#AREA {10 65} Natasha Malathar~ #MOBILES #400 duke ruler stalatharata~ Duke Stalatharata~ Duke Stalatharata, ruler of the Duchy of Malathar, stands here. ~ The Duke is a fair elf of middle years, who carries himself with a grace impossible for lesser creatures to match. A palpable aura surrounds the good Duke, and you feel at awe in his noble presence. ~ 2|8|64 4|8|32|128|512 1000 S 60 0 0 0d0+0 0d0+0 0 0 8 8 1 #401 duchess wife destelandara~ Duchess Destelandara~ Duchess Destelandara, wife of the Duke of Malathar, stares imperiously at you. ~ The Duchess is a creature of incredible beauty, a haughty fair elf of unmatched poise and appearance. She seems slightly amused by your presence, but never does her calm face break into even a hint of a smile. She also seems to expect you to be respectful and subservient. Maybe you had better bow... ~ 2|8|64 4|8|128|512 1000 S 58 0 0 0d0+0 0d0+0 0 0 8 8 2 #402 archmage mage tuo~ The Archmage Tuo~ The Archmage Tuo, loyal half-elven advisor to the Duke, stands here. ~ Despite his mixed blood (half-elven, half-human), the archmage Tuo still commands considerable respect in the court of the Duke of Malathar. He is an elderly male, but still has full control of his faculties, and has never been more proficient with his magicks. If you're lucky, he may even take the time to grant you some of his knowledge. ~ 512 8|16|128|512|1048576 1000 S 56 0 0 0d0+0 0d0+0 0 0 8 8 1 #403 priest lallinthenera~ The High Priest Lallinthera~ The High Priest Lallinthera stands before you. ~ This kindly old elf has been the direct representative of the major elven deity, Yaegar, in the duchy of Malathar for centuries. His wisdom and ability in the sciences of astrology and healing are unparalleled, and he may even heal you. ~ 2|2048 4|8|32|128|512|524288 1000 S 56 0 0 0d0+0 0d0+0 0 0 8 8 1 #404 haan dragon platinum wyrm~ The Platinum Dragon~ The Platinum Dragon known as Haan, ally and friend of the Duke, sleeps here. ~ The mighty Haan served as the Duke's steed during the Goblin Wars many centuries ago, but is now way past his prime, and he spends most of his time sleeping and dreaming of past glories. For, long-lived as Wyrms are, Elves are much longer-lived, being virtually immortal, and it saddens both Haan and his master that their days together are now numbered. ~ 2|4|64 4|8|32|128|512|131072|524288 1000 S 57 0 0 0d0+0 0d0+0 0 0 8 8 1 #405 guard elite elf elven~ An Elite Elven Guard~ One of the Duke's Elite Elven Guard stands rigidly at attention here. ~ The Duke's Elite Elven Guard are recruited from amongst his finest warriors, many of them being veterans of the Goblin Wars, and they serve their Duke with undying loyalty. ~ 2|8|64 8|128|512|8192 1000 S 45 0 0 0d0+0 0d0+0 0 0 8 8 1 #406 scout elite elf elven~ An Elite Elven Scout~ One of the Duke's Elite Elven Scouts stares at you suspiciously. ~ The Duke's Elite Elven Scouts are veteran rangers and spies who have for many decades helped him spy on his treacherous goblin and trollish enemies, and have helped patrol the borders of his duchy. ~ 4|8 8|32|128|512 1000 S 40 0 0 0d0+0 0d0+0 0 0 8 8 1 #407 guard city elf elven~ A Malatharan City Guard~ A loyal Malatharan City Guard patrols the streets of his Duke's city. ~ The Guards of the City of Malathar are legendary for their loyalty and devotion to their benevolent Duke. They are clad in the crimson and gold tabards of the city, and carry sharp swords and stout shields. ~ 8 512 1000 S 20 0 0 0d0+0 0d0+0 0 0 8 8 1 #408 citizen elf elven~ A Citizen of Malathar~ A Citizen of Malathar strolls idly by. ~ One of the many peaceful citizens of this city, who has reason to feel safe when under the protection of such powerful people as the Guard, the Elite Guards, Haan the Dragon and of course the Duke himself. ~ 128 512 1000 S 12 0 0 0d0+0 0d0+0 0 0 8 8 1 #409 citizen elf elven~ A Citizen of Malathar~ A Citizen of Malathar strolls idly by. ~ One of the many peaceful citizens of this city, who has reason to feel safe when under the protection of such powerful people as the Guard, the Elite Guards, Haan the Dragon and of course the Duke himself. ~ 128 512 1000 S 12 0 0 0d0+0 0d0+0 0 0 8 8 2 #410 acolyte~ An Acolyte of Yaegar~ An Acolyte of Yaegar stands here. ~ An Acolyte of Yaegar, protective deity of this city, rushes purposefully about on business of his own. He wears the traditional black robes of Yaegar, the color representing the doom that fell on the Elves at the hands of the fell Goblins of Miden'Nir from which Yaegar and the Duke rescued them. ~ 128 8|16|512 1000 S 15 0 0 0d0+0 0d0+0 0 0 8 8 1 #411 acolyte~ An Acolyte of Yaegar~ An Acolyte of Yaegar stands here. ~ An Acolyte of Yaegar, protective deity of this city, rushes purposefully about on business of her own. She wears the traditional black robes of Yaegar, the color representing the doom that fell on the Elves at the hands of the fell Goblins of Miden'Nir from which Yaegar and the Duke rescued them. ~ 128 8|16|512 1000 S 15 0 0 0d0+0 0d0+0 0 0 8 8 2 #412 guardian high elf elven~ The High Guardian of Malathar~ The High Guardian of Malathar stands stoically before you. ~ A brave Elven knight of the Goblin Wars, the High Guardian was captured by his foes and mutilated beyond recognition. Left for dead, he was rescued by Yaegar, who gave him powers unimaginable in return for the knight's vow to protect the City and the Duke to the best of his (significant) abilities for the rest of his days. This the Elf gladly did, for he was of pure heart and fair courage, and he has kept his vow ever since. ~ 2|64 4|8|16|32|128|512|8192|524288 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #413 cooshee dog pet~ A Cooshee~ A Cooshee, faithful pet and hunting dog of elves across the world, is here. ~ A gift from the Elves of the Valley to their cousins in Malathar, this species of dogs is renowned for its loyalty and intelligence. The Elves use them as pets, hunting dogs, guard dogs and scout dogs. To kill or injure one carries penalties nearly as severe as those applied to Elves who kill other Elves, such is the love the Elves have for these beasts. ~ 128 8|32|512 400 S 10 0 0 0d0+0 0d0+0 0 0 8 8 1 #414 pegasus~ A Pegasus~ A Pegasus, faithful steed for some Elite Guard, stands here. ~ Pegasii act as steeds for the High Elven Guard who protect and fight for the Duke. This handsome, winged cousin of the equine herds that roam the plains of Human lands is noble and intelligent, and will gladly sacrifice its life to save its master. ~ 0 8|32|128|512|524288 500 S 25 0 0 0d0+0 0d0+0 0 0 8 8 1 #415 unicorn~ A Unicorn~ A Unicorn, steed of one of the Nobles of Malathar, stands here. ~ Unicorns serve as steeds for the Nobles of Malathar who are worthy of such a servant. The beasts are very intelligent, and won't throw themselves into a fight they know they have no chance of prevailing in, though they will not willingly abandon their masters to an untimely death if it can at all be avoided. ~ 8 1|2|8|32|128|512 1000 S 30 0 0 0d0+0 0d0+0 0 0 8 8 2 #416 scout elf elven~ An Elven Scout~ An Elven Scout is here, preparing to brave the frontiers to scout for Goblins. ~ The Scouts that serve the Duke are younger Elves who hope one day to join the ranks of the Elite Scouts, though full will survive the ardous tours of futy on the frontiers scouting the movements of and fighting the many enemies of Elvenkind. ~ 8 8|512 1000 S 18 0 0 0d0+0 0d0+0 0 0 8 8 1 #417 child elf elven~ An Elven child~ An Elven child plays here. ~ This child happily frolics in the streets of its parents' home town, blissfully unaware of how narrowly his entire race escaped decimation at the hands of the Goblins so recently. ~ 0 512 400 S 5 0 0 0d0+0 0d0+0 0 0 8 8 1 #418 child elf elven~ An Elven child~ An Elven child plays here. ~ This child happily frolics in the streets of its parents' home town, blissfully unaware of how narrowly her entire race escaped decimation at the hands of the Goblins so recently. ~ 0 512 400 S 5 0 0 0d0+0 0d0+0 0 0 8 8 1 #419 menelas mage~ Menelas the Mage~ Menelas the Mage welcome you to his place of business. ~ Menelas is a former apprentice of Tuo, the Archmage of Malathar, who has established a fluorishing business selling magical artefacts, favored items among the magically-inclined Elves. ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #420 grein armorer~ Grein the Armorer~ Grein the Armorer gruffly welcomes you to his armory. ~ Grein is a crusty old veteran of the Goblin Wars, an Elven foot soldier of low caste who, like so many of his fellow lesser Elves, fought valiantly for the Nobles who have since almost forgotten the role these "Khallq" (grunts) played in their salvation. Nevertheless, Grein has managed to make a healthy profit in his armory, and, along with his brother Tolos, is one of the most respected dealers in items of war in the whole nation. ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #421 tolos weaponsmith smith~ Tolos the Weaponsmith~ Tolos the Weaponsmith stares coldly at you as you enter his store. ~ Tolos is the brother of Greig, and has even less liking for his fellow Elves for his treatment after the war. Nevertheless, he still shares the Elven disdain for foreigners, and will treat you coldly whatever your race. Despite his shortcomings, Tolos is a fair dealer, and will give you good prices for your weapons. ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #422 mithara herbalist healer~ Mithara the Herbalist~ Mithara the Herbalist welcomes you with a sweet smile to her shop. ~ Mithara is a respected Herbalist and Healer, and will help you with any purchase or sales of pills, herbs, potions or similar that you may wish to undertake. She will also, for a small fee, heal your injuries. ~ 2|4|8|64|2048 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 2 #423 loothala cook elf~ Loothala the fine Elven Cook~ Loothala the fine Elven Cook welcomes you to her restaurant. ~ Loothala makes remarkably tasty food and refreshments, and any gastronomic needs you may have can be met here, and at reasonable prices besides. ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 2 #424 dyenkalas grocer~ Dyenkalas the Grocer~ Dyenkalas the Grocer welcomes you to his General Store. ~ Dyenkalas can help you with your needs in basic adventuring equipment, such as lamps, torches, blankets, backpacks, bags and such. ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #425 wolthan blacksmith smith~ Wolthan the Blacksmith~ Wolthan the Blacksmith offers to repair your damaged equipment. ~ Wolthan is a fine smith, and will help repair your damaged equipment. People say he is a little expensive, but his work is excellent, his repairs faultless. ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #426 sage tasstellat~ Tastellat the Sage~ Tastellat the Sage offers to identify any items of unknown nature you have. ~ Tastellat is a wise and learned, if a trifle greedy, Sage who can identify any item you may have, magical or mundane. A nephew of the great Thesius, he does well to hide the taint of Human blood he has. ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #427 cartograhper kas~ Kas the Cartographer~ Kas the Cartographer welcomes you to his store and offers you a map. ~ Kas is a well-travelled Elf who has mapped virtually every corner of the known world, and can sell you some of the maps he has made, if you are of a level high enough to withstand the perils of the land it leads you to. (He doesn't want the death of his customers on his conscience.) ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #428 noble elf elven~ An Elven Noble~ An Elven Noble haughtily demands your respect. ~ Since the Goblin Wars, the Elven Nobles, who were reduced to humility by the War, have now returned to their former haughty ways. Although they are indeed loyal and brave citizens, their attitude towards the "Gwellenknach" (Lower Castes) makes them the target of the hatred of many citizens and servants. ~ 4|8 8|512 1000 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #429 noble elf elven~ An Elven Noble~ An Elven Noble haughtily demands your respect. ~ Since the Goblin Wars, the Elven Nobles, who were reduced to humility by the War, have now returned to their former haughty ways. Although they are indeed loyal and brave citizens, their attitude towards the "Gwellenknach" (Lower Castes) makes them the target of the hatred of many citizens and servants. ~ 4|8 8|512 1000 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #430 guildmaster elven rastellagnar~ The Elven Guildmaster~ Rastellagnar, the Elven Guildmaster, stands ready to train you. ~ Rastellagnar has been helping Elves and other willing students advance in their knowledge of the Elven Magical Arts, and you are but one in a long line of students. ~ 2|4|8|64|1024 4|8|16|32|128|512 1000 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #431 guildmaster human julistha~ The Human Guildmistress~ Julistha, the Human Guildmistress, coldly appraises your abilities. ~ Julistha is very good at fighting, so good in fact that she even trains Elves in the Martial Arts, and Elves are NOT renowned for admitting ANY other race can do ANYTHING better than they can... ~ 2|4|8|64|32768 4|8|16|32|128|512 0 S 30 0 0 0d0+0 0d0+0 0 0 8 8 2 #432 guildmaster kender macy~ The Kender Guildmistress~ Macy, the Kender Guildmistress, smiles at you (wonder what she's stolen?:)) ~ Macy is one of the best Kender scouts in history, and the Elves, who do not condone her skills at all, allow her to stay because she can teach their scouts so much about subterfuge and similar skills. ~ 2|4|8|64|16384 4|8|16|32|128|512 0 S 30 0 0 0d0+0 0d0+0 0 0 8 8 2 #433 guildmaster dwarf keruggan~ The Dwarven Guildmaster~ Keruggan, the Dwarven Guildmaster, seems astonished at having a pupil. ~ The Elves as a whole dislike and distrust Dwarves, and the only reason that Keruggan is allowed to run a business is that he is also the ambassador to Malathar from Juargen. He has very few customers, as Elves consider Dwarven skills crude and vulgar, and as such will do his best to try and encourage any he gets to return. ~ 2|4|8|64|65536 4|8|16|32|128|512 0 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #434 guildmaster dryad moredhein~ The Dryad Guildmaster~ Moredhein, the Dryad Guildmaster, stands ready to help you practice. ~ Dryads are a respected and feared race in Elven lands, respected for their knowledge of all things natural and feared for their forbidding size and appearance (seven foot tall humanoids clad in flowing brown robes that conceal their features). None of this bothers Moredhein, as he a dryad he is above succumbing to the false emotions generated by flattery, and as a mere mortal he finds the Elves' fear amusing. ~ 2|4|8|64|8192 4|8|16|32|128|512 0 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #435 guildmaster illithid bloonit~ The Illithid Guildmaster~ Bloonit, the Illithid Guildmaster, welcomes you telepathically. ~ Bloonit is a mysterious figure, clad in flowing pruple robes that disguise his hideous tentacled maw, glistening purple skin and bulbous yellow eyes. Bloonit is nevertheless an excellent teacher, and manages to restrain his natural urges to devour your brain most of the time... ~ 2|4|8|16|64 4|8|16|32|128|512 0 S 30 0 0 0d0+0 0d0+0 0 0 8 8 0 #436 guildmaster avian aelian~ The Avian Guildmaster~ Aelian, the Avian Guildmaster, stares grimly at you. ~ This imposing birdman can help you train in the skills natural to his race, if you have the ability. He is revered by the Elven scouts as a scout without parallel, and a creature of excellent vision and speed. ~ 2|4|8|64|16777216 4|8|16|32|128|512|524288 0 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #437 servant elf elven~ A surly Elven Servant~ A surly Elven Servant glumly completes his tasks. ~ "It's ALWAYS me, isn't it? Just 'c os MY Daddy isn't some bigshot noble and just 'cos MY Daddy didn't fight in the stoopid Goblin Wars, I gotta clean up other people's crap an' cook their meals an' carry their stuff an'...well I think it sucks!" ~ 128 512 0 S 10 0 0 0d0+0 0d0+0 0 0 8 8 1 #438 servant elf elven~ A surly Elven Servant~ A surly Elven Servant glumly completes her tasks. ~ "It's ALWAYS me, isn't it? Just 'c os MY Daddy isn't some bigshot noble and just 'cos MY Daddy didn't fight in the stoopid Goblin Wars, I gotta clean up other people's crap an' cook their meals an' carry their stuff an'...well I think it sucks!" ~ 128 512 0 S 10 0 0 0d0+0 0d0+0 0 0 8 8 2 #439 owner t'kana shopkeeper pet~ T'Kana, the Pet Shop Owner~ T'Kana welcomes you with great hospitality to his humble store. ~ T'Kana came to Malathar with a wide variety of strange and mysterious pets from the south many years ago, and his pets proved so pupular he decided to stay and set up shop. ~ 2|4|8|64 4|8|16|32|128|512 1000 S 99 0 0 0d0+0 0d0+0 0 0 8 8 1 #440 allertathala guard captian elf~ Captain Allertathala~ Captain Allertathala cordially welcomes you to his office. ~ The Captain is a middle-aged Elf whose hardened, muscular form speaks of many battles, and Elves were not immune to scarring you'd wager he would have accumulated more than his share. He is polite but cautious, and during his conversation with you he is constantly on guard. He loves his City and Duke, and would sooner die than have anything happen to either of them. ~ 2|8|64 4|8|128|512 1000 S 52 0 0 0d0+0 0d0+0 0 0 8 8 1 #441 rabbit~ A Rabbit~ A cute little Rabbit hops along here. ~ AWWWWW! Look at da purty wabbit! Wonder what it'd look like on the end of my Xcalibur and then in my belly? Thats what you're thinking isn't it? Why dontcha find out? Yeah, abuse and victimise the poor rabbit. But be careful! Malatharan Rabbits are BAD. ~ 4|8|128 8|128|512 400 S 10 0 0 0d0+0 0d0+0 0 0 8 8 0 #442 deer~ A noble-looking deer~ A noble-looking deer stares proudly at you. ~ WOW! That sucker must be at LEAST a ten-pointer! Wouldn't THAT look great over the fireplace? But I advise caution- all the wildlife in this area have been granted special powers to help enable their survival... ~ 4|8|128 8|128|512 500 S 12 0 0 0d0+0 0d0+0 0 0 8 8 0 #443 squirrel~ A Squirrel~ A ferocious-looking Squirrel is sizing you up! ~ Malatharan Squirrels are a by-product of an experiment by the ArchMage Tuo gone horribly wrong and as such they are generally avoided by sane folk. ~ 4|8 8|128|512|524288 0 S 15 0 0 0d0+0 0d0+0 0 0 8 8 0 #444 stablemaster master elf~ The Stablemaster~ The Stablemaster eyes you cautiously. ~ 'Ere! Keep yer ruddy 'ands orf m' Pegasii, ya dirty sod! The Stablemaster has a terrible temper and it wouldnt do to anger him... ~ 2|8|64 8|128|512 1000 S 50 0 0 0d0+0 0d0+0 0 0 8 8 1 #445 stablehad hand elf~ A surly stablehand~ A surly stablehand glares sullenly at you. ~ These half-elven orphans are used by the City for menial tasks such as cleaning out the stables, scrubbing the public toilets and such. They are thus not the best company, due to both their manner and their godawful smell. ~ 4|128 512 0 S 15 0 0 0d0+0 0d0+0 0 0 8 8 1 #446 golem~ A Huge Golem~ A Huge Stone Golem blocks your progress. ~ This massive magical construct was fashioned by the Archmage Tuo and is an excellent guard, seeing as it never grows weary, bored or greedy, and never succumbs to bribery or coercion of any form. ~ 2|64 4|8|16|32|128|8192|262144 0 S 50 0 0 0d0+0 0d0+0 0 0 8 8 0 #447 librarian elf elven~ An Elven Librarian~ An Elven Librarian rushes madly past you, scattering books everywhere. ~ These frantic, overworked librarians are constantly fighting to keep up with the demanding process of reshelving and cataloguing the millions of books stored here. ~ 128 128|512 1000 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #448 librarian elf elven~ An Elven Librarian~ An Elven Librarian rushes madly past you, scattering books everywhere. ~ These frantic, overworked librarians are constantly fighting to keep up with the demanding process of reshelving and cataloguing the millions of books stored here. ~ 128 128|512 1000 S 30 0 0 0d0+0 0d0+0 0 0 8 8 2 #449 griffon~ An Angry Griffon~ An Angry Griffon lunges forth and attacks! ~ RRRRRROOOOOOOOAAAARRRRRR! The Griffon's peck ***IMPALES*** You! You sure are BLEEDING! You have been KILLED!!! ~ 2|32|64 8|32|8192 -400 S 30 0 0 0d0+0 0d0+0 0 0 8 8 1 #450 ocelot~ An Ocelot~ An Ocelot bears it claws and snarls ferociously! ~ Ocelots are kinda like very big domestic cats, save that they could probably tear your throat out. ~ 256 0 0 S 5 0 0 0d0+0 0d0+0 0 0 8 8 1 #451 alsatian dog~ An Alsatian~ A savage Alsatian bears its teeth and growls menacingly. ~ Pliny wrote that if animals could talk, then they would tell us of the wonders of the world. But if this dog could talk, all it would probably say would be "Bugger Off!" ~ 256 0 0 S 8 0 0 0d0+0 0d0+0 0 0 8 8 1 #452 sloth~ A Three-toed Sloth~ A Three-toed Sloth hangs here. ~ The Sloth may look harmless enough, but get it mad and it'll kill you!. ~ 256 0 0 S 11 0 0 0d0+0 0d0+0 0 0 8 8 1 #453 kangaroo~ A Kangaroo~ A friendly Kangaroo hops playfully towards you. ~ Playful. Yeah. Right. When this big red gets near you he'll put a hurting on you like you wouldn't believe. ~ 256 0 0 S 14 0 0 0d0+0 0d0+0 0 0 8 8 1 #454 rhino rhinocerous~ A Rhinocerous~ A Rhinocerous rumbles along here. ~ This baby'll spear you like a shish kebab. ~ 256 0 0 S 17 0 0 0d0+0 0d0+0 0 0 8 8 1 #455 gorilla~ A Huge Gorilla~ A Huge Gorilla beats its chest and growls menacingly. ~ This feller will tear your arms off for a banana. ~ 256 0 0 S 20 0 0 0d0+0 0d0+0 0 0 8 8 1 #456 pegasus~ A Pegasus~ A well-trained Pegasus waits obediently here. ~ This beast is army-surplus. Having exceeded her flying hours, she is now sub-standard and is being flogged off to the public at rock-bottom prices. believe me, don't even THINK about trying to buy a new one... ~ 256 128 1000 S 30 0 0 0d0+0 0d0+0 0 0 8 8 2 #0 #OBJECTS #400 sword lightbringer~ lightbringer, the Sword of the Elven Kingdoms~ Lightbringer, the Sword of the Elven Kingdoms, glows