#AREADATA
Name        The DreamWeaver's Path~
Builders    Eirin~
VNUMs       22200 22299
Security    9
Credits     {35 55} Eirin    DreamWeaver's Path~
End



#MOBILES
#22203
mosquito~
A mosquito~
A mosquito buzzes around you.
~
This little pest seems hungry.  What's worse is that he's not alone.  
~
bat~
AB TVZ -1000 0
35 14 5d82+534 35d10+100 5d12+18 none
-11 -11 -11 0
FH 0 0 S
stand stand either 0
AGOV ACDEFHJKP medium none
#22205
sage storyteller prophet~
the Storyteller~
The storyteller, a renowned sage and prophet, meditates.
~
This man is busy, restful.  His eyes are closed in deep thought, his mind
relaxed.  Time passes, and yet he doesn't speak.  
~
human~
AB H 1000 0
40 20 10d108+648 40d10+100 5d14+20 magic
-15 -15 -15 -2
AFK 0 0 0
sit sit male 1600
AHMV ABCDEFGHIJK medium none
#22207
Estephan Torymyr~
Estephan~
Estephan Torymyr, Squire of Revels, practices his lute.
~
His eyes are steely-grey and his hair is as auburn as it's said his
ancestor was.  His blood's been diffused since the legendary days of yore,
but his cheekbones remain high, and his nose remains long.  Of all the
generations past of squires, he resembles the last Reveller, Sir Corwyn
Torymyr, the most.  You wonder if he'll be the one to break the curse.  
~
human~
ABR DHc 1000 0
45 23 10d136+786 45d10+100 5d15+26 magic
-18 -18 -18 -4
FK 0 B CZ
stand stand male 1750
AHMV ABCDEFGHIJK medium none
#22209
horse ridge runner~
a ridge runner~
A ridge-runner horse darts past you, nearly bowling you over.
~
This is a powerful horse, whether stallion or mare.  One eye is a flaring
bright golden color, while the other is the deepest black of night.  The
mane shimmers black, with specks of silver dashing within it.  It glistens
against the ruddy red coloring of the body.  Each hoof sends sparks as it
hits the ground.  It sends crimson sparks when it hits you - oh, that's
blood.  
~
fox~
ABF JVZa -1000 0
41 21 10d113+678 41d10+100 5d14+22 crush
-15 -15 -15 -2
FHIM 0 0 0
stand stand either 100
AGV ACDEFHJKQV medium none
#22212
Scorpia~
Scorpia~
Within the desert, Scorpia, Dream-Mistress of Scorpions, stands guard.
~
This woman is a hideous combination of scorpion and woman.  Her lower
half is like a scorpion, hardened armor, stinger, many legs.  But her upper
portion is a woman's body, with arms flailing angrily at you as you
accidently step on one of her "Subjects."  
~
centipede~
ABT Z -1000 0
35 17 10d82+534 35d10+100 5d12+18 sting
-11 -11 -11 0
HM L FI E
stand stand female 1440
ABGHO ABCGIKQU large none
#22213
quicksand dune~
the quicksand~
A sand dune sweeps elegantly before your blurring eyes.
~
Hey!  This isn't a sand dune!  It's - QUICKSAND!  
~
human~
ABF KVc -1000 0
35 15 10d82+534 35d10+100 5d12+18 suction
-11 -11 -11 0
FGR BP 0 DINR
stand stand none 7650
ABDHMV ABCDEFGHIJKQV small none
#22214
Tanzin Patrol~
The Tanzin Patrol~
The Tanzin Patrol paces back and forth here.
~
This Tanzin paces the area and watches you coldly.  His tail swishes
behind him, and you notice it's got a nasty spike on the end.  You'd never
be able to wield it, because it's made to fit his tail only, but you find
yourself drawn to it.  It could be the way it moves.  You'd not want to get
into a fight with him, you are certain.  He catches a glance at you, bares
his teeth in a wide grin, and lets his forked tongue pop through.  He then
asks you what your "Buisssssnessss" is here.  
~
snake~
ABT DFc 0 0
38 17 10d97+603 38d10+100 5d13+20 crush
-13 -13 -13 -1
CEFH 0 L I
stand stand either 1240
AGHMXYc ABCDEFGHIKLQVX medium none
#22215
tanzin boy~
A Tanzin boy~
A cold Tanzin boy shivers and whines to his mommy.
~
This boy's blue.  His deep brown eyes seem to plead up at you for heat. 
His hands shiver, and you return the favor as you see the snake-scales that
line the backs of his arms.  His hair is likewise thin levels of shimmering
scales, and you notice a thin slit in his eyes.  The more you look at him,
the more uncomfortable you get.  
~
snake~
ABCH O -1000 0
36 16 10d87+555 36d10+100 5d12+21 thwack
-12 -12 -12 -1
FHM H L IM
stand stand male 1080
AGHMXYc ABCDEFGHIKLQVX small none
#22216
dezzia~
A Dezzia woman~
A silk-clothed Dezzia dances around you.
~
Swirls of colorful silk brush against your legs, and you look up.  Before
you is a beautiful woman, her eyes the deepest black you've ever seen, red
lips blazing like passion untamed.  Her hair glitters, all colors and none
at all.  Her tail swirls around her, a thin strip of flesh with bright
silken scarves and bells.  Her moves are graceful, and her dance seems to
sing to your very soul.  
~
unique~
ABQ FTZc 1000 0
36 16 10d87+555 72d10+100 5d12+21 flbite
-12 -12 -12 -1
AJ L H S
stand stand female 1080
ABGZ ACDEFHJKQVX medium none
#22219
scream~
A scream~
A scream comes from your eyes.
~
This has no appearance.  It looks like everything and nothing.  It sounds
like you.  It sounds like nothing.  
~
bat~
ABCSU TZ 0 0
45 22 10d136+786 45d10+100 5d15+26 drain
-18 -18 -18 -4
FH D 0 CS
stand stand none 2550
AGV ACDEFHJKP medium none
#22220
Night Mare~
a Night Mare~
A Night Mare blows mist out its nostrils.
~
This mare tosses her head in fury, eyes blazing teal, hooves sparking
with fire.  It looks pretty angry...  
~
dog~
AGT ITUVXZ -1000 0
53 26 10d189+1019 53d10+100 5d18+29 none
-23 -23 -23 -6
DHIMN BH 0 I
stand stand female 2100
AGV ACDEFHJKUV medium none
#22221
Lullabye~
a lullabye~
A sweet lullabye croons past you.
~
Soft music mixes with a drowsy feeling as you look at this lullabye.  
~
human~
AGQ Ncd 1000 0
54 26 10d196+1053 108d10+100 5d18+31 none
-23 -23 -23 -6
FKLS BI 0 O
stand stand none 0
AHMV ABCDEFGHIJK medium none
#22222
Professional Beggar~
a Professional Beggar~
A professional beggar shoves his hat in your face.
~
Grungy and pox-marked, this beggar seems to have a heart beneath the
ugliness.  
~
dwarf~
AS JN 1000 0
49 25 10d162+893 49d10+100 5d17+25 punch
-20 -20 -20 -5
AHIV 0 LQ R
stand stand male 2010
AHMV ABCDEFGHIJK medium none
#22223
cutthroat~
a cutthroat~
A cutthroat sizes you up.
~
The cutthroat sizes you up, seeing if you're worth her time.  
~
unique~
AS MOPQTUVZ -1000 0
50 25 10d168+930 50d10+100 5d17+27 none
-21 -21 -21 -5
ABEFHIJKV 0 H KO
stand stand female 0
AHMV ABCDEFGHIJK medium none
#22227
Head Dreamkeeper Oriolle~
Oriolle~
The head Dreamkeeper, Oriolle, watches through you.
~
The left side of Oriolle's face is gorgeous, beautiful enough to make the
strongest woman melt and the most stubborn man yearn friendship.  The right
side of his face, however, sends brave folk screaming in fear.  But
something tells you this man can tell you your dreams.  
~
unique~
ABR DJNOPQ 0 0
55 28 10d204+1078 55d10+100 5d19+28 wrath
-24 -24 -24 -7
AFHIJKN 0 BLP Z
stand stand male 2400
AHMV ABCDEFGHIJK medium none
#22228
wistful lover~
a wistful lover~
A wistful lover seems to flit by you.
~
This is one of many wistful lovers travelling the road of the romantic. 
You hope this lover manages to earn a "tree," but one never knows.  
~
unique~
AH JNQTd 1000 0
52 26 10d182+988 52d10+100 5d18+27 scratch
-22 -22 -22 -6
ILQ J B Z
stand stand either 2100
AHMV ABCDEFGHIJK medium none
#22231
Jealousy~
Jealousy~
Jealousy is here.
~
Big, green, mean, and ugly.  This thing breaks more relationships than
death.  
~
troll~
AFT FJKc -1000 0
53 25 10d189+1019 53d10+100 5d18+29 crush
-23 -23 -23 -6
CDNO 0 BE HK
stand stand either 2000
ABHMV ABCDEFGHIJKUV huge none
#22233
Chaperone~
the Chaperone~
The Chaperone makes sure nothing "Funny" goes on here.
~
The Chaperone is an imposing figure, but also possesses the glint of
mischief.  Despite the duties of keeping young lovers from falling to Lust
to swiftly, the Chaperone manages to prod them into action should their
progress be too slow.  Armed with strength and humor, the Chaperone is a
formidable foe against loneliness.  
~
elf~
ABQ DFHJV 0 0
54 27 10d196+1053 108d10+100 5d18+31 cleave
-23 -23 -23 -6
AHL 0 B Z
stand stand either 2230
AHMV ABCDEFGHIJK medium none
#22238
Locksmith~
the Locksmith~
The Locksmith sneers at you.
~
This man stands before you, dressed immaculately in teal and black.  Each
twitch of his lips seems condescending, and his eyes sparkle with amusement.
He knows something, but won't say it to any.  
~
elf~
ABSU CDEFGJPUVZ 0 0
55 27 10d204+1078 55d10+100 5d19+28 stab
-24 -24 -24 -7
FHKNV 0 B Z
stand stand none 1200
AHMV ABCDEFGHIJK medium none
#22239
Snowman~
a snowman~
An amazingly realistic snowman dances here.
~
This snowman is realistically made, if you can accept the overly-wide
legs that seem to glide more than they walk.  Its eyes are made of coal, as
is the smile.  His nose is a carrot, and he wears a sopping wet tunic.  You
know it looks comical, but he seems quite content.  
~
human~
AR ENP 1000 0
49 24 10d162+893 49d10+100 5d17+25 thwack
-20 -20 -20 -5
CG I R H
stand stand male 1000
AHMV ABCDEFGHIJK medium none
#22240
Ice Queen~
Narl'tannaka~
Nar'tannaka, the Ice Queen, follows her Lord's commands.
~
Gather your wits, for this Queen is wry,
She can freeze to save, a chilling eye,
Never doubt her, she will not lie,
Her honor's true as a lover's sigh.
~
elf~
ABQU CDFJVc 0 0
48 24 10d155+869 48d10+100 5d16+28 magic
-20 -20 -20 -5
0 0 B Z
stand stand female 3000
AHMV ABCDEFGHIJK medium none
#22243
Frostbite~
Frostbite~
Frostbite waits to get you.
~
Frostbite hurts.  It doesn't really *look* like anything until it hits
YOU.  
~
human~
AF DEFGX -1000 0
44 22 10d130+759 44d10+100 5d15+24 frbite
-17 -17 -17 -3
0 I 0 H
stand stand none 1000
AHMV ABCDEFGHIJK medium none
#22244
G clef~
a G Clef~
You blink to see a G clef before you.
