 -1 27100
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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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~
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271 0 0 0 0 1
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D3
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0 -1 27100
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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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~
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271 0 0 0 0 1
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D0
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0 -1 27100
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D4
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0 -1 27119
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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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~
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271 0 0 0 0 1
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D0
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0 -1 27109
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D1
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0 -1 27135
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D5
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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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~
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271 0 0 0 0 1
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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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0 -1 27108
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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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~
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271 0 0 0 0 1
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D0
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0 -1 27111
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D1
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0 -1 27108
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D2
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0 -1 27112
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D3
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0 -1 27113
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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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D2
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0 -1 27110
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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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~
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271 156 0 0 0 0
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D0
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0 -1 27110
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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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~
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271 0 0 0 0 1
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D0
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0 -1 27114
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D1
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0 -1 27110
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D3
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0 -1 27164
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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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~
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271 1 0 0 0 2
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D2
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0 -1 27113
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0 -1 27115
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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 2
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D0
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0 -1 27116
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D1
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0 -1 27114
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D2
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0 -1 27164
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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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~
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271 12 0 0 0 0
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D2
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0 -1 27115
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D4
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0 -1 27117
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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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~
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271 13 0 0 0 0
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D4
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~
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0 -1 27118
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D5
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~
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0 -1 27116
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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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~
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271 28 0 0 0 0
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D0
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~
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0 -1 27160
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D2
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0 -1 27255
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D5
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~
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0 -1 27117
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S
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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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~
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271 0 0 0 0 1
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D1
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0 -1 27128
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D2
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~
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0 -1 27122
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D3
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0 -1 27141
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D5
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~
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~
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0 -1 27107
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S
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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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~
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271 0 0 0 0 1
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D0
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~
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~
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0 -1 27122
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D1
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0 -1 27121
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D2
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~
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~
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0 -1 27123
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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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~
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271 8 0 0 0 0
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D3
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~
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~
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0 -1 27120
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D5
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~
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trapdoor
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~
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1 27181 27245
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E
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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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~
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271 0 0 0 0 1
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D0
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~
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~
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0 -1 27119
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D2
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~
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~
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0 -1 27120
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S
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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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~
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271 0 0 0 0 1
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D0
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~
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~
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0 -1 27120
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D1
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~
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~
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0 -1 27124
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D2
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~
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~
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0 -1 27127
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D3
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~
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~
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0 -1 27125
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S
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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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~
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271 12 0 0 0 0
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D3
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~
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~
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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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~
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271 0 0 0 0 1
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D1
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~
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0 -1 27123
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D2
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~
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~
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0 -1 27126
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D5
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~
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rubble
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~
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2 23 27236
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S
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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
|
|
is, and vice-versa.
|
|
~
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271 0 0 0 0 1
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D0
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~
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~
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0 -1 27125
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D1
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~
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~
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0 -1 27127
|
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S
|
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T 27109
|
|
#27127
|
|
The southern path~
|
|
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 1
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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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~
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0 -1 27233
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D3
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~
|
|
~
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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 1
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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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~
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~
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0 -1 27142
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|
D3
|
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~
|
|
~
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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 1
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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
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D3
|
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~
|
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~
|
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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 1
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D0
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~
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~
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0 -1 27132
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D2
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~
|
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~
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0 -1 27130
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D3
|
|
~
|
|
~
|
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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 1
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|
D0
|
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~
|
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~
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0 -1 27133
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D1
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~
|
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~
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0 -1 27148
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D2
|
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~
|
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~
|
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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 1
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|
D0
|
|
~
|
|
~
|
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0 -1 27134
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D1
|
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~
|
|
~
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0 -1 27150
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D2
|
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~
|
|
~
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 -1 27154
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|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 4
|
|
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 1
|
|
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 1
|
|
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 2
|
|
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 2
|
|
D1
|
|
~
|
|
~
|
|
0 -1 27165
|
|
S
|
|
$~
|