brillinatly here. ~ ~ 5 1|2|64|1024 1|8192 0 0 0 11 25 0 0 A 1 1 A 2 1 A 5 1 A 12 50 A 13 50 A 17 -20 A 18 8 A 19 8 A 24 -5 E lightbringer sword~ Lightbringer was one of seven blades forged by the Elven deity Yaegar for his favorite princes. Lighbringer was the only to survive the Goblin Wars, and now rests in the care of Duke Stalatharata of Malathar. ~ #401 crown~ the Crown of Malathar~ The Crown of the Dukes of Malathar is here. ~ ~ 9 1|2|1024|4096 1|16 0 0 0 0 25 0 0 A 3 3 A 4 3 A 12 50 A 17 -10 A 23 -3 A 24 -3 E crown~ This crown was forged by Yaegar for the Dukes of Malathar, and it grants them degrees of intelligence far beyond those of normal Elves. ~ #402 cloak~ the Famous Cloak of Stalatharata~ The Famous Cloak of Stalatharata, Duke of Malathar, floats past you. ~ ~ 9 2|1024|32768 1|1024 0 0 0 0 25 0 0 A 2 2 A 13 25 A 14 250 A 17 -10 A 18 3 A 19 3 E cloak~ This cloak was fashioned by the Archmage Tuo, and has become famous for an accidental enchantment placed upon it that causes it to float away if not worn. ~ #403 ring~ the Duchess' Ring~ The Duchess of Malathar's Ring glitters here. ~ ~ 8 1 1|2 0 0 0 0 10 0 0 #404 diadem~ the Duchess' Diadem~ The Duchess of Malathar's Diadem twinkles here. ~ ~ 8 1 1|16 0 0 0 0 10 0 0 #405 slippers~ the Duchess' Slippers~ The Duchess of Malathar's Slippers are here. ~ ~ 9 1|4096 1|64 0 0 0 0 20 0 0 A 2 3 A 14 500 E slippers~ The Archmage Tuo made these specially for the Duchess. It is said that they grant the wearer extraordinary litheness. ~ #406 robe~ tuo's Robe~ The Archmage Tuo's Robe is here. ~ ~ 9 1|1024|4096 1|8 0 0 0 0 20 0 0 A 1 -2 A 2 -2 A 3 2 A 4 1 A 5 -2 A 12 25 A 13 -20 A 14 -150 A 24 -3 E robe~ It is said that the Archmage's Robe is possessed of a life of its own, and that once donned it can never be removed... ~ #407 gem~ a Power Gem~ A Power Gem rests here. ~ ~ 8 32|1024 1|16384 0 0 0 0 50 0 0 A 12 75 E gem~ Power Gems were fashioned by the Old Ones and granted them tremendous magical energy. ~ #408 spellbook~ the Archmage Tuo's Spellbook~ The Archmage Tuo's Spellbook is here. ~ ~ 2 1|2|1024 1|16384 56 70 30 26 50 0 0 E spellbook~ The Spellbook of Tuo, when read, unleashes tremendous magical energies upon the foe it is recited against, usually mortally wounding him/her/it. ~ #409 scroll~ the Archmage of Tuo's emergency Scroll~ The Archmage Tuo's emergency Scroll is here. ~ ~ 2 1|2|1024 1|16384 56 28 28 28 10 0 0 E scroll~ This scroll reads- "When one has sustained serious injuries, recite this scroll". ~ #410 wand~ the Archmage Tuo's Wondrous Wand~ The Archmage Tuo's Wondrous Wand is here. ~ ~ 3 1|1024 1|16384 56 25 25 53 5 0 0 E wand~ This wand will help the wielder know what his possessions are. ~ #411 orb~ the Orb of Yuul~ The Orb of Yuul sits here, glowing strangely. ~ ~ 4 1|2|1024 1|16384 56 10 10 63 25 0 0 E orb~ Yaegar fashioned this Orb to enable his priests to defend themselves. ~ #412 mitre~ the High Priest's Mitre~ High Priest Lallinthenera's Mitre is here. ~ ~ 9 1|1024 1|16 0 0 0 0 15 0 0 A 13 50 A 17 -25 E mitre~ This mystical headgear affords great protection to its wearer. ~ #413 symbol~ a Holy Symbol of Yaegar~ A Holy Symbol of Yaegar is here. ~ ~ 5 1|2|1024 1|16384 0 0 0 0 20 0 0 A 18 4 A 19 4 E symbol~ There's only one person in the mud who should have this device, and that is Yaegar's close personal friend Lallinthenera the High Priest of Malathar, and if he EVER catches ANYONE else with it he will doubtless be VERY upset... ~ #414 hoard~ a Dragon's Hoard~ A Dragon's Hoard of Coins is here. ~ ~ 20 1 1|16384 1234567 0 0 0 500 0 0 #415 scale~ a Scale from a Platinum Dragon~ This Dragon Scale would make an EXCELLENT Shield... ~ ~ 9 1 1|512 0 0 0 0 25 0 0 A 13 25 A 17 -25 A 23 -3 A 24 -3 E scale~ This scale has come from the body of the great Platinum Dragon Haan. ~ #416 chest~ a Treasure Chest~ The Treasure Chest of the Platinum Dragon Haan. It looks EXTREMELY heavy... ~ ~ 15 0 1|16384 1000 8 1017 0 250 0 0 E chest~ This chest contains the wealth of Haan. ~ #417 key~ a WyrmKey~ Haan's WyrmKey lies here. ~ ~ 18 1 1|16384 0 0 0 0 5 0 0 E key~ This key unlocks Haan's Treasue Chest. ~ #418 helmet~ a Beautifully-Carved Bone Helmet~ This Helmet looks WONDERFUL! Coming from a Dragon's Hoard it is doubtless very valuable. ~ ~ 9 1|2|128|4096 1|16 0 0 0 0 50 0 0 A 1 -2 A 2 -2 A 3 -2 A 4 -2 A 5 -2 A 12 -50 A 13 -50 A 14 -100 A 17 25 A 18 -3 A 19 -3 E helmet~ This helmet is the most beautiful thing you have EVER seen... ~ #419 helm~ an Elite Helm~ An Elite Helm is here. ~ ~ 9 0 1|16 0 0 0 0 15 0 0 A 3 2 A 17 -5 #420 ring signet~ a Malatharan Signet Ring~ A Malatharan Signet Ring rests here. ~ ~ 9 0 1|2 0 0 0 0 5 0 0 A 18 2 A 19 2 E ring~ This ring is beautifully carved and bears the coat of arms of the Duchy of Malathar. ~ #421 armor elite~ the Armor of an Elite Guard~ The Armor of an Elite Guard rests here. ~ ~ 9 0 1|8 0 0 0 0 20 0 0 A 5 1 A 17 -15 #422 leggings~ some Silvery Leggings~ Some Silvery Leggings are here. ~ ~ 9 0 1|32 0 0 0 0 15 0 0 A 2 2 A 14 100 #423 sword~ a Shiny Steel Sword~ A Shiny Steel Sword is here. ~ ~ 5 1|64 1|16384 0 0 0 11 18 0 0 A 18 2 A 19 2 #424 shield~ a Shield bearing the Coat of Arms of Malathar~ A Shield bearing the Coat of Arms of Malathar is here. ~ ~ 9 0 1|512 0 0 0 0 20 0 0 A 17 -10 #425 bow~ a sturdy longbow~ A sturdy longbow rests here. ~ ~ 5 0 1|32768 0 0 0 6 15 0 0 A 18 2 #426 javelin~ a sturdy javelin~ A sturdy javelin rests here. ~ ~ 30 0 1|16384 0 0 0 0 10 0 0 A 18 2 A 19 2 #427 cloak~ a humble Scout's Cloak~ A humble Scout's Cloak is here. ~ ~ 9 4 1|4 0 0 0 0 10 0 0 A 2 2 A 14 50 A 23 -2 #428 boots~ a pair of dirty boots~ A pair of dirty boots rests here. They look very well-used. ~ ~ 9 0 1|64 0 0 0 0 10 0 0 A 2 2 A 14 150 A 18 1 E boots~ This scruffy pair of boots belong(ed) to one of the Elven scouts of Malathar, and have been worn on countless missions by their owner defending the Elven lands from Goblin or Troll incursions. ~ #429 banner~ a Malatharan War Banner~ A Malatharan War Banner is here. ~ ~ 1 1 1|16384 0 0 24 0 5 0 0 E banner~ The Elven warriors of Malathar use these to light their way on darkest nights. ~ #430 shield~ a sturdy shield~ A sturdy-looking Elven shield is here. ~ ~ 9 0 1|512 0 0 0 0 10 0 0 #431 sword~ a sturdy sword~ A sturdy-looking Elven sword is here. ~ ~ 5 0 1|8192 0 0 0 11 15 0 0 #432 helm~ a sturdy helm~ A sturdy-looking Elven helm is here. ~ ~ 9 0 1|16 0 0 0 0 10 0 0 #433 breastplate~ a sturdy breastplate~ A sturdy-looking Elven breastplate is here. ~ ~ 9 0 1|8 0 0 0 0 10 0 0 #434 leggings~ some sturdy leggings~ A pair of sturdy-looking Elven leggings is here. ~ ~ 9 0 1|32 0 0 0 0 10 0 0 #435 mittens~ a pair of Acolyte's Mittens~ An Elven Acolyte uses these fluffy mittens to keep his hands all warm :) ~ ~ 13 0 1|128 0 0 0 0 5 0 0 #436 sword guardian~ the High Guardian's Two-Handed Sword~ The High Guardian's Two-Handed Sword is here. ~ ~ 5 1|2|64|1024 1|8192 0 0 0 11 20 0 0 A 1 3 A 18 5 A 19 5 E sword~ This huge blade was mystically forged by the Great Deity Yaegar Himself to aid Yaegar's Guardian in doing his oh-so-important job. It slices it dices, and its yours for $19.95 plus p+h. But Wait! There's More! Order NOW and you'll receive this genuine 30-carat gold chain ABSOLUTELY FREE! RING NOW- 1-800-IMAFOOL! ~ #437 mask~ the High Guardian's Face Mask~ The High Guardian borrowed this device from the Man in the Iron Mask... ~ ~ 9 1024|4096 1|16 0 0 0 0 50 0 0 A 5 5 A 17 -25 A 18 3 A 19 3 E mask~ And he wants it BACK! ~ #438 collar~ a Pet's Collar~ This Collar marks the wearer as being a faithful pet of the Elven Nation... ~ ~ 9 1024|4096 1|4 0 0 0 0 10 0 0 A 0 1000 E collar~ If you are wearing this, any and all Elves will start saying "Good boy! GOOD boy! Fetch!" et al. ~ #439 toy~ an Elven Child's Toy~ An Elven infant has carelessly discarded its toy. ~ ~ 13 0 1|16384 0 0 0 0 1 0 0 #440 wand fud~ a Wand of Fud~ A Wand of Fud fuds its way along here. ~ ~ 3 64 1|16384 1 5 5 12 5 0 0 E wand fud~ 'Tis said that these Wands can meet a person's nutritional needs for days. Then again 'tis also said that the King still lives... ~ #441 cup water~ a Cup of Water~ A Cup of Water which fills to the brim on command! ~ ~ 4 64 1|16384 1 5 5 80 5 0 0 E cup water~ This Cup, when held and brandished, causes water to pur forth from it and onto the ground. ~ #442 stone~ a Shield Stone~ A Shield Stone shimmers here. ~ ~ 4 1|64 1|16384 5 5 5 67 5 0 0 E stone~ This Stone, when held and brandished, causes a magical shield to be erected about its wielder. ~ #443 staff~ a Staff of Acid~ A Staff of Acid is here. ~ ~ 4 1|64 1|16384 15 5 5 70 10 0 0 E staff~ Designed for use especially against Trolls, this Staff functions perfectly well against other opponents, showering them in a gout of deadly ACID. YEAH! ~ #444 scroll~ a Random Scroll~ A Random Scroll!!! ~ ~ 2 2|64 1|16384 20 72 23 20 10 0 0 E scroll~ Recite it and find out! ~ #445 chair~ a Comfortable-looking Chair~ A Comfortable-looking Chair is here. ~ ~ 12 64 1 0 0 0 0 100 0 0 E chair~ This is the easychair of some Elven Noble or Scholar. ~ #446 ottoman~ an Ottoman~ An Ottoman sits here. ~ ~ 12 64 1 0 0 0 0 50 0 0 E ottoman~ This Ottoman servesa as a footrest for somebody... ~ #447 table~ an Oak Table~ An elaborately-carved Oak Table is here. ~ ~ 12 64 1 0 0 0 0 250 0 0 E table~ This ornate Oak Table looks EXTREMELY bulky... ~ #448 light globe~ a Light Globe~ A Light Globe bobs along here. ~ ~ 1 1|32768 1|16384 0 0 24 0 1 0 0 E globe~ These nifty li'l devices serve as lighting for the city at night. ~ #449 book~ a Spellbook~ A Spellbook hums strangely here... ~ ~ 13 2|128|4096 1|16384 0 0 0 0 10 0 0 A 3 -2 A 4 -2 A 12 -25 E spellbook book~ ACK! Don't pick it UP! Oh dear...too late... ~ #450 spellbook book~ a Spellbook~ A Spellbook bound in bronze sits here. ~ ~ 4 64 1|16384 30 6 6 66 10 0 0 E book spellbook~ This spellbook belonged to the mighty mage Xeruphi, who could never seem to be able to cast Stone Skin properly, so he had it inscribed into a book for him to brandish when necessary. ~ #451 scroll~ a tattered scroll~ This scroll looks to be VERY well-read... ~ ~ 2 64 1|16384 30 57 3 1 5 0 0 E scroll~ This scroll has been handled so many times it has become all tattered at the edges. ~ #452 book~ an old history book~ An old history book lies here. ~ ~ 13 0 1|16384 0 0 0 0 10 0 0 E book~ This rather boring old book is an outdated history of the Roman Empire by someone called Gibbon. ~ #453 book~ an old science book~ An old science book lies here. ~ ~ 13 0 1|16384 0 0 0 0 10 0 0 E book~ This rather boring old book is an outdated scientific text by someone called Darwin. ~ #454 book~ an old geography book~ An old geography book lies here. ~ ~ 13 0 1|16384 0 0 0 0 10 0 0 E book~ This rather boring old book is an outdated geography text by someone called Ptolemy. ~ #455 desk~ an Ornate Desk~ An Ornate Desk rests here. ~ ~ 12 1 0 0 0 0 0 10000 0 0 E desk~ This desk looks FAR too heavy to move... ~ #456 phonograph~ an Antique Phonograph~ Whoa! That