~
The G-clef crosses the G line 4 times, theoretically.  It looks funny,
especially sans any music lines, without paper, just standing there before
you, as if it expects you to play it.  
~
human~
AC DVc 1000 0
46 23 10d142+815 46d10+100 5d16+23 grep
-18 -18 -18 -4
AGH AB 0 0
stand stand none 1200
ADEHMV ABCDEFGHIJKMY tiny none
#22245
Conductor~
the Conductor~
The Conductor leads her musical family.
~
Her eyes are white, her hair is blue.  This elf is the oddest thing
you've ever seen.  Her body swerves elegantly, though you'd swear she has
gills.  In her hand, she holds a slim baton, which she waves, gracefully,
conducting.  Her heart-shaped face is lost with the bliss of the music.  
~
elf~
ABR HJV 0 0
50 25 10d168+930 100d10+100 5d17+27 wrath
-21 -21 -21 -5
EHK 0 B Z
stand stand female 2000
AHMV ABCDEFGHIJK medium none
#22248
Sour Note~
a sour note~
You wince at a sour note.
~
This thing is so bitter, so sour, and so off that it scowls at you in a
way that curdles your blood.  You feel compelled to try to rid it of your
misery.  
~
human~
AT Ja -1000 0
47 24 10d149+836 47d10+100 5d16+25 crush
-19 -19 -19 -4
O I KL 0
stand stand none 1600
AHMV ABCDEFGHIJK large none
#22293
The Don~
The Don~
The Don watches *his* "Family" play.
~
You can almost hear the music playing.  The Don's chilly grey eyes watch
the other members of the family, as he coldly calculates their next move. 
His hair is thinning, brushed back and slicked cleanly.  One hand rests
casually at his side, and none dare dream of asking where his other hand is.
Though he's not one of the largest men you'll ever see, he's definitely one
of the most powerful.  He isn't arrogant, and need not ask for respect. 
There isn't a single person, Family or not, who wouldn't give it to him
without question.  
Or Else.
~
modron~
A CDEFGHJZacd 0 0
200 100 10d2700+10440 200d10+100 5d70+100 beating
-115 -115 -115 -52
ADEFINOQR BMNPQ HIK 0
stand stand male 10000
AHMV ABCEFGHJK medium none
#22294
Seamus O'Malley-DoVerda~
Seamus O'Malley-DoVerda~
Seamus O'Malley-DoVerda stands by the door reading a newspaper.
~
Seamus is a poor victim of the odd birth.  His father, Roberto DoVerda,
was taken by a bright woman named Moira O'Malley.  The father was killed in
the line of "duty" while saving the Don's life, which left the widow and her
child alone.  Seamus loves his mother, and his dark black eyes glitter when
he speaks of her, but she's left him in a predicament.  The grateful Don
insists that he be treated as a full-blooded member of the "Family" despite
hiz his frail body and flaming red curls, but the rest just can't trust him.
~
unique~
AQS HJNc 1000 0
199 0 10d2673+10343 398d10+100 5d69+102 magic
-114 -114 -114 -52
AFHJKL Q B Z
stand stand male 7960
AHMV ABCDEFGHIJK small none
#22295
Vincini Arronzini~
Vincini Arronzini~
The great Vincini Arronzini waits for you to kneel.
~
Vincini Arronzini was one of the great warriors in the family.  He
commands respect by all, and typically waits for everyone in the room to
kneel in his prescence before entering further.  His arrogance makes up for
his lack of wits, though, since he was ambushed during the siege of N'lki,
and a glancing blow cleaved the surface of his scalp.  The battle tactics
possessed by Vincini Arronzini are stilll first-rate, though, and therefore
still manages to deliver top-notch performance to the family.  His cyclops
nature allows him to tower over other members of the family, except Luigi
Antonelli, allowing him to spot any intruders before any other member.  His
ruby eye glares at you, and begins focusing on your armor and weapons.  
~
unique~
ABT BDFV 0 0
199 50 10d2673+10343 199d10+100 5d69+102 blast
-114 -114 -114 -52
0 0 CDHI JP
stand stand male 9581
ABHMV ABCDEFGHIJKUV huge none
#22296
Sario Gridoniti~
Sario Gridoniti~
The great Sario Gridonini waits impatiently for you.
~
Sario Gridoniti is an impatient member of the family.  He is a large
lizardman, a species not known for posessing large amounts of patience.  He
scratches his head and ponders the meaning of your words for a minute.  He's
tall, even for a lizardman, and skilled at fencing and spell casting.  His
emerald eyes begin glaring at you the moment you step into the room, and as
his mouth suddenly contorts into an evil grin at you, two sharp fangs
protrude from his mouth.  These fangs are useful for eating, as well as
other unpleasent buisnesses like ripping and shreading his opponents.  You
notice how light seems to make the fangs shine, making them even more
menacing.  
~
unique~
ABT PVa -1000 0
199 30 10d2673+10343 199d10+100 5d69+102 charge
-114 -114 -114 -52
FIJK CD L I
stand stand male 15952
AGXc ACDEFHKQV large none
#22297
Guido Dimarchi~
Guido Dimarchi~
Guido leans against the wall to clean his nails.
~
Guido's big, but he ain't dumb.  He's got the slower form of speech, but
he can switch to perfect grammar on a whim.  He's the Don's second-hand man,
and gives most of the orders to the others.  Oddly, only Luigi *really*
listens to him, but he doesn't care - it gives him a chance to have a brawl.
~
dwarf~
AST BJZc -1000 0
199 99 10d2673+10343 199d10+100 5d69+102 punch
-114 -114 -114 -52
BCEHIN L BHLQ R
stand stand male 7960
AHMV ABCDEFGHIJK medium none
#22298
Mario Luz~
Mario Luz~
The giant Mario Luz waits patiently for you.
~
Mario Luz is a proud, tall man.  Through some bizzare twist, though, you
see tiny wings in the small of his back, and in his nose two tiny holes
protrude from the sides.  This places him as a half-human, half-dragon, and
you wonder how such a thing could happen.  He also is powerful enough to
slice most mere mortals with just his fists, although his weapon always
rests nearby.  He walks, though, with the proud feeling of an aristocrat,
instead of the lumbering and crude walk of a giant or troll.  
~
unique~
ABc DFHNOTVc 1000 0
199 200 10d2673+10343 199d10+100 5d69+102 divine
-114 -114 -114 -52
BCDEFHIK L CD S
stand stand male 30000
ABGZ ACDEFHJKQVX huge none
#22299
Luigi Antonelli~
Luigi Antonelli~
Luigi Antonelli towers silently over you.
~
Luigi is a big grunt.  He hovers over the rest of the "Family" like an
oak tree does a group of saplings.  He doesn't say much, and what he *does*
say is nearly incomprehensible.  His "speech" is more aptly understood when
he implements his own form of "Hand-talk."  This is something people run
from.  
~
giant~
AT DVWZc 0 0
199 99 10d2673+10343 199d10+100 5d69+102 crush
-114 -114 -114 -52
CDEFHO 0 HI JP
stand stand male 7960
AHMV ABCDEFGHIJK giant none
#0



#OBJECTS
#22200
Lockpick~
a lockpick~
A dark lockpick is here.~
none~
trash C AO
0 0 0 0 0
55 1 0 P
A
14 120
A
2 5
E
lockpick~
On the side, the word "Aenel" is printed.
~
#22201
Gold~
the Golden and Ruby Arch to Aenel's Realm~
A tall Golden and Ruby Arch glows to the left of you.~
none~
portal A P
0 0 0 ADEFHJKMO 0
35 100 2000 P
E
gold~
This arch is spectacular, constructed of gold and inlaid with rubies of
all sizes.  It glitters at you, full of promises.  You have an overwhelming
desire to ENTER it.  
~
#22202
Wood~
a Wood and String Arch~
This Wood and String construction of an Arch looks dark and foreboding.~
none~
portal C P
EIJKN 0 0 BDEFHJKMO 0
35 100 2000 P
E
wood~
This arch is a ramshackle construction, looking as if it were about to
collapse on you.  You figure if you plan to ENTER it, you'd better hurry -
though it doesn't look promising.  
~
#22203
mosquito wing~
a mosquito's wing~
A mosquito's wing futters between your fingertips.~
none~
pill G A
35 56 74 0 0
35 1000 1205 P
#22204
Crusher~
the Crusher of the Soul's Desire~
The Crusher of the Soul's Desire gleams with ethereal beauty.~
none~
weapon ABG AN
exotic 7 8 crush ABC
39 30 1600 P
A
12 30
A
13 100
A
18 4
A
19 4
#22205
book fairy tales~
a book of fairy tales~
This book of fairy tales flies open as you hold it. Look at the contents.~
none~
trash A AO
0 0 0 0 0
40 20 1600 P
A
24 -2
A
23 -2
A
12 50
A
4 3
E
seven~
Kendra, o dear friend, is the Mother of the Gods of Steab.  Back in the
time of the Rift, she was the only goddess of the lands, just after the
continents settled.  She looked upon the land and knew it was full of chaos
and confusion.  She saw the inconsistencies, and she saw the needs.  It
cried for more.  From the pits of the land drew she up five forms.  And of
this energy did she mold the deities.  Shastromm and M'jor, at once, were
the oldest.  Then sprung forth Romiere, of a root of rebellion.  Bluten
wisped from a seedling, and burned as a flameberry.  And the glow of the
sun's ray became Peun.  But she knew the land was still lacking.  Say It was
without music, mystery, and the element of risk.  It had no cold, and it had
no romance.  Animals rutted, without meaning.  And she knew she needed
something not of the land.  So the mother drew forth a form, already alive,
from another land, and brought it through her into the lands.  To this day
it is said that Aenel cannot stand any travel but that on foot.  She gave
this mortal being a spirit and a power.  And it is said he begged against
it.  But sometimes need outweighs desire.  He is the most loyal to the
mother, but it is his duty to question, to refuse.  He is her son, in more
ways than the others, and yet, he is less of her than the others.  And in
return, she grants the world the music of Nature.  Her Druids care for all,
good or evil.  Her presence is sometimes seen, as an elderly or middle-aged
woman.  Dryads and Nyads revere her, and Trolls fear her.  For is not life
itself Nature?  And Kendra, mother of the Gods and Life in Steab, is Nature.
~
E
six~
In most places, o dear friend, one would consider wolves to be creatures
of impulse.  But this was not always so.  The first wolf, who bears no name
in life or soul, still wanders at M'jor's side.  M'jor calls him "He who
finds the truth."  But our dear God of Wisdom does not record merely truth. 
He recalls the future and anticipates the past.  His present is lost amongst
his annals, and his knowledge is for all.  The original wolf paces the lands
with his wise friend, and he possesses a strange duty.  As M'jor knows all
that was and is, as well as will be, the wolf must be with him to keep him
from insanity, and to aid him in keeping the secrets.  Rumor says that when
M'jor slips, the wolf bites his ankle.  There is one time, however, that the
wolf was not at M'jor's side.  He was, instead, at the foot of a baby's bed.
The baby was unique, born to power and knowledge, an artist of the sublime. 
From birth, the child spoke in full sentences.  He performed unusual feats
of magic before he turned twelve.  And he burned like a flame as his
knowledge grew.  M'jor had sent the wolf, for fear the child would be
harmed.  It is known that people fear those wiser than they.  The child was
wiley, though, and managed to avoid the dangers.  The wolf paced beside the
youth as he grew, and would pounce on the boy when he would be about to
speak too much.  The boy grew fast, but came to a faster end.  Before the
boy died, however, the wolf cried.  A single howl escaped his throat, the
first that wolf, or any wolf, ever let forth.  He opened his jaws, and
swallowed the boy whole.  From this point, mothers fear wolves, fear they'll
eat their young babies.  But this is not what happened, o dear friend.  The
wolf ate the boy, but the boy is still alive.  For the boy is now the wolf. 
