From 9fd7038a84d0eabe434e8083fea7d1bad59a0412 Mon Sep 17 00:00:00 2001
From: Chris Kearney <chris@kearneymail.com>
Date: Thu, 14 May 2015 23:32:12 -0700
Subject: [PATCH] converting npcs to json yo

---
 .../comandante/creeper/ConfigureCommands.java |    5 +-
 .../com/comandante/creeper/ConfigureNpc.java  |   12 +-
 .../command/admin/ReloadNpcsCommand.java      |   38 +
 .../creeper/managers/GameManager.java         |   23 +
 .../comandante/creeper/npc/NpcAdapter.java    |   74 +-
 .../creeper/npc/NpcAdapterTest.java           |   26 +
 .../comandante/creeper/npc/NpcBuilder.java    |    2 +-
 .../comandante/creeper/npc/NpcExporter.java   |   12 +-
 .../com/comandante/creeper/npc/NpcStats.java  |  302 --
 .../comandante/creeper/stat/StatsTester.java  |    3 +-
 .../creeper/entity/EntityManager.java         |  167 +
 world/6May2015-7PM                            | 4261 +++++++++++++++++
 world/npcs/bergorc.json                       |   43 +
 world/npcs/blackhoodedwizard.json             |   51 +
 world/npcs/deathgriffin.json                  |   52 +
 world/npcs/demonsuccubus.json                 |   52 +
 world/npcs/grayekimmu.json                    |   51 +
 world/npcs/nightmaretroll.json                |   51 +
 world/npcs/phantomknight.json                 |   59 +
 world/npcs/phantomorc.json                    |   51 +
 world/npcs/phantomwizard.json                 |   51 +
 world/npcs/razorclawwolf.json                 |   51 +
 world/npcs/redeyedbear.json                   |   45 +
 world/npcs/scaleddeathcrawler.json            |   51 +
 world/npcs/stealthpanther.json                |   51 +
 world/npcs/stonegiant.json                    |   51 +
 world/npcs/swampbear.json                     |   51 +
 world/npcs/swampberserker.json                |   43 +
 world/npcs/tigermonoceruses.json              |   51 +
 world/npcs/treeberserker.json                 |   43 +
 world/npcs/tunnelcobra.json                   |   51 +
 31 files changed, 5518 insertions(+), 356 deletions(-)
 create mode 100644 src/main/java/com/comandante/creeper/command/admin/ReloadNpcsCommand.java
 delete mode 100644 src/main/java/com/comandante/creeper/npc/NpcStats.java
 create mode 100644 src/mainPjava/com/comandante/creeper/entity/EntityManager.java
 create mode 100755 world/6May2015-7PM
 create mode 100644 world/npcs/bergorc.json
 create mode 100644 world/npcs/blackhoodedwizard.json
 create mode 100644 world/npcs/deathgriffin.json
 create mode 100644 world/npcs/demonsuccubus.json
 create mode 100644 world/npcs/grayekimmu.json
 create mode 100644 world/npcs/nightmaretroll.json
 create mode 100644 world/npcs/phantomknight.json
 create mode 100644 world/npcs/phantomorc.json
 create mode 100644 world/npcs/phantomwizard.json
 create mode 100644 world/npcs/razorclawwolf.json
 create mode 100644 world/npcs/redeyedbear.json
 create mode 100644 world/npcs/scaleddeathcrawler.json
 create mode 100644 world/npcs/stealthpanther.json
 create mode 100644 world/npcs/stonegiant.json
 create mode 100644 world/npcs/swampbear.json
 create mode 100644 world/npcs/swampberserker.json
 create mode 100644 world/npcs/tigermonoceruses.json
 create mode 100644 world/npcs/treeberserker.json
 create mode 100644 world/npcs/tunnelcobra.json

diff --git a/src/main/java/com/comandante/creeper/ConfigureCommands.java b/src/main/java/com/comandante/creeper/ConfigureCommands.java
index dbc53292..82d04faa 100644
--- a/src/main/java/com/comandante/creeper/ConfigureCommands.java
+++ b/src/main/java/com/comandante/creeper/ConfigureCommands.java
@@ -57,9 +57,6 @@ public class ConfigureCommands {
         creeperCommandRegistry.addCommand(new XpCommand(gameManager));
         creeperCommandRegistry.addCommand(new CastCommand(gameManager));
         creeperCommandRegistry.addCommand(new CountdownCommand(gameManager));
-
-
-
-
+        creeperCommandRegistry.addCommand(new ReloadNpcsCommand(gameManager));
     }
 }
diff --git a/src/main/java/com/comandante/creeper/ConfigureNpc.java b/src/main/java/com/comandante/creeper/ConfigureNpc.java
index 03476fc3..ceae4ba6 100644
--- a/src/main/java/com/comandante/creeper/ConfigureNpc.java
+++ b/src/main/java/com/comandante/creeper/ConfigureNpc.java
@@ -27,17 +27,23 @@ import java.util.Set;
 
 public class ConfigureNpc {
 
-    public static void configure(EntityManager entityManager, GameManager gameManager) throws FileNotFoundException {
-
+    public static void configureAllNpcs(GameManager gameManager) throws FileNotFoundException {
+        EntityManager entityManager = gameManager.getEntityManager();
         List<Npc> npcsFromFile = NpcExporter.getNpcsFromFile(gameManager);
         for (Npc npc: npcsFromFile) {
-            System.out.println("added streethustlers");
+            Main.startUpMessage("Added " + npc.getName());
             entityManager.addEntity(npc);
             Set<SpawnRule> spawnRules = npc.getSpawnRules();
             for (SpawnRule spawnRule: spawnRules) {
                 entityManager.addEntity(new NpcSpawner(npc, gameManager, spawnRule));
             }
         }
+    }
+
+    public static void configure(EntityManager entityManager, GameManager gameManager) throws FileNotFoundException {
+
+        configureAllNpcs(gameManager);
+
 
         Main.startUpMessage("Adding beer");
         ItemSpawner itemSpawner = new ItemSpawner(ItemType.BEER, new SpawnRule(Area.NEWBIE_ZONE, 10, 100, 5, 40), gameManager);
diff --git a/src/main/java/com/comandante/creeper/command/admin/ReloadNpcsCommand.java b/src/main/java/com/comandante/creeper/command/admin/ReloadNpcsCommand.java
new file mode 100644
index 00000000..da6e0174
--- /dev/null
+++ b/src/main/java/com/comandante/creeper/command/admin/ReloadNpcsCommand.java
@@ -0,0 +1,38 @@
+package com.comandante.creeper.command.admin;
+
+import com.comandante.creeper.ConfigureNpc;
+import com.comandante.creeper.command.Command;
+import com.comandante.creeper.managers.GameManager;
+import com.comandante.creeper.npc.NpcExporter;
+import com.comandante.creeper.player.PlayerRole;
+import com.google.common.collect.Sets;
+import org.jboss.netty.channel.ChannelHandlerContext;
+import org.jboss.netty.channel.MessageEvent;
+
+import java.util.Arrays;
+import java.util.List;
+import java.util.Set;
+
+
+
+public class ReloadNpcsCommand extends Command {
+    final static List<String> validTriggers = Arrays.asList("reloadnpcs");
+    final static String description = "Reload npcs from disk.";
+    final static String correctUsage = "reloadnpcs";
+    final static Set<PlayerRole> roles = Sets.newHashSet(PlayerRole.ADMIN);
+
+    public ReloadNpcsCommand(GameManager gameManager) {
+        super(gameManager, validTriggers, description, correctUsage, roles);
+    }
+
+    @Override
+    public void messageReceived(ChannelHandlerContext ctx, MessageEvent e) throws Exception {
+        configure(e);
+        try {
+            gameManager.removeAllNpcs();
+            ConfigureNpc.configureAllNpcs(gameManager);
+        } finally {
+            super.messageReceived(ctx, e);
+        }
+    }
+}
\ No newline at end of file
diff --git a/src/main/java/com/comandante/creeper/managers/GameManager.java b/src/main/java/com/comandante/creeper/managers/GameManager.java
index 76502bd1..fb367f7d 100644
--- a/src/main/java/com/comandante/creeper/managers/GameManager.java
+++ b/src/main/java/com/comandante/creeper/managers/GameManager.java
@@ -6,6 +6,7 @@ import com.comandante.creeper.IrcBotService;
 import com.comandante.creeper.Items.Item;
 import com.comandante.creeper.Items.ItemDecayManager;
 import com.comandante.creeper.Items.LootManager;
+import com.comandante.creeper.entity.CreeperEntity;
 import com.comandante.creeper.entity.EntityManager;
 import com.comandante.creeper.fight.FightManager;
 import com.comandante.creeper.fight.FightResults;
@@ -16,6 +17,7 @@ import com.comandante.creeper.server.ChannelUtils;
 import com.comandante.creeper.server.Color;
 import com.comandante.creeper.server.CreeperSession;
 import com.comandante.creeper.server.MultiLineInputManager;
+import com.comandante.creeper.spawner.NpcSpawner;
 import com.comandante.creeper.stat.Stats;
 import com.comandante.creeper.stat.StatsBuilder;
 import com.comandante.creeper.world.*;
@@ -83,6 +85,7 @@ public class GameManager {
         this.creeperConfiguration = creeperConfiguration;
     }
 
+
     public IrcBotService getIrcBotService() {
         return ircBotService;
     }
@@ -559,4 +562,24 @@ public class GameManager {
             }
         }
     }
+
+    public void removeAllNpcs() {
+        for (Npc npc : entityManager.getNpcs().values()) {
+            Iterator<Map.Entry<Integer, Room>> rooms = roomManager.getRooms();
+            while (rooms.hasNext()) {
+                Map.Entry<Integer, Room> next = rooms.next();
+                next.getValue().removePresentNpc(npc.getEntityId());
+            }
+            entityManager.getNpcs().remove(npc.getEntityId());
+            entityManager.getEntities().remove(npc.getEntityId());
+        }
+        for (CreeperEntity creeperEntity : entityManager.getNpcs().values()) {
+            if (creeperEntity instanceof NpcSpawner) {
+                entityManager.getNpcs().remove(creeperEntity.getEntityId());
+            }
+        }
+
+
+    }
 }
+
diff --git a/src/main/java/com/comandante/creeper/npc/NpcAdapter.java b/src/main/java/com/comandante/creeper/npc/NpcAdapter.java
index 3417095c..65c79507 100644
--- a/src/main/java/com/comandante/creeper/npc/NpcAdapter.java
+++ b/src/main/java/com/comandante/creeper/npc/NpcAdapter.java
@@ -132,48 +132,38 @@ public class NpcAdapter extends TypeAdapter<Npc> {
         jsonReader.nextName();
         jsonReader.beginObject();
         StatsBuilder statsBuilder = new StatsBuilder();
-
-        jsonReader.nextName();
-        statsBuilder.setAgile(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setAim(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setArmorRating(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setCurrentHealth(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setCurrentMana(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setExperience(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setMaxHealth(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setMaxMana(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setMeleSkill(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setNumberOfWeaponRolls(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setStrength(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setWeaponRatingMax(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setWeaponRatingMin(jsonReader.nextInt());
-
-        jsonReader.nextName();
-        statsBuilder.setWillpower(jsonReader.nextInt());
+        while (jsonReader.hasNext()) {
+            String nextName = jsonReader.nextName();
+            if (nextName.equals("agile")) {
+                statsBuilder.setAgile(jsonReader.nextInt());
+            } else if (nextName.equals("aim")) {
+                statsBuilder.setAim(jsonReader.nextInt());
+            } else if (nextName.equals("armorRating")) {
+                statsBuilder.setArmorRating(jsonReader.nextInt());
+            } else if (nextName.equals("currentHealth")) {
+                statsBuilder.setCurrentHealth(jsonReader.nextInt());
+            } else if (nextName.equals("currentMana")) {
+                statsBuilder.setCurrentMana(jsonReader.nextInt());
+            } else if (nextName.equals("experience")) {
+                statsBuilder.setExperience(jsonReader.nextInt());
+            } else if (nextName.equals("maxHealth")) {
+                statsBuilder.setMaxHealth(jsonReader.nextInt());
+            } else if (nextName.equals("maxMana")) {
+                statsBuilder.setMaxMana(jsonReader.nextInt());
+            } else if (nextName.equals("meleSkill")) {
+                statsBuilder.setMeleSkill(jsonReader.nextInt());
+            } else if (nextName.equals("numberOfWeaponRolls")) {
+                statsBuilder.setNumberOfWeaponRolls(jsonReader.nextInt());
+            } else if (nextName.equals("strength")) {
+                statsBuilder.setStrength(jsonReader.nextInt());
+            } else if (nextName.equals("weaponRatingMax")) {
+                statsBuilder.setWeaponRatingMax(jsonReader.nextInt());
+            }else if (nextName.equals("weaponRatingMin")) {
+                statsBuilder.setWeaponRatingMin(jsonReader.nextInt());
+            }else if (nextName.equals("willPower")) {
+                statsBuilder.setWillpower(jsonReader.nextInt());
+            }
+        }
         jsonReader.endObject();
 
         jsonReader.nextName();
diff --git a/src/main/java/com/comandante/creeper/npc/NpcAdapterTest.java b/src/main/java/com/comandante/creeper/npc/NpcAdapterTest.java
index e3c7afdb..a90bd6ea 100644
--- a/src/main/java/com/comandante/creeper/npc/NpcAdapterTest.java
+++ b/src/main/java/com/comandante/creeper/npc/NpcAdapterTest.java
@@ -8,11 +8,14 @@ import com.comandante.creeper.stat.Stats;
 import com.comandante.creeper.stat.StatsBuilder;
 import com.comandante.creeper.world.Area;
 import com.google.common.collect.Sets;
+import com.google.common.io.Files;
 import com.google.gson.Gson;
 import com.google.gson.GsonBuilder;
 import org.junit.Before;
 import org.junit.Test;
 
+import java.io.File;
+import java.nio.charset.Charset;
 import java.util.Random;
 import java.util.Set;
 import java.util.UUID;
@@ -95,8 +98,31 @@ public class NpcAdapterTest {
         assertEquals(originalItem.getItemDescription(), newItem.getItemDescription());
         assertEquals(npcOne.getRoamAreas(), npc.getRoamAreas());
 
+        assertEquals(npcOne.getStats().getWeaponRatingMax(), npc.getStats().getWeaponRatingMax());
+        assertEquals(npcOne.getStats().getWeaponRatingMin(), npc.getStats().getWeaponRatingMin());
+        assertEquals(npcOne.getStats().getStrength(), npc.getStats().getStrength());
+        assertEquals(npcOne.getStats().getAgile(), npc.getStats().getAgile());
+        assertEquals(npcOne.getStats().getCurrentHealth(), npc.getStats().getCurrentHealth());
+        assertEquals(npcOne.getStats().getCurrentMana(), npc.getStats().getCurrentMana());
+        assertEquals(npcOne.getStats().getExperience(), npc.getStats().getExperience());
+        assertEquals(npcOne.getStats().getAim(), npc.getStats().getAim());
+        assertEquals(npcOne.getStats().getArmorRating(), npc.getStats().getArmorRating());
+        assertEquals(npcOne.getStats().getMaxMana(), npc.getStats().getMaxMana());
+        assertEquals(npcOne.getStats().getMeleSkill(), npc.getStats().getMeleSkill());
+        assertEquals(npcOne.getStats().getNumberOfWeaponRolls(), npc.getStats().getNumberOfWeaponRolls());
+        assertEquals(npcOne.getStats().getWillpower(), npc.getStats().getWillpower());
 
         assertEquals(npcOne.getValidTriggers(), npc.getValidTriggers());
 
     }
+
+    @Test
+    public void testRawJson() throws Exception {
+        String testJson = Files.toString(new File("/Users/kearney/Desktop/npcs/tunnelcobra.json"), Charset.defaultCharset());
+        System.out.println(testJson);
+
+        Npc npc = gson.fromJson(testJson, Npc.class);
+
+
+    }
 }
\ No newline at end of file
diff --git a/src/main/java/com/comandante/creeper/npc/NpcBuilder.java b/src/main/java/com/comandante/creeper/npc/NpcBuilder.java
index 7c8df499..642bc548 100644
--- a/src/main/java/com/comandante/creeper/npc/NpcBuilder.java
+++ b/src/main/java/com/comandante/creeper/npc/NpcBuilder.java
@@ -27,7 +27,7 @@ public class NpcBuilder {
         this.name = npc.getName();
         this.colorName = npc.getColorName();
         this.lastPhraseTimestamp = npc.getLastPhraseTimestamp();
-        this.stats = npc.getStats();
+        this.stats = new Stats(npc.getStats());
         this.dieMessage = npc.getDieMessage();
         this.roamAreas = npc.getRoamAreas();
         this.validTriggers = npc.getValidTriggers();
diff --git a/src/main/java/com/comandante/creeper/npc/NpcExporter.java b/src/main/java/com/comandante/creeper/npc/NpcExporter.java
index a6e89942..4829d068 100644
--- a/src/main/java/com/comandante/creeper/npc/NpcExporter.java
+++ b/src/main/java/com/comandante/creeper/npc/NpcExporter.java
@@ -10,6 +10,8 @@ import com.google.gson.GsonBuilder;
 import java.io.File;
 import java.io.FileNotFoundException;
 import java.nio.charset.Charset;
+import java.nio.file.Path;
+import java.util.ArrayList;
 import java.util.List;
 
 public class NpcExporter {
@@ -17,7 +19,13 @@ public class NpcExporter {
     public static List<Npc> getNpcsFromFile(GameManager gameManager) throws FileNotFoundException {
         final GsonBuilder gsonBuilder = new GsonBuilder();
         gsonBuilder.registerTypeAdapter(Npc.class, new NpcAdapter(gameManager));
-        Npc npc = gsonBuilder.create().fromJson(Files.newReader(new File(("world/npcs/streethustler.json")), Charset.defaultCharset()), Npc.class);
-        return Lists.newArrayList(npc);
+        List<Npc> npcs = Lists.newArrayList();
+        for (File f : Files.fileTreeTraverser().preOrderTraversal(new File("world/npcs/"))) {
+            Path relativePath = new File("world/npcs/").toPath().getParent().relativize(f.toPath());
+            if (f.getName().contains(".json")) {
+                npcs.add(gsonBuilder.create().fromJson(Files.newReader(f, Charset.defaultCharset()), Npc.class));
+            }
+        }
+        return npcs;
     }
 }
diff --git a/src/main/java/com/comandante/creeper/npc/NpcStats.java b/src/main/java/com/comandante/creeper/npc/NpcStats.java
deleted file mode 100644
index 2b966860..00000000
--- a/src/main/java/com/comandante/creeper/npc/NpcStats.java
+++ /dev/null
@@ -1,302 +0,0 @@
-package com.comandante.creeper.npc;
-
-import com.comandante.creeper.stat.StatsBuilder;
-
-public class NpcStats {
-    public final static StatsBuilder DERPER = new StatsBuilder()
-            .setStrength(5)
-            .setWillpower(1)
-            .setAim(1)
-            .setAgile(1)
-            .setArmorRating(5)
-            .setMeleSkill(5)
-            .setCurrentHealth(100)
-            .setMaxHealth(100)
-            .setWeaponRatingMin(5)
-            .setWeaponRatingMax(10)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(3);
-
-    public final static StatsBuilder DRUGGED_PIMP = new StatsBuilder()
-            .setStrength(5)
-            .setWillpower(1)
-            .setAim(1)
-            .setAgile(1)
-            .setArmorRating(5)
-            .setMeleSkill(5)
-            .setCurrentHealth(150)
-            .setMaxHealth(150)
-            .setWeaponRatingMin(5)
-            .setWeaponRatingMax(10)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(3);
-
-    public final static StatsBuilder TREE_BERSERKER = new StatsBuilder()
-            .setStrength(8)
-            .setWillpower(1)
-            .setAim(1)
-            .setAgile(1)
-            .setArmorRating(8)
-            .setMeleSkill(6)
-            .setCurrentHealth(200)
-            .setMaxHealth(200)
-            .setWeaponRatingMin(8)
-            .setWeaponRatingMax(13)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(150);
-
-
-    public final static StatsBuilder SWAMP_BERSERKER = new StatsBuilder()
-            .setStrength(11)
-            .setWillpower(2)
-            .setAim(2)
-            .setAgile(1)
-            .setArmorRating(8)
-            .setMeleSkill(6)
-            .setCurrentHealth(230)
-            .setMaxHealth(230)
-            .setWeaponRatingMin(10)
-            .setWeaponRatingMax(13)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(190);
-
-    public final static StatsBuilder BERG_ORC = new StatsBuilder()
-            .setStrength(11)
-            .setWillpower(2)
-            .setAim(2)
-            .setAgile(1)
-            .setArmorRating(8)
-            .setMeleSkill(6)
-            .setCurrentHealth(230)
-            .setMaxHealth(230)
-            .setWeaponRatingMin(10)
-            .setWeaponRatingMax(13)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(190);
-
-    public final static StatsBuilder SWAMP_BEAR = new StatsBuilder()
-            .setStrength(15)
-            .setWillpower(3)
-            .setAim(3)
-            .setAgile(3)
-            .setArmorRating(8)
-            .setMeleSkill(6)
-            .setCurrentHealth(300)
-            .setMaxHealth(300)
-            .setWeaponRatingMin(10)
-            .setWeaponRatingMax(16)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(300);
-
-    public final static StatsBuilder REDEYED_BEAR = new StatsBuilder()
-            .setStrength(15)
-            .setWillpower(3)
-            .setAim(3)
-            .setAgile(3)
-            .setArmorRating(8)
-            .setMeleSkill(6)
-            .setCurrentHealth(300)
-            .setMaxHealth(300)
-            .setWeaponRatingMin(10)
-            .setWeaponRatingMax(16)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(300);
-
-    public final static StatsBuilder GRAY_EKIMMU = new StatsBuilder()
-            .setStrength(20)
-            .setWillpower(4)
-            .setAim(4)
-            .setAgile(5)
-            .setArmorRating(11)
-            .setMeleSkill(8)
-            .setCurrentHealth(450)
-            .setMaxHealth(450)
-            .setWeaponRatingMin(12)
-            .setWeaponRatingMax(18)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(450);
-
-    public final static StatsBuilder STEALTH_PANTHER = new StatsBuilder()
-            .setStrength(23)
-            .setWillpower(4)
-            .setAim(5)
-            .setAgile(6)
-            .setArmorRating(11)
-            .setMeleSkill(8)
-            .setCurrentHealth(500)
-            .setMaxHealth(500)
-            .setWeaponRatingMin(10)
-            .setWeaponRatingMax(20)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(510);
-
-    public final static StatsBuilder DEATH_GRIFFIN = new StatsBuilder()
-            .setStrength(55)
-            .setWillpower(30)
-            .setAim(24)
-            .setAgile(24)
-            .setArmorRating(20)
-            .setMeleSkill(19)
-            .setCurrentHealth(1000)
-            .setMaxHealth(1000)
-            .setWeaponRatingMin(20)
-            .setWeaponRatingMax(65)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(2100);
-
-    public final static StatsBuilder DEMON_SUCCUBUS = new StatsBuilder()
-            .setStrength(70)
-            .setWillpower(35)
-            .setAim(14)
-            .setAgile(14)
-            .setArmorRating(25)
-            .setMeleSkill(19)
-            .setCurrentHealth(1200)
-            .setMaxHealth(1200)
-            .setWeaponRatingMin(35)
