#AREADATA Name { 100+ } Aurum~ Builders Nexus Gorsha~ VNUMs 5101 5400 Security 100 Recall 1 Flags 288 Version 107 Creator Nexus~ Llevel 0 Ulevel 0 Sounds &WMagic seethes in the air around you, seeking an outlet.~ Music bal.mid V=50 L=1 P=50 T=Background~ End #MOBILES #5101 pyran hermit mage~ Pyran~ Pyran, the Hermit Mage sit's reading "Riddles" ~ Dressed in long flowing sky blue robes, a long white beard and long white hair, this kindly looking old mage with a warm smile, makes you feel welcome in his home. ~ 67 234881256 32784 24576 0 1000 S 110 1 100 100 20000 20000d0+0 0d0+110000 1100 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 say Welcome to the Floating Island of AURUM. If you seek to say gain entrance to the keep, you need only ask of me a RIDDLE. say Answer it correctly, and I will give you a pass. Answer say it wrong... emote giggles. say And we shall see. endif ~ >speech_prog Riddle~ if ispc($n) == 1 say How much does a fish weigh if a fish weighs 10 units plus say half its weight? emote gives you a smug look and closes his book. endif ~ >speech_prog aurum~ if ispc($n) == 1 say Yes, Aurum is that floating island you can see above us say outside. It is an old city, lost from the rest of the say world for several centuries now. A city of magic, most of say those who dwell there are magic users of some form. We were say only recently able to reopen the DRAGONGATE that brought you say here. emote looks around to see who's listening. say Also, it is rumoured that beneath the city of AURUM say lies a place of darkness, and I don't just mean from lack say of light. The hidden city of MERENTHA is seldom talked say about in AURUM. But there is a druid on the island above say that might be able to tell you more. endif ~ >speech_prog 20~ if ispc($n) == 1 say Excellent, you're a genius! emote congratulates you. mpoload 5103 give pass $n say Off you go now. endif ~ >speech_prog Dragongate~ if ispc($n) == 1 say The portal that brought you here is one of the five legendary say DRAGONGATEs found on this world. They allow you to cross say vast distances in a single step. I know nothing of the others say save that they must still exist somewhere. They were sealed say centuries ago, but no one on AURUM knows why. The seal on say ours is gone, who knows about the other four... shrug endif ~ >fight_prog 30~ cast 'dispel magic' ~ >fight_prog 20~ cast 'cone of frost' ~ >fight_prog 30~ cast 'dancing lights' $n ~ | #5102 GateGuard gate guard~ The GateGuard~ The GateGuard of Aurum stands before the Golden Gates ~ Looking at her, you see a young woman with waist length black hair, a pretty face, but eyes, eyes that are glowing pale white in the sockets. Dressed in red robes with gold thread worked all over in patterns, you feel that there is an aura of magic about her so strong that getting too close to her makes you shiver. She looks you over as you approach, and you know that there is nothing that she didn't learn with that look. ~ 67 503857384 71335952 24576 0 1000 S 140 1 110 110 50000 50000d0+0 0d0+140000 1400 0 0 0 0 2 67587 0 0 >give_prog aurumpass pass~ mpechoat $n &YYou have been granted permission to pass' $n. mpoload 5104 unlock north open north mpjunk key ~ >all_greet_prog 100~ if ispc($n) == 1 mpoload 5104 close north lock north mpjunk key endif ~ >rand_prog 10~ mpecho &YCuts heal as the GateGuard utters words of magic. cast 'complete healing' ~ >fight_prog 35~ mpechoat $n &BMagic flows away around you. cast 'dispel magic' ~ >fight_prog 20~ mpechoat $n >he ground surges beneath your feet. cast 'earthblast' $n ~ >fight_prog 25~ cast 'dancing lights' $n ~ >fight_prog 35~ cast 'web' $n ~ >rand_prog 4~ use rage use war ~ >rand_prog 4~ use weapon use iron ~ >fight_prog 40~ mpoload 5150 quaff mylori ~ | #5103 gate keeper guard gatekeeper~ The Gate Keeper~ The Gate Keeper idly waits for something to happen ~ A fairly young looking man, it is probable that he has been given the simple task of attending to those who seek to leave Aurum as part of his duties as an apprentice. ~ 67 234897640 16 0 0 1000 S 107 1 150 150 18000 18000d0+0 0d0+107000 1070 