#AREADATA
Name        NewTown~
Builders    None~
VNUMs       1900 1999
Security    9
Credits     { 0 5 } Grehyton  Newbie Town~
End



#MOBILES
#1900
manager~
the store manager~
The manager of the general store stands here.
~
He is wearing simple leather pants and a cotton
shirt. He has short leather shoes on. A red
apron covers his thighs.
~
human~
ABG 0 600 0
15 2 3d9+208 0d0+0 2d6+3 pound
-2 -2 -2 -2
N 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1901
master trainer jerrod~
jerrod the trainer~
Jerrod the master trainer stands here.
~
Jerrod the master trainer is wearing patent 
leather pants and heavy riding boots. He is
sweaty and shirtless.
~
human~
ABGJ 0 800 0
45 5 25d10+3000 0d0+0 8d4+16 pound
-15 -15 -15 -15
HIT ABHI 0 K
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1902
master armorer ktef~
ktef the master amorer~
Ktef, the master armorer stands here.
~
Ktef is wearing nothing but a loin clothe and
is covered in grime and sweat.
~
human~
ABG 0 0 0
15 0 0d0+0 0d0+0 0d0+0 pound
0 0 0 0
0 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1903
yules weapon smith~
yules the weapon smith~
Yules the weapon smith is standing here grinning.
~
He is wearing a cotton shirt, and black leather
pants. On his feet a pair of heavy brass boots.
~
human~
ABG 0 300 0
15 0 3d9+150 0d0+0 2d6+3 pound
-1 -1 -1 -1
CJ 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1904
john fat pumpmaster~
john the fat pumpmaster~
John the fat pumpmaster sits here.
~
He is sitting on a small tool. His body is
covered in a cotton shirt and he is wearing
leather pants.
~
human~
ABG 0 0 0
8 0 2d7+100 0d0+0 2d4+2 pound
2 2 2 2
E 0 0 0
sit sit male 0
AHMV ABCDEFGHIJK large none
#1905
yurians guildmaster~
yurians the guildmaster~
Yurians the local guildmaster stands here.
~
A fine figure, trained in the skills of many
guilds. He is wearing leather pants, a brass
breast piece and heavy boots.
~
human~
ABGK 0 1000 0
60 6 50d10+9000 0d0+0 8d6+28 smash
-25 -25 -25 -25
CEFHIJKNT 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1906
thar healer~
thar the healer~
Thar, the local healer smiles at you.
~
He is a friendly sort wearing long white robes.
~
human~
ABGa DF 0 0
20 0 3d9+333 0d0+0 2d8+5 pound
-4 -4 -4 -4
P 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1907
virginia cook~
virginia the cook~
Virginia, the head cook stands here.
~
She is wearing an cotton shirt that is kinda
sweaty from being over the spits.
~
elf~
ABG J 300 0
10 0 2d7+121 0d0+0 2d4+2 scratch
1 2 1 2
J 0 B Z
stand stand female 0
AHMV ABCDEFGHIJK medium none
#1908
smiling citizen~
a smiling citizen~
A smiling female citizen is here. 
~
She is a pleasant looking lady, wearing a 
cotton shirt and a flower dress.
~
school monster~
AGHU 0 0 0
1 -3 2d6+6 0d0+0 1d3+0 slap
9 9 9 9
0 AB 0 C
stand stand female 0
AHMV ABCDEFHJKQU medium none
#1909
plump citizen~
a plump male citizen~
A plump male citizen stands here smiling.
~
He is wearing a cotton shirt, and leather pants.
He looks like a friendly sort.
~
school monster~
AGHU 0 0 0
1 -2 2d6+10 0d0+0 1d4+0 smash
9 9 9 9
0 AB 0 C
stand stand male 0
AHMV ABCDEFHJKQU medium none
#1910
guard wannabe~
a town guard wannabe~
A town guard wannabe stands here, wishing he were more experienced.
~
He is wearing brass boots, leather pants and
a cotton shirt. He has a guard badge drawn on
his shirt.
~
school monster~
AGHU 0 0 0
1 0 2d6+10 0d0+0 1d5+0 pound
8 8 8 8
0 AB 0 C
stand stand male 0
AHMV ABCDEFHJKQU medium none
#1911
kitten~
a cute kitten~
A cute kitten stands here meowing.
~
He is black and furry and very cute.
~
cat~
AGHU Z 0 0
1 0 2d6+6 0d0+0 1d3+0 scratch
9 9 9 9
FH 0 0 0
stand stand male 0
AGHMV ABCDEFHJKQUV medium none
#1912
small puppy~
a small puppy~
A small puppy stands here wagging its tail.
~
He is covered in brown fur and has a wet black
nose.
~
dog~
AGHU 0 0 0
1 -1 2d6+7 0d0+0 1d3+0 bite
9 9 9 9
H 0 0 0
stand stand male 0
AGHMV ABCDEFHJKUV medium none
#1913
street cleaner~
a street cleaner~
A street cleaner stands here, cleaning up the streets.
~
He looks like a friendly sort, and spends his
time picking up other peoples trash.
~
human~
ACGHU 0 0 0
1 -2 2d5+7 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 2
AHMV ABCDEFGHIJK medium none
#1914
town guard~
a town guard~
A town guard stands here, waiting to assist the needy.
~
He is big and tough as doesnt tolerate trouble.
~
human~
AGU 0 600 0
20 2 2d7+121 0d0+0 2d8+5 pound
1 1 1 1
EIS 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1915
beaten slave~
a beaten slave ~
A badly beaten slave sits here.
~
An unfortunate elf, who has been enslaved for
some strange reason.
~
elf~
AGU J 1000 0
1 -2 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 B Z
sit sit male 0
AHMV ABCDEFGHIJK medium none
#1916
new slave~
a new slave ~
A new slave stands here, still angry at his bondage.
~
He is filthy and angry. He doesnt like being
a slave.
~
human~
AGU 0 800 0
1 -2 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1917
skinny slave~
a skinny slave ~
A skinny slave stands here, looking for something to eat.
~
He looks rather hungry, perhaps if he behaved
they would feed him.
~
school monster~
AGU 0 400 0
1 -2 2d6+5 0d0+0 1d2+0 pound
9 9 9 9
0 AB 0 C
stand stand male 0
AHMV ABCDEFHJKQU medium none
#1918
huge slave~
a huge slave ~
A huge slave stands here, he is obviously well worked.
~
He has rippling muscles and bulging eyes. He
would make an excellent worker.
~
human~
AG 0 300 0
1 0 2d6+13 0d0+0 1d5+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1919
angry slave master~
the angry slave master~
The angry slave master is here, tired of low profits.
~
He looks fairly mean and tough, his only 
concern is for profit. He is obivously a
goblin.
~
goblin~
ABG J -400 0
5 0 2d6+40 0d0+0 1d6+1 pound
7 7 9 8
0 0 Q C
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1920
enslaved secretary~
the enslaved secretary~
An enslave female secretary stands here.
~
She looks horrible, bruised and her clothes
are ripped in the most improper of places.
~
elf~
ABG J 500 0
3 0 2d6+35 0d0+0 0d0+0 scratch
7 7 7 7
0 0 B Z
stand stand female 0
AHMV ABCDEFGHIJK medium none
#1921
slaver lord~
the slaver lord ~
The goblin slaver lord stands here, happy to do business in town.
~
He is ugly and very mean, with obviously 
goblin like tendencies.
~
goblin~
ABG J -800 0
7 0 2d6+85 0d0+0 1d8+1 pound
5 5 7 5
0 0 Q C
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1922
jail guard~
a jail guard~
A jail guard stands here, guarding the jail.
~
He looks sorta friendly but his years of taking
people prisoner have had their toll.
~
human~
ABG 0 200 0
5 0 2d6+60 0d0+0 1d5+0 pound
8 8 7 5
0 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1923
old prisoner~
an old prisoner~
An old prisoner sits here, waiting for his day of freedom.
~
He is sorta wirey and sick looking. You wonder
how long he has been here.
~
dwarf~
AG J 0 0
1 -2 2d6+10 1d4+0 0d0+0 pound
9 9 9 9
0 0 LQ R
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1924
young prisoner~
a young prisoner~
A young prisoner stands here defiant at his capture.