-            .setWeaponRatingMax(60)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(2600);
-
-    public final static StatsBuilder TIGER_MONOCERUS = new StatsBuilder()
-            .setStrength(28)
-            .setWillpower(10)
-            .setAim(5)
-            .setAgile(9)
-            .setArmorRating(12)
-            .setMeleSkill(19)
-            .setCurrentHealth(600)
-            .setMaxHealth(600)
-            .setWeaponRatingMin(20)
-            .setWeaponRatingMax(36)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(800);
-
-    public final static StatsBuilder NIGHTMARE_TROLL = new StatsBuilder()
-            .setStrength(34)
-            .setWillpower(7)
-            .setAim(6)
-            .setAgile(6)
-            .setArmorRating(18)
-            .setMeleSkill(8)
-            .setCurrentHealth(550)
-            .setMaxHealth(550)
-            .setWeaponRatingMin(5)
-            .setWeaponRatingMax(32)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(720);
-
-    public final static StatsBuilder RAZORCLAW_WOLF = new StatsBuilder()
-            .setStrength(25)
-            .setWillpower(10)
-            .setAim(5)
-            .setAgile(9)
-            .setArmorRating(8)
-            .setMeleSkill(12)
-            .setCurrentHealth(500)
-            .setMaxHealth(500)
-            .setWeaponRatingMin(10)
-            .setWeaponRatingMax(27)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(600);
-
-    public final static StatsBuilder PHANTOM_WIZARD = new StatsBuilder()
-            .setStrength(16)
-            .setWillpower(9)
-            .setAim(4)
-            .setAgile(5)
-            .setArmorRating(9)
-            .setMeleSkill(8)
-            .setCurrentHealth(400)
-            .setMaxHealth(400)
-            .setWeaponRatingMin(12)
-            .setWeaponRatingMax(25)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(510);
-
-    public final static StatsBuilder PHANTOM_KNIGHT = new StatsBuilder()
-            .setStrength(28)
-            .setWillpower(5)
-            .setAim(5)
-            .setAgile(6)
-            .setArmorRating(14)
-            .setMeleSkill(8)
-            .setCurrentHealth(500)
-            .setMaxHealth(500)
-            .setWeaponRatingMin(10)
-            .setWeaponRatingMax(20)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(600);
-
-    public final static StatsBuilder PHANTOM_ORC = new StatsBuilder()
-            .setStrength(23)
-            .setWillpower(4)
-            .setAim(5)
-            .setAgile(6)
-            .setArmorRating(11)
-            .setMeleSkill(8)
-            .setCurrentHealth(500)
-            .setMaxHealth(500)
-            .setWeaponRatingMin(10)
-            .setWeaponRatingMax(20)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(510);
-
-    public final static StatsBuilder BLACKHOODED_WIZARD = new StatsBuilder()
-            .setStrength(35)
-            .setWillpower(7)
-            .setAim(6)
-            .setAgile(6)
-            .setArmorRating(17)
-            .setMeleSkill(8)
-            .setCurrentHealth(650)
-            .setMaxHealth(650)
-            .setWeaponRatingMin(22)
-            .setWeaponRatingMax(32)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(1500);
-
-    public final static StatsBuilder TUNNEL_COBRA = new StatsBuilder()
-            .setStrength(40)
-            .setWillpower(16)
-            .setAim(9)
-            .setAgile(9)
-            .setArmorRating(20)
-            .setMeleSkill(18)
-            .setCurrentHealth(300)
-            .setMaxHealth(300)
-            .setWeaponRatingMin(24)
-            .setWeaponRatingMax(31)
-            .setNumberOfWeaponRolls(2)
-            .setExperience(920);
-
-    public final static StatsBuilder STONE_GIANT = new StatsBuilder()
-            .setStrength(50)
-            .setWillpower(9)
-            .setAim(4)
-            .setAgile(5)
-            .setArmorRating(30)
-            .setMeleSkill(8)
-            .setCurrentHealth(700)
-            .setMaxHealth(700)
-            .setWeaponRatingMin(25)
-            .setWeaponRatingMax(35)
-            .setNumberOfWeaponRolls(2)
-            .setExperience(1350);
-
-
-    public final static StatsBuilder SCALED_DEATHCRAWLER = new StatsBuilder()
-            .setStrength(140)
-            .setWillpower(70)
-            .setAim(32)
-            .setAgile(40)
-            .setArmorRating(80)
-            .setMeleSkill(50)
-            .setCurrentHealth(4000)
-            .setMaxHealth(4000)
-            .setWeaponRatingMin(70)
-            .setWeaponRatingMax(120)
-            .setNumberOfWeaponRolls(1)
-            .setExperience(5600);
-
-}
diff --git a/src/main/java/com/comandante/creeper/stat/StatsTester.java b/src/main/java/com/comandante/creeper/stat/StatsTester.java
index f5e30e33..4b9640f7 100644
--- a/src/main/java/com/comandante/creeper/stat/StatsTester.java
+++ b/src/main/java/com/comandante/creeper/stat/StatsTester.java
@@ -1,6 +1,5 @@
 package com.comandante.creeper.stat;
 
-import com.comandante.creeper.npc.NpcStats;
 import com.comandante.creeper.player.PlayerStats;
 
 import java.util.Random;
@@ -23,7 +22,7 @@ public class StatsTester {
         for (int i = 0; i < NUM_EXECUTION; i++) {
             boolean results = fight(
                     PlayerStats.DEFAULT_PLAYER.createStats(),
-                    NpcStats.DERPER.createStats());
+                    PlayerStats.DEFAULT_PLAYER.createStats());
             //strength, willpower, aim, agile, armorRating, meleSkill, health, weaponRatingMin, weaponRatingMax, numberweaponOfRolls
             if (results) {
                 totalChallengerWin++;
diff --git a/src/mainPjava/com/comandante/creeper/entity/EntityManager.java b/src/mainPjava/com/comandante/creeper/entity/EntityManager.java
new file mode 100644
index 00000000..2f19a8fa
--- /dev/null
+++ b/src/mainPjava/com/comandante/creeper/entity/EntityManager.java
@@ -0,0 +1,167 @@
+package com.comandante.creeper.entity;
+
+import com.comandante.creeper.Items.Item;
+import com.comandante.creeper.Items.ItemDecayManager;
+import com.comandante.creeper.Items.ItemSerializer;
+import com.comandante.creeper.npc.Npc;
+import com.comandante.creeper.player.Player;
+import com.comandante.creeper.player.PlayerManager;
+import com.comandante.creeper.player.PlayerMetadata;
+import com.comandante.creeper.server.ChannelUtils;
+import com.comandante.creeper.spawner.NpcSpawner;
+import com.comandante.creeper.world.Room;
+import com.comandante.creeper.world.RoomManager;
+import com.google.common.collect.Sets;
+import org.apache.log4j.Logger;
+import org.mapdb.DB;
+import org.mapdb.HTreeMap;
+
+import java.util.Iterator;
+import java.util.Map;
+import java.util.Set;
+import java.util.concurrent.ConcurrentHashMap;
+import java.util.concurrent.ExecutorService;
+import java.util.concurrent.Executors;
+
+public class EntityManager {
+
+    private final ConcurrentHashMap<String, Npc> npcs = new ConcurrentHashMap<>();
+    private final HTreeMap<String, Item> items;
+    private final ConcurrentHashMap<String, CreeperEntity> entities = new ConcurrentHashMap<>();
+    private final ExecutorService tickService = Executors.newFixedThreadPool(1);
+    private final ExecutorService ticketRunnerService = Executors.newFixedThreadPool(10);
+    private final RoomManager roomManager;
+    private final PlayerManager playerManager;
+    private final DB db;
+    private final ChannelUtils channelUtils;
+    private final ItemDecayManager itemDecayManager;
+    private static final Logger log = Logger.getLogger(EntityManager.class);
+
+
+    public EntityManager(RoomManager roomManager, PlayerManager playerManager, DB db, ChannelUtils channelUtils) {
+        this.roomManager = roomManager;
+        if (db.exists("itemMap")) {
+            this.items = db.get("itemMap");
+        } else {
+            this.items = db.createHashMap("itemMap").valueSerializer(new ItemSerializer()).make();
+        }
+        this.playerManager = playerManager;
+        this.db = db;
+        tickService.submit(new Ticker());
+        this.channelUtils = channelUtils;
+        this.itemDecayManager = new ItemDecayManager(this);
+        addEntity(itemDecayManager);
+    }
+
+    public ConcurrentHashMap<String, Npc> getNpcs() {
+        return npcs;
+    }
+
+    public ConcurrentHashMap<String, CreeperEntity> getEntities() {
+
+        return entities;
+    }
+
+    public void addEntity(CreeperEntity creeperEntity) {
+        if (creeperEntity instanceof Npc) {
+            Npc npc = (Npc) creeperEntity;
+            npcs.put(creeperEntity.getEntityId(), npc);
+        } else if (creeperEntity instanceof Room) {
+            roomManager.addRoom((Room) creeperEntity);
+        } else {
+            entities.put(creeperEntity.getEntityId(), creeperEntity);
+        }
+    }
+
+    public void saveItem(Item item) {
+        items.put(item.getItemId(), item);
+    }
+
+    public void removeItem(Item item) {
+        items.remove(item.getItemId());
+    }
+
+    public void deleteNpcEntity(String npcId) {
+        roomManager.getNpcCurrentRoom(getNpcEntity(npcId)).get().removePresentNpc(npcId);
+        npcs.remove(npcId);
+    }
+
+    public Set<Item> getInventory(Player player) {
+        PlayerMetadata playerMetadata = playerManager.getPlayerMetadata(player.getPlayerId());
+        Set<Item> inventoryItems = Sets.newHashSet();
+        String[] inventory = playerMetadata.getInventory();
+        if (inventory != null) {
+            for (String itemId : inventory) {
+                Item itemEntity = getItemEntity(itemId);
+                if (itemEntity == null) {
+                    log.info("Orphaned inventoryId:" + itemId + " player: " + player.getPlayerName());
+                    continue;
+                }
+                inventoryItems.add(itemEntity);
+            }
+        }
+        return inventoryItems;
+    }
+
+    public Set<Item> getEquipment(Player player) {
+        PlayerMetadata playerMetadata = playerManager.getPlayerMetadata(player.getPlayerId());
+        Set<Item> equipmentItems = Sets.newHashSet();
+        String[] equipment = playerMetadata.getPlayerEquipment();
+        if (equipment != null) {
+            for (String itemId : equipment) {
+                Item itemEntity = getItemEntity(itemId);
+                if (itemEntity == null) {
+                    log.info("Orphaned equipmentId:" + itemId + " player: " + player.getPlayerName());
+                    continue;
+                }
+                equipmentItems.add(itemEntity);
+            }
+        }
+        return equipmentItems;
+    }
+
+
+    public Npc getNpcEntity(String npcId) {
+        return npcs.get(npcId);
+    }
+
+    public Item getItemEntity(String itemId) {
+        Item item = items.get(itemId);
+        if (item == null) {
+            return item;
+        }
+        return new Item(item);
+    }
+
+    class Ticker implements Runnable {
+        @Override
+        public void run() {
+            while (true) {
+                try {
+                    Iterator<Map.Entry<Integer, Room>> rooms = roomManager.getRooms();
+                    while (rooms.hasNext()) {
+                        Map.Entry<Integer, Room> next = rooms.next();
+                        ticketRunnerService.submit(next.getValue());
+                    }
+                    Iterator<Map.Entry<String, Player>> players = playerManager.getPlayers();
+                    while (players.hasNext()) {
+                        Map.Entry<String, Player> next = players.next();
+                        ticketRunnerService.submit(next.getValue());
+                    }
+                    for (Map.Entry<String, Npc> next : npcs.entrySet()) {
+                        ticketRunnerService.submit(next.getValue());
+                    }
+                    Iterator<Map.Entry<String, CreeperEntity>> iterator = entities.entrySet().iterator();
+                    while (iterator.hasNext()) {
+                        Map.Entry<String, CreeperEntity> next = iterator.next();
+                        ticketRunnerService.submit(next.getValue());
+                    }
+                    Thread.sleep(10000);
+                } catch (InterruptedException ie) {
+                    throw new RuntimeException("Problem with ticker.");
+                }
+            }
+        }
+    }
+
+}
diff --git a/world/6May2015-7PM b/world/6May2015-7PM
new file mode 100755
index 00000000..5674aa65
--- /dev/null
+++ b/world/6May2015-7PM
@@ -0,0 +1,4261 @@
+{
+  "floorModelList": [
+    {
+      "name": "6339ed62-e0ec-41ab-9b67-31685a4cb0f3",
+      "id": 13,
+      "rawMatrixCsv": "69d|70,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 69,
+          "floorId": 13,
+          "roomDescription": "A large crest featuring the seal of the House of Firth can be seen decorating the polished marble floor of the foyer. Two staircases can be seen leading to the upper floor on opposite sides of the room, connected by a balcony. Behind one of the staircases, a set of stairs leads downward to the House locker room. To the east, a wood paneled seating area can be seen, with several tables and upholstered chairs.",
+          "roomTitle": "HOUSE OF FIRTH (Foyer)",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {
+            "42": "Leave"
+          }
+        }
+      ]
+    },
+    {
+      "name": "31146a6b-8e5c-4113-841c-c4d486de4556",
+      "id": 4,
+      "rawMatrixCsv": "20u|2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 20,
+          "floorId": 4,
+          "roomDescription": "Underneath the Blacksmith shop, the walls are lined with swords, axes, shields, body armor, pikes, wagon parts and other inventory awaiting sale. A simple hand operated goods elevator can be seen in the corner, operated by rope and pulley and a large set of wooden gears, used to help carry inventory upstairs.",
+          "roomTitle": "BLACKSMITH STORE ROOM",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "6362a7a0-5931-4be5-9edd-7ca283d43821",
+      "id": 34,
+      "rawMatrixCsv": ",341,,,,,,\n,339,340,,,,,\n345,342u|343,344,,,,,\n,,346,349,,,,\n,,347,348d|350,351,,,\n,,,352,,,,\n,,354,353,355,,,\n,,358,356,357,,,\n,,359,360,361,,,\n",
+      "roomModels": [
+        {
+          "roomId": 361,
+          "floorId": 34,
+          "roomDescription": "These staff quarters house the majority of the house staff. Though somewhat cramped, they provide sufficient space for those working in the house, offering far better conditions of living than many of the peasant class employees might otherwise experience.",
+          "roomTitle": "MANOR HOUSE STAFF QUARTERS",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 341,
+          "floorId": 34,
+          "roomDescription": "Swords, shields, battle-axes, pikes, bows, and every other form of weapon imaginable hang from the walls here, ready to be used on short notice should the Manor House come under attack. Several large banners bearing the shield of the Manor can also be seen, hanging from the top of large poles which are used both in battle and on ceremonial occasions. A larger than life size painting, well over two hundred years old, depicts a soldier of the manor, clad in armor and holding a broadsword. Small windows allow light to enter the room from the west, built into the thick outer walls of the Manor House compound. These windows provide an excellent vantage point for archers to defend the Manor House. A stairway leads upward to one of the two main guard towers, built on the northern and southern ends of the complex.",
+          "roomTitle": "MANOR HOUSE ARMORY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 352,
+          "floorId": 34,
+          "roomDescription": "This short hallway leads south toward a wing mainly occupied by house staff, and toward the barracks of the Manor House. To the north is the Manor House kitchen.",
+          "roomTitle": "MANOR HOUSE (Hallway)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 354,
+          "floorId": 34,
+          "roomDescription": "With views toward the west through two small windows, partially obscured by the Manor House wall, the head butler of the house lives comfortably in this room. The room provides easy access to the kitchen, where the butler must often pick up food to bring to the dining area, and offers substantially more space than any of the other staff quarters.",
+          "roomTitle": "MANOR HOUSE (Butler\u0027s Quarters)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 345,
+          "floorId": 34,
+          "roomDescription": "This small space directly sitting against the western wall of the Manor House features small windows similar to those seen in the armory, and provides just enough room for archers to defend the complex by attacking enemies through the windows. A rack built on the wall holds an assortment of bows, and thousands of arrows can be seen in wooden crates throughout the room.",
+          "roomTitle": "MANOR HOUSE WEST WALL INTERIOR",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 340,
+          "floorId": 34,
+          "roomDescription": "The ceiling in this massive space is lined with stalactites, and the sound of dripping water can be heard echoing through the grotto. A small pool can be seen in the southeastern corner of the room, lined with precisely cut stones, and mosaic tiles surrounding the edges on top. A fire pit can be seen near the pool, used to heat large stones which are then placed in the pool to raise its otherwise cold temperature. Torch holders sit ten feet apart along all the walls, adding light to the otherwise dark space. A massive wooden table sitting on stone legs sits on the northern side of the room, mainly used as a dining table on very hot days.",
+          "roomTitle": "MANOR HOUSE GROTTO",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 355,
+          "floorId": 34,
+          "roomDescription": "This large room provides a privileged and comfortable living space for the head chef of the house. Though lacking windows, the room has a large number of candles which provide light, and is always warm due to the constantly operating kitchen nearby. The thick wooden door and stone walls provide for peace and quiet after grueling days of kitchen work.",
+          "roomTitle": "MANOR HOUSE (Chef\u0027s Quarters)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 359,
+          "floorId": 34,
+          "roomDescription": "These staff quarters house the majority of the house staff. Though somewhat cramped, they provide sufficient space for those working in the house, offering far better conditions of living than many of the peasant class employees might otherwise experience.",
+          "roomTitle": "MANOR HOUSE STAFF QUARTERS",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 344,
+          "floorId": 34,
+          "roomDescription": "This room is used to showcase the finest possessions of the House, acquired over centuries both through battle and through trade. Several ancient Roman stone busts rest on columns along one wall, and another wall features tapestries, including a centrally placed Persian tapestry, which features an ornate \"tree of life\" in its design. A massive hawk sculpture from Ancient Egypt, carved from lapis lazuli, sits on a stone pedestal at the center of the room, surrounded by an iron barrier to protect it from damage. A full set of knight\u0027s armor stands upright in a corner, once worn by the founder of the Manor, and a set of decorative chain mail armor is on display next to it, made of pure gold links.",
+          "roomTitle": "MANOR HOUSE GALLERY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 360,
+          "floorId": 34,
+          "roomDescription": "This simple lounge area features several tables, with wooden chairs, and a small fireplace, used exclusively by the house staff. The staff often share meals here and spend any leisure time they may have in this room. Windows facing south provide a view of some of the southern lands, and the Bloodridge Mountain ridge which curves to the east in the distance.",
+          "roomTitle": "MANOR HOUSE STAFF LOUNGE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 348,
+          "floorId": 34,
+          "roomDescription": "Two massive fireplaces dominate this room, with piles of wood stacked to their sides. Several iron ovens can also be seen in the room, which are either fueled with coals from the fireplaces, or more firewood. Using the fireplaces and ovens, the chefs of the Manor House are capable of baking, boiling, smoking, or roasting any type of food. Cast iron cooking implements hang from racks on both the walls and the ceiling. A rack carries a set of exquisite cooking knives, forged and shaped painstakingly by the town blacksmith.",
+          "roomTitle": "MANOR HOUSE KITCHEN",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 346,
+          "floorId": 34,
+          "roomDescription": "Used for the most formal dinners in the house, this dining room features a thick oak table inlaid at its edges with emeralds and other precious stones. Two fireplaces heat this large room in colder months, and matters of governing and administrating the town are often discussed over meals here, as well as meetings with other rulers who have traveled here for discussions and negotiation. The wooden chairs surrounding the table each have upholstered cushions, evenly stuffed by hand with horsehair. Silver candle holders can be found every few feet down the table, each holding two candles and sculpted in the form of a sitting lion.",
+          "roomTitle": "MANOR HOUSE DINING ROOM",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 358,
+          "floorId": 34,
+          "roomDescription": "A long room extending from east to west is lined with bunks for soldiers and equipment. While normally not very crowded, it provides enough space for soldiers in the event of a siege on the town. The simple wooden bunks are uncushioned, but sufficient.",
+          "roomTitle": "MANOR HOUSE BARRACKS",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 357,
+          "floorId": 34,
+          "roomDescription": "A long room extending from east to west is lined with bunks for soldiers and equipment. While normally not very crowded, it provides enough space for soldiers in the event of a siege on the town. The simple wooden bunks are uncushioned, but sufficient.",
+          "roomTitle": "MANOR HOUSE BARRACKS",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 342,