looks like the thing off the old RCA Victor ads! ~ ~ 8 2 1|16384 0 0 0 0 25 0 0 A 5 3 A 17 -10 E phonograph~ Any wonder the Sage's records sounded so scratchy... ~ #457 fountain~ an Old Fountain~ This Fountain has been supplying visitors to Malathar with water for centuries... ~ ~ 25 64 0 0 0 0 0 5000 0 0 #458 portrait~ a Portrait of Yaegar~ Whoa! What a Handsome Guy! What an EXCELLENT Portrait to have!!! ~ ~ 2 1|2|64|128|4096 1|16384 50 28 77 36 5 0 0 A 1 1 A 2 1 A 3 1 A 4 1 A 5 1 E portrait~ This is your absolute bestest possession now dude! An autographed portrait of that self-styled czar of comedy, Yaegar! ~ #459 backpack~ a sturdy backpack~ A sturdy backpack lies here. ~ ~ 15 0 1|8 100 1 0 0 10 0 0 #460 helmet~ a sturdy helmet~ A sturdy Elven helmet has been discarded here. ~ ~ 9 0 1|16 0 0 0 0 5 0 0 #461 waterskin~ a waterskin~ A waterskin lies here. ~ ~ 17 0 1|16384 5 5 0 0 5 0 0 #462 girdle~ an elven girdle~ This girdle increases the wearer's agility. ~ ~ 9 0 1|2048 0 0 0 0 5 0 0 A 2 2 #463 sword blade~ a fine elven blade~ A Fine Elven Blade glimmers here. ~ ~ 5 1|1024 1|8192 0 0 0 3 15 0 0 A 18 2 A 19 2 #464 bow~ a fine elven bow~ A fine Elven Bow is here. ~ ~ 5 1|1024 1|8192 0 0 0 2 15 0 0 A 18 2 A 19 2 #465 dagger~ a fine elven dagger~ This dagger would be an excellent weapon for backstabbing... ~ ~ 5 1|1024 1|8192 0 0 0 11 15 0 0 A 18 2 A 19 2 #466 mace~ a fine elven mace~ This Elven mace is magically enchanted. ~ ~ 5 1|64|1024 1|8192 0 0 0 8 18 0 0 A 1 2 #467 potion~ a potion~ A potion rests here. ~ ~ 10 0 1|16384 10 1 3 16 10 1000 0 #468 herb~ a medical herb~ When ingested, this herb renders the target extremely resistant to poison. ~ ~ 26 0 1 10 43 0 0 1 400 0 #469 bread~ elven bread~ Some Elven Bread. ~ ~ 19 0 1 12 0 0 0 1 0 0 #470 wine~ some elven wine~ Some Elven wine. ~ ~ 17 0 1|16384 5 5 2 0 5 0 0 #471 map~ a map of the area~ This map shows the places around Malathar. ~ ~ 13 0 1|16384 0 0 0 0 1 0 0 E map~ DROW | |-----------------------ANIMALAND VALLEY--- | | GOBLINS |---FAERIE | --------MALATHAR | | ---------------- DRUIDS | | ------------------------ ~ #472 potion brew~ a herbal brew~ This herbal brew will give you great mobility. ~ ~ 10 0 1|16384 10 56 81 606 5 0 0 #473 brain mind nightmare druid~ a dying druid~ You see the dying form of a druid lying here. You feel drawn toward it. ~ ~ 33 0 0 150 0 0 1 1 0 0 E druid~ You feel drawn into the nightmares of this tormented soul's brain. It feels so real you feel like you could enter and participate.... ~ #0 #ROOMS #400 The Plains of Malathar~ You have emerged from the dark forest on the plains of the Elven Duchy of Malathar, ruled by the good Duke Stalatharata, under the guidance and watchful presence of his God and Mentor, the Elven Immortal Yaegar. Tall spires rise in the distance, emerging from the magnificent Elven city of Malathar, to which the path you are upon leads. There is a small, hand-lettered sign near the path... ~ 0 4 2 D1 the road to malathar~ road~ 0 -1 401 D3 plains~ ~ 0 -1 8807 E sign~ ********************************************************************* ***** T H I S A R E A C O N S T R U C T E D B Y Y A E G A R ***** ********************************************************************* ***** Built on a standard text editor especially for AnonyMud ***** ***** in October 1995, but suitable for any Merc 2.2 Mud. ***** ********************************************************************* ***** Thanks to - Rainman Lenny Argh Garth Lok Fle Marc Marius ***** ***** Special thanks to J.R.R. Tolkien, Michael Moorcock for ***** ***** inspiration, and to anyone else I have left out :) ***** ********************************************************************* ~ S #401 The Road to Malathar~ You are moving along a broad, well-formed path that is bordered by neatly- groomed trees and hedges. To the north you can hear what sounds like a horse braying, while to the east the city of Malathar looms larger. ~ 0 0 2 D0 the path to the unicorn glade~ path~ 0 -1 402 D1 The Road to Malathar~ road~ 0 -1 404 D3 the plains of malathar~ plains~ 0 -1 400 S #402 The Path to the Unicorn Glade~ You feel a sudden sense of peace and serenity wash over you as you enter this gentle wooded glade. Here the sound of braying is louder, and you fancy you can smell the odour of equine beasts. The aura of the surroundings make you feel like doing nothing more that lying down and resting for a LONG time... ~ 0 4 3 D1 the unicorn glade~ glade~ 0 -1 403 D2 the road to malathar~ road~ 0 -1 401 S #403 The Unicorn Glade~ You have entered the sanctum of the Unicorns of of Malathar, close friends and allies of the Elves of Malathar. However, despite their benevolent nature, the Unicorns dislike intruders, especially armed and aggressive ones, and will not hesitate to use extreme force to evict these intruders. In addition, to protect these creatures, the Elven sorceror Tuo has placed powerful enchantments on this place that prevent magical attacks on the unicorns. ~ 0 128|8192 3 D3 the path to the unicorn glade~ path~ 0 -1 402 S #404 The Road to Malathar~ You have progressed further along the road to the Elven capital, past several farmhouses and various creatures of the wild that stop to stare inquisitively at you as you pass. The gates of the city are now visible, as are the guards stationed near them, their colorful rainments dazzling you even from this distance. In the near distance there appears to be a monument of some sort. ~ 0 0 2 D1 a monument to the Elven lords~ monument~ 0 -1 405 D3 the road to malathar~ road~ 0 -1 401 S #405 A Monument to the Elven Lords~ At this point on the road the Nobles of Malathar have had a huge marble monument erected, dedicated to the many Elven Lords who died during the ferocious Goblin Wars that devastated most of the Elven Nations. The statue shows a band of Elves courageously defending an unarmed woman and her child from a band of hideous Goblins, and is quite brilliantly fashioned. There is an inscription at the base of the statue. ~ 0 128 2 D1 a prominent farmhouse~ farmhouse~ 0 -1 406 D3 the road to malathar~ road~ 0 -1 404 E statue inscription~ The Inscription reads- "Ban Qall Tasla'tebel'th M'es oOoranthelarita. G'kesta malla O Tostallth." And below it, in common- "To those who died so valiantly, defending their people. They shan't be forgotten". ~ S #406 A Prominent Farmhouse~ As you approach the gates of the city, you pass by a prominent farmhouse, far more distinguished and well-kept than its neighbours. A pungent herbal aroma wafts on the wind to your nose, and your eyes water involuntarily. There is a small sign in one window. ~ 0 4 2 D1 the gates of malathar~ gates~ 0 -1 408 D2 the herbalist's shop~ shop~ 0 -1 407 D3 a monument to the elven lords~ monument~ 0 -1 405 E sign~ The sign says- "This be the Home of Madame Mithara, Dealer in Herbs, Potions, Unguents, Medicines and Spell Components. Business Hours are Dawn to Dusk Every Day, Save the Day of the War". Then below that- "Foreigners Welcome". Then below THAT- "Please Keep Your Pets Under Control". ~ S #407 The Herbalist's Shop~ Entering the busines premises of the Herbalist, you find that you grow quickly accustomed to the vile smell you detected earlier, and even find it to be rather pleasant. Mithara quickly informs you that the substance is tobacco, and that she specializes in it. She also has a wide range of other substances, including potions, herbs and healing salves. ~ 0 8 0 D0 outside the herbalist's shop~ shop~ 0 -1 406 S #408 The Gates of Malathar~ You have finally reached the Gates of Malathar, huge oaken portals banded with bronze. Guards patrol smartly both inside and outside the gate, constantly on guard for troublemakers or looters. However, the City of Malathar is always open to peaceful travellers, and it has not been necessary to close the City Gates for six decades. There is a sign posted on one of the gates. ~ 0 0 1 D1 inside the gates~ gates~ 0 -1 409 D3 a prominent farmhouse~ farmhouse~ 0 -1 406 E sign~ The Sign says- "Welcome to the peaceful Elven City of Malathar, ruled by the kind Duke Stalatharata and the Duchess Destelandara. Visitors welcome, but any loiterers, vagabonds, criminals or troublemakers will be punished to the fullest extent of the Law. Thank You for Your Co-Operation, Signed- Captain Allertathala." ~ S #409 Inside the Gates~ You are now standing inside the Gates of Malathar, on what is known as Mallas Street, whic runs between two tall stone walls before turning south into Talein Street, which is in the city proper. In times of war, this narrow passage can be easily defended, and you spy pots of oil atop the walls ready to pour upon any foes that seek to enter by this route. ~ 0 4 1 D1 a guard tower~ tower~ 0 -1 437 D3 outside the gates~ gates~ 0 -1 408 S #410 Upon Nollthala Street~ You are walking along Nollthala Street which heads east towards the scout quarters, guard quarters and stables, and west towards the palace of the Duke, which stands in the very center of this unusually symmetrical city. ~ 0 0 1 D1 nollthala street~ street~ 0 -1 412 D3 the palace~ palace~ 0 -1 490 S #411 Guard Quarters~ You have entered the barracks for the Elite Guard of Malathar. Most of the guards will be absent on patrol in the City or surrounding Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these doughty warriors. ~ 0 8 0 D0 nollthala street~ street~ 0 -1 412 S #412 Nollthala Street~ You are standing outside the quarters of the Elite Guard, to the north and south. To the west lies the Duke's Palace, and to the east more quarters. ~ 0 0 1 D0 guard quarters~ quarters~ 0 -1 413 D1 nollthata street~ street~ 0 -1 414 D2 guard quarters~ quarters~ 0 -1 411 D3 nollthata street~ street~ 0 -1 410 S #413 Guard Quarters~ You have entered the barracks for the Elite Guard of Malathar. Most of the guards will be absent on patrol in the City or surrounding Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these doughty warriors. ~ 0 8 0 D2 nollthala street~ street~ 0 -1 412 S #414 Nollthala Street~ You are standing outside the quarters of the Elite Guard, to the north and south. To the west lies the Duke's Palace, and to the east more quarters. ~ 0 0 1 D0 guard quarters~ quarters~ 0 -1 416 D1 nollthatal street~ street~ 0 -1 417 D2 guard quarters~ quarters~ 0 -1 415 D3 nollthala street~ street~ 0 -1 412 S #415 Guard Quarters~ You have entered the barracks for the Elite Guard of Malathar. Most of the guards will be absent on patrol in the City or surrounding Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these doughty warriors. ~ 0 8 0 D0 nollthala street~ street~ 0 -1 414 S #416 Guard Quarters~ You have entered the barracks for the Elite Guard of Malathar. Most of the guards will be absent on patrol in the City or surrounding Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these doughty warriors. ~ 0 8 0 D2 nollthala street~ street~ 0 -1 414 S #417 Nollthala Street~ You are standing outside the quarters of the Elite Scouts, to the north and