~
He is very angry at having been caught during
his crime.
~
elf~
AG J 0 0
1 -1 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 B Z
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1925
fat prisoner~
a fat prisoner~
A fat prisoner stands here, wanting more food.
~
He is a bit chubby, by the time he gets out you
doubt that will be the case.
~
elf~
AG J 0 0
1 -2 2d6+5 0d0+0 1d3+0 pound
9 9 9 9
0 0 B Z
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1926
tough prisoner~
a tough prisoner~
A tough prisoner stands here looking mean.
~
He has been pumping iron while in jail, in order
to make him a better criminal.
~
dwarf~
AG J 0 0
3 0 2d6+10 0d0+0 1d5+0 pound
8 8 8 8
0 0 LQ R
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1927
leroy gang leader~
leroy the gang leader~
Leroy the jail gang leader stands here defiantly.
~
He is a big mutha, boy he looks tough.
~
human~
ABG 0 -400 0
5 0 2d6+60 0d0+0 1d6+1 pound
7 7 7 7
0 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1928
leroys jail bitch~
leroys jail bitch ~
A jail bitch stands here, waiting for his man leroy.
~
He is a sick sight, a male but covered in 
makeup and girls clothes.
~
human~
ABG 0 0 0
1 0 2d6+4 0d0+0 1d3+0 scratch
9 9 9 0
0 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1929
small rat~
a small rat~
A small rat stands here, avoiding the prisoners.
~
He is small but would make an excellent treat
for leroy.
~
rabbit~
AG 0 0 0
1 0 2d6+5 0d0+0 1d2+0 bite
9 9 9 9
FH 0 0 0
stand stand male 0
AGHMV ABCDEFHJK medium none
#1930
wandering gypsy~
a wandering gypsy~
A wandering gypsy stands here.
~
He is wearing odd clothes and a strange hat.
~
human~
AG 0 300 0
6 0 2d7+71 0d0+0 1d8+1 pound
7 7 7 7
0 0 0 0
stand stand male 50
AHMV ABCDEFGHIJK medium none
#1931
little kid~
a little kid~
A small freckle faced boy stands here.
~
He  is young and very inexperienced.
~
human~
AG 0 0 0
1 0 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
AHMV ABCDEFGHIJK medium none
#1932
ugly orc~
a ugly orc~
An ugly orc stands here.
~
He is big and ugly. He looks dazed though, must
be the magic that holds him here.
~
orc~
ABG J -500 0
1 0 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 Q S
stand stand male 0
ABHMV ABCDEFGHIJK medium none
#1933
filthy kobold~
a filthy kobold~
A filthy kobold stands here.
~
He is looking a bit dazed, must be the magic
that keeps him here.
~
kobold~
ABG J 0 0
1 0 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 L C
stand stand male 0
ABHMV ABCDEFGHIJKQ medium none
#1934
strange modron~
a strange modron~
An odd square shaped creature stands here.
~
Now this thing is odd, it has a wierd geometric
shape. It is still from the magic that holds
it here.
~
modron~
ABG J 0 0
1 0 2d6+5 0d0+0 1d2+0 pound
9 9 9 9
QR BMNPQ HIK 0
stand stand male 0
ABHMV ABCDEFGHJK medium none
#1935
giant hobgoblin~
a giant hobgoblin~
A giant hobgoblin stands here.
~
He would normally attack you on sight, but the
magic keeps him docile.
~
hobgoblin~
ABG J 0 0
1 0 2d6+15 0d0+0 1d4+0 pound
9 9 9 9
0 0 LQ 0
stand stand male 0
ABHMV ABCDEFGHIJKY medium none
#1936
lizard man~
the lizard man~
A lizard man stands here, dazed.
~
He is under some heavy spell that keeps him
docile.
~
lizard~
ABG J 0 0
1 0 2d6+8 0d0+0 1d3+0 sting
9 9 9 9
0 0 L I
stand stand male 0
ABGHMVXc ABCDEFHKQV medium none
#1937
war pig~
a war pig~
A war pig, trained in the arts of war sits here.
~
He is obviously under some heavy spell.
~
pig~
ABG J 0 0
1 0 2d6+0 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
sit sit male 0
AGHMV ABCDEFHJK medium none
#1938
deadly snake~
a deadly snake~
A deadly snake is here, obviously dazed.
~
It is under some spell, but you can tell it 
must be poisonous.
~
snake~
ABG J 0 0
1 0 2d6+6 0d0+0 1d3+0 bite
8 8 8 8
0 0 L I
stand stand male 0
ABGHMVXYc ABCDEFKLQVX medium none
#1939
grizzly bear~
a grizzly bear~
A large black grizzly bear sleeps here.
~
He is sleeping, but looks very mean.
~
bear~
ABG 0 0 0
1 0 2d6+10 0d0+0 1d5+0 smash
9 9 9 9
DEO 0 EI 0
sleep sleep male 0
AGHMV ABCDEFHJKUV huge none
#1940
black wolf~
a black wolf~
A black wolf sits here.
~
He has a dazed look in his eyes.
~
wolf~
ABG Z 0 0
1 0 2d6+3 0d0+0 1d3+0 bite
9 9 9 9
FH 0 0 0
sit sit male 0
AGHMV ABCDEFJKQV medium none
#0



#OBJECTS
#1900
pouch~
a large blue pouch~
A large belt pouch rests here.~
canvas~
container 0 AO
70 A 0 30 100
0 20 30 P
#1901
red pouch~
a small red pouch~
A small red belt pouch rests here.~
canvas~
container 0 AO
50 A 0 20 100
0 10 20 P
#1902
leather backpack~
a leather backpack~
A leather backpack rests here.~
hard leather~
container 0 AD
150 A 0 60 100
0 100 110 P
#1903
clear vial~
a clear vial of liquid.~
A clear vial of liquid rests here.~
glass~
potion 0 AO
3 1 0 0 0
0 10 78 P
E
vial~
A small label on the side says, ANTI-TOXIN.~
#1904
candle~
a wax candle~
A wax candle sits here.~
wax~
light 0 AO
0 0 5 0 0
0 10 5 P
#1905
bamboo torch~
a bamboo torch~
A bamboo torch sits here.~
bamboo~
light 0 AO
0 0 12 0 0
0 20 10 P
#1906
oil lantern~
an oil lantern~
An oil lantern rests here.~
brass~
light 0 AO
0 0 24 0 0
0 30 50 P
#1907
leather pants~
a pair of leather pants.~
A pair of leather pants.~
hard leather~
armor 0 AF
A A A A AC
0 40 10 P
#1908
leather shoes~
a pair of leather shoes~
A pair of leather shoes sits here.~
kid leather~
armor 0 AG
A A A A AB
0 20 7 P
#1909
cotton shirt~
a white cotton shirt~
A white cotton shirt sits here.~
canvas~
armor 0 AD
A A A A B
0 20 9 P
#1910
red apron~
a red apron~
A red apron sits here.~
canvas~
armor 0 AL
A A A A B
0 10 5 P
#1911
patent leather pants~
a pair of patent leather pants~
A pair of black patent leather pants sits here.~
rubber~
armor 0 AF
AC AC AC ABC BC
0 60 50 P
#1912
heavy riding boots~
a pair of heavy riding boots~
A pair of heavy riding boots sits here.~
hard leather~
armor 0 AG
C AC AB B BC
0 50 80 P
#1913
brass boots~
a pair of brass boots~
A pair of shiny brass boots rest here.~
brass~
armor 0 AG
AB AB AB A D
0 100 110 P
#1914
brass ring~
a brass ring~
A brass ring rests here.~
brass~
armor 0 AB
B B B A AB
0 10 45 P
#1915
brass collar~
a brass collar~
A brass collar rests here.~
brass~
armor 0 AC
B B B A B
0 20 30 P
#1916
brass breast piece~
a brass breast piece~
A brass breast piece rests here.~
brass~
armor 0 AD
AB AB AB B ABCD
0 400 200 P
#1917
brass pot helmet~
a brass pot helmet~
A brass pot helmet rests here.~
brass~
armor 0 AE
B B AB A C
0 40 25 P
#1918
brass leggings~
a set of brass leggings~
A set of brass leggings rest here.~
brass~
armor 0 AF
B AB B C C
0 50 38 P
#1919
loin clothe~
a loin clothe~
A light dirty loin clothe rests here.~
canvas~
armor 0 AL
A A A A A
0 10 1 P
#1920
heavy dagger iron~
a heavy iron dagger~
A heavy iron dagger sits here.~
iron~
weapon 0 AN
dagger 1 4 slash 0
0 70 25 P
E
dagger~
A cheaply made dagger although it is quite 
heavy.~
#1921
bone sword~
a bone sword ~