+          "floorId": 34,
+          "roomDescription": "Though a smaller space than the grotto, this is the largest finished room in the Manor House, and from here archways and doorways lead to the main living spaces of the complex. A stone staircase sits at the center of the room to the south, leading to a balcony that surrounds the eastern, western and southern sides of the second level of the building. The ceiling of the room can be seen two stories above, decorated with frescos featuring the flatlands to the west, and the Bloodridge Mountains to the east. A chandelier made from deer antlers hangs from the center, capable of holding a large number of candles which are lit using a long pole, a task requiring two people given how heavy and unwieldy it is.",
+          "roomTitle": "MANOR HOUSE MAIN HALL",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 351,
+          "floorId": 34,
+          "roomDescription": "This large pantry mainly stores the non perishable food needed by the house kitchen. Sitting just behind and near one of the main fireplaces, this room is kept dry and warm most of the time. The walls are paneled with wood, and food items are stacked all around the room on simple wooden shelves.",
+          "roomTitle": "MANOR HOUSE PANTRY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 349,
+          "floorId": 34,
+          "roomDescription": "This small parlor provides space for dinner guests to enjoy refreshments prior to dinner service commencing. Couches with horsehair cushions can be found throughout the room, as well as a cabinet well stocked with various liquors, and a heavy trunk regularly stocked with freshly brewed beers brought from the cellar. A table toward the corner of the room has a chess board integrated into it, with squares made of slate and obsidian.",
+          "roomTitle": "MANOR HOUSE PARLOR",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 353,
+          "floorId": 34,
+          "roomDescription": "From this central point in the south wing of the Manor House, doorways lead to staff quarters and to the barracks.",
+          "roomTitle": "MANOR HOUSE (South Wing)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
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+          "roomTitle": "CHARCOAL FOREST",
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+          "roomTitle": "CHARCOAL FOREST",
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+          "roomDescription": "A small gate on the western side of the Town of Hammoor leads to the former Royal Hunting Grounds. A stone barbican guards the entrance to the city here, though it is much smaller than the one guarding the main entrance.",
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+          "roomTitle": "CHARCOAL FOREST",
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+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 318,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge5_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 319,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge5_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 326,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge5_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 332,
+          "floorId": 19,
+          "roomDescription": "Formerly a vibrant marketplace, Merchants Lane today has been reduced to rubble. The structures lining this throughway seem to be decaying more rapidly than most of the town, as most of the shops were cheaply constructed by cost sensitive tradespeople. The few structures which remain standing seem far too risky to explore, liable to crumble at any moment.",
+          "roomTitle": "SEGEBERG CASTLE (Merchants Lane)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge5_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 322,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge5_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 304,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE (Munro Place)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 316,
+          "floorId": 19,
+          "roomDescription": "Formerly a vibrant marketplace, Merchants Lane today has been reduced to rubble. The structures lining this throughway seem to be decaying more rapidly than most of the town, as most of the shops were cheaply constructed by cost sensitive tradespeople. The few structures which remain standing seem far too risky to explore, liable to crumble at any moment.",
+          "roomTitle": "SEGEBERG CASTLE (Merchants Lane)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 303,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE (Munro Place)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 317,
+          "floorId": 19,
+          "roomDescription": "Formerly a vibrant marketplace, Merchants Lane today has been reduced to rubble. The structures lining this throughway seem to be decaying more rapidly than most of the town, as most of the shops were cheaply constructed by cost sensitive tradespeople. The few structures which remain standing seem far too risky to explore, liable to crumble at any moment.",
+          "roomTitle": "SEGEBERG CASTLE (Merchants Lane)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 309,
+          "floorId": 19,
+          "roomDescription": "Evidence of the former splendor of Segeberg Castle is seen on this wide road, iterated by small dirt patches on the sides, some of which still hold trees. The ruins of buildings run along both sides of the road, elegant architectural details visible decorating crumbling stone structures. Weeds grow through the cracks in the cobblestone, as nature slowly reclaims the castle town.",
+          "roomTitle": "SEGEBERG CASTLE (Segeberg Parade)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 311,
+          "floorId": 19,
+          "roomDescription": "Evidence of the former splendor of Segeberg Castle is seen on this wide road, iterated by small dirt patches on the sides, some of which still hold trees. The ruins of buildings run along both sides of the road, elegant architectural details visible decorating crumbling stone structures. Weeds grow through the cracks in the cobblestone, as nature slowly reclaims the castle town.",
+          "roomTitle": "SEGEBERG CASTLE (Segeberg Parade)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 307,
+          "floorId": 19,
+          "roomDescription": "Formerly a vibrant marketplace, Merchants Lane today has been reduced to rubble. The structures lining this throughway seem to be decaying more rapidly than most of the town, as most of the shops were cheaply constructed by cost sensitive tradespeople. The few structures which remain standing seem far too risky to explore, liable to crumble at any moment.",
+          "roomTitle": "SEGEBERG CASTLE (Merchants Lane)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 331,
+          "floorId": 19,
+          "roomDescription": "Formerly a vibrant marketplace, Merchants Lane today has been reduced to rubble. The structures lining this throughway seem to be decaying more rapidly than most of the town, as most of the shops were cheaply constructed by cost sensitive tradespeople. The few structures which remain standing seem far too risky to explore, liable to crumble at any moment.",
+          "roomTitle": "SEGEBERG CASTLE (Merchants Lane)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge5_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 310,
+          "floorId": 19,
+          "roomDescription": "Evidence of the former splendor of Segeberg Castle is seen on this wide road, iterated by small dirt patches on the sides, some of which still hold trees. The ruins of buildings run along both sides of the road, elegant architectural details visible decorating crumbling stone structures. Weeds grow through the cracks in the cobblestone, as nature slowly reclaims the castle town.",
+          "roomTitle": "SEGEBERG CASTLE (Segeberg Parade)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 308,
+          "floorId": 19,
+          "roomDescription": "Formerly a vibrant marketplace, Merchants Lane today has been reduced to rubble. The structures lining this throughway seem to be decaying more rapidly than most of the town, as most of the shops were cheaply constructed by cost sensitive tradespeople. The few structures which remain standing seem far too risky to explore, liable to crumble at any moment.",
+          "roomTitle": "SEGEBERG CASTLE (Merchants Lane)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 315,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE (Warebeth Lane)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 324,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 302,
+          "floorId": 19,
+          "roomDescription": "Evidence of the former splendor of Segeberg Castle is seen on this wide road, iterated by small dirt patches on the sides, some of which still hold trees. The ruins of buildings run along both sides of the road, elegant architectural details visible decorating crumbling stone structures. Weeds grow through the cracks in the cobblestone, as nature slowly reclaims the castle town.",
+          "roomTitle": "SEGEBERG CASTLE (Segeberg Parade)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 146,
+          "floorId": 19,
+          "roomDescription": "The ivy covered walls of the castle open up toward a gate facing the mountains to the west, and a rickety wooden bridge leads across the moat back toward the mountains. The structures here tell the tale of a rich history, and though they are now deteriorating, evidence of their past splendor surrounds you. Ornately carved gargoyles detail the crumbling buildings, many of which are coated in moss or obscured by ivy. Weeds poke through the spaces in between the cobblestones, slowly reclaiming the castle for nature.",
+          "roomTitle": "SEGEBERG CASTLE (West Gate interior)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "145": "Leave"
+          }
+        },
+        {
+          "roomId": 329,
+          "floorId": 19,
+          "roomDescription": "",
+          "roomTitle": "SEGEBERG CASTLE",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge5_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 301,
+          "floorId": 19,
+          "roomDescription": "Evidence of the former splendor of Segeberg Castle is seen on this wide road, iterated by small dirt patches on the sides, some of which still hold trees. The ruins of buildings run along both sides of the road, elegant architectural details visible decorating crumbling stone structures. Weeds grow through the cracks in the cobblestone, as nature slowly reclaims the castle town.",
+          "roomTitle": "SEGEBERG CASTLE (Segeberg Parade)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge4_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "07548a1b-c231-4a7f-838e-238a044ec513",
+      "id": 14,
+      "rawMatrixCsv": "70u|69,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 70,
+          "floorId": 14,
+          "roomDescription": "Three rows of lockers occupy this small space, providing a place for House Members to store items which they are not currently using.",
+          "roomTitle": "HOUSE OF FIRTH (Locker Room)",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "480a18bc-c66c-4999-adc5-6b333345cc1f",
+      "id": 31,
+      "rawMatrixCsv": "278u|279d|277,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 278,
+          "floorId": 31,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western10_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "49c1d7b2-ee46-4771-bf55-d42fcb2dfed2",
+      "id": 35,
+      "rawMatrixCsv": "371,343d|342,362,,,,,\n,,363,368,,,,\n,,364,367,,,,\n,,365,366,,,,\n,,369,370,372,,,\n,,373,374,375,,,\n",
+      "roomModels": [
+        {
+          "roomId": 368,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 364,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 362,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "MANOR HOUSE (Second Floor Hallway)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 370,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 373,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 365,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 369,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 372,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 363,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 375,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 374,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 343,
+          "floorId": 35,
+          "roomDescription": "The second floor provides housing to house residents and guests of the house. A balcony lines three sides of the main hall on the second floor, providing access to various living areas. The floor creaks slightly as you step on it, constructed of wooden planks many years ago. Large, comfortable rooms dominate this floor, benefitting from the heat rising from the downstairs fireplaces and kitchen.",
+          "roomTitle": "MANOR HOUSE STAIRCASE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 371,
+          "floorId": 35,
+          "roomDescription": "The second floor is sufficiently elevated above the Manor House wall to provide an unobstructed attack point against any potential invading forces. Here, small windows are manned by archers during any attack, and a spiral staircase leads upward to one of the main guard towers of the Manor House.",
+          "roomTitle": "MANOR HOUSE (Western Defense)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 367,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 366,
+          "floorId": 35,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "25c32e75-8326-46c9-a203-f9c0b06a7b02",
+      "id": 2,
+      "rawMatrixCsv": "18,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n17,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n16,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n15,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n14,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n13d|3,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 13,
+          "floorId": 2,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 15,
+          "floorId": 2,
+          "roomDescription": "Nothing to see here except for jars and jars filled with excriment.",
+          "roomTitle": "LIKWID\u0027S SMEGMA STORAGE ROOM",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 14,
+          "floorId": 2,
+          "roomDescription": "You must enter Likwid\u0027s House of Wonders on all fours, through a dog door to the north.",
+          "roomTitle": "LIKWID\u0027S HOUSE OF WONDERS (Entrance)",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 17,
+          "floorId": 2,
+          "roomDescription": "LIKWID\u0027S FAVORITE PLACE TO RELAX (WITH MEN)",
+          "roomTitle": "LIKWID\u0027S MALE ONLY TURKISH BATHHOUSE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 16,
+          "floorId": 2,
+          "roomDescription": "A supply closet holding a lot of bleach and cleaning products needed to keep the filthy bathhouse to the north respectably clean.",
+          "roomTitle": "LIKWID\u0027S BATHHOUSE CLEANING SUPPLY CLOSET",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 18,
+          "floorId": 2,
+          "roomDescription": "The lair of dog dick has been reached. Game over.",
+          "roomTitle": "DOG DICK LAIR",
+          "roomTags": [],
+          "areaNames": [
+            "western10_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "62b839da-c66d-4036-b84d-ee77866c9256",
+      "id": 6,
+      "rawMatrixCsv": "30d|29u|31,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 30,
+          "floorId": 6,
+          "roomDescription": "Just below the top of the granite staircase, a large number of stairs are below you leading back to the town. The town square can be seen almost directly below, and this vantage point allows views all the way outward to the town walls. Two guard towers built into the corners of the Manor House wall can be seen above, permanently staffed by archers.",
+          "roomTitle": "MANOR HOUSE STAIRS",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "deee81d4-55fc-449d-a0b0-272120d57d3d",
+      "id": 17,
+      "rawMatrixCsv": "102,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 102,
+          "floorId": 17,
+          "roomDescription": "In this incredibly small space, an elderly shopkeeper stands behind the counter. The walls are decorated with several simple landscape paintings, and a vast astronomical chart. ",
+          "roomTitle": "HAVEN RARE ITEMS STORE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "101": "Leave"
+          }
+        }
+      ]
+    },
+    {
+      "name": "86db752f-70da-4060-9bb8-163c82dfdb80",
+      "id": 29,
+      "rawMatrixCsv": "272d|273u|271,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 272,
+          "floorId": 29,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western9_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "f6b3a20d-dc00-4be3-bb86-24ef9196a4a7",
+      "id": 15,
+      "rawMatrixCsv": "71u|57,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 71,
+          "floorId": 15,
+          "roomDescription": "The cellar provides storage space for the food and drink requirements of the House. Stone bricks carved from granite line the walls, forming the foundation of the House. Various tools used for gardening and repairs can be seen leaning against a wall. A weapons locker can also be seen containing weapons owned by the House.",
+          "roomTitle": "HOUSE OF LANFAIR (Cellar)",
+          "roomTags": [],
+          "areaNames": [
+            "house_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "76318f69-460f-4bfb-b455-4f150d02cf07",
+      "id": 5,
+      "rawMatrixCsv": "29d|28u|30,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 29,
+          "floorId": 5,
+          "roomDescription": "You currently stand at the midpoint of a long staircase leading up to the Manor House, lined with small stone lion statues. Above, guards can be noticed keeping a watchful eye in your direction as you move forward.",
+          "roomTitle": "MANOR HOUSE STAIRS",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "13215a64-b0dc-4f80-b4c7-c7f23a65b34f",
+      "id": 7,
+      "rawMatrixCsv": "33,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n32,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n31d|30,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 32,
+          "floorId": 7,
+          "roomDescription": "Just to the side of the Manor House entrance, you notice guards in the towers carefully monitoring your movements. Following the wall of the Manor House, you can see the main entrance to your north, and the long staircase leading to town to your south.",
+          "roomTitle": "MANOR HOUSE WEST WALL",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 33,
+          "floorId": 7,
+          "roomDescription": "An intimidating iron gate blocks the entrance to the manor house, with a large gold-plated lions head design in the middle of it. The gate is fastened to the thick stone walls surrounding the entire house, and the whole of the town can be seen when looking in the other direction. Two torches are placed at either side of the gate, illuminating the entrance to the house when necessary. Inside the gate, a marble fountain can be seen, with four lions heads spouting water from their mouths.",
+          "roomTitle": "MANOR HOUSE MAIN GATE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {
+            "339": "gate"
+          }
+        },
+        {
+          "roomId": 31,
+          "floorId": 7,
+          "roomDescription": "Standing at the top of the Manor House granite staircase, a twenty foot high fortification forming the western wall of the Manor House is immediately in front of you. Below, the stairs descend steeply enough that it is impossible to see their end. You notice guards to the north, waiting near the main entrance of the Manor House.",
+          "roomTitle": "MANOR HOUSE WEST WALL",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "fe7753a9-9d34-40f9-ad1c-dee8ac48b518",
+      "id": 12,
+      "rawMatrixCsv": "254,67d|255,68,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 254,
+          "floorId": 12,
+          "roomDescription": "A small counter serves as the house item shop, stocking only a few simple items often needed by local hunters and travelers.",
+          "roomTitle": "HAUGSEITH HOUSE (Item Shop)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 67,
+          "floorId": 12,
+          "roomDescription": "A giant taxidermied eagle hangs from the ceiling facing the front door. Massive wooden logs forming the main structure of the house can be seen framing the room. A smell of burning firewood permeates the air, and several sets of heavy workboots sit next to a bench, caked in mud. To the east, a room containing a large cast iron stove can be seen, and to the west, a small counter offering a few basic items for sale. You also notice a small sign hanging above the bench.",
+          "roomTitle": "HAUGSEITH HOUSE (Entryway)",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {
+            "52": "Leave"
+          }
+        },
+        {
+          "roomId": 68,
+          "floorId": 12,
+          "roomDescription": "Several wooden benches and upholstered chairs surround this room, providing a space to relax for hunters and warriors who have grown weary traveling through the forest. A heavily used cast iron stove can be seen close to the center of the room, with several stacks of firewood sitting on the ground next to it. On the wall, you can see an oil painting of a hunting party standing in front of a mountainous landscape. ",
+          "roomTitle": "HAUGSEITH HOUSE (Main Room)",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "47208e8e-e96c-4c62-b507-7b8458ff5017",
+      "id": 8,
+      "rawMatrixCsv": ",64d|376,63,61,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n60,59,57u|62d|71,58,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 64,
+          "floorId": 8,
+          "roomDescription": "Often the most well attended room in all of the House, the wood paneling covering the walls here is adorned by detailed carvings, many featuring historic battle scenes described by Patrons of the House, some truthful, and many fictional. Several heads of slain creatures can be seen mounted high on the walls, preserved as trophies. The bar was built from the largest tree ever to be felled within the lands of the town and the Manor, a gift from the Manor House to the House of Lanfair.",