south. To the west lies the Duke's Palace, and to the east some stables. ~ 0 0 1 D0 scout quarters~ quarters~ 0 -1 419 D1 nollthatal street and an alley~ street~ 0 -1 420 D2 scout quarters~ quarters~ 0 -1 418 D3 nollthala street~ street~ 0 -1 414 S #418 Scout Quarters~ You have entered the barracks for the Elite Scouts of Malathar. Most of the guards will be absent on patrol in the lands surrounding the Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these tough rangers. ~ 0 8 0 D0 nollthala street~ street~ 0 -1 417 S #419 Scout Quarters~ You have entered the barracks for the Elite Scouts of Malathar. Most of the guards will be absent on patrol in the lands surrounding the Duchy, but occasionally a few, rendered inactive by sickness or injury or on leave will be here, relaxing, talking, singing or meditating. They are not adverse to visitors, and will happily chat with foreigners about distant lands, though it would not do to act aggressively in the presence of these tough rangers. ~ 0 8 0 D2 nollthala street~ street~ 0 -1 417 S #420 A Junction in Nolthalla Street~ You have reached a junction in the stree, where you can go east to the stables, west to the quarters of the Elite Guard and Scouts, and then the palace, or north along a narrow alley. ~ 0 4 1 D0 a narrow alley~ alley~ 0 -1 421 D1 stables~ stables~ 0 -1 477 D3 nollthala street~ street~ 0 -1 417 S #421 A Narrow Alley~ You are progressing along a narrow alley, not sure where you are going. It looks as if no-one has been along here in a LONG time... You must be crazy, for you almost imagine you can see a tower in the gloom ahead... ~ 0 1|4|8|8192 0 D0 the base of a tower~ tower~ 0 -1 422 D2 nullthala street~ street~ 0 -1 420 S #422 The Base of a Tower~ You COULD see a tower. It has been placed smack in the middle of this alley, obviously by magicks far beyond your ken. You feel a strange urge to turn away, but your adventurer's curiosity powers you on. You can step into the gloom and ascend the steps up the tower or return to the alley... ~ 0 1|8|8192 0 D2 an alley~ alley~ 0 -1 421 D4 up into the tower~ tower~ 0 -1 423 S #423 Ascending the Stairs...~ You are half way up the tower, and have reached the conclusion that this tower is a LOT bigger than it looked form the outside. Catching your breath, you prepare to resume your climb, but stop suddenly when you see a monstrous figure emerge from the gloom above... ~ 0 1|8|8192 0 D4 the top of the tower~ top~ 0 -1 469 D5 the base of the tower~ base~ 0 -1 422 S #424 Talein Street~ You are standing in Talein Street, the hub of commercial activity in the City of Malathar. To the north are the various shops and business premises of the merchants of Malathar, and to the south is the Palace of the Duke. ~ 0 0 1 D0 talein street~ street~ 0 -1 425 D2 the palace~ palace~ 0 -1 488 S #425 Talein Street~ You are on Talein Street, passing the various shops of the Elven City. To the south is the Palace of the Duke, while the exit from Talein lies to the north and west. On the west lies the Armory and the east the Weaponsmith. ~ 0 0 1 D0 talein street~ street~ 0 -1 428 D1 the weaponsmith~ weaponsmith~ 0 -1 427 D2 talein street~ street~ 0 -1 424 D3 the armory~ armory~ 0 -1 426 S #426 The Armory~ You have entered the Armory owned and operated by the respected armorer Grein. Armor of all types and makes lines the walls of this shop, and you are overcome by the sheer volume of Grein's stock. There is a Sign on the back wall of the shop. ~ 0 8 0 D1 talein street~ street~ 0 -1 425 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY To list items of a particular type, type LIST If there are multiple items of a single type, or you are after a particular one, type BUY x., where x is the number of the item in the list. To sell an item, type SELL . If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE . Thank You, The Management. ~ S #427 The Weaponsmith~ You have entered the Weaponsmith owned and operated by the Armorer's brother Tolas. Weapons of all types and makes lines the walls of this shop, and you are overcome by the sheer volume of Tolos's stock. There is a Sign on the back wall of the shop. ~ 0 8 0 D3 talein street~ street~ 0 -1 425 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY To list items of a particular type, type LIST If there are multiple items of a single type, or you are after a particular one, type BUY x., where x is the number of the item in the list. To sell an item, type SELL . If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE . Thank You, The Management. ~ S #428 Talein Street~ You are on Talein Street, passing the various shops of the Elven City. To the south is the Palace of the Duke, while the exit from Talein lies to the north and west. On the west lies the Restaurant and the east the Grocer. ~ 0 0 1 D0 talein street~ street~ 0 -1 431 D1 the grocer~ grocer~ 0 -1 430 D2 talein street~ street~ 0 -1 425 D3 the restaurant~ restaurant~ 0 -1 429 S #429 Loothala's Restaurant~ A beautiful aroma of freshly-cooked Elven fare wafts to you as you enter this quaint little cafeteria-style eating establishment. Little tables with checked tablecloths and lamps litter the polished oak floor, and a cheery Elven woman greets you from behind a massive oak counter. There is a Sign on the back wall of the shop. ~ 0 8 0 D1 talein street~ street~ 0 -1 428 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY To list items of a particular type, type LIST If there are multiple items of a single type, or you are after a particular one, type BUY x., where x is the number of the item in the list. To sell an item, type SELL . If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE . Thank You, The Management. ~ S #430 The Grocer~ You have entered a quaint little Grocery store, owned by a cordial Elf named Dyenkalas. He smiles and offers to show you the variety of adventuring equipment he can provide. There is a Sign on the back wall of the shop. ~ 0 8 0 D3 talein street~ street~ 0 -1 428 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY To list items of a particular type, type LIST If there are multiple items of a single type, or you are after a particular one, type BUY x., where x is the number of the item in the list. To sell an item, type SELL . If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE . Thank You, The Management. ~ S #431 Talein Street~ You are on Talein Street, passing the various shops of the Elven City. To the south is the Palace of the Duke, while the exit from Talein lies to the north and west. On the west lies the Magical Shop and the east the Smithy. ~ 0 0 1 D0 corner of mallas and talein streets~ street~ 0 -1 434 D1 the smithy~ smithy~ 0 -1 433 D2 talein street~ street~ 0 -1 428 D3 the magical shop~ shop~ 0 -1 432 S #432 Ye Olde Magickal Shoppe~ You have entered a rather gloomy shop that smells strongly of ageing parchment and Octopus Ink. A variety of mighty-looking wands and staves are gathering dust at the back of the shop, while some rather tacky-looking brand new plastic wands and staves glow brilliantly from within a glass display case. There is a Sign on the back wall of the shop. ~ 0 8 0 D1 talein street~ street~ 0 -1 431 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY To list items of a particular type, type LIST If there are multiple items of a single type, or you are after a particular one, type BUY x., where x is the number of the item in the list. To sell an item, type SELL . If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE . Thank You, The Management. ~ S #433 The Smithy~ You have entered the Smithy, a noisy, humid place made alive by the dancing shadows cast by the flickering flame from the Smith's forge. The Smith himself stands before the forge, glaring at you impatiently. "Well, what do you want? Come on! I don't have all day, y'know!" The Smith is in EXTREMELY Perfect Health... There is a Sign on the back wall of the shop. ~ 0 8 0 D3 talein street~ street~ 0 -1 431 E sign~ The sign says- "Welcome. To have an item repaired, simply type GIVE wolthan or smith. He will promptly repair it, and hand it back. The cost will be automatically deducted from your current stock of gold. If you have insufficient gold, then Wolthan will turf you. If the item is not damaged, or he can't repair it, he will abuse you. Do not take offense, he is bad- tempered by nature, and any retaliation on your part would only mean your very quick demise. Thank You, The Management. ~ S #434 Corner of Talein and Mallas Streets~ You have reached the corner of two of the principal streets in Malathar. You may go to the south, towards the shops and the Palace, or west, towards the Gates. ~ 0 0 1 D2 talein street~ street~ 0 -1 431 D3 mallas street and a tower~ street~ 0 -1 435 S #435 Mallas Street at the Base of a Tower~ You are standing at the base of a Tower, the second of two such structures along Mallas street. You may head up the tower, or head west or east along Mallas street. There is a small plaque fastened to the tower. ~ 0 0 1 D1 corner of mallas and talein streets~ corner~ 0 -1 434 D3 mallas street~ street~ 0 -1 436 D4 up the tower~ tower~ 0 -1 482 E plaque~ The Plaque reads- "This tower contains the offices of Captain Allertathala. Enter and have your say". ~ S #436 Mallas Street~ You are heading along Mallas Street, midway between two large towers. You may proceed west towards the Gates of Malathar, or east towards the City proper. ~ 0 0 1 D1 base of a tower~ tower~ 0 -1 435 D3 base of a tower~ tower~ 0 -1 437 S #437 Base of a Tower~ You are standing at the base of a guard tower, near the Gates of Malathar. You may proceed west to the Gates, or east towards a second tower, or enter the tower you stand beneath. You fancy you can hear a faint screeching coming from this tower... There is a hand-written note pinned to a noticeboard nearby. ~ 0 0 1 D1 mallas street~ street~ 0 -1 436 D3 the gates of malathar~ gates~ 0 -1 409 D4 the tower~ tower~ 0 -1 438 E note~ The note says- "B E W A R E T H E G R I F F O N S !" ~ S #438 The Guard Tower~ Uh-Oh. You are in TROUBLE. As you emerge you see a HUGE griffon staring coldly at you, seconds before it lunges madly at your throat, beak and claws ready! ~ 0 1|8192 0 D5 the base of the tower~ tower~ 0 -1 437 S #439 Obeith Street~ You are standing on Obeith Street, which runs east-west through guard quarters and a civilian area, towards the Palace to the east, and a temple to the west, positioned in a grand park. ~ 0 0 1 D1 the palace~ palace~ 0 -1 484 D3 obeith street~ street~ 0 -1 440 S #440 Obeith Street~ You are heading along Obeith Street, past a guard house and a scout station. Occupants of both occasionally stroll past, gazing at you curiously, but for the most part the street is deserted. The City Temple looms large in the west, as does the Duke's Palace to the east. ~ 0 0 1 D0 guard house~ house~ 0 -1 442 D1 obeith street~ street~ 0 -1 439 D2 scout station~ scout~ 0 -1 441 D3 obeith street~ street~ 0 -1 443 S #441 Scout Station~ It is here