a bone sword sits here.~
bone~
weapon 0 AN
sword 1 6 slash 0
0 30 35 P
E
sword~
A ivory like sword made of some large creatures
thigh bone.~
#1922
crystal club~
a crystal club~
A crystal club sits in the dirt.~
crystal~
weapon 0 AN
mace 1 8 crush 0
0 100 55 P
E
club~
A heavy clear crystal club, soaked in some
sort of resin to keep it from shattering.~
#1923
barbed whip~
a barbed whip~
A barbed whip sits here.~
cloth~
weapon 0 AN
whip 1 4 slash 0
0 30 15 P
E
whip~
A black leather coiled length with vicious 
little barbed teeth covering it.~
#1924
reinforced staff~
a reinforced staff~
A reinforced staff sits here.~
wood~
weapon 0 AN
staff 1 6 pound 0
0 100 45 P
E
staff~
A long length of wood reinforced with metal
tie offs.~
#1925
glass water~
a glass of water~
A glass of water sits here.~
glass~
drink 0 A
2 2 'water' 0 0
0 10 5 P
#1926
small canteen~
a small canteen~
A small canteen rests here.~
canvas~
drink 0 A
5 5 'water' 0 0
0 20 25 P
#1927
large canteen~
a large canteen~
A large canteen sits here.~
hard leather~
drink 0 A
15 15 'water' 0 0
0 50 35 P
#1928
roasted duck~
a roasted duck~
A roasted duck sits here.~
balm~
food 0 A
BD BD 0 0 0
0 10 20 P
#1929
spare ribs~
a pile of spare ribs~
A pile of tasty looking spare ribs sits here.~
balm~
food 0 A
BD BD 0 0 0
0 10 22 P
#1930
venison burger~
a venison burger~
A venison burger sits here.~
balm~
food 0 A
CD CD 0 0 0
0 10 15 P
#1931
smoked corn~
a pile of smoked corn~
A smile of smoked corn sits here.~
balm~
food 0 A
BD BD 0 0 0
0 10 10 P
#1932
dried meat~
a strip of dried meat~
A strip of dried meat rests here.~
balm~
food 0 A
CE CE 0 0 0
0 10 40 P
#1933
gurgling fountain~
a gurgling fountain~
A gurgling fountain is here.~
black dragonscale~
fountain 0 0
10000 10000 'water' 0 0
0 100 0 P
E
fountain~
This is a beautifully carved fountain in the
shape of a large black dragon. The water flows
from its gaping jaws.~
#1934
green oak tree~
a green oak tree~
A large green oak tree stands here.~
wood~
furniture 0 0
AC EFGIJKM CFIL 0 0
0 5 0 P
E
oak tree~
Its a very large tree with nice green leaves
covering it. Its branches are situated so it
is easy to sit it.~
#1935
medical bed~
a medical bed~
A white medical bed is here, waiting for a patient.~
brass~
furniture 0 0
A EGHIJK EHK DGH BCEH
0 5 0 P
#1936
flower dress~
a flower dress~
A flower dress sits here on the ground.~
cloth~
armor 0 AF
A A A A A
0 20 5 P
#1937
trash bucket~
a trash bucket~
A trash bucket sits here.~
bone~
container 0 AO
500 A 0 200 100
0 50 1 P
#1938
trash poker~
a trash poker~
A trash poker rests here.~
brass~
weapon 0 AN
sword 1 4 pierce 0
0 20 5 P
E
poker~
Its made of brass and has two pointy prongs at
the end of it.~
#1939
torn family picture~
a torn family picture~
A torn family picture rests here.~
canvas~
trash 0 AO
0 0 0 0 0
0 5 0 P
A
5 2
E
picture~
It shows a friendly meadow in the deep woods
where a family of elves stands smiling. You
notice the women who looks familiar.~
#1940
slaver shackles~
a pair of slave shackles~
A pair of slaver shackles rest here.~
brass~
armor A AM
A A A A B
0 50 5 P
A
14 -100
#1941
burnt wand~
a burnt wand ~
A burnt wand sits here on the ground.~
clay~
wand 0 AO
5 5 5 'charm person' 0
0 20 500 P
#1942
guard badge~
a guard badge~
A guard badge rests here on the ground.~
brass~
armor 0 AD
B B B B A
0 5 250 P
A
13 20
#1943
small map~
a small map~
A small map sits here.~
bamboo~
trash 0 AO
0 0 0 0 0
0 5 0 P
E
map~
-----------WHERE IVE BEEN--------------

                                         firetop
                                            +
 newtown--------calinth----dearthwood----eastern
                   +            +
                 docks        +
                           twothumbs
                                 +
                             dearthwood
                                    +
                                   marsh
                                   +
                               goblin strhold
------------------------------------------~
#1944
walking boots~
walking boots~
A pair of walking boots sits here.~
felt~
armor 0 AG
B B B B B
0 30 1000 P
A
14 50
E
boots~
They look very very comfortable.~
#1945
slim dagger~
a slim dagger~
A slim dagger rests here.~
bone~
weapon 0 AN
dagger 2 4 pierce 0
0 5 500 P
A
18 3
#1946
glowing marble~
a glowing marble~
A glowing marble rests here.~
electrum~
light A AO
0 0 70 0 0
0 5 1 P
#1947
black pumps~
a pair of black pumps~
A pair of black pumps rest here.~
hard leather~
trash 0 AG
0 0 0 0 0
0 5 1 P
#1948
blue garter belt~
a blue garter belt~
A blue garter belt rests here.~
bone~
trash 0 AM
0 0 0 0 0
0 5 1 P
#1949
gold necklace~
a gold necklace~
A gold necklace sits here.~
brass~
trash 0 AC
0 0 0 0 0
0 5 1 P
E
necklace~
In big gold letters it says.

LEROYS WOMAN!~
#0



#ROOMS
#1900
{YCenter Of The New District{x~
You are standing in the the center square of the new
section of town. All the streets and buildings are in
very good condition. From here you can go north or south
on Wen road or go east and west on Eib road. In the very
center of this square is a beautiful bubbling fountain,
the water looks very refreshing. Citizens gather around
this fountain discussing events and looking at the young
adventurers wandering through. There is a wood signpost
with a {bsign{x attached. Maybe you should {bREAD SIGN{x.
There is also a {bplaque{x here, maybe you should also
{bREAD PLAQUE{x.
~
0 1024 1
E
plaque~
-----------
From here you can go east 3 and north 1 to find the
local GOODWILL. This is the place where young adventurers
can get items they will need to advance in rank. Be
sure to visit it before you start fighting things.
Go north 2 and east 1 to find the FOOD STORE, buy some
food so if you get hungry you can eat, if you get
thirsty you can drink from the fountain here or go
south 2 and east 1 to buy a water skin to drink from.
Walk around a bit and learn where stuff is. You can
train a bit by going all west then all south, or you
can practice your skills by going all north and 1 west.
There are other places to visit in here, but you will
have to learn the rest yourself. Return here and read
this plaque again if you forget, or find it on your own.
~
E
sign~
---------
Welcome to the new section of town, designed to allow
new players to learn the basic workings of a city and
of how to play. There will be various signs around, be
sure to read them. You will find everything in this
section that you would find in the normal town, except
here it is on a much smaller scale. This section is
designed to allow you to advance to level 5 or 6 after
that you will find the experience lacking. Stay here
until you are ready to leave. When you are ready to
leave type RECALL and you will be sent into the real
city and off to real adventure. You cannot RECALL after
level 10, so do leave before you gain this rank.