~
E
five~
From the mouths of babes, o dear friend, come the world's best comments. 
Peun, sweet child of Innocence, and god of Light, knows this so well, that
he wanders the lands as an orphan, gathering the comments into a box of
heavenly colored chalk.  Each comment you make might have been caught when
you were a child, and kept in this ever-increasing rainbow of chalk.  And as
the god cannot speak a lie, he will tell you, in detail, if your words are
there.  It's said that the funniest comment is Purple, and the saddest is
blue.  The wittiest is yellow, and the most confusing is red.  Green is not
in the chalk.  Wonder what the comment will be?  One could watch who the boy
god is with now.  It is said the child is hidden amongst the leaves of the
young, and travels the road of the old.  The problem is, though Peun speaks
the truth, one knows that the truth often does not make sense.  
~
E
four~
The lightening rumbles, o my friend, upon the sea, and it is a horrifying
thing.  When the winds howl, and your sails threaten to crack, you scream to
the warriors to pull the rigging in, and you begin to pray for your lives. 
Some fear the beasts of the great ocean, but they are not, in any way, the
worst one may know.  One of the priests of Romiere (known henceforth as
Romiere's General) was aboard one of the grand pirate ships during one of
these storms.  They had just "liberated" a shipfull of the finest wines
which they planned to sell in Antyr, when a great storm threatened to regain
the very bottles, and the lives of those who'd carried the prize.  The
General was a fighting woman, though, and she stood on board the ship,
braced against the winds, a skin of the wine at her side (for she'd enjoyed
it mere hours before), and called out to her Goddess.  The answer came
moments later, when a large sea creature sprang up from the depths of the
ocean.  At first, all the members of the ship, fine Pirates they were: Bold,
brave, secure - screamed.  But the Sea-Nag bent and picked the ship up
between its massive jaws, lifted it high into the air, and held it there,
safe from harm, until the storm abated.  So know this friends: Next time you
are in a storm, think, drink, and pray to be lifted by what you fear the
most.  
~
E
three~
O, dear friends, there is a time when Shastromm, Goddess of Chaos and
Lust was fooled within her own area.  As it is known, the grande dame of the
fire and passion has a rather random manner.  Very few constants run her. 
The first being that there are very few constants.  The second being her
desire for a "good time."  There was a time, however, where she refused this
"Good time."  Or rather, it was refused to her.  Shastromm had been playing
with the affections of a young elf, tall and thin, with chestnut hair and
eyes the color of malachite.  This elf, stubborn and angry, began to melt,
as all must do.  But it came to him in a dream that it was a game.  And
though he never believed in dreams, his mind began to question her
attentions.  Each day she'd come, and each day he'd lose a little more
ground.  Aenel decided to have some fun with her, at this point, and stepped
in, distracting her for a length of time.  So it was that Shastromm was
denied a "Good time" for weeks on end.  She was in need.  And she returned. 
She would have given the elf what he desired.  She was ready.  But the elf
had given thought to the attentions, and felt used.  So when she lay upon
his bed, he grinned, and turned the tables on her.  He played it up, got her
"excited" then simply said "I don't think so."  It is said that there was a
rash of newborn babies that next year.  
~
E
two~
One might wonder why Aenel is the Deity of Thieving as well as Romance. 
It seems an unusual mixture.  But consider this tale, my dear friends, and
the answer soon will be yours.  Many years ago there were two young people,
sworn enemies, and the most beautiful in the lands.  The girl roamed the
country stealing for her life, filching bread and slitting the purses of the
rich.  Her name was Denara.  The boy was a noble's son, blazing golden eyes
proudly aloof, as each meal was served to him upon plates of the finest
Xenium-plate.  Each of these youngsters was bound by a curse.  His was that
he was not permitted to touch the skin of one whose heart was pure.  And she
was forbidden to taste the lips of an honest man of means.  Their love was
instantaneous upon meeting, and they fell into conversation.  He, never
knowing who might be pure of heart, wore thin gloves.  She, always afraid of
the honest noble, refused to kiss any.  But the conversations were never
stifled.  They would talk for hours about all topics, ignoring the fact that
she was a peasant, and he a noble, sworn to argue.  And yet, they were
honest with each other.  They knew each other for the class level they were.
So it was that he knew she was a thief, and she knew that he was nobility. 
But one day the inevitable happened.  The conversation grew intimate, their
hearts pounded deeply with passion, and he bent over towards her.  She,
however, initiated the kiss, forgetting her curse.  And thus did both
violate the terms of their constraints.  For with the kiss did he touch her
skin.  And he was forced to live.  She died, slowly, before his eyes.  Her
final words were "You call me a thief, but 'tis you who stole my heart
away."  Since that time, it is known that Romance without the physical, is
the sole province of the Thief of Hearts.  
~
E
one~
Death, dear listener, is the stopper of all our pains.  But what purpose
would life have if Death would be our only answer and goal?  Our Lady Bluten
tells the tale of the Gardener, a choice of two ways.  To choose the first
is the path of Life.  To tread this path one must strive for the best.  One
need not be good, nor wise, nor talented.  One must simply do the most they
can with what they have.  Bluten approves of effort, as her Bereavers will
tell.  I shall now tell you of Jonaran, a small boy who tread the Path of
Life.  Jonaran was ill from the day he came to life, cursed perhaps by a
maliscious demon, or maybe granted the blindness to give him a new form of
sight.  His parents cried for him, begging for aid, to no avail.  Each day
they would take him out and describe the sun, describe the flowers, describe
the moon.  They could not, however, describe colors.  Jonaran did not cry,
however.  His path lay with his joy.  He reveled in the scent of the rose,
danced with the warmth of the sun, and gloried in the tingling feel of
mystery when the moon danced in the skies above.  He was a good boy.  His
illness continued, however, and as the years passed it grew worse.  His
family knew he would not survive, and people feared friendship with him. 
But he retained his smile, and strove on.  "I shall grow in the Garden,
mommy."  He would say.  A year before his final breath was cast he found
himself on his hands and feet in the mud.  His fingers worked deftly amongst
it, and a seed was in a pouch at his side.  The plant was a to be a rose,
and he worked with effort, tongue lolling from the side of his mouth.  He
was panting with the effort, but he managed to plant the seed.  No sooner
did he water it, than it sprung to be a strong, healthy bush.  He smelled
the aroma and he howled with joy.  His parents came running.  He exclaimed:
"So beautiful they are!"  And his parents smiled, with new hope.  A year
later, as he lay on his deathbed, his mother handed him one of his roses,
and kissed his forehead.  He held it close, and it pricked his finger.  He
died with a touch of blood on his thumb, a smile on his lips, and the final
word he breathed was "Red."  Live the best you can, and you shall bloom
eternally.  Else, shall you be forced to try again.  
~
E
contents~
Page one (ONE) The tale of the Garderner
Page two (TWO) The tale of the Thief of Hearts
Page three (THREE) The tale of Shastromm's Lust
Page four (FOUR) The tale of the Sea-Snag
Page five (FIVE) The tale of the Lightheart
Page six (SIX) The tale of the Wolf
Page seven (SEVEN) The tale of the Mother
~
#22207
Flute Revelers~
the Flute of the Revellers~
The Flute of the Revellers glistens with writing.~
none~
staff ABITY AO
50 25 25 'cure critical' 0
45 20 2250 P
A
24 4
A
17 -4
A
12 20
E
writing~
Sole the Reveller makes me Sing.  
~
#22208
lute~
the Lute of Aenel's Tenor~
An elegantly engraved red mahogany lute rests in your fingers.~
none~
weapon BY AN
exotic 5 10 divine BG
45 55 2010 P
A
24 -2
A
17 -2
A
13 20
#22209
water sea ocean~
the water~
~
none~
furniture T P
BD FHJKPQ FI BCDFG BCDFG
40 1000 100 P
E
water~
Salt and brine is in this perfect water, and you long to bathe in it.  
~
#22210
tail spike~
a tail spike~
This tail-spike looks like it would be a nasty weapon if you could wield it.~
none~
trash Ma AQ
0 0 0 0 0
38 20 1200 P
A
3 -2
A
17 -5
A
18 2
A
19 2
A
12 30
A
13 20
#22211
leap faith~
a Leap of Faith~
The mists are so deep here that it would take a Leap of Faith to escape.~
none~
portal C P
KNOPQRTace 0 0 ACDGHJKMO 0
35 100 2000 P
E
leap~
The mists grow dark and thick, and you begin to lose your way again. 
It's tough to see how to go back, forward, or where.  You figure your best
route would be to close your eyes and ENTER a Leap of Faith.  
~
#22212
Stinger~
a scorpion's stinger~
A scorpion's stinger flies off Scorpia and lands at your feet.~
none~
wand C AO
0 5 5 'poison' 0
35 10 1050 P
E
stinger~
This stinger's long and hard, but it looks like you might still be able
to squeeze some poison out of it.  
~
#22213
blanket~
a warm blanket~
A tattered, but warm blanket is crumpled in a heap here.~
none~
wand A AO
35 10 10 'fireball' 0
38 10 1200 P
#22214
tree~
a tree~
~
none~
furniture KY P
AB EGHIJK GJ BCDFG BCDFG
40 100 1200 P
E
tree~
A scrawny tree might stand here.  
~
#22215
oasis~
an oasis~
~
none~
fountain KY P
0 0 'water' 0 0
40 100 1200 P
E
oasis~
The oasis you look at is thin, barely alive.  That is, if it's real. 
Which you doubt.  
~
#22216
dancer scarf~
a dancer's long scarf~
A dancer's long scarf seems to go on forever with swirling bright silk colors.~
none~
container IK AC
250 AC 0 10 90
40 10 1600 P
A
4 2
A
3 2
A
12 20
A
17 -7
#22217
Source~
a light source~
This source of light is all around you, but intangible.~
none~
light F P
0 0 999 0 0
40 30 1400 P
#22219
nose plugs~
some nose plugs~
A pair of nose plugs might help keep out the sounds.~
none~
armor Q AE
BE AE E ABCD 0
45 30 2050 P
A
2 -5
A
4 5
A
12 30
#22220
Flaming Saddlebags~
flaming saddlebags~
These saddlebags are flaming with dark fire.~
none~
container C AC
500 0 0 10 90
52 5 293 P
A
14 100
A
13 10
A
17 -15
A
5 3
A
1 4
#22221
beggar hat~
a beggar's hat~
A beggar's hat is filled with lice.~
none~
armor A AE
ABCE ADE ABCE BCE 0
48 10 10 P
A
2 2
A
1 -2
A
5 2
A
13 30
A
17 -2
#22223
Portal~
the portal to Steab~
The portal seems to be the way to wake up.~
none~
portal C 0
GJOQRST 0 0 CEFKMO 0
55 0 0 P
#22227
Dream~
a dream~
A dream in your hands? Odd.~
none~
trash H A
0 0 0 0 0
54 1 0 P
E
dream~
Myst, mist, Missed.
Time to pass your visions far.
The god, the God, the Master night,
What is his name, go to the light.
~
#22228
lover's heart~
a lover's heart~
A lover's heart sits on your shoulder.~
none~
armor BY AI
BD ABF BCDE CF 0
52 40 1200 P
A
18 3
A
12 30
A
13 20
E
heart~
A lover's heart may sit on your shoulder, but you learn the truth that a
lover's heart is a heavy one.  