that the young Elves who wish to become Elite Scouts live and learn. They are rarely here during most of the year, often out hunting, tracking or fighting Goblin raiders. The few that are here are those that were not fit or worthy enough to take to the field this season. ~ 0 8 0 D0 obeith street~ street~ 0 -1 440 S #442 Guard House~ This is the Headquarters of the City Guard. It is from here that they co-ordinate their efforts to keep the peace in the streets of Malathar, handling mostly cases of petty crime (the Elite Guard handle serious problems). They frown on civilians entering their premises, but will tolerate your presence for they will recognize you as a mere ignorant foreigner who probably doesn't speak enough Elvish to understand when they're being told to LEAVE. ~ 0 8 0 D2 obeith road~ road~ 0 -1 440 S #443 Obeith Street~ You are heading along Obeith Street, past a Pet store and a Cartograhper's business. Customers of both occasionally stroll past, gazing at you curiously, but for the most part the street is deserted. The City Temple looms large in the west, as does the Duke's Palace to the east. ~ 0 0 1 D0 pet store~ pet store~ 0 -1 445 D1 obeith street~ street~ 0 -1 440 D2 a map shop~ shop~ 0 -1 444 D3 obeith street~ street~ 0 -1 447 S #444 Ye Olde Mappe Shoppe~ This quiet establishment specializes in the making and selling of maps. The Cartograhper is really very good at what he does, although his current collection of maps is rather old and out-of-date. There is a Sign on the back wall of the shop. ~ 0 8 0 D0 obeith street~ street~ 0 -1 443 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY To list items of a particular type, type LIST If there are multiple items of a single type, or you are after a particular one, type BUY x., where x is the number of the item in the list. To sell an item, type SELL . If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE . Thank You, The Management. ~ S #445 The Pet Shop~ Many wondrous and rare creatures are available for purchase as pets here, if you have the cash and the desire for one. The stock is good, the animals healthy and the prices not too outlandish. There is a Sign on the back wall of the shop. ~ 0 8|4096 0 D2 obeith street~ street~ 0 -1 443 E sign~ The sign says- "Welcome. To see what items are for sale here, type LIST To buy an item you like, type BUY To list items of a particular type, type LIST If there are multiple items of a single type, or you are after a particular one, type BUY x., where x is the number of the item in the list. To sell an item, type SELL . If you want to get an idea of what the shopkeeper will pay for the item without selling it, type VALUE . Thank You, The Management. ~ S #446 Pet storage~ What are you doing here??? get the Hell Out! :) Yaegs ~ 0 8 0 S #447 Obeith Street~ You are heading along Obeith Street, past a residental area. Citizens of the City occasionally stroll past, gazing at you curiously, but for the most part the street is deserted. The City Temple looms large in the west, as does the Duke's Palace to the east. ~ 0 0 1 D0 a house~ house~ 0 -1 448 D1 obeith street~ street~ 0 -1 443 D3 obeith street~ street~ 0 -1 449 S #448 A House~ This house is the home of some citizens of the City of Malathar. Now Elves are a rather private bunch, and it woulnd't do to be caught by the Guard traipsing through some stranger's house handling his or her possessions, so you'd better leave. ~ 0 8 0 D2 obeith street~ street~ 0 -1 447 S #449 Obeith Street~ You have reached a point where Obeith Street is met by a narrow alley that runs to the south. Further to the west lies the Grand Temple of Malathar. ~ 0 0 1 D1 obeith street~ street~ 0 -1 447 D2 a narrow alley~ alley~ 0 -1 450 D3 the temple~ temple~ 0 -1 470 S #450 A Narrow Alley~ You are heading along a narrow alley that meets Obeith Street to the north and terminates in a brightly-lit tower to the south. You can hear mumbling and growling noises coming from the tower. ~ 0 8 0 D0 obeith street~ street~ 0 -1 449 D2 a brightly-lit tower~ tower~ 0 -1 451 S #451 A Brightly-Lit Tower~ As you draw nearer to this illuminated edifice the noises stop, as if the occupant(s?) have suddenly become aware of your presence. An open archway allows access to a staircase that spirals upwards thought the tower, which ends in a finely-tapered point of obsidian, smooth and unadorned. ~ 0 4|8|8192 0 D0 a narrow alley~ alley~ 0 -1 450 D4 the tower proper~ tower~ 0 -1 452 S #452 Heading up the Tower~ You have reached a landing halfway up (down?) this huge tower, pausing to catch your breath. You now fancy you can hear a faint humming, and you are sure you can smell burning herbs. A massive stone monolith looms to your left, and a gilded plaque hangs on the wall to your right. ~ 0 8|8192 0 D4 the top of the tower~ tower~ 0 -1 453 D5 the base of the tower~ tower~ 0 -1 451 E monolith~ The monolith is a massive stone construction roughly carved to resemble a human, and you assume it waas fashioned by someone copying a stone golem, though to your trained eye the "golem" is obviously a fake and utterly devoid of life. ~ E plaque~ The Plaque reads- "Welcome to the home of Yastellat, Sage of Malathar, purveyor of knowledge, expander of minds, identifier of all items magical or mundane (all for a reasonable price)" ~ S #453 The Top of the Tower~ You enter into a huge circular room filled to the rafters with books, curios, trinkets, artifacts, relics, alembics, beakers, urns, pots, pans, wands, rings, swords- every manner of object possible. A brazier in the center of rooms holds some burning herbs, which fill the room with an acrid smoke. An elderly elf is busy fiddling with a rather strange contraption upon which he places black plastic discs from which a rather odd sound emerges, along with much scratching and hissing. He has quite a collection of these disks, which are packaged in luridly-colored paper envelopes, replete with pictures of rather weedy-looking, long-haired, pale-skinned humans (?). ~ 0 8|8192 0 D5 halfway up the tower~ tower~ 0 -1 452 S #454 Baleith Street~ You are standing upon Balieth Street, which runs north south from the Palace of the Duke to the north to the Guilds to the south. There is a magnificent statue of the Duke here, resplendent in full ceremonial dress. ~ 0 0 1 D0 the palace~ palace~ 0 -1 486 D2 baleith street~ street~ 0 -1 455 E statue~ What an Arrogant Prat. ~ S #455 Baleith Street~ You are heading along Balieth Street, which is home to the Guildmasters and Guildmistresses of Malathar. At the far end, to the south, lies the tower of the Elven Guildmaster, and the legendary Library of Malathar, while to the north lies the opulent Palace of the Duke. The Dwarven Guild is to the west of here, and the Human Guild to the east. ~ 0 0 1 D0 baleith street~ street~ 0 -1 454 D1 the human guild~ guild~ 0 -1 457 D2 baleith street~ street~ 0 -1 458 D3 the dwarven guild~ guild~ 0 -1 456 S #456 Dwarven Guild~ You have entered the rough-hewn stone hall of the Dwarven Guildmaster, who stands ready to help you advance your knowledge of his race's ways. The room is typical of all Dwarven structures- practical, functional, extremely well-made, but totally unimaginative. There is a sign on the back wall. ~ 0 8 0 D1 baleith street~ street~ 0 -1 455 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ S #457 Human Guild~ You have entered a Shaolin Temple, in the midst of which sits your teacher, clad in simple white robes, ready to train you in the ways of the Human Martial Arts. There is a sign on the back wall. ~ 0 8 0 D3 baleith street~ street~ 0 -1 455 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ S #458 Baleith Street~ You are heading along Balieth Street, which is home to the Guildmasters and Guildmistresses of Malathar. At the far end, to the south, lies the tower of the Elven Guildmaster, and the legendary Library of Malathar, while to the north lies the opulent Palace of the Duke. The Dryad Guild is to the west of here, and the Kender Guild to the east. ~ 0 0 1 D0 baleith street~ street~ 0 -1 455 D1 the kender guild~ guild~ 0 -1 460 D2 baleith street~ street~ 0 -1 461 D3 the dryad guild~ guild~ 0 -1 459 S #459 Dryad Guild~ The room you have entered has been beautifully rendered by some Elven artist to resemble a peacefuly woodland setting, complete with masterfully-painted images of Sylvan creatures. Amidst all of this towers your Guildmaster, extremely tall, and quite imposing clad in his concealing flowing brown robes. There is a sign on the back wall. ~ 0 8 0 D1 baleith street~ street~ 0 -1 458 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ S #460 Kender Guild~ You have entered what looks like a jumble sale, a huge pile of goods of all sorts towering in the center of the room. Atop all this sits the Kender Guildmaster, grinning madly at you. There is a sign on the back wall. ~ 0 8 0 D3 baleith street~ street~ 0 -1 458 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ S #461 Baleith Street~ You are heading along Balieth Street, which is home to the Guildmasters and Guildmistresses of Malathar. At the far end, to the south, lies the tower of the Elven Guildmaster, and the legendary Library of Malathar, while to the north lies the opulent Palace of the Duke. The Avian Guild is to the west of here, and the Illithid Guild to the east. ~ 0 0 1 D0 baleith street~ street~ 0 -1 458 D1 the illithid guild~ guild~ 0 -1 463 D2 baleith street~ street~ 0 -1 464 D3 the avian guild~ guild~ 0 -1 462 S #462 Avian Guild~ A strange, birdlike creature gazes curiously at you as you enter his Guild, especially if you are a non-avian, for there is little he can teach you if this is the case. Otherwise, the teacher recovers and sets out to teach you what he can. There is a sign on the back wall. ~ 0 8 0 D1 baleith street~ street~ 0 -1 461 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ S #463 Illithid Guild~ You have entered a dimly-lit study which has little decorations save for a brilliantly crafted picture of the brain, with tiny labels attached to each major part, as well as charts and tables explaining how this affects particular psionic abilities. The Illithid Guildmaster greets you telepathically and asks how he may teach you. There is a sign on the back wall. ~ 0 8 0 D3 baleith street~ street~ 0 -1 461 E sign~ The Sign Says- "To the Prospective Student- Type PRAC to see what skills you are able to learn here. If nothing comes up, I am unable to help you and you must leave. If any skills in the list interest you, then type PRAC and I will impart what knowledge I can to you, free of financial cost, though this will obviously expend some of your practice points. Once you are done, you may leave, hoepfully a little more skilled. BTW- Do NOT forget that there are significant experience point penalties for practicing skills that are not native to your race. Signed, Your Guild Manager. ~ S #464 The Path to the Library~ You have reached a bend in Baleith Street, where it turns and heads