~
D0
You see Wen road.
~
~
0 -1 1901
D1
You see Eib road.
~
~
0 -1 1914
D2
You see Wen road.
~
~
0 -1 1907
D3
You see Eib road.
~
~
0 -1 1920
S
#1901
{YWen Road{x~
You are on a newly paved street known as Wen road.
To the south of here is Center square and the local
fountain. Beautiful trees and shrubs line the street
and a fragrant smell comes down from the north. From
here you can go north or south. There is a big wooden
{bsign{x here. Maybe you should read it.
~
0 0 1
E
sign~
----------
You need to EAT and DRINK to survive here. You will
get messages when you are hungry or thirsty. Food you
must buy to eat. Water is usually available from a
fountain in the city, or you can buy a container that
holds water to take with you. To drink from a fountain
you just type DRINK, or you can drink from a specific
item like a buffalo water skin by typing, DRINK SKIN.
These skins dont hold alot, some more then others. You
will need to FILL SKIN when you are near a fountain
to replenish the amount of water in the skin. Food
works in the same way, when you have bought or found
some food you simply eat it. For instance if you have
a pie, you EAT PIE. It will then return a message to
you saying your hunger level, like 'You are no longer
hungry' or 'You are full'. You WILL die if you do not
eat and drink.
~
D0
You see Wen road.
~
~
0 -1 1902
D2
You see Wen road.
~
~
0 -1 1900
S
#1902
{YWen Road{x~
You are standing on the beautifully landscaped Wen
road. All around are nice cooling trees and warm
looking flowers and shrubs. A smokey barbacue smell
fills the air and is coming from the east where
you see a small shop. Wen road continues north and
south from here. You can also go east to the small
shop that smells good. There is a {bsign{x here.
~
0 0 1
E
sign~
----------
When you are moving around the world of Rylelia (this planet).
You use the cardinal directions, north, south, east, west, up
and down. You can type 'east' to go east or just type 'e', alot
of the commands can be abbreviated. Sometimes it is wise to
see what is in the direction you are heading. Dangerous creatures
could be there, or their could be a trap that is only found
if you look. Here are the commands to see in different directions.
'LOOK EAST' will give you a description of what is east. Now
this will not show you any creatures that may be there. To do
this you need to 'scan'. Type 'SCAN EAST' and it will tell you
if there are any creatures there. You will not see invisible or
hidden creatures unless you can somehow detect them. Another
helpful command to quickly look around is 'EXIT' by typing
this you will look in each direction and see what is there.
~
D0
You see Wen road.
~
~
0 -1 1903
D1
You see a barbacue stand.
~
~
0 -1 1964
D2
You see Wen road.
~
~
0 -1 1901
S
#1903
{YWen Road{x~
You are moving along Wen road one of the main streets that
goes through this district of Calinth. From here you can
head north and south along Wen road. From the south comes
a fragrant appetizing smell. To the north you see a small
T intersection. There is a {bsign{x here.
~
0 0 1
E
sign~
------------
Fighting can be a dangerous game, but it is one of the few ways
to increase your knowledge and rank. Some of the creatures you
find during your travels will be aggressive, this means they
will attack as soon as they see you. Others are more passive
and will not attack unless you attack them first. FLEEing is
one of the ways to get out of battle, if things are not going
so good, type FLEE and you will run. Now what is very important
is that things you attack will come after you and attack when
they reach you, so flee and run far away or to a place you know
is safe. A way to automate your fleeing is to type WIMPY. This
command sets you up to flee when you reach a certain level of
your total hit points. Type WIMPY 10 and you will flee at 10
hit points. You can set this to whatever you want. Before you
fight a creature you should consider it first. Consider lets
you see if you can kill the creature by returning a message to
you. For instance if you see a goblin, type CON goblin, you
will get a message telling you what your chances are. It is
always best to CON things before attacking, or you might be
destroyed.
~
D0
You see a small T intersection.
~
~
0 -1 1904
D2
You see Wen road.
~
~
0 -1 1902
S
#1904
{YWen Road and Jail Avenue{x~
You are standing at a small t-intersection of Wen road and
Jail avenue. The local jail is off to the east while Wen
road continues north and south. On the west side of the
street are rows of quaint cottages for the locals.
There is a small {bsign{x here and a small {bplaque{x.
~
0 0 1
E
plaque~
-----------
From here you can travel east to reach the local Jail.
Depending on your feelings you can kill some of these dirty
criminals if you wish. Or you can look for more monster
type creatures. What you kill determines the type of person
you are. There is no alignment, except how you act! Moving
from one extreme to another is frowned upon, try to stay
in character and act how your character always acts. To
the east of here a north is a healer who will help you for
free but it takes time, or you can purchase heals from him
or her if you have money.
~
E
sign~
------------
It is important to read the help files available to you.
The first and most important are the laws. Type HELP LAWS,
to read them. Other items are available through the help
command as well. You can get info on just about any command
there is. Remember to read these well.
~
D0
You see Wen road.
~
~
0 -1 1905
D1
You see Jail avenue.
~
~
0 -1 1936
D2
You see Wen road.
~
~
0 -1 1903
S
#1905
{YWen Road{x~
You are standing on Wen road, beautiful shrubs and trees line
both sides of the streets. Small cottages are on either side
belonging to the locals, all of which are painted and in
very good condition. Wen road continues north of here to a
corner or south from here to a small intersection. There is
a {bsign{x here.
~
0 0 1
E
sign~
-------------
Calinth is the principle city in which you live. This part of
town is part of Calinth. When you are done here learning the
ways of things you will venture into the big city, and it is
VERY big. It might take you a while to learn your way about
but feel free to ask another citizen, and they might help you.
Leaving Calinth can be dangerous to those of lower rank, if
you do venture out make sure you are ready.
~
D0
You see a corner.
~
~
0 -1 1906
D2
You see a small intersection.
~
~
0 -1 1904
S
#1906
{YCorner of Wen Road{x~
You are standing on the corner of Wen road, from here it
curves to the west. Around you are small cottages and
gardens of the locals in this section. Well kept trees and
flowers line the street here. There is a {bsign{x for
you to read.
~
0 0 1
E
sign~
----------
Being in a Guild is an intregal part of your life. Be sure
you read the help for your guild and race to learn more about
how you are supposed to act. Staying in character is very
important here. Those that do not will be asked to leave.
Guilds tend to work together and disrepect those members that
harm others of the same guild. Do be suprised if you get
killed if you disrespect your guild. Your race is also very
important, it is the foundation of who you are, although
you will often fight members of your own race who belong to
different guilds then you. This is the nature of the guild
system on Rylelia.
~
D2
You see Wen road heading south.
~
~
0 -1 1905
D3
You see Wen road heading west.
~
~
0 -1 1943
S
#1907
{YWen Road{x~
You are standing just south of the center square in the
New district of Calinth. Around you are small friendly
looking cottages with well kept gardens and shrubs around
their white picket fences. From here you can continue
north to center square or go south where you here the
splashing of water. There is a {bsign{x here.
~
0 0 1
E
sign~
-----------
As you move around you will get tired. When you are out of
movement you will be exhausted this means you have to REST.
When you REST you gain back hit points, mana and movement.
While resting you can perform alot of the basic commands.
Another way to get back hits, mana, and movement quicker is
to SLEEP. While sleeping you cannot do most of the commands.
Try typing 'REST' or 'SLEEP'. When you are done resting you
need to 'STAND' when you are done sleeping you need to 'WAKE'.
~
D0
You see center square.
~
~
0 -1 1900
D2
You see Wen road.
~
~
0 -1 1908
S
#1908
{YWen Road{x~
You are on the beautifully landscaped, Wen road. To the east
of here you see a small pump house with a pleasant looking
waterwheel spinning away at its side. You can go north or
south from here as well. There is a {bsign{x here as well.
~
0 0 1
E
sign~
---------
Death is fact in all of the adventurers lives who roam
this land. After you die you will awaken at the morgue.