~
#22229
glint hope~
a glint of hope~
You hold a glint of hope.~
none~
trash AI AO
0 0 0 0 0
50 5 1200 P
A
24 -4
A
4 3
A
3 2
A
12 50
#22230
broken heart~
a broken heart~
The broken hearts Jealousy gives are heavy and worth little.~
none~
container C AG
250 ABC 0 25 80
50 50 10 P
A
12 -30
A
13 30
A
17 -15
#22231
eyes suspicion~
the Eyes of Suspicion~
The eyes of suspicion are tainted green.~
none~
pill CYa AR
52 4 17 2 0
50 10 1240 P
A
19 3
A
18 4
A
14 100
A
12 10
A
13 10
E
suspicion~
The eyes of suspicion are best swallowed and forgotten.  
~
#22232
Gloves Purity~
the Gloves of Purity~
A pair of Gloves, pure as snow, snug tightly around your hands.~
none~
armor AI AH
ACDE CDE ABDE BDE 0
51 5 1750 P
A
19 4
A
18 5
A
13 10
#22233
book manners~
a book of manners~
This book looks like long, boring reading.~
none~
treasure A AO
0 0 0 0 0
54 10 1200 P
A
17 -5
A
12 20
A
23 4
E
escaping~
The way out is a portal as unseen as the emotion of love.  Though it's
there, it's intangible.  You must find it.  Finding it might be a chore,
though if you listen for the song of the heart, you might get a clue.  Once
found, you must gain advice from the chilly fear, the stolen glance, and the
dreams of wakening to apply it.  Best manners of this sort involve saying
"Please" and "Thank you."  
~
E
dying~
When you do it, have clean underwear.
~
E
sleeping~
Don't snore. It's rude.
~
E
breathing~
In and out. Repeat.
~
E
eating~
Do it when your hungry, but never let others see the food or hear it once
it's entered your mouth.  
~
E
romantic~
Blah blah blah don't rush blah blah love isn't lust blah blah blah blah
BLAH!  Blah blah?  Blah blah blah and other boring rules.  
~
E
book~
CONTENTS:
   Romantic Encounters
   Eating
   Breathing
   Sleeping
   Dying
   Escaping this Realm.
~
#22234
Aenel~
the Aenel portal~
~
none~
portal 0 0
INOPQSUVWXYa 0 0 BDFGHJKMO 0
55 0 0 P
#22238
carrot nose~
a carrot nose~
This carrot nose looks frozen, but edible.~
none~
food 0 A
BEF BEF 0 0 0
5 2 100 P
#22239
Coal Eye~
a coal eye~
This piece of coal was once the snowman's eye.~
none~
potion C AR
49 29 0 202 0
49 4 1000 P
A
13 10
A
5 3
A
12 50
#22240
clue~
a clue~
This might be a clue to how to wake up.~
none~
trash U A
0 0 0 0 0
55 1 10 P
E
clue~
When the dreaming is all done,
And the winter's come and gone.
Music has no left us bare,
And romance does no longer care.
Travel down into the night,
Past the thieve's land, cold with fright.
There in one place dark and dank,
Aenel's blessings you will thank.
Enter what you think the word,
And you'll be free just like a bird.
Careful, though freedom holds pain,
And where you come out may hurt again.
~
#22243
half rest~
a half rest~
A half rest waits for the next note.~
none~
furniture TY A
A EIJKN H DEFG DEFG
45 15 1200 P
#22244
G Lines~
a pair of G Lines~
A pair of G Lines wrap your legs with sound.~
none~
armor BYa AF
0 0 0 0 0
46 20 1400 P
A
12 12
A
2 2
#22245
Conductor's baton~
a Conductor's baton~
The baton seems to beg to be waved about.~
none~
weapon SY AN
dagger 6 8 thrust G
50 10 1200 P
A
18 3
A
19 5
A
1 1
A
13 20
A
12 -20
#22246
tight shoes~
some tight shoes~
A pair of tight shoes looks very uncomfortable.~
none~
armor CE AG
ADE ABCE DE F 0
50 20 1200 P
A
13 -20
A
12 50
#22247
Hote Water Bottle~
a hot water bottle~
Maybe if you put this hot water bottle on your head...~
none~
armor KM AE
ACDE CDE DE ABDE 0
47 25 1750 P
A
12 30
A
13 30
A
5 2
#22248
asprin~
a couple of asprin~
Two asprin might relieve that headache.~
none~
pill A A
50 61 14 34 0
47 2 1200 P
#22249
Flaky Skin~
flaky skin~
The flaky skin seems stuck on you.~
none~
armor MQRUa AI
BCDE DE BCE CE 0
44 1 1300 P
A
13 -50
A
17 -2
A
12 20
#22250
Slumber portal~
the Slumber Portal~
The Slumber Portal seems mysterious...and has a sign attached to it.~
none~
portal A 0
FHJKPQ 0 0 ABDFGHJKMO 0
25 0 0 P
E
sign~
Aenel's Realm created by Eirin for levels 35-55.
All names, creatures, and stories found within are copywrited in real life.
~
#22251
Frozen Ice Rose~
a frozen ice rose.~
The frozen ice rose oddly doesn't melt, even in heat.~
none~
treasure H AO
0 0 0 0 0
48 23 3200 P
A
14 100
A
12 20
A
4 3
A
17 -10
E
advice~
Find the room where creatures fear,
Not hell not heaven seeks the path,
Careful, wary, all is clear
And if you find it, know its wrath.
Here's the place, and learn it well,
Where you come out...one can tell.
~
E
rose~
The frozen petals don't burn your skin, nor do they seem wet, or as if
they would melt.  You know it's ice, though.  It smells like ice.  It tastes
like ice.  It is cold.  By the petals are odd, and advice is etched within. 
~
#22292
huge chocolate double tiered mocha frosted cake~
a cake~
This is a slice of a huge, double-tiered, chocolate, mocha-frosted cake.~
none~
food 0 A
DFGHIJ DFGHIJ 0 0 0
40 0 1000 P
E
cake~
This cake is so heavenly that you want to die.  It's so rich that you can
buy a mansion with it.  It's so creamy that cows get jealous.  And it's made
JUST to get Wink HUNGRY.  
~
#22293
The Don's Ring~
the Don's Ring~
This is the Don's Family Ring and Crest.~
none~
armor 0 AB
EG ABCDG BCDG ACDG 0
200 10 10000 P
A
13 200
A
19 25
A
18 25
#22294
Newspaper Prop~
a newspaper prop~
This newspaper has tiny slots for the wearer to see through.~
none~
armor HY AE
CGHIJKLMNOPQRSTUVWXYZabcdef ACGHIJKLMNOPQRSTUVWXYZabcdef BCGHIJKLMNOPQRSTUVWXYZabcdef ABCGHIJKLMNOPQRSTUVWXYZabcdef 0
199 20 7960 P
A
3 5
A
4 5
A
12 150
A
13 150
#22295
sominex~
sominex~
Enter sominex~
none~
portal Aa A
ADE 0 C DEFHJKMO 0
35 25 1000 P
E
aura~
This aura contains arrogance as a substance, but the odd part is that it
also seems to make you a bit humbler as you get closer to it.  Perhaps the
aura funnels all the arrogance into the room into itself, making Vincini
Arronzini the pompus bastard he is, by taking the arrogance from everyone
else and using it inside him.  The aura glows slightly as you peer intently
at it.  
~
#22296
tried-and-true mace~
tried-and-true mace~
A heavy, sharp tried-and-true mace rests here.~
none~
weapon ABE AN
mace 18 18 beating ABD
199 1000 0 P
E
mace~
This mace is slightly rusted, although the spikes on the ball still
possess a sharp edge to them.  Sario Gridonini could choose any possible
weapon the family possesses, and would be skilled in any form of weaponry,
but he prefers the ball-and-chain which he carried on long marches and
battles throughout his life, and the weapon which saved his life many times
over.  
~
E
tried-and-true~
This mace is slightly rusted, although the spikes on the ball still
possess a sharp edge to them.  Sario Gridonini could choose any possible
weapon the family possesses, and would be skilled in any form of weaponry,
but he prefers the ball-and-chain which he carried on long marches and
battles throughout his life, and the weapon which saved his life many times
over.  
~
#22297
Broken beer bottle~
a broken beer bottle~
This broken beer bottle is dripping with red liquid. Amber beer, or is it blood?~
none~
weapon CY AN
exotic 23 9 slash BCEH
199 0 7960 P
A
2 5
A
19 30
A
18 15
A
12 100
A
13 50
#22298
silver bullet~
a silver bullet~
A large silver bullet awaits a new owner.~
none~
weapon ABIa AN
exotic 100 4 divine ABCDGH
199 200 1000 P
E
silver~
This bullet mysteriously has your initials engraved on it, for some
strange reason.  It's silver, and glistens in the sun.  Unfortunantly, guns
don't seem to be commonly available within this region of the planet.  That,
of course, makes this bullet rather useless, except to the great Mario Luz. 
~
#22299
.45 Auto-Load Crossbow~
a .45 auto-load crossbow~
This HUGE .45 auto-load crossbow belongs to Luigi.~
none~
weapon CYa AN
exotic 21 10 blast ADGH
199 80 7960 P
A
3 -10
A
4 -8
A
2 3
A
1 3
A
5 3
A
23 10
A
24 10
A
19 20
A
18 20
A
13 100
#0



#ROOMS
#22200
The Arches to Aenel's Realm~
You have come to stand just outside Aenel's realm.  There are two arches
that stand before you, leading you to have to choose.  The mists lick around
your feet even here, and you hear practically nothing but a soft drone which
could be the sound of snoring.  
~
0 5 0
E
mist~
The mist at your feet barely covers them.  You can easily see where you
are, and that lends you some sparse comfort.  
~
S
#22201
Mist of Aenel's Realm~
Engulfing everything around you is a thick mist which manages to make you
pause, stretch your arms out, and feel your way.  The sound of howling is
heard in the distance, and sometimes a faint scream as well.  If you really
strain, you might catch a sound of bells, a distant song, or even a child's
tears.  While the most you can see is the thick greyness of the ethereal
substance that surrounds you, the sense of touch is still functioning
perfectly.  Right now, for example, you could swear you feel the mist
caressing you, brushing your hair back, and pushing you onward.  
~
0 1 9
E
east~
Though you see nothing ahead of you, you are absolutely certain you hear
voices to the east.  You presume that might be the way to go.  
~
E
mist~
The mist here is so thick it seems alive.  You jump once or twice as you
*think* you see a pair of golden eyes, but soon reassure yourself that you
are sane, and continue on.  
~
D1
~
~
0 0 22212
S
#22202
Mist of Aenel's Realm~
Engulfing everything around you is a thick mist which manages to make you
pause, stretch your arms out, and feel your way.  The sound of howling is
heard in the distance, and sometimes a faint scream as well.  If you really
strain, you might catch a sound of bells, a distant song, or even a child's
tears.  While the most you can see is the thick greyness of the ethereal
substance that surrounds you, the sense of touch is still functioning
perfectly.  Right now, for example, you could swear you feel the mist
caressing you, brushing your hair back, and pushing you onward.  
~
0 1 9
E
mist~
The mist here is so thick it seems alive.  You jump once or twice as you
*think* you see a pair of golden eyes, but soon reassure yourself that you
are sane, and continue on.  
~
E
east~
Though you see nothing ahead of you, you are absolutely certain you hear
voices to the east.  You presume that might be the way to go.  
~
D1
~
~
0 0 22203
S
#22203
Aenel's Realm-The Path of Truth~
The hills you stand upon have the most pleasant aroma.  The sun beats
down upon your cheeks, and you find a smile coming to your lips.  At your
feet, you hear a soft slithering sound.  You glance down to see a snake. 
Everything around you is so real.  Even the mosquitoes.  You do, however,
wish those mosquitoes wouldn't bite so hard, and suck so much blood from
you.  