+          "roomTitle": "HOUSE OF LANFAIR (House Pub)",
+          "roomTags": [],
+          "areaNames": [
+            "house_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 61,
+          "floorId": 8,
+          "roomDescription": "A marvel of architecture, this large circular room is surrounded on all sides by glass windows. Toward the roof, windows can be retracted by House staff to provide Members outstanding views of the cosmos in fine weather. Several astronomical and scientific devices can be seen throughout the room, and guest scientists are frequently invited to the House for the purpose of furthering their research. To the west, a small, nondescript doorway leads to the Member locker room.",
+          "roomTitle": "HOUSE OF LANFAIR (Observatory)",
+          "roomTags": [],
+          "areaNames": [
+            "house_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 60,
+          "floorId": 8,
+          "roomDescription": "A large, brick-paved terrace provides for additional entertainment space during the most well attended events held at the House, or alternatively a quiet discussion space for Members to contemplate important matters amongst themselves. Several oil lanterns are placed around the terrace, should light be required. The House wall provides a degree of privacy from the outside world, constructed to protect the peace of the dignified Members of the House, many of whom occupy the most powerful positions in town.",
+          "roomTitle": "HOUSE OF LANFAIR (Terrace)",
+          "roomTags": [],
+          "areaNames": [
+            "house_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 58,
+          "floorId": 8,
+          "roomDescription": "With the largest collection of manuscripts in town, you are surrounded on four sides by walls of books. Ladders can be used by those seeking access to particular manuscripts, but Members typically seek the assistance of the House Librarian when retrieving materials. Four dark wooden desks can be seen on the eastern side of the library, providing space for those who wish to write. A further three upholstered chairs are seen on the opposite side of the room, in front of tilted wooden desks, providing a more comfortable place for patrons to sit and read the many manuscripts in the House collection. Through an archway to the north, supported by Corinthian columns, you can see a circular room surrounded by glass windows.",
+          "roomTitle": "HOUSE OF LANFAIR (Library)",
+          "roomTags": [],
+          "areaNames": [
+            "house_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 63,
+          "floorId": 8,
+          "roomDescription": "Rows of wooden lockers sit on opposite sides of one another in this fairly narrow room. Here, each Member is provided with enough space to store any personal belongings that are unneeded, or too cumbersome to carry.",
+          "roomTitle": "HOUSE OF LANFAIR (Member Locker Room)",
+          "roomTags": [],
+          "areaNames": [
+            "house_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 57,
+          "floorId": 8,
+          "roomDescription": "Standing in the foyer of the main entrance of the House of Lanfair, a stately marble staircase can be seen in front of you leading to the second level. On either side of the staircase, jade Gargoyles stand guard, carved eight centuries ago by the renowned artist Fabianus. A crystal chandelier hangs from the ceiling above, at least fifteen feet in diameter, ringed by twenty oil burning candles which are attended to daily by the House staff. Looking to the west, a large ballroom can be seen, with a rectangular oak dining table placed at the middle. Through the doorway to the east, one can see a wood paneled library containing rows of books extending up until the ceiling. Immediately to the north, and under the staircase, the entrance to the Member locker room can be seen.",
+          "roomTitle": "HOUSE OF LANFAIR (Foyer)",
+          "roomTags": [],
+          "areaNames": [
+            "house_zone"
+          ],
+          "enterExitNames": {
+            "21": "Leave"
+          }
+        },
+        {
+          "roomId": 59,
+          "floorId": 8,
+          "roomDescription": "The dining room contains wood paneled walls extending halfway to the ceiling, with green paint covering the remainder of the walls. Portraits of every Presiding Member of the House of Lanfair line the walls above the wood paneling, commissioned at the end of their service. The large, oak dining table is surrounded by thirty chairs, used only occasionally for the most formal dinners occurring within the House. To the north, a small archway held by Corinthian columns leads toward the House pub, and to the west, glass doors lead to a brick paved terrace.",
+          "roomTitle": "HOUSE OF LANFAIR (Main Dining Room)",
+          "roomTags": [],
+          "areaNames": [
+            "house_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "dd206ce6-18f7-47ad-a806-74a47181d04a",
+      "id": 3,
+      "rawMatrixCsv": "19u|1,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 19,
+          "floorId": 3,
+          "roomDescription": "In a large underground area, goods for sale by local merchants are piled on all sides. A musty smell pervades the giant, poorly lit space, and crates are stacked along the walls on all sides.",
+          "roomTitle": "STOREHOUSE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "840e2c9b-6697-49ff-a6a2-cac79c33ccb6",
+      "id": 24,
+      "rawMatrixCsv": "253,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 253,
+          "floorId": 24,
+          "roomDescription": "Housed in the oldest building still standing in the town, this blacksmith shop has been in continual operation for centuries. Given the history of this shop, the proprietor has periodically discovered ancient weaponry while digging around the shop\u0027s expansive cellar, and occasionally puts these rare items up for sale.",
+          "roomTitle": "BLACKSMITH SHOP (Town of Hammoor)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "238": "Leave"
+          }
+        }
+      ]
+    },
+    {
+      "name": "d6052ba4-c245-4cce-8b2b-e4b1927d89b5",
+      "id": 27,
+      "rawMatrixCsv": "261,264,265,266,,,,,,,,,,\n262,263,,267,,,,,,,,,,\n,,,268,269u|270,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 265,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western8_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 262,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western8_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 261,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western8_zone"
+          ],
+          "enterExitNames": {
+            "260": "Leave"
+          }
+        },
+        {
+          "roomId": 266,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western8_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 264,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western8_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 269,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western9_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 267,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western9_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 263,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western8_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 268,
+          "floorId": 27,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western9_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "d36daa8c-8ea0-4270-a750-71c24bf81597",
+      "id": 32,
+      "rawMatrixCsv": "279u|280d|278,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 279,
+          "floorId": 32,
+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
+          "roomTags": [],
+          "areaNames": [
+            "western10_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "cdd3abb9-66b4-4310-a14c-b6ee5c0fbba2",
+      "id": 1,
+      "rawMatrixCsv": "9,8,7,6,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n10,,,5,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n11,12,3u|13d|2,4,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 5,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 12,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 8,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 10,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 11,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 3,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 4,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 9,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 6,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 7,
+          "floorId": 1,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "7b28feb9-54d7-40f1-b36d-873f42575b71",
+      "id": 18,
+      "rawMatrixCsv": "133u|132,134,135,,,142,143,144,145,,,,,,,,,,,,,,,,,,,,\n,,136,,140,141,,,,,,,,,,,,,,,,,,,,,,,\n,,137,138,139,,,,,,,,,,,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 142,
+          "floorId": 18,
+          "roomDescription": "As you travel along this fairly flat pathway, mountain meadows surround you on all sides, with the steep Bloodridge Mountain Range rising sharply above to the west. The trail is somewhat overgrown, given the decline of Segeberg Castle over the years, but still very easily navigable.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 135,
+          "floorId": 18,
+          "roomDescription": "Thick, low lying vegetation surrounds the trail on all sides, making travel off the trail extremely difficult. The trail is lined with countless uneven rocks, leading to fatigue in even the strongest travelers. The mountain looms high above to the west, while the trail to the east continues over rough terrain. A small stone marker on the side of the road is carved with XXXIII.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 137,
+          "floorId": 18,
+          "roomDescription": "Thick, low lying vegetation surrounds the trail on all sides, making travel offthe trail extremely difficult. The trail is lined with countless uneven rocks,leading to fatigue in even the strongest travelers. The mountain looms highabove to the west, while the trail to the east continues over rough terrain.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 143,
+          "floorId": 18,
+          "roomDescription": "As you travel along this fairly flat pathway, mountain meadows surround you on all sides, with the steep Bloodridge Mountain Range rising sharply above to the west. The trail is somewhat overgrown, given the decline of Segeberg Castle over the years, but still very easily navigable.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 144,
+          "floorId": 18,
+          "roomDescription": "As you travel along this fairly flat pathway, mountain meadows surround you on all sides, with the steep Bloodridge Mountain Range rising sharply above to the west. The trail is somewhat overgrown, given the decline of Segeberg Castle over the years, but still very easily navigable.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 138,
+          "floorId": 18,
+          "roomDescription": "Thick, low lying vegetation surrounds the trail on all sides, making travel off the trail extremely difficult. The trail is lined with countless uneven rocks, leading to fatigue in even the strongest travelers. The mountain looms high above to the west, while the trail to the east continues over rough terrain. A small stone marker on the side of the road is carved with XXXVI.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 141,
+          "floorId": 18,
+          "roomDescription": "As you travel along this fairly flat pathway, mountain meadows surround you onall sides, with the steep Bloodridge Mountain Range rising sharply above to thewest. The trail is somewhat overgrown, given the decline of Segeberg Castle overthe years, but still very easily navigable. A small stone marker on the side of the trail is carved with XXXIX.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 134,
+          "floorId": 18,
+          "roomDescription": "Thick, low lying vegetation surrounds the trail on all sides, making travel off the trail extremely difficult. The trail is lined with countless uneven rocks, leading to fatigue in even the strongest travelers. The mountain looms high above to the west, while the trail to the east continues over rough terrain.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 136,
+          "floorId": 18,
+          "roomDescription": "Thick, low lying vegetation surrounds the trail on all sides, making travel offthe trail extremely difficult. The trail is lined with countless uneven rocks,leading to fatigue in even the strongest travelers. The mountain looms highabove to the west, while the trail to the east continues over rough terrain.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 133,
+          "floorId": 18,
+          "roomDescription": "Above, a steep staircase can be seen, ascending over a sheer cliff. The air is only slightly colder than the lower elevations here, but small patches of old snow can be seen above. Scrub like bushes grow thick here on all sides, encapsulating all of the terrain except the well worn trail.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 145,
+          "floorId": 18,
+          "roomDescription": "The ancient Segeberg Castle stands before you, surrounded by a wide moat. Though the castle is surrounded by numerous guard towers, they are seldom manned today, a consequence of centuries of the castle\u0027s decline. Ivy grows along most of the wall, and though you notice evidence of pathways in several directions, they have become overgrown and nearly impassible. The stagnant water in the moat has developed numerous lilypads, and a layer of algae can also be seen. A rickety wooden bridge leads over the moat into the castle.",
+          "roomTitle": "SEGEBERG CASTLE (West Gate)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "146": "gate"
+          }
+        },
+        {
+          "roomId": 140,
+          "floorId": 18,
+          "roomDescription": "Here, the road transitions between a rugged mountain trail and a pleasant, flat pathway connecting from Segeberg Castle. Travelers often choose to rest at this junction in preparation for the arduous journey over Bloodridge Mountain Pass. Segeberg Castle sits only a short distance to the east, offering some respite, though it has become mostly abandoned over the years.",
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+        },
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+          "roomDescription": "The trail here is only moderately steep, and just below this point it appears to significantly flatten out. Above, a daunting winding path is visible, leading to the infamous Bloodridge Mountain Pass.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
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+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
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+          "roomDescription": "Built into the ground of the mountain on which the Manor House sits, this room serves as a storehouse for food and drink. Constructing the room took an exceptional effort, involving manually chipping away at the rock until a suitably large underground space could be created. The temperature here remains fairly cool year round, making this an ideal place to store any perishable items. ",
+          "roomTitle": "MANOR HOUSE BUTTERY",
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+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "Default Title, change with title command",
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+      ]
+    },
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+          "floorId": 37,
+          "roomDescription": "A large glowing device sits at the center of this small room, and transmissions about dog dicks can be heard coming through the device. From here, it is possible to communicate with shitlords in the outside world and exchange imgur links to fat people doing stupid shit.",
+          "roomTitle": "HOUSE OF LANFAIR (NEXUS RADIO ROOM)",
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+          "roomDescription": "Providing much cheaper and smaller lockers than those typically available at the houses in town, the downstairs locker room offers space to store a small number of items, though a fee must be paid each time the locker is accessed. A sign posted on the wall lists the fees, which differ based on the size of locker being sought.",
+          "roomTitle": "HAUGSEITH HOUSE (Locker Room)",
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+          "roomDescription": "On the upper level, six rooms are available to Members or guests in desire of rest. Behind these rooms and toward the back of the House, there are three further rooms, occupied by the most important House staff: the head butler, the head chef, and the librarian.",
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+          "roomDescription": "Various metalworks can be seen hanging from the walls, including a wall devoted entirely to weaponry. The blacksmith can be seen operating a forge toward the back of the shop with the assistance of two apprentices. A wave of heat can occasionally be felt emanating from the furnace.",
+          "roomTitle": "BLACKSMITH\u0027S SHOP",
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+          "areaNames": [
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+          "roomDescription": "Dried and cured meats hang from the ceiling and along the walls. A rack of sharp knives can be seen behind the counter, and leather and cloth aprons hang from several hooks on the wall.",
+          "roomTitle": "BUTCHER SHOP",
+          "roomTags": [],
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+          "roomTitle": "BLACKSTONE CAVES",
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+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
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+          "roomTitle": "BLACKSTONE CAVES",
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+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
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+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
+          "roomTitle": "BLACKSTONE CAVES",
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+          "roomDescription": "A terrifying grotto surrounds you, lined with jagged, jet black rocks, and water can be heard flowing all around you. Bones appear to be scattered throughout the cave, a number of which appear human. The irregular shape of the caves carry sound in unpredictable directions, and determining the source of the sound is often extremely difficult. Occasionally, large rats can be seen scurrying around.",
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+      "roomModels": [
+        {
+          "roomId": 168,
+          "floorId": 0,
+          "roomDescription": "Being relatively close to the foothills, the slight inclination of the terrain has caused the neighboring stream to form rapids. As the violently churning water smashes into rocks, a fine mist shrouds the area, and many varieties of mushrooms can be seen growing by the roadside, providing an attractive opportunity to forage.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 24,
+          "floorId": 0,
+          "roomDescription": "The bustling square gives way to a dead end side street, facing the giant cliffs and walls of the Manor House. On one side of the street, you see the Town Bank, and on the other, a stone storage house. ",
+          "roomTitle": "TORRIDON LANE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {
+            "65": "Bank"
+          }
+        },
+        {
+          "roomId": 150,
+          "floorId": 0,
+          "roomDescription": "The wide road continues to wind through the forest, approaching the town to the south, and veering toward the Bloodridge Mountain Range escarpment for those traveling north. Though the most dangerous creatures previously inhabiting these woods have long been driven off, untamed lands lie to the far north.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 81,
+          "floorId": 0,
+          "roomDescription": "This treacherous, steep road winds back and forth along a dangerous mountainside. Compared to the valley, the temperature feels significantly colder here. You notice caves dotting the mountainside, some of which appear to be inhabited by creatures.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 186,
+          "floorId": 0,
+          "roomDescription": "Widely spaced trees yield stunning views of the Bloodridge Mountain Range escarpment to the east, and the road surface is pleasantly smooth and even for traveling. A small stone marker can be seen on the side of the road with XLII carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 53,
+          "floorId": 0,
+          "roomDescription": "Three story stone buildings line this quiet street, which appear to be mostly residences. Coal smoke can be seen billowing upward from several of the homes.",
+          "roomTitle": "STORMARN LANE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 103,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "THE NORTHWAY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 36,
+          "floorId": 0,
+          "roomDescription": "The largest road in town, this east to west thoroughfare serves as the main parade ground leading to the town square. Directly to the east and high above, the Manor House can be seen as one walks toward the town square. Rows of elm trees flank either side of the road, planted on the town\u0027s two hundredth anniversary, and providing shade to the numerous benches built under them. Street performers and healers often choose to conduct their business here, appreciating the ample space and available shade.",
+          "roomTitle": "VICTORY ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 25,
+          "floorId": 0,