You will find it now costs you more experience to rank
to the next level. You will also find that all of your
belongings are gone. They are back at your corpse where
you died, if you get back there in time, you can retreive
them, but so can anyone else who happens upon them. Dont
take death to seriously it is a fact in this dangerous
land.
~
D0
You see Wen road.
~
~
0 -1 1907
D1
You see a small pumphouse.
~
~
0 -1 1965
D2
You see Wen road.
~
~
0 -1 1909
S
#1909
{YWen Road{x~
You are on the very well kept, Wen road. Small cottages
are on the east and west of you. Each has a small garden
and some well kept shrubs near it. To the north you can
hear the splashing of water. And to the south you see
a small intersection. There is a {bsign{x here.
~
0 0 1
E
sign~
----------
Objects you carry are very important. Armor and weapons are
a part of survival. Sometimes the items will hold hidden
descriptions. To find these you must LOOK at it. For example
if you have a sword, type LOOK SWORD, it may or may not give
you a description. Sometimes things are inside of stuff.
If there is a pile of hay, type LOOK IN HAY, maybe something
will be in there.  If there is something inside of an object
you can GET COINS HAY, or GET BOOK CHEST. Remember these
as they are very very important to this world.
You can also EXAMINE stuff. Doors, books,
chests, and other objects have commands to, you can OPEN DOOR,
or maybe CLOSE BOOK, sometimes things are locked, and if you
have the key you can UNLOCK DOOR, or UNLOCK CHEST, then you
can LOCK DOOR or LOCK CHEST as well.
~
D0
You see Wen road.
~
~
0 -1 1908
D2
You see a small intersection.
~
~
0 -1 1910
S
#1910
{YWen Road and Wealthy Avenue{x~
You are standing on a small intersection where Wealthy avenue
meets Wen road. To the east Wealthy road continues on toward
an exotic zoo. To the south Wen road continues onward. There
is a small {bsign{x here.
~
0 0 1
E
sign~
----------
You character that you play is defined by his abilitys and
traits. You can take a look at your character sheet by typing
SCORE. This will give you alot of important information.
To see what you are carrying on your person, type INV, this
is short for INVENTORY. You inventory is different from what
you are using at the time. What you are using can be found
by typing EQ, this is short for EQUIPMENT. To use something
in your inventory, you need to WEAR, WIELD or HOLD it. This
will take it from your inventory and put it in your equipment.
To stop using something in your equipment you need to REMOVE it.
For instance you want to change weapons from a sword to a mace.
Type REMOVE SWORD, then type WIELD MACE, you have now switched
weapons. Sometimes you can just type WIELD MACE, and it will
automatically switch it out for you. Other commands are
WEAR ALL, or WIELD ALL, which will put all inventory into your
empty equipment spots. If you see something laying on the
you GET it. Like GET SWORD. Or if you do not want it anymore
type DROP SWORD, and you will drop it, but it has to be in
your inventory, you cannot DROP something from your EQUIPMENT.
~
D0
You see Wen road.
~
~
0 -1 1909
D1
You see Wealthy avenue.
~
~
0 -1 1929
D2
You see Wen road.
~
~
0 -1 1911
S
#1911
{YWen Road{x~
You are standing between some humble village houses lined
up along Wen road. Chirping birds and friendly voices greet
you. You can continue by going north or south along Wen road.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1910
D2
You see Wen road.
~
~
0 -1 1912
S
#1912
{YWen Road{x~
You are standing between some humble village houses lined
up along Wen road. Chirping birds and friendly voices greet
you. You can continue by going north or south along Wen road.
There is a {bsign{x here.
~
0 0 1
E
sign~
----------
The rest of Calinth is not as nice as this section of town.
Times are hard and the laws and regulations are strict. It
is much more difficult, sometimes even finding something to
eat will be a challenge. Prepare yourself here in this
section of town before adventuring out.
~
D0
You see Wen road.
~
~
0 -1 1911
D2
You see Wen road.
~
~
0 -1 1913
S
#1913
{YThe South End of Wen Road{x~
You are standing on the southern end of Wen road. The
cottages and houses are not around you here. To the
east is a grey and dismal looking city {bwall{x the same
is to the south. To the west you see a small weapons
shop. You can return to the north as well. There is
a small {bsign{x here.
~
0 0 1
E
wall~
--------
The town wall of Calinth. Erected by the Overlord to
keep out his enemys, and to keep the populace in. Its
grey chipped mortar is a sign of hard oppression to many.
~
E
sign~
---------
To the west of here is a weapons shop. If you have
money maybe you can find a better weapon then the
one you have. Go in and look around, see if anything
appeals to you. Take notice of the grey city wall,
this surrounds Calinth and protect it from its enemys.
~
D0
You see Wen road.
~
~
0 -1 1912
D3
You see a weapons shop.
~
~
0 -1 1967
S
#1914
{YEib Road{x~
You are standing on Eib road, the main street heading
east and west through the new section of town. To the
west of you lies center square or you can continue
east down Eib road. Small cottages are to the north
and south of you. You hear birds singing and children
laughing in the distance. There is a {bsign{x here.
~
0 0 1
E
sign~
------------
Having good equipment is a major way to stay alive in
the game. Sometimes you will have to sets of a certain
piece, for instance you are wearing a pair of gloves
and you just picked up a pair. To find out which set
is better you would COMPARE them. By typing COMPARE GLOVES
you will get a message telling you which pair is better.
Use this command alot, it will help you find good eq.
~
D1
You see Eib road.
~
~
0 -1 1915
D3
You see center square.
~
~
0 -1 1900
S
#1915
{YEib Road{x~
You are standing on the main east and west road through
the new section of town. You can head east towards the
goodwill and the Gate into Calinth, or you can head
west towards center square. There is a {bsign{x here.
~
0 0 1
E
sign~
----------
Using magic and fighting are fairly simple. If you want
to kill something, like a goblin, type KILL GOBLIN. Using
a spell works almost the same way but is a little more
tricky. To cast a spell that affects you, like the armor
spell, you would type CAST ARMOR. But if the spell has
a two word name, you have to put quotes around it, like
CAST 'GIANT STRENGTH'. Spells that have a target need
the quotes and a target, like CAST 'MAGIC MISSILE' ORC.
You can use the alias command to help you make these
castings simpler.
~
D1
You see Eib road.
~
~
0 -1 1916
D3
You see Eib road.
~
~
0 -1 1914
S
#1916
{YEib Road{x~
You are standing on a well used section of Eib road.
To the south of you a couple of quaint cottages sit
peacefully in the trees. To the north you see a large
warehouse like building. You can continue east towards
the Gate into Calinth. Or head west further into the
new section of town. There is a {bsign{x here.
~
0 0 1
E
sign~
----------
To the north of here is the local GOODWILL. There you
can find free items to prepare you for your travels.
Sometimes it is empty as the needy are many, other
times it is stocked full of stuff. Please dont be to
greedy as others are just as needy as you.
~
D0
You see a GOODWILL.
~
~
0 -1 1969
D1
You see Eib road.
~
~
0 -1 1917
D3
You see Eib road.
~
~
0 -1 1915
S
#1917
{YEib Road{x~
You are standing on a well used section of Eib road.
To the south of you a couple of quaint cottages sit
peacefully in the trees. You can continue east towards
the Gate into Calinth. Or head west further into the
new section of town.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1918
D3
You see Eib road.
~
~
0 -1 1916
S
#1918
{YEib Road{x~
You are standing on a well used section of Eib road.
To the south of you a couple of quaint cottages sit
peacefully in the trees. You can continue east towards
the Gate into Calinth. Or head west further into the
new section of town.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1919
D3
You see Eib road.
~
~
0 -1 1917
S
#1919
Newbie Town - Eib Road~
You are standing on a well used section of Eib road.
To the south of you a couple of quaint cottages sit
peacefully in the trees. You can continue east towards
the Gate into MUD School. Or head west further into the
new section of town.
~
0 0 1
D1
~
~
1 0 3700
D3
You see Eib road.
~
~
0 -1 1918
S
#1920
{YEib Road{x~
You are standing on a clean section of Eib road.
From here you can head east to the center square,
or you can go west down Eib road. Small cottages
and houses occupy the tree filled lots all around
you. There are children laughing in the distance.