~
0 0 4
E
east~
You see the hills give way to wide fields to the east.  
~
E
west~
To the west you see swirling mists.  It's so thick that you realize you
can't see anything else.  
~
E
snake~
This thin critter slithers by your feet, over it, then looks up.  It sees
you, and darts down a tiny hole in the ground.  
~
E
sun~
Didn't your mother ever teach you not to look directly at the sun?  
~
D1
~
~
0 0 22204
D3
~
~
0 0 22202
S
#22204
Aenel's Realm-The Path of Truth~
The fields are all lain out in nice, even rows.  Each portion is
dedicated to a different kind of food essential to the surroundings. 
Considering that this is a dream, the foods are bizarre, though they are
labelled.  You notice a label on one, a sign on another, a post on the
third, and a marker on a fourth.  The rest lie fallow or tilled, waiting for
their time to be planted.  
~
0 0 2
E
east~
Mountains rise up high into the air to the east.  It's an exhilerating
feeling to be amongst them, yet they do give pause, and cause for fear.  
~
E
west~
To the west you may return into the hills.  Though it's a pleasant idea,
you remember the mosquitoes and think twice.  
~
E
marker~
This marker states that the portion of field around it is dedicated to
Claritus Maximus, a large corn-like vegetable that is ground into the sands
of dream.  
~
E
post~
This post holds scratchings indicating that the section it represents is
for cotton.  What else would one use for that fuzzy feeling that makes you
forget your dream?  
~
E
sign~
This section of fields contains lines of bushes.  Each bush has a
plethora of berries.  The name on the sign reads: Sweet Dreamsberry.  
~
E
label~
The label states that this portion of the fields is dedicated to Scarely,
a grain essential for nightmares.  
~
E
row~
There is nothing natural about the evenness of these rows.  
~
D1
~
~
0 0 22205
D3
~
~
0 0 22203
S
#22205
Aenel's Realm-The Path of Truth~
You begin to climb the mountain, struggling over each step, feeling the
cold wind on your face.  Snow caps the top, and you struggle past it, hoping
your fingers and toes don't freeze off.  When you finally reach the top, you
see a single figure sitting there, his legs crossed, eyes closed in thought.
You also see a vulture hovering high above you.  Perhaps the nest is nearby.
~
0 0 5
E
up~
Above you the snow is blurry.  As you look up, you feel a strange
shimmering.  You realize the lands above you alter.  They flatten out, and
regain the warmth of the sun.  The trees roots barely peek down through the
stone cliff, and you assume that there's a forest up there.  
~
E
west~
Behind you lie fields to be cultivated for the Dreaming.  
~
E
snow~
Cold.  Very cold.  Wet.  
~
E
vulture~
This is a huge bird who looks angry with your intrusion.  
~
E
nest~
This nest is made of human, troll, and giant hair.  It holds nothing
(yet.)  There is a slight odor coming from it, but you force yourself to
walk by it as you see the vulture's glare.  
~
D3
~
~
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~
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#22206
Aenel's Realm-The Path of Truth~
The forest that surrounds you is very diverse.  From the tall birch to
the short Kalnoren tree, you find yourself gasping with pleasure.  A path
stretches to the north, and you hear a soft song coming from there.  In
front of you is the largest Oak you've ever seen, which seems to take
control of the forest.  At your feet, pine leaves and smaller plants rustle
or soften your step.  Some moss clambers up one of the trees, concealing a
hole towards the bottom.  The sounds pervade the air, as if competing with,
or joining in with, the song you noticed before.  
~
0 0 3
E
north~
To the north you see a small cabin.  Smoke drifts from the chimney, and
music surrounds the area.  
~
E
up~
Climbing the tree might lead you to a new plateau.  Everything else is
odd here, why not go up?  
~
E
down~
Below you you see snow, and the fields farther.  
~
E
hole~
You peek in this small hole, and two eyes blink out at you.  After some
chittering noises, a furry paw BATS your nose angrily, making you back up,
and away, giggling.  
~
E
moss~
The moss looks comfortable.  Bright green, with a rich soil base, it
climbs up the tree, molding against it, and becoming part of it.  
~
E
plants~
There are more different kinds of plants than can be described in one
lifetime.  
~
E
leaves~
These pine leaves make a nice blanket for the forest floor.  You'd think
they should be needles, but oddly, they are not.  
~
E
oak~
This Queen of the forest towers over the rest of the trees, and seems to
invite you to climb.  You can almost picture the knots and branches calling
to you.  
~
E
flowers~
It is said many women squeeze the juices of this flower to make a face cream.
~
E
fruit~
This oblong fruit is very sweet - and very deadly.  
~
E
kalnoren~
Like all Kalnoren, this tree has a fat base which tapers nearly to a
point.  The branches and leaves seem to gather from that point and "explode"
in all directions.  The red flowers dangle at the end of some leaf clusters,
bobbing just around your eye level.  You see the brown-colored fruits, and
manage to stop yourself before plucking one.  Though it's very sweet, you
recall, the fruit of the Kalnoren can kill in seconds.  
~
E
birch~
This birch has the most silken white bark you've ever seen.  
~
D0
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~
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~
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D5
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~
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S
#22207
Aenel's Realm-The Path of Truth~
This darkened room is the home of a young man.  Its gentle feel is
enhanced by instruments that hang upon the wall and lean against furniture. 
On the table are scattered sheets of parchment, with illegible writing on
them.  A single candle flickers in the center of the room, illuminating the
face of the youthful owner of the cottage.  He's bent over in concentration,
strumming a few notes on a lute.  His bed is nothing more than a blanket
tossed over straw, and a small kitten rests upon it.  There is something
loving about the man's expression.  He's honest and yet conceals something. 
The very feeling is echoed in the room, right down to the four paintings
that line the walls.  
~
0 1 0
E
instrument~
The instruments are of every kind, shape, and tone known in this or any
other world.  One, a silver flute, seems to call to you, but you think the
man would get to it first, and he wouldn't be pleased if you took it.  
~
E
furniture~
The furniture is sparse and boring.  Plain wooden utilitarian items with
no decoration.  You wonder if you could live in such barren surroundings.  
~
E
table~
The table is as plain as plain can be.  
~
E
parchment~
Each sheet of the parchments is different.  Some have dots and lines
strewn all over them, and some have words you can read.  Most are boring
legends, but you do catch one with something more pleasant.  It reads: 
 
In truth the swallow grows to fly,
A free and easy gait:
And yet when one has deigned to try,
To gather hope and emulate,
They waver still, and fall.
 
What use is it to try to soar,
When all you have are arms?
Should music silence evermore,
Lost for useless charms?
I beg you heed my call.
 
Sing out, and join the merry tune,
Sing out and dance with me,
For dancing with the swallow's croon
Is what shall set you free.
It grows grand things from small.
~
E
candle~
The candle is marked with thin lines.  It flickers, melted down so only
three large marks are left.  
~
E
bed~
This is very uncomfortable looking.  You wonder how this young man
survives like this.  
~
E
kitten~
The one warm thing that has nothing to do with music is curled up asleep
on the so-called bed.  She peeks a furry head up at you, one eye slitting
open from between her paws.  Her mouth stretches out, and bends back so far
her nose almost touches her back, in the largest yawn you've ever seen. 
Then she licks her paw a couple times, stretches her tongue along her jowls,
and goes back to sleep.  
~
E
paintings~
There are four paintings here.  You look at them by name: Dannin,
Stolforn, Kerel, and Thorin.  
~
E
dannin~
The portrait of Dannin looks the oldest.  His piercing purple eyes
glitter outward, and almost seem to cry at you.  A sorrow touches your heart
at the pain.  
~
E
stolforn~
When you gaze at the thick paints and heavy strokes used in Stolforn's
portrait you almost smile.  Large where the others were petite, he seems to
bound out of the painting and greet you.  In this light, the style was
appropriate.  
~
E
kerel~
You wonder how old Kerel was when he died.  He looks so young in the
painting, a flitting butterfly in life.  His eyes were grey, a mixture of
laughter and sorrow, but touched with a deep understanding.  Something tells
you that you'd be afraid to try to outwit him.  
~
E
thorin~
The most merry and mischieveous painting of them all is that of Thorin. 
Though he remained in seclusion here on the Path of Truth, as does his son,
Estephan, there are tales in reality that lead to him.  Because of him, it
is said that the Revelers still haunt the cities of the local lands.  It is
believed that Revelers have the power to curdle the milk of the wicked, and
sweeten the cream of the kind.  Of course, as he wasn't a Reveler, it's not
possible, but he did have his - moments.  
~
E
south~
Exiting this comfy abode will bring you back into the forest.  
~
D2
~
~
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S
#22208
Aenel's Realm-The Path of Truth~
Again you stand on a mountain, this time on the very top, a ledge.  The
rock is oddly flat here, and wide.  A winding bridge of rock extends towards
the east, but that hardly seems safe, as it's not supported by anything, and
you can't see the other side.  You hear whispers in the wind, and feel a
chill of apprehension.  A single horse speeds across the stone in front of
you, nearly bowling you over.  You notice that one of its eyes flares
golden.  That doesn't sit well with you.  The whispers grow louder, and form
words.  They seem to say "The sight is a two-edged sword.  Be wary."  
~
0 0 5
E
rock~
The rock you stand on seems to go on forever, a buffed, smooth stone
table atop the mountain.  It makes you feel insignificant.  
~
E
bridge~
The bridge winds into the east, and loses its destination there.
~
E
east~
Is that a tree at the end of the bridge to the east?  
~
E
down~
Down the tree-trunk you see a beautiful forest.  
~
D1
~
~
0 0 22209
D5
~
~
0 0 22206
S
#22209
Aenel's Realm-The Path of Truth~
You find it absolutely amazing that the terrain on this path can shift so
often.  From barren rock to bright forest, from forest to rock, you never
know what will come next.  In this case, a forest.  Trees tower over you. 
Or you think these are trees.  The leaves seem odd.  As does the fruit.  At
least they don't pinch you.  
~
0 0 3
E
tree~
Each tree is exactly the same.  Ringed and rounded trunks shoot up like
palms, and then branch out in many different directions.  It makes you think
of volcanoes exploding.  The fruits are long and thin, dragging almost to
the ground.  You can barely tell the difference between them and the leaves,
as you push past them to go to the next step of the journey.  
~
E
leaves~
Each leaf is long and tubular, like a string of beads hanging from the
branch high above.  You push by the curtain of leaves and fruit.  
~
E
fruit~
Long, tubular fruits that look delicious.  You wonder if these are the
legendary Tonin trees farmers dream of.  
~
E
west~
To the west lies the barren rock, but that means trudging over that
spooky rock-bridge again.  
~
E
up~
You hear music of the sea from above you.  
~
D3
~
~
0 0 22208
D4
~
~
0 0 22210
S
#22210
Aenel's Realm-The Path of Truth~
Fiddler's Green is the land where sailors dream of going when they die. 
Some say it's a section of Bluten's realm, and others believe it's a part of
Aenel's.  Both are right and wrong.  None know why.  The music is abounding,
the island is green, and the water smells of salt and brine.  A lone fiddle
plays from around you, with bagpipe music joining in.  You see old sailors
pacing around a rickety wharf, but the more you approach them, the further
they are.  There's truth to the belief that Fiddler's Green is a joyous
place that you cannot find unless you belong.  And since you're still alive,
you really don't belong.  
~
0 8192 6
E
down~
Below you is the forest.  You must have climbed high, but you don't
recall.  
~
E
north~
Before you is air.  Can you fly north?  
~
E
water~
Salt and brine is in this perfect water, and you long to bathe in it.  
~
E
wharf~
Though rickety, you have a feeling this wharf will never die.  