+          "roomDescription": "Gates can be seen just to the north on this cobblestone street, barely wide enough for two carriages to pass in either direction. Well kept yet simple stone homes sit on either side of the lane, providing a place to live for members of the peasantry. To the south, a large square can be seen in the distance, and to the east, the high inner walls of the Manor House. The cobblestones are well worn from the continuous traffic of carriages leaving town and returning from the countryside.",
+          "roomTitle": "CRAIGAVON LANE NORTH",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 23,
+          "floorId": 0,
+          "roomDescription": "Four uniformly shaped stone buildings stand before you, each operated by a different merchant. To the east, one can see the expansive town square, with the cliffs and walls of the Manor House behind it. ",
+          "roomTitle": "THE NEXUS",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 35,
+          "floorId": 0,
+          "roomDescription": "A broad stream flows here diagonally to the corner of the town wall, just to the east of the North Gate. A pool of gently flowing water can be seen at this part of the stream, serving as an ideal location to provide refreshment for horses or for swimming. The stream teems with fish, and the ground next to the stream is well worn from the frequent visits of those leaving or returning to the town.",
+          "roomTitle": "ABERGWAUN STREAM",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 201,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 161,
+          "floorId": 0,
+          "roomDescription": "At this section of road, the surroundings bear little evidence of human activity. Being some distance from any town and somewhat isolated, travelers usually work their way along this section of road with a high level of vigilance. The Bloodridge Mountain escarpment can be seen through the trees to the east, and the road appears to run mostly parallel to the mountains.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 78,
+          "floorId": 0,
+          "roomDescription": "This treacherous, steep road winds back and forth along a dangerous mountainside. Compared to the valley, the temperature feels significantly colder here. You notice caves dotting the mountainside, some of which appear to be inhabited by creatures.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 121,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 97,
+          "floorId": 0,
+          "roomDescription": "Standing at highest point of Bloodridge Mountain Road, you find yourself within the only mountain pass in the range for many miles. The temperature is frigid here, with the possibility of snow year round, and a glacier can be seen on a mountain high above. A small memorial stands here in honor of several townspeople who were ambushed and killed by creatures as they crossed this pass. You are able to see Bloodridge Mountain Road winding downward toward the west, and there appears to be a small settlement in the distance further downhill to the east.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN PASS",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 75,
+          "floorId": 0,
+          "roomDescription": "Off to the west, the road begins to enter a steep mountain range featuring sheer cliffs on which little vegetation grows. Toward the east, the North Gate of town lies ahead.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 91,
+          "floorId": 0,
+          "roomDescription": "A biting, howling wind roars across this hostile mountain terrain, open enough that you can easily make out the town below to the west, though a thick fog often shrouds the area and obscures its view. Winds have been known to occasionally reach hurricane force at this elevation, sometimes scouring the snow off higher slopes and loading it into massive snowdrifts.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 100,
+          "floorId": 0,
+          "roomDescription": "A narrow alleyway, the name Haven Alley commemorates the townspeople\u0027s victory over an invading force over one century ago at this very place. As the alley is far too narrow to allow the passage of horses or carriages, the residents were able to take advantage of this and repel the invaders.",
+          "roomTitle": "HAVEN ALLEY",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 231,
+          "floorId": 0,
+          "roomDescription": "As one of the busiest intersections in the town, second only to the Town Square, goods frequently travel through here, either on their way to one of the many warehouses on Brewery Lane, or bound for the merchants on the northern side of town. To the south, travelers come and go from the town through the South Gate. ",
+          "roomTitle": "BREWERY LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 177,
+          "floorId": 0,
+          "roomDescription": "The town of Hammoor, some distance to the north, regularly sends laborers to repair this remote, muddy section of road, as it is the main lifeline providing food supplies to the town. Though too remote to consider paving with stone or covering with gravel, laborers from the town of Hammoor have laid wooden planks here, keeping travelers above the mud. These must be regularly replaced due to being worn down from constant traffic.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 77,
+          "floorId": 0,
+          "roomDescription": "Off to the west, the road begins to enter a steep mountain range featuring sheer cliffs on which little vegetation grows. Toward the east, the North Gate of town lies ahead. A small stone marker on the side of the road is carved with VI.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 27,
+          "floorId": 0,
+          "roomDescription": "Eight life size lion statues line this small cobblestone lane, which has no other structures on it. Immediately to the east, the beginning of a large stone staircase can be seen, scaling the granite cliffs below the Manor House.",
+          "roomTitle": "KINGS LANE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 165,
+          "floorId": 0,
+          "roomDescription": "Bisecting deep wilderness, the road here was built alongside a wide stream flowing from high in the Bloodridge Mountains, as this provided one of the only relatively flat places to construct it. The sound of rushing water can be heard all along the road, fueled by melting glaciers high above.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 126,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 169,
+          "floorId": 0,
+          "roomDescription": "Being relatively close to the foothills, the slight inclination of the terrain has caused the neighboring stream to form rapids. As the violently churning water smashes into rocks, a fine mist shrouds the area, and many varieties of mushrooms can be seen growing by the roadside, providing an attractive opportunity to forage. A small stone marker can be seen on the side of the road with XXVII carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 72,
+          "floorId": 0,
+          "roomDescription": "Off to the west, the road begins to enter a steep mountain range featuring sheer cliffs on which little vegetation grows. Toward the east, the North Gate of town lies ahead.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 28,
+          "floorId": 0,
+          "roomDescription": "Above you is a long stone staircase carved into the cliffs edge, which leads tothe main western entrance of the Manor House. You are able to see a set of atleast fifty steps, after which they become impossible to count from here. Anelaborately carved wooden railing follows the staircase upward, preventing onefrom falling off the steep cliff. To the west, the statue lined Kings Lane can be seen leading back to town.",
+          "roomTitle": "MANOR HOUSE STAIRS",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 39,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "VICTORY ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 104,
+          "floorId": 0,
+          "roomDescription": "A narrow pathway continues through the thick woods, and footprints are visible in the mud.",
+          "roomTitle": "EDGAR\u0027S WOODS",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 190,
+          "floorId": 0,
+          "roomDescription": "In the immediate vicinity of the Town of Hammoor, the road here is paved with smooth stones, many taken from riverbeds. The town\u0027s main gate and barbican can be seen some distance to the north, sitting immediately next to the sheer cliffs of the Bloodridge Mountain escarpment.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 175,
+          "floorId": 0,
+          "roomDescription": "The town of Hammoor, some distance to the north, regularly sends laborers to repair this remote, muddy section of road, as it is the main lifeline providing food supplies to the town. Though too remote to consider paving with stone or covering with gravel, laborers from the town of Hammoor have laid wooden planks here, keeping travelers above the mud. These must be regularly replaced due to being worn down from constant traffic. A small stone marker can be seen on the side of the road with XXXIII carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 337,
+          "floorId": 0,
+          "roomDescription": "From this stone covered beach, Toft Island can be seen in the distance. The freshwater lake draws animals from the surrounding forest, seeking to quench their thirst or hunt for fish.",
+          "roomTitle": "TOFT ISLAND LAKE SHORE",
+          "roomTags": [],
+          "areaNames": [
+            "toft2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 212,
+          "floorId": 0,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "THE NORTHWAY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 258,
+          "floorId": 0,
+          "roomDescription": "The Blackstone Cave Road connects the southern gate of the town with the Blackstone Caves, a series of caverns carved into the rock of the Bloodridge Mountains.",
+          "roomTitle": "BLACKSTONE CAVE ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 34,
+          "floorId": 0,
+          "roomDescription": "As the road transitions here between cobblestone and dirt, dense forest can be seen on three sides. An open area sits to the side and provides a waiting space for those seeking entrance to the town. The outer walls of the town can be seen, with only the Manor House visible within the town on the high cliffs above. A small sign reads \"Abergwaun Stream\", with an arrow pointing toward the east.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 163,
+          "floorId": 0,
+          "roomDescription": "Bisecting deep wilderness, the road here was built alongside a wide stream flowing from high in the Bloodridge Mountains, as this provided one of the only relatively flat places to construct it. The sound of rushing water can be heard all along the road, fueled by melting glaciers high above. A small stone marker can be seen on the side of the road with XXI carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 41,
+          "floorId": 0,
+          "roomDescription": "The ceremonial main gate of the city, an immense stone arch guards the entrance to the city. When standing before the West Gate, one can see the cliffs of the Manor House on the opposite side of town, offering an intimidating impression of power to all those who enter the town. Being the widest entrance to the town, the most heavy fortifications can be seen here, with the gate often kept closed when not in use. The walls surrounding the West Gate bear countless pock marks from attacks on the town, and a wide, open landscape can be seen past the gate extending many miles.",
+          "roomTitle": "WEST GATE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 335,
+          "floorId": 0,
+          "roomDescription": "From this stone covered beach, Toft Island can be seen in the distance. The freshwater lake draws animals from the surrounding forest, seeking to quench their thirst or hunt for fish.",
+          "roomTitle": "TOFT ISLAND LAKE SHORE",
+          "roomTags": [],
+          "areaNames": [
+            "toft2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 88,
+          "floorId": 0,
+          "roomDescription": "A biting, howling wind roars across this hostile mountain terrain, open enough that you can easily make out the town below to the west, though a thick fog often shrouds the area and obscures its view. Winds have been known to occasionally reach hurricane force at this elevation, sometimes scouring the snow off higher slopes and loading it into massive snowdrifts.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 51,
+          "floorId": 0,
+          "roomDescription": "A narrow pathway continues through the thick woods, and footprints are visible in the mud. A wooden sign carved with \"House\" points north.",
+          "roomTitle": "EDGAR\u0027S WOODS",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 336,
+          "floorId": 0,
+          "roomDescription": "From this stone covered beach, Toft Island can be seen in the distance. The freshwater lake draws animals from the surrounding forest, seeking to quench their thirst or hunt for fish.",
+          "roomTitle": "TOFT ISLAND LAKE SHORE",
+          "roomTags": [],
+          "areaNames": [
+            "toft2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 222,
+          "floorId": 0,
+          "roomDescription": "A fairly wide, somewhat industrial thoroughfare, many tradespeople and those of the merchant class operate businesses along this wide lane, which offers close access to the South Gate, and is anchored by the town brewery. Large, simple stone structures line the road, mainly used as warehouses, though some are used to house animals and some are even used for manufacturing various goods. Double wooden doors, at least twice as high as the height of an average person, mark the entrance to these mostly identical looking buildings.",
+          "roomTitle": "BREWERY LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 115,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 44,
+          "floorId": 0,
+          "roomDescription": "A thick forest envelops your surroundings, obscuring whatever may lie in the distance. Creatures can occasionally be heard rustling through the leaves and branches, but they are not always easily seen. A small stone marker can be seen on the side of the road, with III carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 111,
+          "floorId": 0,
+          "roomDescription": "A constant slope rises toward the west, gradually rising in elevation above the swamps below. Toward the east, the forest appears much thicker, and the sound of frogs can be heard.",
+          "roomTitle": "EDGAR\u0027S WOODS (Toft Island Road)",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 227,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "SUNDS LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 180,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "\u003cPLACEHOLDER\u003e",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 54,
+          "floorId": 0,
+          "roomDescription": "Three story stone buildings line this quiet street, which appear to be mostly residences. Coal smoke can be seen billowing upward from several of the homes.",
+          "roomTitle": "STORMARN LANE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 120,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 109,
+          "floorId": 0,
+          "roomDescription": "A constant slope rises toward the west, gradually rising in elevation above the swamps below. Toward the east, the forest appears much thicker, and the sound of frogs can be heard.",
+          "roomTitle": "EDGAR\u0027S WOODS (Toft Island Road)",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 1,
+          "floorId": 0,
+          "roomDescription": "Before you is an immense town square, carefully paved with cobblestone and surrounded by ornate buildings. On the southern side of the square, space for merchants\u0027 tents is provided, and on the western side, a large open area suitable for large gatherings. To the east, the massive fortified walls of the Manor House are notable, standing above steep cliffs. Surrounding the square are a number of businesses, as well as homes of some of the wealthiest merchants in town.",
+          "roomTitle": "TOWN SQUARE",
+          "roomTags": [],
+          "areaNames": [
+            "lobby"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 259,
+          "floorId": 0,
+          "roomDescription": "The Blackstone Cave Road connects the southern gate of the town with the Blackstone Caves, a series of caverns carved into the rock of the Bloodridge Mountains.",
+          "roomTitle": "BLACKSTONE CAVE ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 210,
+          "floorId": 0,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "THE NORTHWAY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 114,
+          "floorId": 0,
+          "roomDescription": "On this large hill, widely spaced pine trees cover the landscape, and theotherwise smooth slope is broken up by a number of horizontal rock outcroppings,some of which contain caves. Grass, shrubs, and bushes with wild berries can begrowing between the pine trees. Small paths heading off the main road can beseen along the route.",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 96,
+          "floorId": 0,
+          "roomDescription": "A path thick with ice makes travel extremely difficult at this high elevation, with deep snowpack seen on all sides. Maintaining your footing is difficult on the ice, but leaving the road would be even more challenging, as the unpacked snow causes one to sink waist deep or more with each step. The only vegetation growing here is in the form of stunted trees, many of which have branches on only one side from being constantly battered by high winds.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 228,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "SUNDS LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 199,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 101,
+          "floorId": 0,
+          "roomDescription": "A curious looking doorway, nearly obscured by the growth of thick vines of ivy, can be seen in front of you at the end of this dead end alley. It appears to be unlocked.",
+          "roomTitle": "HAVEN ALLEY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "102": "doorway"
+          }
+        },
+        {
+          "roomId": 333,
+          "floorId": 0,
+          "roomDescription": "From this stone covered beach, Toft Island can be seen in the distance. The freshwater lake draws animals from the surrounding forest, seeking to quench their thirst or hunt for fish.",
+          "roomTitle": "TOFT ISLAND LAKE SHORE",
+          "roomTags": [],
+          "areaNames": [
+            "toft2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 185,
+          "floorId": 0,
+          "roomDescription": "Widely spaced trees yield stunning views of the Bloodridge Mountain Range escarpment to the east, and the road surface is pleasantly smooth and even for traveling.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 219,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "WYK LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 95,
+          "floorId": 0,
+          "roomDescription": "A path thick with ice makes travel extremely difficult at this high elevation, with deep snowpack seen on all sides. Maintaining your footing is difficult on the ice, but leaving the road would be even more challenging, as the unpacked snow causes one to sink waist deep or more with each step. The only vegetation growing here is in the form of stunted trees, many of which have branches on only one side from being constantly battered by high winds. A small stone marker on the side of the road is carved with XXIV.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 194,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insectsabound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 49,
+          "floorId": 0,
+          "roomDescription": "Row houses line the lane here, many occupied by townspeople closely connected to the Manor House. Most of the homes feature small wrought iron gates, and stand two levels high. A number of homes have potted plants growing from their balconies and windows.",
+          "roomTitle": "CRAIGAVON LANE SOUTH",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 40,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "VICTORY ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 76,
+          "floorId": 0,
+          "roomDescription": "Off to the west, the road begins to enter a steep mountain range featuring sheer cliffs on which little vegetation grows. Toward the east, the North Gate of town lies ahead.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 156,
+          "floorId": 0,
+          "roomDescription": "The wide road continues to wind through the forest, approaching the town to the south, and veering toward the Bloodridge Mountain Range escarpment for those traveling north. Though the most dangerous creatures previously inhabiting these woods have long been driven off, untamed lands lie to the far north.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 74,
+          "floorId": 0,
+          "roomDescription": "Off to the west, the road begins to enter a steep mountain range featuring sheer cliffs on which little vegetation grows. Toward the east, the North Gate of town lies ahead. A small stone marker on the side of the road is carved with III.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 198,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 37,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "VICTORY ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 183,
+          "floorId": 0,
+          "roomDescription": "The land transitions at this point on the road, with a fairly sparse forest growing to the north, and a very dense forest to the south. The northern forests have been logged for years by residents of Hammoor, renowned for their woodworking skills. The town also relies heavily on firewood for fuel, as little coal can be found in the surrounding area. A small stone marker can be seen on the side of the road with XXXIX carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 213,
+          "floorId": 0,