towards the magnificent Library of Malathar, which is also home to the Elven Guildmaster himself. South of here lie the Malatharan docks. ~ 0 4 1 D0 baleith street~ street~ 0 -1 461 D1 the path to the library~ path~ 0 -1 465 D2 docks~ ~ 0 -1 17478 S #465 The Path to the Library~ As you draw nearer, you notice that the Library is actually housed in an impressive tower, similar to those in the toehr three quarters of the City, towering high into the sky, tapering to an unadorned point, in this case housed in platinum sheeting. Guards occasionally march past, as do several important-looking noblemen and women. ~ 0 0 1 D1 the base of the tower~ tower~ 0 -1 466 D3 the path to the library~ path~ 0 -1 464 S #466 The Base of the Tower~ Entering the Tower, you find that you may proceed up or down, via elaborately carved marble staircases, lit at regular intervals by Continual Light spells. There is a desk on this level, unmanned, but which bears a register. There is a large bulletin board on the wall behind the desk, between tall statues of Aya and Mala, the Father and Mother of Learning in Elven Culture. ~ 0 8 0 D3 the path to the library~ path~ 0 -1 465 D4 up the tower~ tower~ 0 -1 467 D5 down the tower to the library~ library~ 0 -1 496 E register~ The register bears the names of all who have passed through the doors of this great library, and as you watch incredulously, your own name appears at the end of the list. Scanning the list you see such names as Lenny, Garth, Rainman, Argh, Fle, Marc, Tempest, Marius, Cookie, Amadeus and Svelte, along with some names crossed out, such as Snikt, Gloppy and Dizzy. ~ E board bulletin~ The Bulletin Board has many notes pinned to it, mostly of no use to you. However, there is a directory to the tower- ADMINISTRATION - GROUND FLOOR CLERICAL OFFICES - LEVEL ONE GUILDMASTER'S OFFICES - LEVEL TWO THE LIBRARY - B1 STORAGE - B2 ~ S #467 Clerical Offices~ Halfway up the Tower, you emerge on Level One, which is filled with servants busily rushing about emptying bins, making lunch, filing papers, getting coffee for the librarians, stacking books and so on. They seem completely oblivious to your presence. ~ 0 8 0 D4 the guildmaster's office~ office~ 0 -1 468 D5 the base of the tower~ tower~ 0 -1 466 S #468 The Guildmaster's Office~ You emerge into a well-lit room with shelves well-stocked with books on Elven Lore, and a huge desk carved of what looks like solid obsidian. The Guildmaster himself is seated at this desk, poring over many a quaint and mysterious volume of misbegotten lore... ~ 0 8 0 D5 the clerical offices~ offices~ 0 -1 467 S #469 The Top of the Tower~ Reaching the top of the tower, you come to a half-open door, which you are able to barely push open, wedged as it is by a huge pile of books. Giving it a final shove, the door flies open, scattering books across the floor of the dusty study you have entered, startling the Archmage Tuo, who to your growing dismay is becoming very angry. He stares grimly at you as you stutter out an apology, and simply demands that you fulfill whatever business you have with him or begone forthwith. You see a tattered scroll stuck to one wall. ~ 0 8 0 D5 halfway up the tower~ tower~ 0 -1 423 E scroll~ The scroll says- "The Archmage will help you enhance any of the following stats- STR, DEX, CON, INT, WIS, HP, MANA, MOVE plus Freedom from Nutrition for one level. To enhance, type Enhance or Enhance 8 for Freedom From Nutrition. It will cost you 150000 gold and 300000 experience points, both of which will be deducted form your current stocks automatically. If you have insufficient, the Archmage will (obviously) refuse to train you. Regards, The Enhancement Team (TM). ~ S #470 The Temple~ You are standing outside the Temple of Malathar, where services are given to honor all the deities of the Elven nations. A set of magnificent marble pillars lines the entrance hall, and from this hall you can proceed south to the altar, or north to the private chambers of the clergy. ~ 0 8 0 D0 private chambers~ chambers~ 0 -1 472 D1 obeith street~ street~ 0 -1 449 D2 the aisle to the altar~ aisle~ 0 -1 471 S #471 The Aisle to the Altar~ You have entered the aisle that leads to the altar of the Temple, where the High Priest Lallinthenera stands, healing the sick and converting the wicked. ~ 0 8 0 D0 the entrance to the temple~ temple~ 0 -1 470 D3 the altar~ altar~ 0 -1 473 S #472 The Private Chambers of the Clergy~ To the north are the residence halls of the clergy, while to the west lies the Holy Bank of the Elven Church, where you can deposit or withdraw funds. ~ 0 8 0 D0 the residence halls of the clergy~ halls~ 0 -1 474 D2 the temple entrance~ entrance~ 0 -1 470 D3 the bank~ bank~ 0 -1 475 S #473 The Altar~ The Altar of the Temple is here, and standing before it is the High Priest. You feel an oveeriding sense of peace and calm in this place, and feel that in here you are truly afe from the trials and tribulations of the outside world. ~ 0 8 0 D1 the aisle to the altar~ aisle~ 0 -1 471 S #474 The Residence Halls~ This is where the junior Acolytes reside when they are not busy helping the sick and the poor, or acting as missionaries to heathen Wild Elves. The quarters are bare and unremarkable, save for a portrait of the High Priest, and a framed picture of Yaegar, patron of this Temple. ~ 0 8 0 D2 the private chambers~ chambers~ 0 -1 472 E picture yaegar~ What a Handsome Devil! ~ S #475 The Holy Bank~ You have entered the Holy Bank. There is an ATM in one wall, with a small sign stuck to the wall above it. Scraps of withdrawal receipts litter the floor, and you curse as you step on some decaying food. ~ 0 8|2048|16384 0 D1 the private chambers~ chambers~ 0 -1 472 E sign~ Commands for the ATM- To check how mych money you have currently in your account, type BALANCE. To deposit funds, type DEPOSIT x, where x is the amount of coins you wish to deposit. To withdraw funds, type WITHDRAW x, where x is the amount of money you wish to withdraw. To obtain credit, write some code in C that would enable the bank to do this and send it to Argh. The Management. ~ S #476 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ 0 8 0 D0 stables~ stables~ 0 -1 477 D1 stables~ stables~ 0 -1 479 S #477 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ 0 8 0 D0 stables~ stables~ 0 -1 478 D1 the stablemaster's room~ room~ 0 -1 480 D2 stables~ stables~ 0 -1 476 D3 nollthala street~ street~ 0 -1 420 S #478 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ 0 8 0 D1 stables~ stables~ 0 -1 481 D2 stables~ stables~ 0 -1 477 S #479 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ 0 8 0 D0 the stablemaster's room~ room~ 0 -1 480 D3 stables~ stables~ 0 -1 476 S #480 The Stablemater's Room~ This room is scarcely different form the other stable rooms, save that it contains a table and a chair for the stablemaster, a burly Half-Elf with tattoos and a tan. ~ 0 8 0 D0 stables~ stables~ 0 -1 481 D2 stables~ stables~ 0 -1 479 D3 stables~ stables~ 0 -1 477 S #481 The Stables~ You are walking through an open area littered with hay and the occasional pile of steaming turds. Stablehads rush about, cleaning up these filthy messes. ~ 0 8 0 D2 stables~ stables~ 0 -1 480 D3 stables~ stables~ 0 -1 478 S #482 The Captain's Quarters~ You have entered a well-furnished office which serves as the reception area for the Captain of the Guard. He will chat with you here about your concerns and try to give you advice, but will always remain on guard. He boasts to you of the fact that his office is a magical field, and that dimensional gateways occasionally appear here. Sounds like crap but you never know... ~ 0 8 0 D5 bottom of the tower~ tower~ 0 -1 435 S #483 Sun Room~ You have entered the Palace's Sun Room, famous for his huge crystalline windows specially crafted to capture and magnify the rays of the sun so that the room is brilliantly lit at all hours of the day. A few easychairs and cushions have been scattered across the floor here, and you see a couple of Elven Nobles languidly relaxing in the warmth of the sun, sipping on fine Elven wines. ~ 0 8 0 D0 the west door~ door~ 0 -1 484 D1 the south door~ door~ 0 -1 486 S #484 The West Door~ You are standing at the West Door of the Palace, which faces onto Obeith Street, which runs from the Palace to the Temple in the West. Guards mingle about the doorway, casting the occasional suspicious glance in your direction. Massive stone statues of past Elven lords tower above you on all sides. ~ 0 8 0 D0 the moon room~ moon~ 0 -1 485 D1 the throne room~ throne~ 0 -1 487 D2 the sun room~ sun~ 0 -1 483 D3 obeith street~ street~ 0 -1 439 S #485 The Moon Room~ This room appears to be identical to the Sun Room, save that the windows in here are cunningly designed to capture and reflet moonlight so that even on the darkest nights there is illumination. Nobles lounge around here, idly singing old tunes or playing simple games of chance. ~ 0 8 0 D1 the north door~ door~ 0 -1 488 D2 the west door~ door~ 0 -1 484 S #486 The South Door~ You are standing at the South Door, where it meets Baleith Street, which runs past the guilds towards the Library of Malathar. Nearby, you can see the stone colossus of the Duke. Garlands of flowers have been arranged about the South Door, in honor of some half-forgotten festival. ~ 0 8 0 D0 the throne room~ throne~ 0 -1 487 D1 the water room~ water~ 0 -1 489 D2 baleith street~ street~ 0 -1 454 D3 the sun room~ sun~ 0 -1 483 S #487 The Throne Room~ It is here that the Duke and his wife receive their subjects, seated upon huge platinum thrones flanked by their Elite Guards. Occasionally Tuo the Arch Mage or Lallinthenera the High Priest will attend, though both dislike such officious business. Your footsteps echo about this pillared hall as you tread slowly upon the marble floor. You can feel several pairs of eyes on you as you travel, and suddenly find yourself eager to be gone from the room as soon as possible. ~ 0 8 0 D0 the north door~ north~ 0 -1 488 D1 the east door~ east~ 0 -1 490 D2 the south door~ south~ 0 -1 486 D3 the west door~ west~ 0 -1 484 S #488 The North Door~ You are standing at the North Door of the Palace, looking down Talein street, past the various shops and places of business, towards the Gates of Malathar. People stop and stare at you with open curiosity, and you quickly become aware of your relatively scruffy appearance. ~ 0 8 0 D0 talein street~ street~ 0 -1 424 D1 the sky room~ sky~ 0 -1 491 D2 the throne room~ throne~ 0 -1 487 D3 the moon room~ moon~ 0 -1 485 S #489 The Water Room~ The second you enter this room you begin to panic, as you suddenly think you are far underwater! But you quickly compose yourself (trying to ignore the amused stares cast in your direction), and realize that the room you are in is in fact formed of sheets of glass behind which flows sea water complete with several species of marine life. The effect is unnerving, but quite beautiful. You have to concentrate hard to cross the room, and can't