~
E
island~
In the distance is an island green,
On its shores I long to roam,
Where with my ship-mates I will dream,
Of glorious nights on th'Ocean's foam.
Take me hence to the Fiddler's Green,
Take me where I long to be.
For no more in life shall I be seen.
Not death, but Fiddler's Green for me.
~
E
sailors~
Indistinct forms of sailors bustle about, but remain unapproacheable.  
~
D0
~
~
0 0 22211
D5
~
~
0 0 22209
S
#22211
Aenel's Realm-End of the Path of Truth~
You come to the end of the Path of Truth.  You think back on what you've
learned, the people you've met.  You wonder to the purpose of it all.  And
as you decide that there's much you'd wish to recall when you wake - if
you're asleep, you realize you're trapped.  The only thing visible is the
mist.  And that's so thick you're afraid to move.  
~
0 4 9
E
mist~
The mist is so thick you'd think it alive.  Maybe it would be best just
to jump.  
~
S
#22212
Aenel's Realm-Path of Illusion~
You pass through the mists, and find yourself gasping for air.  Sand is
all around you, and the sun beats strongly against your skin.  At your feet,
you hear a slithering sound, and you stifle your screams when you look and
see a scorpion.  The area also has some random tumbleweed which bounces by
you, taunting you with a promise of a false destination, and a couple
scrawny cactii.  
~
0 0 10
E
scorpion~
These poison killers are small enough to step on, if you want to risk
getting stung.  You opt for the wiser move and dodge around them in your
trek through the sand.  
~
E
flower~
This flower is huge, pink, and has a blue spiney center.  The scent pours
from it, and you can almost hear it begging for water.  
~
E
cactus~
The cactii are weak-looking, as if they haven't been able to get water in
ages, but one of them has managed to bloom a gorgeous pink flower.  
~
E
tumbleweed~
The tumbleweed is as dead as the sands around you.  It bounces
sporadically across your feet and vanishes out into the distance.  
~
E
down~
Looking down, you notice a small hole in the sands.  You *might* be able
to fit through it.  
~
E
west~
West is covered with the mists you just left.
~
E
sand~
The sand is a golden yellow.  It goes on and on.  It's worse than the
energizer bunny.  
~
E
sun~
OUCH!  Didn't your mother ever tell you not to look right at the sun?  
~
D3
~
~
0 0 22201
D5
~
~
0 0 22213
S
#22213
Aenel's Realm-Path of Illusion~
The sand waves into dunes here, and each step is a chore.  The
tumbleweeds have long since vanished, leaving you with nothing but the heat
and dunes.  At least, that's what you think.  
~
0 0 10
E
dunes~
The dunes swirl up and down.  Sometimes you can even feel your feet
sinking into the sand.  You claw your way out, trudging more than walking,
wondering if you'll ever see water again.  
~
E
north~
The sand blinds your eyes so much when you look in that direction, that
you wince, close your eyes, and choose.  
~
E
west~
The sand blinds your eyes so much that when you look in that direction,
you wince, close your eyes, and choose.  
~
D0
~
~
0 0 22201
D3
~
~
0 0 22214
S
#22214
Aenel's Realm-Path of Illusion~
This area is beautiful!  You're certain you've never seen something so
lovely in your life.  The trees that droop over the oasis seem to beckon you
to rest beneath them, and the wind brushes gently, albeit hotly, over your
cheeks.  If you stare a little longer, you think you can see rubies in the
water, or emeralds.  And more than that, there's fruits hanging from the
trees, to eat!  You're in heaven!  You're happy!  You're - imagining things.
~
0 0 10
E
trees~
Oh, there would be trees to sit beneath in an ideal world.  Too bad not
everything's ideal on the Path of Illusion.  
~
E
oasis~
Don't you just hate mirages?  
~
E
rubies~
Rubies?  You want rubies?  You'd be lucky for water!  
~
E
emeralds~
Emeralds would probably add to your weight.  And hot, tired, and thirsty
as you are, that's not a good thing.  Thankfully, there are no emeralds,
anyhow.  
~
E
fruits~
Hm.  Want some illusionary bread to go with that non-existant fruit?  
~
E
north~
Your eyes are already blurry and you're imagining things.  Do you really
trust what you see in that direction?  
~
E
down~
Your eyes are already blurry and you're imagining things.  Do you really
trust what you see in that direction?  
~
D0
~
~
0 0 22201
D5
~
~
0 0 22215
S
#22215
Aenel's Realm-Path of Illusion~
Can you believe it?  Another Mirage of an Oasis!  Each muscle in your
body groans with the thought of it.  As if this oasis really is there.  It's
not even as nice as the last mirage.  It's just a plain pool of water.  And
that tree to rest under.  Scrawny.  Such a pitiful jest your mind is playing
on you!  
~
0 0 10
E
north~
Ha!  As if you'd be dumb enough to believe it's the end of the desert! 
Now you see mist!  
~
E
west~
Ha!  As if you'd be dumb enough to believe that's the end!  Now you see
mist!  
~
D0
~
~
0 0 22201
D3
~
~
0 0 22216
S
#22216
Aenel's Realm-Path of Illusion~
This part of the desert is truly bizarre.  You feel hotter than usual,
and you notice that some of the sand glows and is transparant.  In fact,
some of it has turned to glass.  As you gaze upwards, you see that the
portion of the desert you stand in is inside a huge bubble.  Tents line the
desert, brightly colored, with camels standing or laying beside them.  You
see silk-clothed women dancing in circles and heavily covered men in black
pacing the area.  As you approach, you hear soft voices beckoning you to
turn back before it's too late.  
~
0 0 10
E
down~
You see the bottom of the bubble, which blurs your view of the outside.  
~
E
north~
You see the edge of the bubble, which blurs your view of the outside.  
~
E
glass~
Both above and below you, as well as all around you, the glass enhances
the degree of the heat.  
~
E
bubble~
You gaze above you and wonder how you entered this bubble of the desert,
how it came to be, and how the people in the tents manage to survive it. 
Then again, you are in the dream, so it's possible this is all illusion. 
Wouldn't it be nice to wake up cool and cozy in your bed at home?  
~
E
tents~
Each tent is a different bright color, which boggles the mind.  One would
expect that it would just make things hotter for the people who live there,
but oddly, a single complaining child looks up and whines to his mother who's
inside an orange one: "Why's it so COLD, Mommy?  Why is it always so cold?" 
~
E
camel~
Be careful - they spit.  
~
D0
~
~
0 0 22201
D5
~
~
0 0 22217
S
#22217
Aenel's Realm-Path of Illusion~
The desert finally ends, leaving you grateful and at the foot of some
rolling hills.  The hills have the most lovely yellow flowers shooting
upwards like honking geese, each one leaning toward the sun.  The only odd
thing is, you don't see the sun.  It's just - light out.  And the flowers
have no scent.  And the hills seem alive.  You hear a faint echo of music
around you, but cannot pin the source.  A small pebble tumbles down the
nearest hill and lands beside your feet.  As you look at it, you notice it
shifts.  
~
0 0 4
E
east~
Hills are everywhere around you.  
~
E
north~
Hills are everywhere around you.  
~
E
pebble~
As you look at the pebble, it begins to shimmer and shift.  When it stops
moving, you gasp to realize that what was a pebble is now a small door.  You
try the door, and discover it's frail.  The handle breaks off, crumbling in
your hands.  The door screams at you, yelling "MURDERER!"  And then
vanishes.  
~
E
hills~
The very hills seem alive, almost willing to laugh at you.  
~
E
flower~
These flowers are similar to honking geese, as they stretch upward toward
the sun that's not there.  Each one is thin around the "neck" and opens wide
at the tip of the "beak."  You can almost picture the leaves flapping, and
the flower taking off in flight.  
~
D0
~
~
0 0 22201
D1
~
~
0 0 22218
S
#22218
Aenel's Realm-Path of Illusion~
Though the hills still surround you, there's no fear of getting lost. 
This could have something to do with the path you're walking.  Speaking of
the path, it won't let you off.  Every time you try to stray, a blade of
long grass slaps you, and puts you back on it.  
~
0 0 4
E
north~
To the north you see a path continuing over the next hill.  
~
E
grass~
The grass here is mean.  Better not walk on it.  
~
E
path~
The path heads north through the hills.  It's thin, and you're beginning
to get bruised from the slaps the grass gives you when you stray.  
~
D0
~
~
0 0 22219
S
#22219
Aenel's Realm-Path of Illusion~
The path now leads you through/over/under/around the hill.  At once. 
Don't ask how.  Nothing around you makes sense.  Nothing is real.  It all is
true.  You feel like screaming.  You do.  No sound comes out.  You feel like
crying.  You do.  A scream comes from your eyes.  You start running, hoping
to escape as fast as possible.  
~
0 0 4
E
north~
Escape!  Sweet escape!  You run faster!  
~
E
path~
You don't even want to *think* about it.  
~
D0
~
~
0 0 22220
S
#22220
Aenel's Realm-End of the Path of Illusion~
Finally you reach the end of this path (you hope.)  Everything you've
ever believed is in question.  Everything you've hoped for seems odd.  You
feel as if you've been through every dream you've ever had - and came out
wanting.  As you look around this mist-filled room, you realize you're
floating on air.  And you realize that any move you make could take you to
your death.  That's when you realize there's no real way out.  (You think.) 
~
0 5 9
E
air~
It's all around you.  Better watch your step.  
~
S
#22221
Center of Aenel's Realm~
All five of Aenel's circles of power converge here, melding into the
Center of his realm.  Each step you take leads you no further, yet no closer
to any answers.  You wonder why you would dream of such a place.  Then you
realize that Aenel is the God of Dreams.  You hear a melody in your head,
and recall he runs that.  You never remembered what his other realms were. 
Perhaps now is a good time to discover.  
~
0 5 0
E
secret~
The secret door is almost invisible, and you would have missed it if it
didn't buckle beneath you, as if inviting you to come explore.  
~
E
west~
You hear the sounds of blissful music, alive and whole coming from the
west.  You blink as your feet start to dance, pulling you along with them.  
~
E
south~
From the south you feel a cold, wintery breeze.  
~
E
east~
Something sweet, something sort of grandish stirs your soul when you look
east.  
~
E
north~
The mists of the dream that you're now familiar from wisp to the north.  
~
E
secret~
The secret door below you looks interesting.  
~
E
down~
Is that a line I see?  
~
D0
~
~
0 0 22222
D1
~
~
0 0 22228
D2
~
~
0 0 22239
D3
~
~
0 0 22244
D5
~
secret~
1 0 22234
S
#22222
The Dreaming~
The mists swirl heavy but intangible, here.  You can't see three inches
ahead of you, nor can you imagine what's there.  Howls of laughter and howls
of pain intermingle making a cacophany of horrid sounds to play in your
ears.  Your eyes barely adjust to the greyness of it all when you feel a tap
on your shoulder.  When you spin about, however, all you see is the mist.  
~
0 1 9
D0
~
~
0 0 22223
D2
~
~
0 0 22221
S
#22223
The Center of the Dreaming~
The power surrounds you, almost lifting you into the air.  You notice
faint lights to the east, north, west, and a very ominous purple above you. 
There's a path that forms as you move, and vanishes behind you.  You'd fear
to stray off of it.  
~
0 1 9
D0
~
~
0 0 22226
D1
~
~
0 0 22225
D2
~
~
0 0 22222
D3
~
~
0 0 22224
D4
~
~
0 0 22227
S
#22224
Creation Mists-Nightmare Division~
SHRIEEEEEEEEEK!  HOWL...  Arooooooo....  Cackle....  Flashing lights,
swirling sights...  Everything you ever dreamed about and wished you hadn't.