+          "roomDescription": "Newly created room. Set a new description with the desc command.",
+          "roomTitle": "THE NORTHWAY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 119,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 90,
+          "floorId": 0,
+          "roomDescription": "A biting, howling wind roars across this hostile mountain terrain, open enough that you can easily make out the town below to the west, though a thick fog often shrouds the area and obscures its view. Winds have been known to occasionally reach hurricane force at this elevation, sometimes scouring the snow off higher slopes and loading it into massive snowdrifts.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 155,
+          "floorId": 0,
+          "roomDescription": "The wide road continues to wind through the forest, approaching the town to the south, and veering toward the Bloodridge Mountain Range escarpment for those traveling north. Though the most dangerous creatures previously inhabiting these woods have long been driven off, untamed lands lie to the far north.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 116,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 47,
+          "floorId": 0,
+          "roomDescription": "A thick forest envelops your surroundings, obscuring whatever may lie in the distance. Creatures can occasionally be heard rustling through the leaves and branches, but they are not always easily seen. A small stone marker can be seen on the side of the road with VI carved into it. You also notice a muddy pathway leading west.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 179,
+          "floorId": 0,
+          "roomDescription": "The town of Hammoor, some distance to the north, regularly sends laborers to repair this remote, muddy section of road, as it is the main lifeline providing food supplies to the town. Though too remote to consider paving with stone or covering with gravel, laborers from the town of Hammoor have laid wooden planks here, keeping travelers above the mud. These must be regularly replaced due to being worn down from constant traffic.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 92,
+          "floorId": 0,
+          "roomDescription": "A path thick with ice makes travel extremely difficult at this high elevation, with deep snowpack seen on all sides. Maintaining your footing is difficult on the ice, but leaving the road would be even more challenging, as the unpacked snow causes one to sink waist deep or more with each step. The only vegetation growing here is in the form of stunted trees, many of which have branches on only one side from being constantly battered by high winds. A small stone marker on the side of the road is carved with XXI.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 187,
+          "floorId": 0,
+          "roomDescription": "Widely spaced trees yield stunning views of the Bloodridge Mountain Range escarpment to the east, and the road surface is pleasantly smooth and even for traveling.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 80,
+          "floorId": 0,
+          "roomDescription": "This treacherous, steep road winds back and forth along a dangerous mountainside. Compared to the valley, the temperature feels significantly colder here. You notice caves dotting the mountainside, some of which appear to be inhabited by creatures. A small stone marker on the side of the road is carved with IX.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 338,
+          "floorId": 0,
+          "roomDescription": "From this stone covered beach, Toft Island can be seen in the distance. The freshwater lake draws animals from the surrounding forest, seeking to quench their thirst or hunt for fish.",
+          "roomTitle": "TOFT ISLAND LAKE SHORE",
+          "roomTags": [],
+          "areaNames": [
+            "toft2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 129,
+          "floorId": 0,
+          "roomDescription": "Near the Bloodridge Mountain pass, the arid eastern side of the range, whilefrigid, holds far less snow than the western slopes. Stunted pines grow in thesurrounding area, never growing more than a few feet due to being constantlybattered by heavy winds. A steep trail winds downward, while immediately above,the top of the pass is visible. A small stone marker on the side of the road is carved with XXVII.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 232,
+          "floorId": 0,
+          "roomDescription": "The smell of brewing beer fills the air as you stand in front of the town brewery, which operates year round, every day of the week. Built around the same time that the town was founded, a small stone aqueduct was custom built to continually bring spring water from the Bloodridge Mountains directly into the brewery. Along with hops and barley grown in the agricultural lands to the west of town, the mix is allowed to ferment in large wooden containers and then slightly aged in the brewery cellar before it is ready for consumption.",
+          "roomTitle": "BREWERY LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 55,
+          "floorId": 0,
+          "roomDescription": "The winding Stormarn Lane continues past a series of simple homes, each appearing inhabited. Being some distance from Victory Road, this relatively quiet area has always been among the top choices of the townspeople to establish their households.",
+          "roomTitle": "STORMARN LANE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 226,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "PARADOX CRESCENT",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 171,
+          "floorId": 0,
+          "roomDescription": "With the road passing through a boggy landscape, dead trees can be seen everywhere, having rotten at the roots. An unpleasant dank, musty smell from rotting wood hovers over the area. Since the road provides a relatively dry and smooth surface to travel along, it is not only used by travelers, but nearly every beast of the forest as well.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 167,
+          "floorId": 0,
+          "roomDescription": "Being relatively close to the foothills, the slight inclination of the terrain has caused the neighboring stream to form rapids. As the violently churning water smashes into rocks, a fine mist shrouds the area, and many varieties of mushrooms can be seen growing by the roadside, providing an attractive opportunity to forage.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 130,
+          "floorId": 0,
+          "roomDescription": "Near the Bloodridge Mountain pass, the arid eastern side of the range, whilefrigid, holds far less snow than the western slopes. Stunted pines grow in thesurrounding area, never growing more than a few feet due to being constantlybattered by heavy winds. A steep trail winds downward, while immediately above,the top of the pass is visible.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 188,
+          "floorId": 0,
+          "roomDescription": "Widely spaced trees yield stunning views of the Bloodridge Mountain Range escarpment to the east, and the road surface is pleasantly smooth and even for traveling.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 184,
+          "floorId": 0,
+          "roomDescription": "Widely spaced trees yield stunning views of the Bloodridge Mountain Range escarpment to the east, and the road surface is pleasantly smooth and even for traveling. A small sign facing south can be seen, with \"Hammoor - 9\" written on it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 107,
+          "floorId": 0,
+          "roomDescription": "The road splits in two directions at this swampy junction. A sign marks the road toward Toft Island to the west, while the path to the east continues more deeply into forest swamps.",
+          "roomTitle": "EDGAR\u0027S WOODS",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 122,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 154,
+          "floorId": 0,
+          "roomDescription": "The wide road continues to wind through the forest, approaching the town to the south, and veering toward the Bloodridge Mountain Range escarpment for those traveling north. Though the most dangerous creatures previously inhabiting these woods have long been driven off, untamed lands lie to the far north. A small stone marker can be seen on the side of the road with XII carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 178,
+          "floorId": 0,
+          "roomDescription": "The town of Hammoor, some distance to the north, regularly sends laborers to repair this remote, muddy section of road, as it is the main lifeline providing food supplies to the town. Though too remote to consider paving with stone or covering with gravel, laborers from the town of Hammoor have laid wooden planks here, keeping travelers above the mud. These must be regularly replaced due to being worn down from constant traffic. A small stone marker can be seen on the side of the road with XXXVI carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 117,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 118,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 127,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 193,
+          "floorId": 0,
+          "roomDescription": "One of the closest allies of the MAIN TOWN, the Town of Hammoor is nestled within a glacial cirque carved out of the Bloodridge Mountains millions of years ago. This location provides the town with a natural defense, preventing invading forces from attacking from the east. As the surrounding area is mostly forested, or contains poor quality soil, Hammoor relies heavily on its bustling trade with the MAIN TOWN for food and agricultural products. A stone barbican guards the entrance to the city.",
+          "roomTitle": "TOWN OF HAMMOOR (Main Gate)",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {
+            "204": "gate"
+          }
+        },
+        {
+          "roomId": 195,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 125,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 197,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 89,
+          "floorId": 0,
+          "roomDescription": "A biting, howling wind roars across this hostile mountain terrain, open enough that you can easily make out the town below to the west, though a thick fog often shrouds the area and obscures its view. Winds have been known to occasionally reach hurricane force at this elevation, sometimes scouring the snow off higher slopes and loading it into massive snowdrifts. A small stone marker on the side of the road is carved with XVIII.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 176,
+          "floorId": 0,
+          "roomDescription": "The town of Hammoor, some distance to the north, regularly sends laborers to repair this remote, muddy section of road, as it is the main lifeline providing food supplies to the town. Though too remote to consider paving with stone or covering with gravel, laborers from the town of Hammoor have laid wooden planks here, keeping travelers above the mud. These must be regularly replaced due to being worn down from constant traffic.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 173,
+          "floorId": 0,
+          "roomDescription": "With the road passing through a boggy landscape, dead trees can be seen everywhere, having rotten at the roots. An unpleasant dank, musty smell from rotting wood hovers over the area. Since the road provides a relatively dry and smooth surface to travel along, it is not only used by travelers, but nearly every beast of the forest as well.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 260,
+          "floorId": 0,
+          "roomDescription": "The Blackstone Cave Road connects the southern gate of the town with the Blackstone Caves, a series of caverns carved into the rock of the Bloodridge Mountains. Here, you see a cave entrance.",
+          "roomTitle": "BLACKSTONE CAVE ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "261": "cave"
+          }
+        },
+        {
+          "roomId": 224,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "PARADOX CRESCENT",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 84,
+          "floorId": 0,
+          "roomDescription": "The higher elevations of the western slopes of Bloodridge Mountain Road receive frequent snowfalls,and a coating of old snow covers the surrounding terrain. Along this steepsection of road, rockfalls are common, which can often make the road impassibleuntil cleared.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 216,
+          "floorId": 0,
+          "roomDescription": "Row houses line the lane here, many occupied by townspeople closely connected to the Manor House. Most of the homes feature small wrought iron gates, and stand two levels high. A number of homes have potted plants growing from their balconies and windows.",
+          "roomTitle": "CRAIGAVON LANE SOUTH",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 172,
+          "floorId": 0,
+          "roomDescription": "With the road passing through a boggy landscape, dead trees can be seen everywhere, having rotten at the roots. An unpleasant dank, musty smell from rotting wood hovers over the area. Since the road provides a relatively dry and smooth surface to travel along, it is not only used by travelers, but nearly every beast of the forest as well. A small stone marker can be seen on the side of the road with XXX carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 148,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 99,
+          "floorId": 0,
+          "roomDescription": "Traffic flows regularly along this wide road, most commonly used by farmers in the plains to bring their crops to town. Beyond the plains, rolling foothills can be seen, commonly used as pasture land. The Abergwaun Stream can be seen in the distance, bisecting the farmland, and is used by many of the farms for irrigation.",
+          "roomTitle": "WESTERN PLAINS ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 108,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 203,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 124,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 73,
+          "floorId": 0,
+          "roomDescription": "Here, the road crosses the Abergwaun stream, which has its source high in the Bloodridge Mountains. Toward the east, the North Gate of town lies ahead.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD (Abergwaun Bridge)",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 221,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "SUNDS LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 2,
+          "floorId": 0,
+          "roomDescription": "Flanking the town square on its northern side, this cobblestone lane is home to a small butcher shop and a blacksmith. The simple stone buildings are covered in a layer of soot from the constant burning of coal, needed to forge the tools and weaponry required by the townspeople. To the north, the town gates can be seen in the distance.",
+          "roomTitle": "CRAIGAVON LANE NORTH",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {
+            "66": "Blacksmith",
+            "98": "Butcher"
+          }
+        },
+        {
+          "roomId": 22,
+          "floorId": 0,
+          "roomDescription": "A road departs from the narrow lane headed to the east, lined by statues of lions, with a large granite cliff looming above the end of it. To the west of where you stand, you can see the side entrance to the House of Lanfair. ",
+          "roomTitle": "CRAIGAVON LANE SOUTH",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 45,
+          "floorId": 0,
+          "roomDescription": "A thick forest envelops your surroundings, obscuring whatever may lie in the distance. Creatures can occasionally be heard rustling through the leaves and branches, but they are not always easily seen.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 87,
+          "floorId": 0,
+          "roomDescription": "A biting, howling wind roars across this hostile mountain terrain, open enough that you can easily make out the town below to the west, though a thick fog often shrouds the area and obscures its view. Winds have been known to occasionally reach hurricane force at this elevation, sometimes scouring the snow off higher slopes and loading it into massive snowdrifts.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 113,
+          "floorId": 0,
+          "roomDescription": "On this large hill, widely spaced pine trees cover the landscape, and the otherwise smooth slope is broken up by a number of horizontal rock outcroppings, some of which contain caves. Grass, shrubs, and bushes with wild berries can be found growing between the pine trees. Small paths heading off the main road can be seen along the route.",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 152,
+          "floorId": 0,
+          "roomDescription": "The wide road continues to wind through the forest, approaching the town to the south, and veering toward the Bloodridge Mountain Range escarpment for those traveling north. Though the most dangerous creatures previously inhabiting these woods have long been driven off, untamed lands lie to the far north.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 257,
+          "floorId": 0,
+          "roomDescription": "Outside the south gate of the city, you notice a small sign pointing east. The sign reads \"Beware, to the east live the most dangerous creatures in these lands. Many have ventured here and many less have returned.\"",
+          "roomTitle": "SOUTH GATE (Exterior)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 334,
+          "floorId": 0,
+          "roomDescription": "From this stone covered beach, Toft Island can be seen in the distance. The freshwater lake draws animals from the surrounding forest, seeking to quench their thirst or hunt for fish.",
+          "roomTitle": "TOFT ISLAND LAKE SHORE",
+          "roomTags": [],
+          "areaNames": [
+            "toft2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 162,
+          "floorId": 0,
+          "roomDescription": "At this section of road, the surroundings bear little evidence of human activity. Being some distance from any town and somewhat isolated, travelers usually work their way along this section of road with a high level of vigilance. The Bloodridge Mountain escarpment can be seen through the trees to the east, and the road appears to run mostly parallel to the mountains.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 153,
+          "floorId": 0,
+          "roomDescription": "The wide road continues to wind through the forest, approaching the town to the south, and veering toward the Bloodridge Mountain Range escarpment for those traveling north. Though the most dangerous creatures previously inhabiting these woods have long been driven off, untamed lands lie to the far north.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 234,
+          "floorId": 0,
+          "roomDescription": "Standing at the southeastern corner of the town, a small door can be seen leading into one of the circular guard towers built into the town wall. Several times a day guards can be seen changing shifts, and occasionally townspeople can be seen bringing food and drink to the guards, as a token of appreciation for the safety they help provide to the town.",
+          "roomTitle": "BREWERY LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 160,
+          "floorId": 0,
+          "roomDescription": "At this section of road, the surroundings bear little evidence of human activity. Being some distance from any town and somewhat isolated, travelers usually work their way along this section of road with a high level of vigilance. The Bloodridge Mountain escarpment can be seen through the trees to the east, and the road appears to run mostly parallel to the mountains. A small stone marker can be seen on the side of the road with XVIII carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 200,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 182,
+          "floorId": 0,
+          "roomDescription": "A small shrine sits on the eastern side of the road, with the flowing stream as a backdrop. Aedylus, a resident of Hammoor, was tragically killed here after being ambushed by a group of ekimmus, while out on a trip to forage for wild mushrooms. Travelers often place small stones atop the shrine, as legends suggest this will bring them good luck while traveling.",
+          "roomTitle": "THE GREAT NORTHERN ROAD (Shrine of Aedylus)",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 236,
+          "floorId": 0,
+          "roomDescription": "This wide alley is part of the main north to south route in the town, continuing onward to The Northway to the north and connecting to the Town Square, and southward to the South Gate.",
+          "roomTitle": "SOUTH GATE ALLEY",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 229,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "SUNDS LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 112,
+          "floorId": 0,
+          "roomDescription": "Arriving at the crest of a large hill, a large body of water can be seen in the distance to the west. A small island sits some distance out into the water, and you can barely make out several man made structures built there. To the east, the hill descends gradually, with thick vegetation obscuring the bottom.",
+          "roomTitle": "EDGAR\u0027S WOODS (Toft Island Road)",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 56,
+          "floorId": 0,
+          "roomDescription": "Vegetables, herbs and spices at various stages of growth dominate this small community garden. A stone, horseshoe shaped pathway leads through the garden to provide access. Two stone benches are placed along the pathway, providing a relaxing place to rest.",
+          "roomTitle": "STORMARN GARDEN",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 105,
+          "floorId": 0,
+          "roomDescription": "Marshes and swamps line this pathway through the forest, with care needed to avoid stepping into deep mud. Ferns and mushrooms grow abundantly, and the chorus of thousands of frogs can be heard in the surrounding area.",
+          "roomTitle": "EDGAR\u0027S WOODS",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 128,