~
0 0 1
D1
You see center square.
~
~
0 -1 1900
D3
You see Eib road.
~
~
0 -1 1921
S
#1921
{YEib Road{x~
You are standing on a quaint section of Eib road.
From here you can head east to the center square,
or you can go west down Eib road. Small cottages
and houses occupy the tree filled lots all around
you. There are birds singing in the distance.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1920
D3
You see Eib road.
~
~
0 -1 1922
S
#1922
{YEib Road{x~
You are standing on a quaint section of Eib road.
From here you can head east to the center square,
or you can go west down Eib road. Small cottages
and houses occupy the tree filled lots all around
you. There is a small shop to the south with a
banging sound coming from it. There is a {bsign{x
here.
~
0 0 1
E
sign~
---------
To the south of here is the local Armor shop. You
can purchase pieces you might not be able to find
or get some extras you might need later. To see
what he offers type LIST when you get inside.
~
D1
You see Eib road.
~
~
0 -1 1921
D2
You see the Armorer.
~
~
0 -1 1966
D3
You see Eib road.
~
~
0 -1 1923
S
#1923
{YEib Road{x~
You are standing on a quaint section of Eib road.
From here you can head east to the center square,
or you can go west down Eib road. Small cottages
and houses occupy the tree filled lots all around
you.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1922
D3
You see Eib road.
~
~
0 -1 1924
S
#1924
{YEib Road{x~
You are standing on a corner section of Eib road.
From here you can head east to the center square,
or you can go south down Eib road. Small cottages
and houses occupy the tree filled lots all around
you.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1923
D2
You see Eib road.
~
~
0 -1 1925
S
#1925
{YEib Road{x~
You are standing on a corner section of Eib road.
From here you can head north towards the corner,
or you can go south down Eib road. Small cottages
and houses occupy the tree filled lots all around
you. To the west of here you see a General Store.
~
0 0 1
D0
You see a corner of Eib road.
~
~
0 -1 1924
D2
You see Eib road.
~
~
0 -1 1926
D3
You see a General Store.
~
~
0 -1 1999
S
#1926
{YEib Road{x~
You are standing on a corner section of Eib road.
From here you can head north towards the store,
or you can go south down Eib road. Small cottages
and houses occupy the tree filled lots all around
you.
~
0 0 1
D0
You see Eib road.
~
~
0 -1 1925
D2
You see Eib road.
~
~
0 -1 1927
S
#1927
{YEib Road{x~
You are standing on a corner section of Eib road.
From here you can head north towards the corner,
or you can go south down Eib road. Small cottages
and houses occupy the tree filled lots all around
you.
~
0 0 1
D0
You see Eib road.
~
~
0 -1 1926
D2
You see Eib road.
~
~
0 -1 1928
S
#1928
{YEib Road{x~
You are at a dead end portion of Eib road. The
city wall of Calinth lies directly to the south
of you while a small training yard lies to the
east, you can also return north.
~
0 0 1
D0
You see Eib road.
~
~
0 -1 1927
D1
You see a training yard.
~
~
0 -1 1971
S
#1929
{YWealthy Avenue{x~
This section road known as Wealthy avenue was
built by an exotic old man who lives in a mansion
in the main part of Calinth. He built this road
that leads to a large structure where he keeps an
exotic collection of beasts from around Rylelia.
You can visit this place by heading east, or return
to the west
~
0 0 1
D1
You see Wealthy avenue.
~
~
0 -1 1930
D3
You see Wen road.
~
~
0 -1 1910
S
#1930
{YWealthy Avenue{x~
This section road known as Wealthy avenue was
built by an exotic old man who lives in a mansion
in the main part of Calinth. He built this road
that leads to a large structure where he keeps an
exotic collection of beasts from around Rylelia.
You can visit this place by heading east, or return
to the west
~
0 0 1
D1
You see Wealthy avenue.
~
~
0 -1 1931
D3
You see Wealthy ave.
~
~
0 -1 1929
S
#1931
{YWealthy Avenue{x~
This street is lined with the best of stones
and bricks gold could buy. Exotic trees and
bushes are on the north and south pruned daily
by some hired hands. You can head east to a
corner or back west down Wealthy ave.
~
0 0 1
D1
You see A corner.
~
~
0 -1 1932
D3
You see Wealthy ave.
~
~
0 -1 1930
S
#1932
{YWealthy Avenue{x~
You are standing on a turn in Wealthy
avenue. From here it heads on to the south.
A building lies to the east of you but the
entrance must be further down. A pungent
smell is in the air.
~
0 0 1
D2
You see Wealthy ave.
~
~
0 -1 1933
D3
You see Wealthy ave.
~
~
0 -1 1931
S
#1933
{YWealthy Avenue{x~
There is a very pungent smell coming from the east
where the entrance to the large building is. You
notice that there are no houses on this street, the
builder must want to keep people away from his strange
collection. You can continue south or go north as
well.
~
0 0 1
D0
You see Wealthy ave.
~
~
0 -1 1932
D1
You see a large building.
~
~
0 -1 1989
D2
You see Wealthy ave.
~
~
0 -1 1934
S
#1934
{YWealthy Avenue{x~
You are nearing the end of Wealthy avenue. From
here you can head north towards the large building
or you can go south towards a lavish inn. On
either side of the street are large oak trees that
sway in the breeze.
~
0 0 1
D0
You see Wealthy ave.
~
~
0 -1 1933
D2
You see Wealthy ave.
~
~
0 -1 1935
S
#1935
{YThe End Of Wealthy Avenue{x~
You have reached the end of Wealthy ave. To the
east lies a lavish Inn where you can get a room
and some food for the night, Or you can head back
north along the avenue. The city wall of Calinth
lies to the south of you.
~
0 0 1
D0
You see Wealthy ave.
~
~
0 -1 1934
D1
You see a lavish inn.
~
~
0 -1 1970
S
#1936
{YJail Avenue{x~
You are walking along Jail avenue, named so
because the local jail lies off of it to the
east and south. Residents do not build houses
along this street for fear and escaping prisoner
might attack them. Further to the east and to
the north lies the healer. He is known to help
all, he even frequently visits the jail to lift
spirits and help the sick.
~
0 0 1
D1
You see Jail ave.
~
~
0 -1 1937
D3
You see Wen road.
~
~
0 -1 1904
S
#1937
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right.
~
0 0 1
D1
You see Jail ave.
~
~
0 -1 1938
D3
You see Jail ave.
~
~
0 -1 1936
S
#1938
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right. To the north
of here is the town healer.
~
0 0 1
D0
You see the local healer.
~
~
0 -1 1968
D1
You see Jail ave.
~
~
0 -1 1939
D3
You see Jail ave.
~
~
0 -1 1937
S
#1939
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right. Jail ave
curves to the south here.
~
0 0 1
D2
You see Jail ave.
~
~
0 -1 1940
D3
You see Jail ave.
~
~
0 -1 1938
S
#1940
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right. Jail ave
heads north and south here. A large Jailhouse lies
to your east but the entrance is further south.
~
0 0 1
D0
You see Jail ave.
~
~
0 -1 1939
D2
You see Jail ave.
~
~
0 -1 1941
S
#1941
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right. Jail ave
heads north and south here. A large Jailhouse lies
to your east.
~
0 0 1
D0
You see Jail ave.
~
~
0 -1 1940
D1
You see the Jailhouse.
~
~
0 -1 1973
D2
You see Jail ave.
~
~
0 -1 1942
S
#1942
{YThe End Of Jail Avenue{x~
You are at the end of Jail avenue. To the south
over a large fence you can see the main street
Eib road, the connection has been blocked to keep
the prisoners from reaching it so easy. You can
return to the north to head back on Jail ave.
~
0 0 1
D0
You see Jail ave.
~
~
0 -1 1941
S
#1943
{YWen Road{x~
You are on a more run down looking section of
Wen road. To the north of here you see a local
guildhouse that is willing to teach all the guild
skills needed. To the east you see Wen road slowly
turning to the south and to the west you hear
a busy marketplace.
~
0 0 1
D0
You a local guildhouse.
~
~
0 -1 1972
D1
You see Wen road.