Every sound raises prickles up your spine, every brush of air makes you
quiver.  A vampire floats from the shadows and vanishes, you see your head
floating before you, being dangled by a horseman with heads at his belt. 
Mirrors are all about you, reflecting thousands of faces of fear.  
~
0 1 9
D1
~
~
0 0 22223
S
#22225
Creation Mists-Dreams of Prophecy Division~
The future is fleeting, swiftly becoming the present.
The present is never seen, because it becomes the past too soon.
To dwell in the past is to lose the future and present.
What will be your future? What is your present? Why did you see but the past?
Your dreams can tell you, and only they know.
~
0 1 0
D3
~
~
0 0 22223
S
#22226
Creation Mists-Pleasant Dreams Division~
Sweet dreams are made of this, who am I to disagree.  I've travelled the
world and the seven seas (or more)...  Everyone is looking for something. 
Some of them want to use you.  Some of them want to be abused...  All of
them, however, are made here.  
~
0 1 9
D2
~
~
0 0 22223
S
#22227
The Throne of the Dreaming~
Here, in the throne room, you see the head Dreamkeeper standing next to
the empty throne.  The throne is built tall and oddly, wisping and yet
solid.  There are mists which seem to move like servants, cleaning the room,
setting it up for the god.  The light flashes dull around you, teal curtains
flutter, mingling with the black.  A glint of silver seems to flow through
the moon on the throne, momentarily blinding you as you stagger about,
curiously.  
~
0 1 9
D5
~
~
0 0 22223
S
#22228
Romance-The Meeting~
Along the fields of Aenel's lands,
Where the lovers first held hands,
And though I'd never seen you there,
We met once then, and learned to care.
 
With the sun to witness all,
And the trees so bright and tall,
When our eyes met I knew the truth,
That you were my life, age or youth.
 
A song sung swiftly in my ear
I knew no sorrow nor of fear,
My hunger grew, my life was filled
Where our first meeting's fields were tilled.
~
0 0 2
E
up~
Up seems to pull at you.
~
E
west~
Away from romance, you see the center of Aenel's realm.
~
E
sun~
The sun itself stands as chaperone to young lovers.
~
E
tree~
Each tree curls over you, whispering of beauty.  Some have initials in
their trunks, naturally grown there.  It seems as if the trees with initials
are romances Aenel's blessed - that have succeeded.  
~
E
field~
The fields seem to shimmer with promise of love.
~
D3
~
~
0 0 22221
D4
~
~
0 0 22229
S
#22229
Romance-The Yearning~
Each pang of desire gathers your will, causes your heart to smoulder. 
You have to remind yourself that it's not your desire you feel, but that of
those around you.  You yearn for a partner of your own, and look around for
one.  Then you move on, anxious for the end of the path.  
~
0 0 2
E
east~
Looking ahead, you think you see one lover confessing his desire to
another.  
~
E
down~
Downwards leads you to the start of the path to the Heart, where trees
grow high.  
~
D1
~
~
0 0 22230
D5
~
~
0 0 22228
S
#22230
Romance-The Confession of Love~
Here, one young passionate boy falls to his knees, holding one
long-stemmed rose upwards to a beautiful young woman.  He whispers to her,
confessing his desire, his passion, and his love to her.  She pretends
boredom, but it's obvious there's a glint of a flame in her own eyes.  Trees
line the path here, and some flat benches.  It's so romantic that it almost
is nauseating.  
~
0 0 2
E
down~
You sense dissention from below.
~
E
west~
The yearning sparks from there.
~
E
trees~
Like all the other trees here, initials are carved - grown is more
appropriate- on the bark on the side, declaring the names of lovers who have
succeeded in romance.  
~
E
girl~
Dressed primly, this girl seems anything but interested, but somewhere
behind the violet eyes you see the glisten of desire.  She plays
hard-to-get, and her pouty lips twitch every once in a while at the young
boy's antics.  
~
E
boy~
He's so cute you end up staring.  On one knee, the velvet of his
pantaloons getting filthy in the mud, he gazes upwardly, causing moonlight
to shine his face.  
~
E
bench~
The benches here are low and wide, though shaped in a way that permits
only two to sit at a time.  They are made of a white stone that seems to
sparkle.  
~
D3
~
~
0 0 22229
D5
~
~
0 0 22231
S
#22231
Romance-The Obstacle~
That which does not kill us makes us stronger.  No Romance is true
without the difficulties, the bumps to overcome.  This part of the trail is
full of these obstacles.  Some you stumble on.  Some frighten you.  All of
them give pause.  
~
0 1 2
E
up~
Confessing love, the youth from above does not see where you are now.
~
E
north~
North leads you to the resolution and the make-up.
~
E
obstacle~
Trying to sort it out sets your head spinning.  
~
E
bump~
This bump seems to be the bump of someone slighted.  An insult was given.
You wonder if all will end up resolved.  
~
D0
~
~
0 0 22232
D4
~
~
0 0 22230
S
#22232
Romance-The Discussion and Resolution~
Here's a nice, quiet spot for young romantics to talk their problems out.
With conversation comes forgiveness, and the ability to move on or split up.
~
0 0 2
E
up~
Something pleasant that way lies.
~
E
south~
You just came from the obstacles there.  Do you really want to risk it?  
~
D2
~
~
0 0 22231
D4
~
~
0 0 22233
S
#22233
Romance-The First Date~
The first date has finally come!  Your heart beats with excitement, and
you yearn to move to the next stage, but know it must be earned in time. 
That's when you realize, it's not your romance, your first date, but that of
those you have passed on this path.  You see a new tree sprout before you,
and the branches meld into the bark of the trunk, twisting into the shape of
a pure circle.  Within the circle a pair of initials form.  Between the
initials, a tiny "+" sign appears.  You smile as the leaves seem to sprout
from the circle that holds the lovers together on the tree, knowing that it
is to be blessed.  
~
0 0 2
E
down~
Downward returns you backwards through the journey of the heart.  
~
E
initials~
K. T.
 +
J. V.
~
E
trunk~
The trunk is strong, as is the romance.  
~
E
leaves~
The leaves seem natural sprouting from the semi-unnatural circle.  
~
E
circle~
A perfectly round circle, it's decorated with leaves that sprout from it.  
~
E
branch~
The branches become part of the trunk in an elegant circle.
~
E
tree~
This tree is a white birch, proud and beautiful.  You'd assume that this
means the love is of the purest kind.  This makes you smile more than you
did before.  
~
D5
~
~
0 0 22232
S
#22234
Thieves-The Challenge~
You step into this spartan room and find a thin knife at your throat. 
You can't tell who or what holds the knife...  If anything or anyone does,
but it's there.  And pressed against your throat, it makes you a bit afraid
to swallow.  Eventually though, you hear a whisper, and it challenges you
for the password.  Do you know it?  
~
0 0 1
D4
~
~
1 0 22221
D5
~
~
0 0 22235
S
#22235
Thieves-Shadows~
You stand amongst the shadows, dark and thick.
What lies within them, none can tell.
Is it living, is it sick?
Are you in heaven, or more likely in hell?
~
0 1 0
D2
~
~
0 0 22236
D4
~
~
0 0 22234
D5
~
~
0 0 22237
S
#22236
Thieves-Breaking and Entering~
This isn't a room, it's a large wall with a window in it.  Wouldn't it be
fun to break it open and see what's beyond?  
~
0 1 0
D0
~
~
0 0 22235
S
#22237
Thieves-Cutpurses, Beggars, and Swindlers~
Every eye turns to you as you enter.  Some look and lick their lips with
anticipation...  And some jut their hats out at you.  The stench of the area
is of booze and stale air.  
~
0 0 1
D0
~
~
0 0 22238
D4
~
~
0 0 22235
S
#22238
Thieves-Honor Among Thieves~
Here, you see the thieves relaxing and aiding each other.  They share
secrets, tips, and laughs while tossing their coins into the main pot.  Not
one seems afraid that another would take the coins and run.  They trust each
other as none else can.  
~
0 1 0
D2
~
~
0 0 22237
S
#22239
Winter-The Grande Festival~
You stand within the entrance which (oddly) has a roof over it.  Snow
doesn't enter this spot, but a small fireplace crackles with energy. 
Children gather around it, warming cold hands and feet.  The air is scented
with peppermint.  You hear laughter from outside, and hear a cough from
somewhere.  
~
0 0 0
E
down~
You hear a howl from below - one that no animal makes.  
~
E
west~
Snow glistens to the west.
~
E
north~
North leads you to the Center of Aenel's Realm.
~
E
children~
Children squabble over seats for the fire.  Each one is bundled from
waist down, and the wet jackets warm on a rack.  
~
E
fireplace~
This fireplace crackles with the heat of a fire. What a glorious sound!
~
E
roof~
This roof keeps the snow from becoming your hat.
~
D0
~
~
0 0 22221
D3
~
~
0 0 22240
D5
~
~
0 0 22243
S
#22240
Winter-The Glistening Snow~
The snow glistens brightly in the darkened lights of the night, stars
within it, as well as above.  Tiny footprints fade swiftly as the new snow
falls, and drifts rise above your shoulder.  In the distance, you see a
village made of snow, but the closer you get to it, the more it seems far.  
~
0 0 5
E
up~
ACHOOOOOOOOOOOOOOOOOOOOOOO, the FLU!
~
E
west~
Peppermint drifts from the west.
~
E
south~
Oooooh, what a bitter wind doth blow.
~
E
east~
To the east is the grandest Winter Festival ever.
~
D1
~
~
0 0 22239
D2
~
~
0 0 22243
D3
~
~
0 0 22241
D4
~
~
0 0 22242
S
#22241
Winter-The Scent of Peppermint~
The scent of peppermint wafts through your nostrils, and even seems to
cling to your clothes and skin.  Children dart about handing out globs of
the candy molded into miniature musical instruments, coins, horrid-looking
creatures, and hearts.  You even see trees and flowers made of candy, with
peppermint being the flavor of the day.  
~
0 0 0
E
south~
Got a hanky?
~
E
east~
Snow glistens to your east.
~
E
up~
The bitter chill freezes from above.
~
E
flower~
Wanna pluck?
~
E
trees~
You wonder if someone would notice you if you took a lick.  
~
E
candy~
YUM!
~
E
children~
They look so happy, you could almost find yourself joining them.  
~
D1
~
~
0 0 22240
D2
~
~
0 0 22242
D4
~
~
0 0 22243
S
#22242
The Winter Flu~
Du yew dthing tha' yew cood feel adda worse? Dis is de flu, common bug of the ba' weather.
Mebbe dtea ad sleep wood hep?
~
0 1 0
E
north~
Peppermint might soothe that sore throat.
~
E
east~
Bitter wind? Wonder why there's a flu...
~
E
down~
Below the flu is the glistening snow.
~
D0
~
~
0 0 22241
D1
~
~
0 0 22243
D5
~
~
0 0 22240
S
#22243
Winter-The Bitter Wind~
Icy chill runs up and down your spine.  You feel the bitterness of the
wind, and wonder how long you can stand it.  Footprints mark the snow.  When
you can slit your eyes open, you can see little else but that.  The greyness
of the sky is oppressing, though.  
~
0 0 5
E
footprints~
These footprints are very - large!
~
E
wind~
It stings your eyes.
~
E
sky~
You see several new shades of grey.
~
E
north~
You see glistening snow to the north.
~
E
up~
Above you sounds noises of festivity.
~
E
down~
The scent of peppermint wafts from below.
~
E
west~
AAAAAaaaaaaaaaaaaaaaaaaaaachoooooooooooooooooooooo!