+          "floorId": 0,
+          "roomDescription": "Arriving at the main ferry dock which provides access to Toft Island, you see a large sign detailing the ferry schedule and ticket prices. Two ferries typically run between here and the island, which are relied upon to carry both goods and passengers.",
+          "roomTitle": "TOFT ISLAND FERRY DOCK",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 159,
+          "floorId": 0,
+          "roomDescription": "At this section of road, the surroundings bear little evidence of human activity. Being some distance from any town and somewhat isolated, travelers usually work their way along this section of road with a high level of vigilance. The Bloodridge Mountain escarpment can be seen through the trees to the east, and the road appears to run mostly parallel to the mountains.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 158,
+          "floorId": 0,
+          "roomDescription": "At this section of road, the surroundings bear little evidence of human activity. Being some distance from any town and somewhat isolated, travelers usually work their way along this section of road with a high level of vigilance. The Bloodridge Mountain escarpment can be seen through the trees to the east, and the road appears to run mostly parallel to the mountains.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 132,
+          "floorId": 0,
+          "roomDescription": "A steep staircase descends this otherwise impassible section of the trail, with Bloodridge Mountain Pass only slightly further uphill. Below the staircase, Segeberg Castle can be seen some distance away, long abandoned by most of its inhabitants. A small stone marker on the side of the road is carved with XXX.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 218,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "WYK LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 26,
+          "floorId": 0,
+          "roomDescription": "A stone archway marks the entrance to the city. Two guards armed with pikes stand at either side of the gate. Behind them are thick stone walls made of granite. The guards vigilantly observe the countryside past the city walls, ready to defend the town against the dangers which lie outside. Above, you notice two guard towers on either side of the gate, with archers positioned in each.",
+          "roomTitle": "NORTH GATE",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 21,
+          "floorId": 0,
+          "roomDescription": "Outside the town square, you find yourself on a quiet, one carriage width lane. On the western side of the street sits the House of Lanfair, with marble columns at its corners. The House extends southward, well beyond this area, via a second story bridge connecting to its southern wing. A wide passageway to the west and under the bridge leads to the main entrance of the house on the right, and beyond the entrance a parking area for carriages can be seen.",
+          "roomTitle": "CRAIGAVON LANE SOUTH",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {
+            "57": "entrance"
+          }
+        },
+        {
+          "roomId": 215,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "WYK LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 157,
+          "floorId": 0,
+          "roomDescription": "At this section of road, the surroundings bear little evidence of human activity. Being some distance from any town and somewhat isolated, travelers usually work their way along this section of road with a high level of vigilance. The Bloodridge Mountain escarpment can be seen through the trees to the east, and the road appears to run mostly parallel to the mountains. A small stone marker can be seen on the side of the road with XV carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 166,
+          "floorId": 0,
+          "roomDescription": "Bisecting deep wilderness, the road here was built alongside a wide stream flowing from high in the Bloodridge Mountains, as this provided one of the only relatively flat places to construct it. The sound of rushing water can be heard all along the road, fueled by melting glaciers high above. A small stone marker can be seen on the side of the road with XXIV carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 123,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "TOFT ISLAND ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 79,
+          "floorId": 0,
+          "roomDescription": "This treacherous, steep road winds back and forth along a dangerous mountainside. Compared to the valley, the temperature feels significantly colder here. You notice caves dotting the mountainside, some of which appear to be inhabited by creatures.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 86,
+          "floorId": 0,
+          "roomDescription": "The higher elevations of the western slopes of Bloodridge Mountain Road receive frequent snowfalls,and a coating of old snow covers the surrounding terrain. Along this steepsection of road, rockfalls are common, which can often make the road impassibleuntil cleared. A small stone marker on the side of the road is carved with XV.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 147,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 214,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "WYK LANE (The Northway Intersection)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 192,
+          "floorId": 0,
+          "roomDescription": "In the immediate vicinity of the Town of Hammoor, the road here is paved with smooth stones, many taken from riverbeds. The town\u0027s main gate and barbican can be seen some distance to the north, sitting immediately next to the sheer cliffs of the Bloodridge Mountain escarpment. A small stone marker can be seen on the side of the road with XLVIII carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 235,
+          "floorId": 0,
+          "roomDescription": "At the very southern end of Craigavon Lane, the town wall can be seen to the south where the lane meets Brewery Lane. A large building sits on the eastern side of the street, used to store a supply of grains and food for the town that could sustain the town for months, in the event of a siege. The granary walls are covered in a thick coat of plaster, in an effort to seal the walls and prevent the incursion of mice.",
+          "roomTitle": "CRAIGAVON LANE SOUTH",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 38,
+          "floorId": 0,
+          "roomDescription": "Halfway down Victory Road, you notice a small laneway leading north, cutting between the row houses which otherwise dominate the area. An area provided for keeping horses sits just to the right side of the laneway, along with a trough filled with water.",
+          "roomTitle": "VICTORY ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 106,
+          "floorId": 0,
+          "roomDescription": "Marshes and swamps line this pathway through the forest, with care needed to avoid stepping into deep mud. Ferns and mushrooms grow abundantly, and the chorus of thousands of frogs can be heard in the surrounding area.",
+          "roomTitle": "EDGAR\u0027S WOODS",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 225,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "PARADOX CRESCENT",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 164,
+          "floorId": 0,
+          "roomDescription": "Bisecting deep wilderness, the road here was built alongside a wide stream flowing from high in the Bloodridge Mountains, as this provided one of the only relatively flat places to construct it. The sound of rushing water can be heard all along the road, fueled by melting glaciers high above.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 196,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 237,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "SOUTH GATE (Interior)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "256": "gate"
+          }
+        },
+        {
+          "roomId": 230,
+          "floorId": 0,
+          "roomDescription": "A fairly wide, somewhat industrial thoroughfare, many tradespeople and those of the merchant class operate businesses along this wide lane, which offers close access to the South Gate, and is anchored by the town brewery. Large, simple stone structures line the road, mainly used as warehouses, though some are used to house animals and some are even used for manufacturing various goods. Double wooden doors, at least twice as high as the height of an average person, mark the entrance to these mostly identical looking buildings.",
+          "roomTitle": "BREWERY LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 42,
+          "floorId": 0,
+          "roomDescription": "Set only a short distance from Victory Road, you see a large mansion partially hidden behind eight foot high hedges. Looking through the wrought iron front gate, a doorway can be seen flanked by massive stone columns. A small sign affixed to the gate reads \"HOUSE OF FIRTH - MEMBERS ONLY\". Below the sign, a heavy lock secures the gate.",
+          "roomTitle": "HOUSE OF FIRTH",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {
+            "69": "House"
+          }
+        },
+        {
+          "roomId": 217,
+          "floorId": 0,
+          "roomDescription": "This cul-de-sac faces a large cliff below the Manor House. Several carts can be seen sitting parked here, the majority of which are owned by local merchants and used to move their wares around town. A pile of cobblestones sits nearly stacked in a corner, waiting to be used for repairing the town\u0027s roads.",
+          "roomTitle": "WYK COURT",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 223,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "PARADOX CRESCENT",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 191,
+          "floorId": 0,
+          "roomDescription": "In the immediate vicinity of the Town of Hammoor, the road here is paved with smooth stones, many taken from riverbeds. The town\u0027s main gate and barbican can be seen some distance to the north, sitting immediately next to the sheer cliffs of the Bloodridge Mountain escarpment.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 174,
+          "floorId": 0,
+          "roomDescription": "With the road passing through a boggy landscape, dead trees can be seen everywhere, having rotten at the roots. An unpleasant dank, musty smell from rotting wood hovers over the area. Since the road provides a relatively dry and smooth surface to travel along, it is not only used by travelers, but nearly every beast of the forest as well.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 233,
+          "floorId": 0,
+          "roomDescription": "A fairly wide, somewhat industrial thoroughfare, many tradespeople and those of the merchant class operate businesses along this wide lane, which offers close access to the South Gate, and is anchored by the town brewery. Large, simple stone structures line the road, mainly used as warehouses, though some are used to house animals and some are even used for manufacturing various goods. Double wooden doors, at least twice as high as the height of an average person, mark the entrance to these mostly identical looking buildings.",
+          "roomTitle": "BREWERY LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 202,
+          "floorId": 0,
+          "roomDescription": "The air is thick with humidity in this swamp, as you move through it. Insects abound, it is unpleasant to linger here, though the flora grows abundantly.",
+          "roomTitle": "SHULDHAM SWAMP",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 151,
+          "floorId": 0,
+          "roomDescription": "The wide road continues to wind through the forest, approaching the town to the south, and veering toward the Bloodridge Mountain Range escarpment for those traveling north. Though the most dangerous creatures previously inhabiting these woods have long been driven off, untamed lands lie to the far north. A small stone marker can be seen on the side of the road with IX carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 48,
+          "floorId": 0,
+          "roomDescription": "The small lane is flanked by two small homes and a large stablehouse, shared by both the Manor House and the House of Lanfair. Fifteen foot high wooden doors serve as the entrance to the stablehouse, where horses are kept both for the Manor, and for guests of the House of Lanfair when there is no longer space in the adjacent alleyway.",
+          "roomTitle": "CRAIGAVON LANE SOUTH",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 170,
+          "floorId": 0,
+          "roomDescription": "Being relatively close to the foothills, the slight inclination of the terrain has caused the neighboring stream to form rapids. As the violently churning water smashes into rocks, a fine mist shrouds the area, and many varieties of mushrooms can be seen growing by the roadside, providing an attractive opportunity to forage.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north3_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 220,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "WYK LANE",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 149,
+          "floorId": 0,
+          "roomDescription": "The wide road continues to wind through the forest, approaching the town to the south, and veering toward the Bloodridge Mountain Range escarpment for those traveling north. Though the most dangerous creatures previously inhabiting these woods have long been driven off, untamed lands lie to the far north.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 94,
+          "floorId": 0,
+          "roomDescription": "A path thick with ice makes travel extremely difficult at this high elevation, with deep snowpack seen on all sides. Maintaining your footing is difficult on the ice, but leaving the road would be even more challenging, as the unpacked snow causes one to sink waist deep or more with each step. The only vegetation growing here is in the form of stunted trees, many of which have branches on only one side from being constantly battered by high winds.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 110,
+          "floorId": 0,
+          "roomDescription": "A constant slope rises toward the west, gradually rising in elevation above the swamps below. Toward the east, the forest appears much thicker, and the sound of frogs can be heard.",
+          "roomTitle": "EDGAR\u0027S WOODS (Toft Island Road)",
+          "roomTags": [],
+          "areaNames": [
+            "toft1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 83,
+          "floorId": 0,
+          "roomDescription": "This treacherous, steep road winds back and forth along a dangerous mountainside. Compared to the valley, the temperature feels significantly colder here. You notice caves dotting the mountainside, some of which appear to be inhabited by creatures. A small stone marker on the side of the road is carved with XII.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 93,
+          "floorId": 0,
+          "roomDescription": "A path thick with ice makes travel extremely difficult at this high elevation, with deep snowpack seen on all sides. Maintaining your footing is difficult on the ice, but leaving the road would be even more challenging, as the unpacked snow causes one to sink waist deep or more with each step. The only vegetation growing here is in the form of stunted trees, many of which have branches on only one side from being constantly battered by high winds.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 189,
+          "floorId": 0,
+          "roomDescription": "In the immediate vicinity of the Town of Hammoor, the road here is paved with smooth stones, many taken from riverbeds. The town\u0027s main gate and barbican can be seen some distance to the north, sitting immediately next to the sheer cliffs of the Bloodridge Mountain escarpment. A small stone marker can be seen on the side of the road with XLV carved into it.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 46,
+          "floorId": 0,
+          "roomDescription": "Traveling down the Great Northern Road, you come to a stone arch bridge wide enough for one carriage to pass. The Abergwaun Stream runs underneath, providing excellent fishing opportunities. Several small paths lead downward toward the stream, evidence of those who have fished here throughout the past.",
+          "roomTitle": "THE GREAT NORTHERN ROAD (Abergwaun Bridge)",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 50,
+          "floorId": 0,
+          "roomDescription": "A narrow pathway continues through the thick woods, and footprints are visible in the mud.",
+          "roomTitle": "EDGAR\u0027S WOODS",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 82,
+          "floorId": 0,
+          "roomDescription": "This treacherous, steep road winds back and forth along a dangerous mountainside. Compared to the valley, the temperature feels significantly colder here. You notice caves dotting the mountainside, some of which appear to be inhabited by creatures.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 181,
+          "floorId": 0,
+          "roomDescription": "",
+          "roomTitle": "\u003cPLACEHOLDER\u003e",
+          "roomTags": [],
+          "areaNames": [
+            "north4_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 131,
+          "floorId": 0,
+          "roomDescription": "Near the Bloodridge Mountain pass, the arid eastern side of the range, whilefrigid, holds far less snow than the western slopes. Stunted pines grow in thesurrounding area, never growing more than a few feet due to being constantlybattered by heavy winds. A steep trail winds downward, while immediately above,the top of the pass is visible.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 52,
+          "floorId": 0,
+          "roomDescription": "In the thick forest you find a large hunting clubhouse crafted mostly from wood. Pelts are hung to dry from racks constructed outside, and a stone pathway leads to the front door. A fire ring can be seen in the woods past the house, used for ceremonial bonfires.",
+          "roomTitle": "HAUGSEITH HOUSE",
+          "roomTags": [],
+          "areaNames": [
+            "north2_zone"
+          ],
+          "enterExitNames": {
+            "67": "House"
+          }
+        },
+        {
+          "roomId": 85,
+          "floorId": 0,
+          "roomDescription": "The higher elevations of the western slopes of Bloodridge Mountain Road receive frequent snowfalls,and a coating of old snow covers the surrounding terrain. Along this steepsection of road, rockfalls are common, which can often make the road impassibleuntil cleared.",
+          "roomTitle": "BLOODRIDGE MOUNTAIN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "bloodridge1_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 43,
+          "floorId": 0,
+          "roomDescription": "A thick forest envelops your surroundings, obscuring whatever may lie in the distance. Creatures can occasionally be heard rustling through the leaves and branches, but they are not always easily seen.",
+          "roomTitle": "THE GREAT NORTHERN ROAD",
+          "roomTags": [],
+          "areaNames": [
+            "north1_zone"
+          ],
+          "enterExitNames": {}
+        }
+      ]
+    },
+    {
+      "name": "74d7b872-55fe-4b5e-afc5-728897afdb1a",
+      "id": 20,
+      "rawMatrixCsv": ",,,208,,,,,,,,,,,,,,\n,,,207,,,,,,,,,,,,,,\n240,239,238,206,,,,,,,,,,,,,,\n,,,205,,,,,,,,,,,,,,\n,,,204,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 238,
+          "floorId": 20,
+          "roomDescription": "Named for the ancient forge here, Forge Road connects the Town of Hammoor to the former Royal Hunting Grounds just to the west. The forge continues to be used as a Blacksmith shop, serving the needs of the townspeople and travelers.",
+          "roomTitle": "FORGE ROAD (Town of Hammoor)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "253": "Blacksmith"
+          }
+        },
+        {
+          "roomId": 239,
+          "floorId": 20,
+          "roomDescription": "Named for the ancient forge located just to the east, Forge Road connects the Town of Hammoor to the former Royal Hunting Grounds just to the west. The forge continues to be used as a Blacksmith shop, serving the needs of the townspeople and travelers.",
+          "roomTitle": "FORGE ROAD (Town of Hammoor)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 205,
+          "floorId": 20,
+          "roomDescription": "Taking the name from the fortified stone barbican which protects the main entrance to the city, this thoroughfare splits the town of Hammoor in half. Some of the town\u0027s merchants have chosen to open their shops along this road, as it is conveniently located for shipping and receiving goods that have traveled or will travel up the Great Northern Road. A bank can be seen on the eastern side of the street, constructed from exceptionally massive stones.",
+          "roomTitle": "BARBICAN ROAD (Town of Hammoor)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "209": "Bank"
+          }
+        },
+        {
+          "roomId": 206,
+          "floorId": 20,
+          "roomDescription": "Taking the name from the fortified stone barbican which protects the main entrance to the city, this thoroughfare splits the town of Hammoor in half. Some of the town\u0027s merchants have chosen to open their shops along this road, as it is conveniently located for shipping and receiving goods that have traveled or will travel up the Great Northern Road.",
+          "roomTitle": "BARBICAN ROAD (Town of Hammoor)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 208,
+          "floorId": 20,
+          "roomDescription": "Taking the name from the fortified stone barbican which protects the main entrance to the city, this thoroughfare splits the town of Hammoor in half. Some of the town\u0027s merchants have chosen to open their shops along this road, as it is conveniently located for shipping and receiving goods that have traveled or will travel up the Great Northern Road.",
+          "roomTitle": "BARBICAN ROAD (Town of Hammoor)",
+          "roomTags": [],
+          "areaNames": [
+            "newbie_zone"