~
~
0 -1 1906
D3
You see Wen road.
~
~
0 -1 1944
S
#1944
{YWen Road{x~
You are on standing on a run down section of Wen
road. It doesnt look quite so nice here. The road
is potholed and broken. The normal houses you see
are rather run down and shabby looking. You can
head east or west from here.
~
0 0 1
D1
You see Wen road.
~
~
0 -1 1943
D3
You see Wen road.
~
~
0 -1 1945
S
#1945
{YWen Road{x~
You are on standing on a run down section of Wen
road. It doesnt look quite so nice here. The road
is potholed and broken. The normal houses you see
are rather run down and shabby looking. You can
head east or west from here.
~
0 0 1
D1
You see Wen road.
~
~
0 -1 1944
D3
You see Wen road.
~
~
0 -1 1946
S
#1946
{YWen Road's Slave Pens{x~
You are on standing on a run down section of Wen
road. It doesnt look quite so nice here. The road
is potholed and broken. The normal houses you see
are rather run down and shabby looking. To the south
of here you see the entrance to a slavers guild. To
the east you can return down Wen road.
~
0 0 1
D1
You see Wen road.
~
~
0 -1 1945
D2
You see a Slavers Guild.
~
~
0 -1 1947
S
#1947
{YEntrance To The Slavers Guild{x~
You are standing in the coatroom of the Slavers guild.
A sick smell assaults your nostrils and you can hear the
sounds of torture in the distance. You wonder how they
were able to build this place in the new section. To
The west are the main offices and to the east is the
auction block.
~
0 12 0
D0
You see Wen road.
~
~
0 -1 1946
D1
You see the auction block.
~
~
0 -1 1948
D3
You see the Offices.
~
~
0 -1 1950
S
#1948
{YThe Auction Block{x~
This rooms reeks of human bondage. Shackles and and
stocks are on the walls. Fat and smelly merchants from
the various wealthy familys fill the room. A raised
platform is on the south wall where the deeds are done.
To the east are the pens, and to the west is the
entrance hall.
~
0 0 0
D1
You see the slave pens.
~
~
0 -1 1949
D3
You see the entrance hall.
~
~
0 -1 1947
S
#1949
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D2
You see the slave pens.
~
~
0 -1 1954
D3
You see the auction block.
~
~
0 -1 1948
S
#1950
{YFront Office{x~
You are standing in an opulent front office of the
Slave guild. The riches provided from bondage are
quite rewarding. A large oak desk fills the room.
To the west you see the entrance to a back office.
~
0 0 0
D1
You see the entrance hall.
~
~
0 -1 1947
D3
You see a back office.
~
~
0 -1 1951
S
#1951
{YBack Office{x~
You are in the back office of the Slaver guild.
Large file cabinets line all the walls along with
various instruments of torture and bondage. A
leather smell fills this room.
~
0 8192 0
D1
You see the front office.
~
~
0 -1 1950
S
#1952
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D2
You see the slave pens.
~
~
0 -1 1955
S
#1953
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D2
You see the slave pens.
~
~
0 -1 1957
S
#1954
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1949
D2
You see the slave pens.
~
~
0 -1 1958
S
#1955
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1952
D1
You see the slave pens.
~
~
0 -1 1956
S
#1956
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D1
You see the slave pens.
~
~
0 -1 1957
D2
You see the slave pens.
~
~
0 -1 1959
D3
You see the slave pens.
~
~
0 -1 1955
S
#1957
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1953
D1
You see the slave pens.
~
~
0 -1 1958
D3
You see the slave pens.
~
~
0 -1 1956
S
#1958
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1954
D3
You see the slave pens.
~
~
0 -1 1957
S
#1959
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1956
D2
You see the slave pens.
~
~
0 -1 1960
S
#1960
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1959
D1
You see the slave pens.
~
~
0 -1 1961
S
#1961
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D1
You see the slave pens.
~
~
0 -1 1962
D3
You see the slave pens.
~
~
0 -1 1960
S
#1962
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D1
You see the slave pens.
~
~
0 -1 1963
D3
You see the slave pens.
~
~
0 -1 1961
S
#1963
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D3
You see the slave pens.
~
~
0 -1 1962
S
#1964
{YBar-B-Que Stand{x~
A large fire pit occupies the majority of this room, good
smells waft up from the many cuts of meat cooking in the
'special' sauce. A few patrons sit at wood picnic style
benches placed around the room. If you want to see what
is for sale type {blist{x.
~
0 0 0
D3
You see Wen Road.
~
~
0 -1 1902
S
#1965
{YThe PumpHouse{x~
You are standing in an oldstyle pumphouse, on the outside
a large waterwheel turns with the current pouring over it.
Inside here you see a large pump mechanism hooked up to
a faucet that is used to fill skins and buckets that are
for sale to the townsfolk and wandering adventurers. Type
{blist{x to see what is for sale.
~
0 0 0
D3
You see Wen road.
~
~
0 -1 1908
S
#1966
{YThe Armor Shop{x~
You are standing inside a very very HOT armor shop. A large
furnace burns in the rear of the building where the young
helpers of the master armorer hammer away at new and strange
designs. Different styles of metal work hang about the
walls. Type {blist{x to see what is for sale.
~
0 0 0
D0
You see Eib road.
~
~
0 -1 1922
S
#1967
{YSharp As A Razor Weapon Shop{x~
You are standing inside a rather odd weapons shop. There
are various practice dummys lining the walls with stab
and slash wounds covering them. The owner is here cheering
on some young fellow as they hack apart a dummy. Type
{blist{x to see what is for sale.
~
0 0 0
D1
You see Eib road.
~
~
0 -1 1913
S
#1968
{YThe Fountain Of Life{x~
You are in a quiet and peaceful white chamber. A large
sign bearing the Healers guild insignia is on the back
wall. Beds and comfy chairs are all around. The aroma of
strange herbs and medicines fill the air.
~
0 0 0
D2
You see Jail ave.
~
~
0 -1 1938
S
#1969
{YG{rO{BO{RD{bW{yI{GL{gL{x~
You are in the local goodwill. Here items can be purchased
with the five finger discount thanx to local helpful souls.
Please take what you want but do not be to greedy as others
are in need as well.
~
0 0 0
D2
You see Eib road.
~
~
0 -1 1916
S
#1970
{YThe Incomplete Inn{x~
You are standing on the construction site of a lavish inn.
It isnt quite done yet, so you are not required to stay
here.
~
0 0 0
D3
You see Wealthy ave.
~
~
0 -1 1935
S
#1971
{GThe Training Yard{x~
You are in a large cleared area designed to help you train
your skills. The various workout tools and practice dummys
line the yard. Some tough trainers helpers will spar with
you and a master trainer is here to teach you.
Type {bhelp train{x to learn more.
~
0 0 1
D3
You see Eib road.
~
~
0 -1 1928
S
#1972
{GThe GuildHouse{x~
This is one of the few guildhouses in all of Rylelia that
trains the skills of all the guilds. The setting is quaint
and humble as they try and keep it quiet as not to upset
the real guildhouses by showing wealth. You can practice
your skills here if you wish. Type {bhelp practice{x to
learn more.
~
0 0 0
D2
You see Wen road.
~
~
0 -1 1943
S
#1973
{yThe Entrance To The Jail{x~
You are standing in the entrance to the jail. Strangely
enough their are no doors or bars covering the entrance.
Their is a guard room to the north and the way out is
to the west.
~
0 1036 0
D0
You see the guard room
~
~
0 -1 1974
D3
You see Jail road.
~
~
0 -1 1941
S
#1974
{yGuard Room To The Jail{x~
You are in the guard room of the new section minimum
security jailhouse. Their are no bars or doors to this
jail but the prisoners would have to get through this
guard room to get out. Most dont ever try.
To the north lies the beginning of the jail yard.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1975
D2
You see the Entrance hall.
~
~
0 -1 1973
S
#1975
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1976
D2
You see the guard room.
~
~
0 -1 1974
S
#1976
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D1
You see an open jail yard.
~
~
0 -1 1977
D2
You see the jail yard.
~
~
0 -1 1975
S
#1977
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1987
D1
You see an open jail yard.