~
D0
~
~
0 0 22240
D3
~
~
0 0 22242
D4
~
~
0 0 22239
D5
~
~
0 0 22241
S
#22244
Music-The Composition~
Composition: the finished product.  All pieces must be fit just so, and
the music will thrive.  This room is the cultivated completion of music, but
it's beckoning you to find the parts.  While intrigued with the soft music
of the harp in the corner, you find yourself seeking the melody.  
~
0 0 4
E
harp~
This harp is immense and gorgeous.  A man's figure is carved into the
main bar, and the strings themselves are made of silver.  As the harp
strings move (on their own), the man's arms move towards you, fingers
expressing the mood of the music.  
~
E
north~
Harmonic tones come from the north.
~
E
west~
The tone you hear from the west keeps shifting, as if experimenting with
possibility.  
~
E
down~
Melody, melody, sweet melody from below.  
~
E
east~
Back to the Center of the Realm, and out of this musical menagerie.  
~
D0
~
~
0 0 22245
D1
~
~
0 0 22221
D3
~
~
0 0 22246
D5
~
~
0 0 22247
S
#22245
Music-Harmony~
Harmony fills this room, and all is at peace.  The conductor of this
symphony of Aenel's realm stands before you.  You are awed.  You find
yourself scampering to a seat, getting lost in the ups and downs of the
concerto.  You imagine you hear the Castrato singing, but when you look,
there is none.  
~
0 0 4
E
seat~
Hard fold up chairs line the walls.  
~
E
south~
South brings you to the Composition, the finished piece.  
~
E
west~
Sweet melody drifts in from the west.  
~
E
down~
The tones played below seem to grab you.  
~
D2
~
~
0 0 22244
D3
~
~
0 0 22247
D5
~
~
0 0 22246
S
#22246
Music-Tone~
Tone is important, for without it, there's no real tune.  And as the tune
fades, so does the music.  You get the feeling you're being lectured, but
shake yourself out of it.  Then you glance around the room, at the
blackboard with chalk, at the small table with notes.  You see several
instruments playing themselves.  Each plays one note, trying for the right
tone.  
~
0 0 4
E
blackboard~
Big and dirty, it's obviously been used quite often.  Right now, there's
no real writing on it.  
~
E
chalk~
Long pieces broken in half rest near the chalkboard.  
~
E
table~
This table is awfully tiny.  It really holds no more than a few pages.  
~
E
notes~
The bass trombone is flat.
Tune the piano.
Add a flute.
Adjust the C minor. C major's getting jealous.
~
E
instruments~
Each instrument is floating, perched, or hanging in a manner that allows
it to play itself.  You gawk for a while, shake your head, then gawk some
more.  
~
E
north~
To the north lies the melody.
~
E
east~
The composition, finished product, leads out to the east.
~
E
west~
Balance teeters to the west.
~
E
up~
Moving up leads you to a harmonic area.
~
E
down~
Percussion drills you from below.  
~
D0
~
~
0 0 22247
D1
~
~
0 0 22244
D3
~
~
0 0 22248
D4
~
~
0 0 22245
D5
~
~
0 0 22249
S
#22247
Music-Melody~
Melody: An agreeable succession of musical sounds.  In other words, a
pattern of music.  You bask in the pattern that engulfs you, wishing you
never had to leave, but sadly, the melody ends - just to start again, with a
new song.  You garner up your will and trudge on.  
~
0 0 4
E
up~
Up leads to the final composition.  
~
E
east~
Harmonic sounds waft towards you from the east.  
~
E
west~
Percussion.  Rhythm.  Perfection from the west.  
~
E
south~
Experimental tones resound to the south.  
~
E
down~
Balance, listeners.  That's below.  
~
D1
~
~
0 0 22245
D2
~
~
0 0 22246
D3
~
~
0 0 22249
D4
~
~
0 0 22244
D5
~
~
0 0 22248
S
#22248
Music-Balance~
For every note there is a counternote, for every sound a silence. 
Between the two, you have a room that is perfectly symmetrical, right down
to the two identical pianos.  
~
0 0 4
E
piano~
Both pianos are large, Grand pianos.  They face each other with barely a
pass between them.  
~
E
north~
Percussion bounds from the north.  
~
E
east~
A sweet tone rings to the east, then another to try to balance it.  
~
E
up~
Sweet melody wafts above you.  
~
D0
~
~
0 0 22249
D1
~
~
0 0 22246
D4
~
~
0 0 22247
S
#22249
Music-Rhythm~
Got to have percussion.  And this room has it in droves.  Drums
everywhere march you in.  A snare flares a roll at you, then the Cymbals
crash in greeting.  You almost laugh-until you see the Gong.  You see your
picture on the gong.  When you blink, the picture's gone, but it still
scares you.  
~
0 0 4
E
drums~
Big drums, little drums, bodhrans, and snares.  Triangles, zylophones,
every kind of percussion instrument you can imagine lay at your feet. 
Tiptoe carefully.  
~
E
snare~
This elegant drum seems to grin as it plays a roll at you.  
~
E
cymbal~
Crash!  BANG BOOM!  
~
E
gong~
This thing is huge, and looks as if it might hurt you...  Or your
picture...  Which fades before your eyes.  
~
E
east~
Melody wafts sweetly from the east.  
~
E
south~
The balance is strong to the south.  
~
E
up~
Each tone matches the next above you.  
~
D1
~
~
0 0 22247
D2
~
~
0 0 22248
D4
~
~
0 0 22246
S
#22250
Waking up~
You feel a twitch in your nose, and try to ignore it.  It's not easy. 
Every time you almost fall asleep again, something happens.  An alarm, a
dog, the rooster.  It's time to wake up.  Before you, there's another
portal...  But it looks so DANGEROUS!  
~
0 4 9
S
#22251
Falling Asleep~
You enter the portal, and a heaviness descends upon you.  You're tired,
so sleepy you can barely remain awake.  In fact, you might already be
sleeping.  The only way you can go is forward.  
~
0 0 0
D5
~
~
0 0 22200
S
#22252
Inn room~
This room is a grizzly mess, probably the storage room.  There is a small
bed lying by the wall, however, and it looks inviting.  As you turn to
leave, you notice a portal against the wall.  Curiousity makes you look at
it.  
~
0 0 0
D5
~
~
1 0 15136
S
#22299
Immortal's Mob Waiting Lounge~
This room is where all the "Family" waits until their Immortals call for
them.  The room's decorated in deep red velour and gold, and there are
tables and drinks aplenty for the Family.  The chairs are comfortably
padded, and the conversation's light.  You see a sign hanging on the wall. 
You also see a Controller List.  
~
0 33793 0
E
controller~
This is the list of controllers.
 
Family Member                    Immortal
-------------                    --------
Luigi Antonelli                  Eirin
Guido Dimarchi                   Chipper
Mario Luz                        Maverick
The Don                          Wink
Vincini Arrozini                 Qwerty
Dominic Ordanza                  Dimi
Sario Gridoniti                  Chance
Mercutio Gordini                 Obz
Seamus O'Malley-DoVerda          Kayal
Ronald Bellagosi                 Rizzen
~
E
sign~
Immortals!  These members of the Family are here for your enjoyment. 
Feel free to grab yours at will.  Please leave the other immortal's Family
member here, to prevent confusion.  You can, however, feel free to let them
talk from their spots here.  
Thank you!
The Management
~
D4
~
~
1 0 70
S
#0



#SPECIALS
M 22207 spec_cast_judge Load to: Estephan
M 22212 spec_poison Load to: Scorpia
M 22214 spec_guard Load to: The Tanzin Patrol
M 22216 spec_fido Load to: A Dezzia woman
M 22227 spec_cast_mage Load to: Oriolle
M 22233 spec_guard Load to: the Chaperone
M 22239 spec_breath_frost Load to: a snowman
M 22240 spec_breath_frost Load to: Narl'tannaka
M 22243 spec_breath_frost Load to: Frostbite
M 22245 spec_cast_mage Load to: the Conductor
M 22293 spec_cast_adept Load to: The Don
M 22298 spec_breath_any Load to: Mario Luz
M 22299 spec_ogre_member Load to: Luigi Antonelli
S



#RESETS
D 0 22221 5 1
D 0 22234 4 1
D 0 22252 5 1
D 0 22299 4 1
O 0 22201 0 22200
O 0 22202 0 22200
M 0 22203 6 22203 1
G 0 22203 -1
M 0 22203 6 22203 5
M 0 22205 1 22205 1
E 0 22205 17 17
M 0 22207 1 22207 1
G 0 22207 -1
E 0 22208 16 16
M 0 22209 1 22208 1
O 0 22209 0 22210
O 0 22211 0 22211
M 0 22212 1 22212 1
G 0 22212 -1
M 0 22213 1 22213 1
O 0 22214 0 22215
O 0 22215 0 22215
M 0 22216 1 22216 1
E 0 22216 3 3
M 0 22215 1 22216 1
E 0 22213 17 17
M 0 22214 1 22216 1
E 0 22210 18 18
O 0 22217 0 22217
M 0 22219 1 22219 1
G 0 22219 -1
O 0 22211 0 22220
M 0 22220 5 22223 2
E 0 22220 4 4
M 0 22221 5 22223 2
G 0 22295 -1
M 0 22220 5 22224 3
E 0 22220 3 3
M 0 22221 5 22225 1
G 0 22295 -1
M 0 22221 5 22226 2
G 0 22295 -1
M 0 22227 1 22227 1
G 0 22227 -1
M 0 22228 5 22228 1
E 0 22228 10 10
M 0 22228 5 22229 2
E 0 22229 17 17
M 0 22231 5 22229 1
E 0 22231 19 19
M 0 22228 5 22230 1
E 0 22228 10 10
M 0 22231 5 22230 1
E 0 22230 8 8
M 0 22228 5 22231 1
M 0 22231 5 22231 2
E 0 22231 19 19
M 0 22231 5 22232 1
M 0 22233 1 22233 1
E 0 22233 17 17
E 0 22232 9 9
M 0 22223 5 22234 1
M 0 22222 5 22235 2
G 0 22221 -1
M 0 22223 5 22235 1
O 0 22234 0 22235
M 0 22222 5 22236 1
E 0 22221 6 6
M 0 22223 5 22236 1
M 0 22222 5 22237 2
E 0 22221 6 6
M 0 22223 5 22237 2
M 0 22238 1 22238 1
E 0 22200 17 17
M 0 22239 5 22240 1
G 0 22238 -1
M 0 22243 5 22240 1
E 0 22249 10 10
M 0 22239 5 22241 1
E 0 22239 19 19
M 0 22239 5 22242 2
G 0 22238 -1
M 0 22243 5 22242 2
E 0 22249 10 10
M 0 22240 1 22242 1
E 0 22251 17 17
M 0 22239 5 22243 1
E 0 22239 19 19
M 0 22243 5 22243 2
E 0 22249 10 10
M 0 22244 5 22244 2
E 0 22244 7 7
M 0 22245 1 22245 1
E 0 22245 16 16
E 0 22246 8 8
G 0 22240 -1
M 0 22244 5 22246 1
M 0 22248 5 22246 2
G 0 22247 -1
M 0 22244 5 22247 2
G 0 22243 -1
M 0 22248 5 22248 2
G 0 22248 -1
M 0 22248 5 22249 1
O 0 22223 0 22250
O 0 22250 0 22252
M 0 22299 1 22299 1
G 0 22299 -1
M 0 22298 1 22299 1
E 0 22298 16 16
M 0 22297 1 22299 1
E 0 22297 16 16
M 0 22296 1 22299 1
E 0 22296 16 16
M 0 22294 1 22299 1
E 0 22294 6 6
M 0 22295 1 22299 1
E 0 22295 18 18
M 0 22293 1 22299 1
E 0 22293 1 1
S



#SHOPS
0



#$