+          ],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 207,
+          "floorId": 20,
+          "roomDescription": "Taking the name from the fortified stone barbican which protects the main entrance to the city, this thoroughfare splits the town of Hammoor in half. Some of the town\u0027s merchants have chosen to open their shops along this road, as it is conveniently located for shipping and receiving goods that have traveled or will travel up the Great Northern Road.",
+          "roomTitle": "BARBICAN ROAD (Town of Hammoor)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {}
+        },
+        {
+          "roomId": 204,
+          "floorId": 20,
+          "roomDescription": "",
+          "roomTitle": "TOWN OF HAMMOOR (Main Gate Interior)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "193": "Leave"
+          }
+        },
+        {
+          "roomId": 240,
+          "floorId": 20,
+          "roomDescription": "Having reached the end of Forge Road, a narrow gate can be seen exiting the town here, leading to the hunting grounds west of town.",
+          "roomTitle": "FORGE ROAD (Town of Hammoor)",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "241": "gate"
+          }
+        }
+      ]
+    },
+    {
+      "name": "c2d1c33d-5620-444a-97a5-2cea6f298980",
+      "id": 21,
+      "rawMatrixCsv": "209,,,,,,,,,,,,,,\n",
+      "roomModels": [
+        {
+          "roomId": 209,
+          "floorId": 21,
+          "roomDescription": " Built similarly to other banks, this imposing structure features columns on two sides of the room, with a large counter at the end staffed by a banker. A vault can be seen behind the banker, safeguarding the wealth of the townspeople.",
+          "roomTitle": "HAMMOOR TOWN BANK",
+          "roomTags": [],
+          "areaNames": [],
+          "enterExitNames": {
+            "205": "Leave"
+          }
+        }
+      ]
+    }
+  ]
+}
\ No newline at end of file
diff --git a/world/npcs/bergorc.json b/world/npcs/bergorc.json
new file mode 100644
index 00000000..588742cc
--- /dev/null
+++ b/world/npcs/bergorc.json
@@ -0,0 +1,43 @@
+{
+  "name": "berg orc",
+  "colorName": "berg \u001B[1m\u001B[35morc\u001B[0m",
+  "dieMessage": "a berg \u001B[1m\u001B[35morc\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 6,
+    "lootGoldMax": 20,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "bloodridge1_zone"
+  ],
+  "stats": {
+    "agile": 1,
+    "aim": 1,
+    "armorRating": 8,
+    "currentHealth": 230,
+    "currentMana": 100,
+    "experience": 250,
+    "maxHealth": 230,
+    "maxMana": 100,
+    "meleSkill": 6,
+    "numberOfWeaponRolls": 1,
+    "strength": 11,
+    "weaponRatingMax": 13,
+    "weaponRatingMin": 10,
+    "willPower": 1
+  },
+  "spawnAreas": {
+    "bloodridge1_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 12
+    }
+  },
+  "validTriggers": [
+    "b",
+    "berg orc",
+    "orc",
+    "o"
+  ]
+}
diff --git a/world/npcs/blackhoodedwizard.json b/world/npcs/blackhoodedwizard.json
new file mode 100644
index 00000000..4ea9fb86
--- /dev/null
+++ b/world/npcs/blackhoodedwizard.json
@@ -0,0 +1,51 @@
+{
+  "name": "black-hooded wizard",
+  "colorName": "black-hooded \u001B[1m\u001B[35mwizard\u001B[0m",
+  "dieMessage": "a black-hooded \u001B[1m\u001B[35mwizard\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 55,
+    "lootGoldMax": 74,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "tisland4_zone",
+    "tisland5_zone"
+  ],
+  "stats": {
+    "agile": 6,
+    "aim": 6,
+    "armorRating": 17,
+    "currentHealth": 650,
+    "currentMana": 100,
+    "experience": 1500,
+    "maxHealth": 650,
+    "maxMana": 100,
+    "meleSkill": 8,
+    "numberOfWeaponRolls": 1,
+    "strength": 35,
+    "weaponRatingMax": 32,
+    "weaponRatingMin": 22,
+    "willPower": 7
+  },
+  "spawnAreas": {
+    "tisland4_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "tisland5_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "black-hooded",
+    "b",
+    "black-hooded wizard",
+    "wizard",
+    "w"
+  ]
+}
diff --git a/world/npcs/deathgriffin.json b/world/npcs/deathgriffin.json
new file mode 100644
index 00000000..a1f3eda8
--- /dev/null
+++ b/world/npcs/deathgriffin.json
@@ -0,0 +1,52 @@
+{
+  "name": "death griffin",
+  "colorName": "death \u001B[1m\u001B[35mgriffin\u001B[0m",
+  "dieMessage": "a death \u001B[1m\u001B[35mgriffin\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 60,
+    "lootGoldMax": 80,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "western8_zone",
+    "western9_zone"
+  ],
+  "stats": {
+    "agile": 24,
+    "aim": 24,
+    "armorRating": 20,
+    "currentHealth": 1000,
+    "currentMana": 100,
+    "experience": 2100,
+    "maxHealth": 1000,
+    "maxMana": 100,
+    "meleSkill": 19,
+    "numberOfWeaponRolls": 1,
+    "strength": 55,
+    "weaponRatingMax": 65,
+    "weaponRatingMin": 20,
+    "willPower": 30
+  },
+  "spawnAreas": {
+    "western8_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "western9_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "death",
+    "d",
+    "death griffin",
+    "death",
+    "griffin",
+    "g"
+  ]
+}
diff --git a/world/npcs/demonsuccubus.json b/world/npcs/demonsuccubus.json
new file mode 100644
index 00000000..74d01894
--- /dev/null
+++ b/world/npcs/demonsuccubus.json
@@ -0,0 +1,52 @@
+{
+  "name": "demon succubus",
+  "colorName": "demon \u001B[1m\u001B[35msuccubus\u001B[0m",
+  "dieMessage": "a demon \u001B[1m\u001B[35msuccubus\u001B[0m breathes her last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 120,
+    "lootGoldMax": 180,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "western9_zone",
+    "western10_zone"
+  ],
+  "stats": {
+    "agile": 14,
+    "aim": 14,
+    "armorRating": 25,
+    "currentHealth": 1200,
+    "currentMana": 300,
+    "experience": 2600,
+    "maxHealth": 1200,
+    "maxMana": 100,
+    "meleSkill": 19,
+    "numberOfWeaponRolls": 1,
+    "strength": 70,
+    "weaponRatingMax": 60,
+    "weaponRatingMin": 35,
+    "willPower": 35
+  },
+  "spawnAreas": {
+    "western9_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "western10_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "demon",
+    "d",
+    "demon succubus",
+    "demon",
+    "succubus",
+    "s"
+  ]
+}
diff --git a/world/npcs/grayekimmu.json b/world/npcs/grayekimmu.json
new file mode 100644
index 00000000..8f61093e
--- /dev/null
+++ b/world/npcs/grayekimmu.json
@@ -0,0 +1,51 @@
+{
+  "name": "gray ekimmu",
+  "colorName": "gray \u001B[1m\u001B[35mekimmu\u001B[0m",
+  "dieMessage": "a gray \u001B[1m\u001B[35mekimmu\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 12,
+    "lootGoldMax": 24,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "north4_zone",
+    "north5_zone"
+  ],
+  "stats": {
+    "agile": 4,
+    "aim": 4,
+    "armorRating": 11,
+    "currentHealth": 450,
+    "currentMana": 300,
+    "experience": 450,
+    "maxHealth": 450,
+    "maxMana": 100,
+    "meleSkill": 8,
+    "numberOfWeaponRolls": 1,
+    "strength": 20,
+    "weaponRatingMax": 18,
+    "weaponRatingMin": 12,
+    "willPower": 4
+  },
+  "spawnAreas": {
+    "north4_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }, 
+    "north5_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "g",
+    "gray ekimmu",
+    "gray",
+    "ekimmu",
+    "e"
+  ]
+}
diff --git a/world/npcs/nightmaretroll.json b/world/npcs/nightmaretroll.json
new file mode 100644
index 00000000..2df7e88e
--- /dev/null
+++ b/world/npcs/nightmaretroll.json
@@ -0,0 +1,51 @@
+{
+  "name": "nightmare troll",
+  "colorName": "nightmare \u001B[1m\u001B[35mtroll\u001B[0m",
+  "dieMessage": "a nightmare \u001B[1m\u001B[35mtroll\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 20,
+    "lootGoldMax": 40,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "north7_zone",
+    "north8_zone"
+  ],
+  "stats": {
+    "agile": 6,
+    "aim": 6,
+    "armorRating": 18,
+    "currentHealth": 550,
+    "currentMana": 100,
+    "experience": 720,
+    "maxHealth": 550,
+    "maxMana": 100,
+    "meleSkill": 19,
+    "numberOfWeaponRolls": 1,
+    "strength": 34,
+    "weaponRatingMax": 32,
+    "weaponRatingMin": 5,
+    "willPower": 7
+  },
+  "spawnAreas": {
+    "north7_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "north8_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "nightmare",
+    "n",
+    "nightmare troll",
+    "troll",
+    "t"
+  ]
+}
diff --git a/world/npcs/phantomknight.json b/world/npcs/phantomknight.json
new file mode 100644
index 00000000..b61ad176
--- /dev/null
+++ b/world/npcs/phantomknight.json
@@ -0,0 +1,59 @@
+{
+  "name": "phantom knight",
+  "colorName": "phantom \u001B[1m\u001B[35mknight\u001B[0m",
+  "dieMessage": "a phantom \u001B[1m\u001B[35mknight\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 16,
+    "lootGoldMax": 32,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "bloodridge7_zone",
+    "bloodridge6_zone",
+    "bloodridge5_zone"
+  ],
+  "stats": {
+    "agile": 6,
+    "aim": 5,
+    "armorRating": 14,
+    "currentHealth": 500,
+    "currentMana": 300,
+    "experience": 600,
+    "maxHealth": 500,
+    "maxMana": 100,
+    "meleSkill": 8,
+    "numberOfWeaponRolls": 1,
+    "strength": 28,
+    "weaponRatingMax": 22,
+    "weaponRatingMin": 12,
+    "willPower": 5
+  },
+  "spawnAreas": {
+    "bloodridge5_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "bloodridge6_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+    , 
+    "bloodridge7_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "p",
+    "phantom knight",
+    "phantom",
+    "knight",
+    "k"
+  ]
+}
diff --git a/world/npcs/phantomorc.json b/world/npcs/phantomorc.json
new file mode 100644
index 00000000..41934a48
--- /dev/null
+++ b/world/npcs/phantomorc.json
@@ -0,0 +1,51 @@
+{
+  "name": "phantom orc",
+  "colorName": "phantom \u001B[1m\u001B[35morc\u001B[0m",
+  "dieMessage": "a phantom \u001B[1m\u001B[35morc\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 16,
+    "lootGoldMax": 24,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "bloodridge4_zone",
+    "bloodridge5_zone"
+  ],
+  "stats": {
+    "agile": 6,
+    "aim": 5,
+    "armorRating": 9,
+    "currentHealth": 400,
+    "currentMana": 300,
+    "experience": 510,
+    "maxHealth": 400,
+    "maxMana": 100,
+    "meleSkill": 8,
+    "numberOfWeaponRolls": 1,
+    "strength": 16,
+    "weaponRatingMin": 12,
+    "weaponRatingMax": 25,
+    "willPower": 5
+  },
+  "spawnAreas": {
+    "bloodridge4_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "bloodridge5_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "p",
+    "phantom orc",
+    "phantom",
+    "orc",
+    "o"
+  ]
+}
diff --git a/world/npcs/phantomwizard.json b/world/npcs/phantomwizard.json
new file mode 100644
index 00000000..0ee0124a
--- /dev/null
+++ b/world/npcs/phantomwizard.json
@@ -0,0 +1,51 @@
+{
+  "name": "phantom wizard",
+  "colorName": "phantom \u001B[1m\u001B[35mwizard\u001B[0m",
+  "dieMessage": "a phantom \u001B[1m\u001B[35mwizard\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 16,
+    "lootGoldMax": 24,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "bloodridge4_zone",
+    "bloodridge5_zone"
+  ],
+  "stats": {
+    "agile": 6,
+    "aim": 5,
+    "armorRating": 9,
+    "currentHealth": 400,
+    "currentMana": 300,
+    "experience": 510,
+    "maxHealth": 400,
+    "maxMana": 100,
+    "meleSkill": 8,
+    "numberOfWeaponRolls": 1,
+    "strength": 16,
+    "weaponRatingMin": 12,
+    "weaponRatingMax": 25,
+    "willPower": 5
+  },
+  "spawnAreas": {
+    "bloodridge4_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "bloodridge5_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "p",
+    "phantom wizard",
+    "phantom",
+    "wizard",
+    "w"
+  ]
+}
diff --git a/world/npcs/razorclawwolf.json b/world/npcs/razorclawwolf.json
new file mode 100644
index 00000000..8fe7ff6c
--- /dev/null
+++ b/world/npcs/razorclawwolf.json
@@ -0,0 +1,51 @@
+{
+  "name": "razor-claw wolf",
+  "colorName": "razor-claw \u001B[1m\u001B[35mwolf\u001B[0m",
+  "dieMessage": "a razor-claw \u001B[1m\u001B[35mwolf\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 20,
+    "lootGoldMax": 30,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "toft2_zone",
+    "toft3_zone"
+  ],
+  "stats": {
+    "agile": 9,
+    "aim": 5,
+    "armorRating": 8,
+    "currentHealth": 500,
+    "currentMana": 100,
+    "experience": 600,
+    "maxHealth": 500,
+    "maxMana": 100,
+    "meleSkill": 12,
+    "numberOfWeaponRolls": 1,
+    "strength": 25,
+    "weaponRatingMax": 27,
+    "weaponRatingMin": 10,
+    "willPower": 7
+  },
+  "spawnAreas": {
+    "toft2_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "toft3_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "razor-claw",
+    "r",
+    "razor-claw wolf",
+    "wolf",
+    "w"
+  ]
+}
diff --git a/world/npcs/redeyedbear.json b/world/npcs/redeyedbear.json
new file mode 100644
index 00000000..055af922
--- /dev/null
+++ b/world/npcs/redeyedbear.json
@@ -0,0 +1,45 @@
+{
+  "name": "red-eyed bear",
+  "colorName": "red-eyed \u001B[1m\u001B[35mbear\u001B[0m",
+  "dieMessage": "a red-eyed \u001B[1m\u001B[35mbear\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 6,
+    "lootGoldMax": 20,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "toft1_zone",
+    "toft2_zone"
+  ],
+  "stats": {
+    "agile": 1,
+    "aim": 1,
+    "armorRating": 8,
+    "currentHealth": 230,
+    "currentMana": 100,
+    "experience": 250,
+    "maxHealth": 230,
+    "maxMana": 100,
+    "meleSkill": 6,
+    "numberOfWeaponRolls": 1,
+    "strength": 11,
+    "weaponRatingMax": 13,
+    "weaponRatingMin": 10,
+    "willPower": 1
+  },
+  "spawnAreas": {
+    "bloodridge1_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "r",
+    "red-eyed bear",
+    "red",
+    "red-eyed",
+    "b"
+  ]
+}
diff --git a/world/npcs/scaleddeathcrawler.json b/world/npcs/scaleddeathcrawler.json
new file mode 100644
index 00000000..d98a2939
--- /dev/null
+++ b/world/npcs/scaleddeathcrawler.json
@@ -0,0 +1,51 @@
+{
+  "name": "scaled deathcrawler",
+  "colorName": "scaled \u001B[1m\u001B[35mdeathcrawler\u001B[0m",
+  "dieMessage": "a scaled \u001B[1m\u001B[35mdeathcrawler\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 150,
+    "lootGoldMax": 300,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "north10_zone",
+    "north11_zone"
+  ],
+  "stats": {
+    "agile": 5,
+    "aim": 32,
+    "armorRating": 30,
+    "currentHealth": 4000,
+    "currentMana": 100,
+    "experience": 5600,
+    "maxHealth": 4000,
+    "maxMana": 100,
+    "meleSkill": 8,
+    "numberOfWeaponRolls": 1,
+    "strength": 140,
+    "weaponRatingMax": 120,
+    "weaponRatingMin": 70,
+    "willPower": 9
+  },
+  "spawnAreas": {
+    "north10_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "north11_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "scaled",
+    "s",
+    "scaled deathcrawler",
+    "deathcrawler",
+    "d"
+  ]
+}
diff --git a/world/npcs/stealthpanther.json b/world/npcs/stealthpanther.json
new file mode 100644
index 00000000..73556a57
--- /dev/null
+++ b/world/npcs/stealthpanther.json
@@ -0,0 +1,51 @@
+{
+  "name": "stealth panther",
+  "colorName": "stealth \u001B[1m\u001B[35mpanther\u001B[0m",
+  "dieMessage": "a stealth \u001B[1m\u001B[35mpanther\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 16,
+    "lootGoldMax": 32,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "north5_zone",
+    "north6_zone"
+  ],
+  "stats": {
+    "agile": 6,
+    "aim": 4,
+    "armorRating": 11,
+    "currentHealth": 500,
+    "currentMana": 300,
+    "experience": 510,
+    "maxHealth": 500,
+    "maxMana": 100,
+    "meleSkill": 8,
+    "numberOfWeaponRolls": 1,
+    "strength": 23,
+    "weaponRatingMax": 22,
+    "weaponRatingMin": 12,
+    "willPower": 5
+  },
+  "spawnAreas": {
+    "north5_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }, 
+    "north6_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "s",
+    "stealth panther",
+    "panther",
+    "stealth",
+    "p"
+  ]
+}
diff --git a/world/npcs/stonegiant.json b/world/npcs/stonegiant.json
new file mode 100644
index 00000000..2680e4f3
--- /dev/null
+++ b/world/npcs/stonegiant.json
@@ -0,0 +1,51 @@
+{
+  "name": "stone giant",
+  "colorName": "stone \u001B[1m\u001B[35mgiant\u001B[0m",
+  "dieMessage": "a stone \u001B[1m\u001B[35mgiant\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 55,
+    "lootGoldMax": 69,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "tisland4_zone",
+    "tisland5_zone"
+  ],
+  "stats": {
+    "agile": 5,
+    "aim": 4,
+    "armorRating": 30,
+    "currentHealth": 700,
+    "currentMana": 100,
+    "experience": 1350,
+    "maxHealth": 700,
+    "maxMana": 100,
+    "meleSkill": 8,
+    "numberOfWeaponRolls": 2,
+    "strength": 50,
+    "weaponRatingMax": 35,
+    "weaponRatingMin": 25,
+    "willPower": 9
+  },
+  "spawnAreas": {
+    "tisland4_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "tisland5_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "stone",
+    "s",
+    "stone giant",
+    "giant",
+    "g"
+  ]
+}
diff --git a/world/npcs/swampbear.json b/world/npcs/swampbear.json
new file mode 100644
index 00000000..bd731b87
--- /dev/null
+++ b/world/npcs/swampbear.json
@@ -0,0 +1,51 @@
+{
+  "name": "swamp bear",
+  "colorName": "swamp \u001B[1m\u001B[35mbear\u001B[0m",
+  "dieMessage": "a swamp \u001B[1m\u001B[35mbear\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 12,
+    "lootGoldMax": 24,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "north3_zone",
+    "north4_zone"
+  ],
+  "stats": {
+    "agile": 3,
+    "aim": 3,
+    "armorRating": 8,
+    "currentHealth": 300,
+    "currentMana": 300,
+    "experience": 250,
+    "maxHealth": 300,
+    "maxMana": 100,
+    "meleSkill": 6,
+    "numberOfWeaponRolls": 1,
+    "strength": 15,
+    "weaponRatingMax": 16,
+    "weaponRatingMin": 10,
+    "willPower": 3
+  },
+  "spawnAreas": {
+    "north3_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }, 
+    "north4_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "s",
+    "swamp bear",
+    "swamp",
+    "bear",
+    "b"
+  ]
+}
diff --git a/world/npcs/swampberserker.json b/world/npcs/swampberserker.json
new file mode 100644
index 00000000..8b285bd7
--- /dev/null
+++ b/world/npcs/swampberserker.json
@@ -0,0 +1,43 @@
+{
+  "name": "swamp berserker",
+  "colorName": "swamp \u001B[1m\u001B[35mberserker\u001B[0m",
+  "dieMessage": "a swamp \u001B[1m\u001B[35mberserker\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 3,
+    "lootGoldMax": 10,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "north1_zone"
+  ],
+  "stats": {
+    "agile": 1,
+    "aim": 1,
+    "armorRating": 8,
+    "currentHealth": 230,
+    "currentMana": 100,
+    "experience": 250,
+    "maxHealth": 230,
+    "maxMana": 100,
+    "meleSkill": 6,
+    "numberOfWeaponRolls": 1,
+    "strength": 11,
+    "weaponRatingMax": 13,
+    "weaponRatingMin": 10,
+    "willPower": 1
+  },
+  "spawnAreas": {
+    "north2_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 12
+    }
+  },
+  "validTriggers": [
+    "t",
+    "swamp berserker",
+    "berserker",
+    "b"
+  ]
+}
diff --git a/world/npcs/tigermonoceruses.json b/world/npcs/tigermonoceruses.json
new file mode 100644
index 00000000..cd0435f2
--- /dev/null
+++ b/world/npcs/tigermonoceruses.json
@@ -0,0 +1,51 @@
+{
+  "name": "tiger monocerus",
+  "colorName": "tiger \u001B[1m\u001B[35mmonocerus\u001B[0m",
+  "dieMessage": "a tiger \u001B[1m\u001B[35mmonocerus\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 20,
+    "lootGoldMax": 30,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "north8_zone",
+    "north9_zone"
+  ],
+  "stats": {
+    "agile": 6,
+    "aim": 6,
+    "armorRating": 18,
+    "currentHealth": 550,
+    "currentMana": 100,
+    "experience": 800,
+    "maxHealth": 550,
+    "maxMana": 100,
+    "meleSkill": 19,
+    "numberOfWeaponRolls": 1,
+    "strength": 34,
+    "weaponRatingMax": 36,
+    "weaponRatingMin": 20,
+    "willPower": 7
+  },
+  "spawnAreas": {
+    "north8_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "north9_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "tiger",
+    "t",
+    "tiger monocerus",
+    "monocerus",
+    "m"
+  ]
+}
diff --git a/world/npcs/treeberserker.json b/world/npcs/treeberserker.json
new file mode 100644
index 00000000..21b613e0
--- /dev/null
+++ b/world/npcs/treeberserker.json
@@ -0,0 +1,43 @@
+{
+  "name": "tree berserker",
+  "colorName": "tree \u001B[1m\u001B[35mberserker\u001B[0m",
+  "dieMessage": "a tree \u001B[1m\u001B[35mberserker\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 3,
+    "lootGoldMax": 10,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "north1_zone"
+  ],
+  "stats": {
+    "agile": 1,
+    "aim": 1,
+    "armorRating": 8,
+    "currentHealth": 200,
+    "currentMana": 100,
+    "experience": 150,
+    "maxHealth": 150,
+    "maxMana": 100,
+    "meleSkill": 6,
+    "numberOfWeaponRolls": 1,
+    "strength": 5,
+    "weaponRatingMax": 13,
+    "weaponRatingMin": 8,
+    "willPower": 1
+  },
+  "spawnAreas": {
+    "north1_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 12
+    }
+  },
+  "validTriggers": [
+    "t",
+    "tree berserker",
+    "berserker",
+    "b"
+  ]
+}
diff --git a/world/npcs/tunnelcobra.json b/world/npcs/tunnelcobra.json
new file mode 100644
index 00000000..c3baae60
--- /dev/null
+++ b/world/npcs/tunnelcobra.json
@@ -0,0 +1,51 @@
+{
+  "name": "tunnel cobra",
+  "colorName": "tunnel \u001B[1m\u001B[35mcobra\u001B[0m",
+  "dieMessage": "a tunnel \u001B[1m\u001B[35mcobra\u001B[0m breathes his last breath in a pool of \u001B[1m\u001B[31mblood\u001B[0m",
+  "loot": {
+    "lootGoldMin": 40,
+    "lootGoldMax": 54,
+    "lootItems": []
+  },
+  "roamAreas": [
+    "tisland3_zone",
+    "tisland4_zone"
+  ],
+  "stats": {
+    "agile": 9,
+    "aim": 9,
+    "armorRating": 20,
+    "currentHealth": 300,
+    "currentMana": 100,
+    "experience": 920,
+    "maxHealth": 300,
+    "maxMana": 100,
+    "meleSkill": 18,
+    "numberOfWeaponRolls": 2,
+    "strength": 40,
+    "weaponRatingMax": 31,
+    "weaponRatingMin": 24,
+    "willPower": 16
+  },
+  "spawnAreas": {
+    "tisland4_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 6
+    }, 
+    "tisland3_zone": {
+      "randomChance": 100,
+      "maxPerRoom": 3,
+      "spawnIntervalTicks": 10,
+      "maxInstances": 14
+    }
+  },
+  "validTriggers": [
+    "tunnel",
+    "t",
+    "tunnel cobra",
+    "cobra",
+    "c"
+  ]
+}
-- 
GitLab