~
~
0 -1 1978
D2
You see the jail yard.
~
~
0 -1 1986
D3
You see the jail yard.
~
~
0 -1 1976
S
#1978
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1988
D2
You see an open jail yard.
~
~
0 -1 1979
D3
You see the jail yard.
~
~
0 -1 1977
S
#1979
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1978
D2
You see an open jail yard.
~
~
0 -1 1980
D3
You see the jail yard.
~
~
0 -1 1986
S
#1980
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1979
D2
You see an open jail yard.
~
~
0 -1 1981
D3
You see the jail yard.
~
~
0 -1 1985
S
#1981
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1980
D2
You see an open jail yard.
~
~
0 -1 1982
D3
You see the jail yard.
~
~
0 -1 1984
S
#1982
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1981
D3
You see the jail yard.
~
~
0 -1 1983
S
#1983
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1984
D1
You see an open jail yard.
~
~
0 -1 1982
S
#1984
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1985
D1
You see an open jail yard.
~
~
0 -1 1981
S
#1985
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1986
D1
You see an open jail yard.
~
~
0 -1 1980
S
#1986
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1977
D1
You see an open jail yard.
~
~
0 -1 1979
S
#1987
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D2
You see an open jail yard.
~
~
0 -1 1977
S
#1988
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D2
You see an open jail yard.
~
~
0 -1 1978
S
#1989
{BEntrance To The Strange Collection{x~
You are standing in the entrance hall the the wealthy mans
strange collection of creatures. A pungent smell of dirt
and filth fill this room. A sign says, be careful of using
anti-magics as the creatures are held in place using some
sort of spell. To the north is the start of the exhibits.
To the west lies Wealthy ave.
~
0 1036 0
D0
You see an exhibit.
~
~
0 -1 1990
D3
You see Wealthy ave.
~
~
0 -1 1933
S
#1990
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1991
D2
You see the entrance hall.
~
~
0 -1 1989
S
#1991
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1992
D2
You see an exhibit.
~
~
0 -1 1990
S
#1992
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1993
D2
You see an exhibit.
~
~
0 -1 1991
S
#1993
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D1
You see an exhibit.
~
~
0 -1 1994
D2
You see an exhibit.
~
~
0 -1 1992
S
#1994
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D2
You see an exhibit.
~
~
0 -1 1995
D3
You see an exhibit.
~
~
0 -1 1993
S
#1995
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1994
D2
You see an exhibit.
~
~
0 -1 1996
S
#1996
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1995
D2
You see an exhibit.
~
~
0 -1 1997
S
#1997
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1996
D2
You see an exhibit.
~
~
0 -1 1998
S
#1998
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1997
D3
You see the entrance hall.
~
~
0 -1 1989
S
#1999
{YThe General Store{x~
Welcome to the general store. Here you can buy various
utilitarian items you might need along your trips and
adventures. The shelves are lined with things so to
take a look around just type {blist{x.
~
0 0 0
D1
You see Eib road.
~
~
0 -1 1925
S
#0



#SPECIALS
M 1906 spec_cast_adept Load to: thar the healer
S



#RESETS
D 0 1919 1 1
O 0 1933 100 1900
M 0 1914 5 1900 5
M 0 1908 3 1901 3
E 0 1909 100 5
E 0 1936 100 7
E 0 1908 100 8
O 0 1934 100 1902
M 0 1913 1 1903 1
E 0 1938 100 16
E 0 1937 100 17
M 0 1912 3 1904 3
M 0 1909 6 1905 6
E 0 1909 100 5
E 0 1907 100 7
O 0 1934 100 1906
M 0 1914 5 1908 1
M 0 1909 1 1909 1
M 0 1911 3 1910 3
O 0 1934 100 1912
O 0 1934 100 1916
M 0 1910 5 1917 5
E 0 1909 100 5
E 0 1907 100 7
E 0 1913 100 8
M 0 1914 5 1918 1
M 0 1913 1 1922 1
E 0 1909 100 5
E 0 1907 100 7
E 0 1938 100 16
E 0 1937 100 17
O 0 1934 100 1923
M 0 1908 1 1926 1
O 0 1934 100 1932
M 0 1914 5 1932 1
O 0 1934 100 1937
M 0 1910 1 1938 1
M 0 1931 1 1942 1
G 0 1946 100
M 0 1919 1 1948 1
E 0 1911 100 7
E 0 1912 100 8
M 0 1920 1 1950 1
E 0 1909 100 5
E 0 1936 100 7
G 0 1939 100
M 0 1921 1 1951 1
G 0 1940 100
G 0 1941 100
M 0 1915 4 1952 1
E 0 1919 100 13
M 0 1915 4 1953 1
E 0 1919 100 13
M 0 1916 4 1954 1
E 0 1919 100 13
M 0 1917 4 1954 1
E 0 1919 100 13
M 0 1917 4 1956 1
E 0 1919 100 13
M 0 1916 4 1957 1
M 0 1915 4 1958 1
E 0 1919 100 13
M 0 1916 4 1958 1
M 0 1917 4 1958 1
M 0 1915 4 1961 1
E 0 1919 100 13
M 0 1917 4 1961 1
M 0 1918 5 1962 5
E 0 1908 100 8
E 0 1919 100 13
M 0 1916 4 1963 1
E 0 1919 100 13
M 0 1907 1 1964 1
E 0 1909 100 5
E 0 1907 100 7
E 0 1908 100 8
E 0 1910 100 13
G 0 1928 100
G 0 1929 100
G 0 1930 100
G 0 1931 100
G 0 1932 100
M 0 1904 1 1965 1
E 0 1909 100 5
E 0 1907 100 7
E 0 1908 100 8
G 0 1925 100
G 0 1926 100
G 0 1927 100
M 0 1902 1 1966 1
E 0 1914 100 1
E 0 1914 100 2
E 0 1919 100 13
G 0 1913 100
G 0 1914 100
G 0 1915 100
G 0 1916 100
G 0 1917 100
G 0 1918 100
M 0 1903 1 1967 1
E 0 1909 100 5
E 0 1911 100 7
E 0 1913 100 8
G 0 1920 100
G 0 1921 100
G 0 1922 100
G 0 1923 100
G 0 1924 100
M 0 1906 1 1968 1
O 0 1935 100 1968
O 0 1935 100 1968
O 0 1935 100 1968
M 0 1930 1 1970 1
E 0 1944 100 8
E 0 1945 100 16
G 0 1943 100
M 0 1901 1 1971 1
E 0 1911 100 7
E 0 1912 100 8
M 0 1905 1 1972 1
E 0 1914 100 1
E 0 1915 100 3
E 0 1916 100 5
E 0 1907 100 7
E 0 1912 100 8
M 0 1922 9 1974 9
E 0 1942 100 5
M 0 1922 9 1974 9
M 0 1922 9 1974 9
M 0 1923 5 1976 5
M 0 1929 9 1979 9
M 0 1924 9 1980 9
M 0 1925 9 1983 9
M 0 1926 9 1986 9
M 0 1927 1 1987 1
M 0 1928 1 1988 1
E 0 1936 100 7
E 0 1949 100 3
E 0 1947 100 8
E 0 1948 100 15
M 0 1932 1 1990 1
M 0 1933 1 1991 1
M 0 1934 1 1992 1
M 0 1935 1 1993 1
M 0 1936 1 1994 1
M 0 1937 1 1995 1
M 0 1938 1 1996 1
M 0 1939 1 1997 1
M 0 1940 3 1998 3
M 0 1900 1 1999 1
E 0 1909 100 5
E 0 1907 100 7
E 0 1908 100 8
E 0 1910 100 13
G 0 1900 100
G 0 1901 100
G 0 1902 100
G 0 1903 100
G 0 1904 100
G 0 1905 100
G 0 1906 100
S



#SHOPS
1900 15 0 0 0 0 100 100 0 23
1902 9 0 0 0 0 100 100 0 23
1903 5 0 0 0 0 100 100 0 23
1904 17 0 0 0 0 100 100 0 23
1907 19 0 0 0 0 100 100 0 23
0



#$