help but imagine you are truly walking on water... ~ 0 8 0 D0 the east door~ east~ 0 -1 490 D3 the south door~ south~ 0 -1 486 S #490 The East Door~ You are standing at the East Door of the Palace, facing onto the western end of Nollthala Street, which runs to the east to the stables and the Tower of the Archmage. Several scouts mill about, their Cooshee pets left momentarily unattended, and you suddenly feel very much an alien in this place. ~ 0 8 0 D0 the sky room~ sky~ 0 -1 491 D1 nollthala street~ street~ 0 -1 410 D2 the water room~ water~ 0 -1 489 D3 the throne room~ throne~ 0 -1 487 S #491 The Sky Room~ ACK! You're Falling! Wait...No you aren't. Unbelieveable as it is, the entire room has been fashioned so as to appear to be open sky, with no walls, floors or celings. People wander about, quite unfazed by the effect, and you feel a little foolish as you clamber to your feet and attempt to get your bearings. ~ 0 8 0 D2 the east door~ east~ 0 -1 490 D3 the north door~ north~ 0 -1 488 S #492 The Central Shelving Area~ You are in the Central Shelving Area, from which the librarians take the many books being constantly borrowed, returned, bought and sold. You are overawed by the sheer volume of books in this place, and gasp as you realize that the shevles are at least seventy feet high and extend as far as you can see... ~ 0 8 0 D0 the stairs~ stairs~ 0 -1 496 D1 the east wing~ east~ 0 -1 495 D2 the south wing~ south~ 0 -1 493 D3 the west wing~ west~ 0 -1 494 E ground floor~ There is a circular scorch mark on the floor here. ~ S #493 The South Wing~ You are in the South Wing, where recent acquisitions (i.e, less than 500 years old) are stored. The pace down here is so frenetic, no one even notices your presence, and you feel certain that you could pocket a couple of tomes or librams and no-one would know... ~ 0 8 0 D0 the central shelving area~ area~ 0 -1 492 S #494 The West Wing~ This Wing is very dusty and, compared to the rest of the library, is practically deserted. This is where out-of-date or obsolete texts are held, and you see little that seems interesting. You are not surprised no-one wants any books from this area. ~ 0 8 0 D1 the central shelving area~ area~ 0 -1 492 S #495 The East Wing~ BINGO! This is the area that you were wondering about...yes they DO have a Magical Tomes section and YES this is it. Plunder away! Just don't get greedy, or they may catch you (not that many of the Librarians would mind- its just less books they have to worry about...) ~ 0 8 0 D3 the central shelving area~ area~ 0 -1 492 S #496 The Stairway~ You are standing at the base of the stairway that runs through the entire Library Tower. From here you may brave the Central Shelving area to the south, or investigate an interesting-looking dusty passage that slopes down from here... Alternatively, you could just return to the ground floor... ~ 0 4|8 0 D2 the central shelving area~ area~ 0 -1 492 D4 the ground floor~ ground~ 0 -1 466 D5 the storage areas (b2)~ b2~ 0 -1 497 S #497 The Storage Areas (B2)~ You have reached B2, the dusty storage sub-level mentioned on the directory on the ground floor. It looks as if no-one has been down here for centuries. There seems to be little of interest here. However, you fancy that you can hear snoring coming from somewhere... ~ 0 1|4|8 0 D0 the snoring gets louder~ snoring~ 0 -1 498 D4 the stairway~ stairway~ 0 -1 496 S #498 The Snoring Gets Louder~ Any interest you had in whatever was stored down here has been taken over by your curiosity as to who (or WHAT) is making the tremendous racket that now reaches your ears, shaking the very foundations you walk beneath... ~ 0 1|8 0 D2 the storage areas (b2)~ b2~ 0 -1 497 D3 the dragon cave~ cave~ 0 -1 499 S #499 The Dragon Cave~ Uh-Oh....You found out what was snoring...it is a DRAGON...a HUGE DRAGON, coiled up in the massive cavern you just entered, its sinuous tail wrapped about a massive treasure chest. The Dragon must be about eighty or ninety feet long, you estimate, at least twice the length of any you've fought before, and to top it off he is a Platinum Dragon, who are amongst the most powerful of all Wyrmkin. Amazed that the Dragon hasn't reacted to your presence yet, you pause and wonder what to to... ~ 0 1|8|128|8192 0 D1 the snoring gets louder~ snoring~ 0 -1 498 S #0 #RESETS O 1 473 1 405 LOADS PORTAL * M 1 415 2 403 LOADS UNICORNS M 1 422 1 407 LOADS HERBALIST G 1 467 0 0 G 1 468 0 0 M 1 407 2 408 LOADS 2 CITY GUARDS E 1 429 0 0 HOLDS BANNER E 1 430 0 11 HOLDS SHIELD E 1 431 0 16 WIELD SWORD E 1 432 0 6 WEARS HELM E 1 433 0 5 WEARS BREASTPLATE E 1 434 0 7 WEARS LEGGINGS M 1 408 6 410 LOADS MALE CITIZEN M 1 409 6 410 LOADS FEMALE CITIZEN M 1 405 1 411 LOADS ELITE GUARD E 1 419 0 6 WEARS HELM E 1 420 0 1 WEARS RING E 1 421 0 5 WEARS ARMOR E 1 422 0 7 WEARS LEGGINGS E 1 423 0 16 WIELD SWORD E 1 424 0 11 HOLDS SHIELD M 1 413 1 414 LOADS COOSHEE M 1 405 1 416 LOADS ELITE GUARD E 1 419 0 6 E 1 420 0 1 E 1 421 0 5 E 1 422 0 7 E 1 423 0 16 E 1 424 0 11 M 1 406 1 418 LOADS ELITE SCOUT E 1 425 0 16 WIELDS BOW E 1 427 0 3 WEARS CLOAK E 1 427 0 4 WEARS CLOAK E 1 428 0 8 WEARS BOOTS G 1 426 0 HAS JAVELIN M 1 413 1 421 LOADS COOSHEE M 1 446 1 423 LOADS GOLEM M 1 408 1 424 LOADS MALE CITIZEN M 1 409 1 424 LOADS FEMALE CITIZEN M 1 407 1 425 LOADS GUARD E 1 429 0 0 E 1 430 0 11 E 1 431 0 16 E 1 432 0 6 E 1 433 0 5 E 1 434 0 7 M 1 420 1 426 LOADS ARMORER G 1 460 0 0 G 1 462 0 0 M 1 421 1 427 LOADS WEAPONSMITH G 1 463 0 0 G 1 464 0 0 G 1 465 0 0 G 1 466 0 0 M 1 423 1 429 LOADS COOK G 0 469 0 0 G 0 470 0 0 M 1 424 1 430 LOADS GROCER G 1 459 0 0 G 1 461 0 0 M 1 416 2 431 LOADS SCOUTS E 1 425 0 16 WIELDS BOW E 1 426 0 17 HOLDS JAVELIN E 1 427 0 3 WEARS CLOAK E 1 428 0 8 WEARS BOOTS M 1 419 1 432 LOADS MAGIC SHOP OWNER G 1 440 0 GIVES WAND G 1 441 0 GIVES CUP G 1 442 0 GIVES STONE G 1 443 0 GIVES STAFF G 1 444 0 GIVES SCROLL M 1 425 1 433 LOADS SMITH M 1 405 2 435 LOADS ELITE GUARD E 1 419 0 6 E 1 420 0 1 E 1 421 0 5 E 1 422 0 7 E 1 423 0 16 E 1 424 0 11 M 1 413 1 436 LOADS COOSHEE M 1 412 1 437 LOADS HIGH GUARDIAN E 1 436 0 16 WIELDS SWORD E 1 437 0 6 WEARS MASK M 1 449 2 438 LOADS GRIFFONS M 1 410 1 439 LOADS MALE ACOLYTE E 1 435 0 6 WEARS MITTENS M 1 411 1 439 LOADS FEMALE ACOLYTE E 1 425 0 6 M 1 416 1 441 LOADS sCOUTS E 1 425 0 16 E 1 426 0 17 E 1 427 0 3 E 1 428 0 8 M 1 407 2 442 LOADS 2 GUARDS E 1 429 0 0 E 1 430 0 11 E 1 431 0 16 E 1 432 0 6 E 1 433 0 5 E 1 434 0 7 M 1 427 1 444 LOADS CARTOGRAPHER G 1 471 0 0 M 1 439 1 445 LOADS PET SHOP OWNER M 1 450 1 446 LOADS PET M 1 451 1 446 LOADS PET M 1 452 1 446 LOADS PET M 1 453 1 446 LOADS PET M 1 454 1 446 LOADS PET M 1 455 1 446 LOADS PET M 1 456 1 446 LOADS PET M 1 417 1 447 LOADS MALE CHILD M 1 418 1 448 LOADS FEMALE CHILD M 1 409 1 448 LOADS FEMALE CITIZEN M 1 426 1 453 LOADS SAGE O 1 448 0 453 LOADS LIGHT GLOBE O 1 455 0 453 LOADS DESK O 1 456 0 453 LOADS PHONOGRAPH O 1 457 0 454 LOADS FOUNTAIN M 1 413 1 455 LOADS COOSHEE M 1 433 1 456 LOADS DWARVEN GUILDMASTER M 1 431 1 457 LOADS HUMAN GUILDMASTER M 1 408 1 458 LOADS MALE CITIZEN M 1 407 1 458 LOADS MALE GUARD E 1 429 0 0 E 1 430 0 11 E 1 431 0 16 E 1 432 0 6 E 1 433 0 5 E 1 434 0 7 M 1 434 1 459 LOADS DRYAD GUILDMASTER M 1 432 1 460 LOADS KENDER GUILDMASTER M 1 436 1 462 LOADA AVIAN GUILDMASTER M 1 435 1 463 LOADS ILLITHID GUILDMASTER M 1 428 1 464 LOADS MALE NOBLE M 1 437 1 464 LOADS MALE SERVANT M 1 429 1 465 LOADS FEMALE NOBLE M 1 438 1 466 LOADS FEMALE SERVANT M 1 405 1 466 LOADS ELITE GUARD E 1 419 0 6 E 1 420 0 1 E 1 421 0 5 E 1 422 0 7 E 1 423 0 16 E 1 424 0 11 M 1 437 2 467 LOADS MALE SERVANT M 1 438 2 467 LADS FEMALE SERVANT M 1 447 2 467 LOADS LIBRARIAN G 1 448 0 GIVES LIGHT G 1 452 0 GIVES OLD BOOK M 1 430 1 468 LOADS ELF GUILDMASTER G 1 458 0 0 LOADS PORTRAIT G 1 451 0 0 LOADS SCROLL O 1 448 0 468 LOADS LIGHT O 1 455 0 468 LOADS DESK M 1 402 1 469 LOADS MAGE E 1 406 0 12 WEARS ROBE E 1 407 0 17 HOLDS GEM G 1 408 0 GIVES SPELLBOOK G 1 409 0 GIVES SCROLL G 1 410 0 GIVES WAND O 1 455 0 469 LOADS DESK O 1 448 0 469 LOADS LIGHT M 1 406 1 470 LOADS SCOUT E 1 425 0 16 E 1 426 0 17 E 1 427 0 3 E 1 427 0 4 E 1 428 0 8 M 1 410 6 472 LOADS ACOLYTE MALE E 1 435 0 6 M 1 411 6 472 LOADS ACOLYTE FEMALE E 1 435 0 6 M 1 403 1 473 LOADS PRIEST E 1 412 0 6 WEARS MITRE E 1 413 0 17 HOLDS SYMBOL G 1 411 0 GIVES ORB M 1 445 6 476 LOADS STABLEHAND M 1 415 1 479 LOADS UNICORN M 1 444 1 480 LOADS STABLEMASTER M 1 414 2 481 LOADS PEGASII M 1 440 1 482 LOADS CAPTAIN E 1 419 0 6 E 1 420 0 1 E 1 421 0 5 E 1 422 0 7 E 1 423 0 16 E 1 424 0 11 O 1 445 0 483 LOADS CHAIR O 1 446 0 483 LOADS OTTOMAN O 1 447 0 483 LOADS TABLE O 1 458 0 483 LOADS PORTRAIT M 1 428 4 483 LOADS NOBLE M 1 405 1 484 LOADS ELITE GUARD E 1 419 0 6 E 1 420 0 1 E 1 421 0 5 E 1 422 0 7 E 1 423 0 16 E 1 424 0 11 O 1 445 0 485 O 1 446 0 485 O 1 447 0 485 O 1 448 0 485 M 1 429 2 485 LOADS FEMALE NOBLE M 1 405 1 486 LOADS ELITE GUARD E 1 419 0 6 E 1 420 0 1 E 1 421 0 5 E 1 422 0 7 E 1 423 0 16 E 1 424 0 11 M 1 400 1 487 LOADS DUKE E 1 400 0 16 WIELDS SWORD E 1 401 0 6 WEARS CROWN E 1 402 0 12 WEARS CLOAK M 1 401 1 487 LOADS DUCHESS E 1 403 0 2 WEARS RING E 1 404 0 6 WEARS DIADEM E 1 405 0 8 WEARS SLIPPERS M 1 405 1 488 LOADS ELITE GUARD E 1 419 0 6 E 1 420 0 1 E 1 421 0 5 E 1 422 0 7 E 1 423 0 16 E 1 424 0 11 O 1 445 0 489 O 1 446 0 489 O 1 447 0 489 O 1 448 0 489 M 1 428 1 489 LOADS NOBLE M 1 405 1 490 LOADS ELITE GUARD E 1 419 0 6 E 1 420 0 1 E 1 421 0 5 E 1 422 0 7 E 1 423 0 16 E 1 424 0 11 O 1 445 0 491 O 1 446 0 491 O 1 447 0 491 O 1 448 0 491 M 1 429 1 492 LOADS FEMALE NOBLE M 1 447 1 493 LOADS MALE LIBRARIAN M 1 448 6 494 LOADS FEMALE LIBRARIAN O 1 452 0 494 O 1 453 0 494 O 1 454 0 494 M 1 447 1 495 LOADS MALE LIBRARIAN O 1 449 0 495 O 1 450 0 495 O 1 451 0 495 M 1 404 1 499 LOADS HAAN E 1 414 0 11 EQUIPS SHIELD G 1 417 0 GIVES KEY O 1 416 0 499 LOADS CHEST P 1 414 0 416 LOADS HOARD INTO CHEST P 1 418 0 416 LOADS HELMET INTO CHEST S #SHOPS 419 2 3 4 0 0 120 80 0 23 420 9 0 0 0 0 120 80 0 23 421 5 0 0 0 0 120 80 0 23 422 10 26 0 0 0 150 50 0 23 423 17 19 0 0 0 180 20 0 23 424 1 8 15 18 27 150 50 0 23 427 2 12 13 0 0 150 50 0 23 439 0 0 0 0 0 100 100 0 23 0 #SPECIALS M 400 spec_mayor Duke Stalatharata M 401 spec_cast_cleric Duchess Destelandara M 402 spec_cast_mage The Archmage Tuo M 403 spec_cast_adept The High Priest Lallinthera M 404 spec_breath_any The Platinum Dragon M 405 spec_guard An Elite Elven Guard M 406 spec_cast_judge An Elite Elven Scout M 407 spec_guard A Malatharan City Guard M 410 spec_cast_cleric An Acolyte of Yaegar M 411 spec_cast_cleric An Acolyte of Yaegar M 412 spec_executioner The High Guardian of Malathar M 413 spec_fido A Cooshee M 417 spec_thief An Elven child M 418 spec_thief An Elven child M 437 spec_janitor A surly Elven Servant M 438 spec_janitor A surly Elven Servant M 440 spec_guard Captain Allertathala M 445 spec_poison A surly stablehand M 446 spec_executioner A Huge Golem M 449 spec_breath_gas An Angry Griffon S #TRIGGERS M 425 trigm_repair M 426 trigm_identify S #$