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 bow $n say Welcome to AURUM. Are you here to see one of the say HIGHLORDS of AURUM? smile say Oh, and if you need to leave, just say 'I wish to leave', and I'll open the say gate for you. mpoload 5104 close south lock south mpjunk all endif ~ >speech_prog p I wish to leave~ if ispc($n) == 1 say Of course, one moment please. mpoload 5104 unlock south open south mpjunk all say There you go. smile endif ~ >speech_prog Aurum~ if ispc($n) == 1 say Yes, this is AURUM, I understand that the DRAGONGATEs say have become usable again. It is most interesting news say indeed. emote appears thoughtful for a moment. mpecho . say Anyhow, so you're aware, AURUM is under the auspices say of the HIGHLORDS of AURUM. The Lady TIANA, and the say four lesser HIGHLORDS, GARIOL, RIELLA, DAYN, and say LYNAR. endif ~ >speech_prog Tiana~ if ispc($n) == 1 say Lady Mage Tiana has been in office for eleven say years now. She is both kind and caring to her say people and friends, polite and merciful to her say enemies. say Perhaps you've heard of her late father, say Lord NEVIN? endif ~ >speech_prog Gariol~ if ispc($n) == 1 say Lord Gariol has been in office for eleven years, say just as long as TIANA. A valiant paladin, he heads say that righteous order here in AURUM. endif ~ >speech_prog Riella~ if ispc($n) == 1 say High Priestess Riella has been here nine years. say Her knowledge in the healing arts is quite, shall say we say, impressive. She worries much about DAYN say lately, as he has been acting odd... say I must admit that his rooms have been shrouded say in shadows of late. endif ~ >speech_prog Dayn~ if ispc($n) == 1 say Arch Druid Dayn has only recently returned from say the outlying forest surrounding the castle. He say spent almost two years in that quiet solitude. say Some say he is not the same man, that he whispers say about dark things in the night, and about a say city called MERENTHA. Most say he's insane. endif ~ >speech_prog Lynar~ if ispc($n) == 1 say Song Master Lynar is a wonderful musician. He say does a wonderful job of making sure that all say who live here are always happy. endif ~ >speech_prog Dragongates Dragongate~ if ispc($n) == 1 say Myself, I know next to nothing about the Gates. say If you want to learn about them, I suggest you say talk to Lord LYNAR about it. He is the most well say informed on those legends. endif ~ >fight_prog 30~ cast 'curse' cast 'dispel magic' cast 'confusion' ~ >fight_prog 30~ cast 'sunburst' ~ | #5104 Bee bees swarm hive queen~ The Swarm of Bees~ A swarm of bees buzzes about, quite agitated ~ A multitude of bees fly about a hive, one enormously large bee flies in the cloud of insects, most likely the queen, directing her workers at their various tasks. They seem quite agitated, and you question if it would be a good idea to disturb them with your presence. ~ 99 268976360 1310720 64 0 0 S 107 1 50 50 19000 19000d0+0 0d0+0 1070 0 0 0 0 0 3 0 0 >fight_prog 30~ use circle ~ >fight_prog 25~ cast 'poison' ~ | #5105 Guardian life golem~ The Golem of Life~ The decomposing Golem of Life runs at you! ~ The creature is some sort of earthen thing, grass grows all over its body. It's teeth are naught but rocks, taken from the earth, as are its claws which try to rake at you, to tear your flesh from your bones. ~ 35 268435688 1048592 64 0 0 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 32771 0 0 >all_greet_prog 100~ if ispc($n) == 1 emote appears somewhat rabid, snarling and running towards you. say There were other kinds of darkness hidden in those woods!!! endif ~ >fight_prog 40~ use slam ~ >fight_prog 30~ use 'rake eyes' ~ >fight_prog 40~ use strangle use strangle ~ | #5106 Dayn Druid~ Dayn~ Dayn, the Mad Druid mumbles incoherently ~ Dressed in long flowing robes of a dark green, gold thread the only thing decorative on it, Dayn appears somewhat disheveled. A stubbly growth of beard covers his face, his hair is unkempt and awry, it seems that he has other things on his mind right now. ~ 3 470286568 1081360 24576 0 0 S 130 1 50 50 50000 50000d0+0 0d0+130000 1300 0 0 0 0 0 32771 0 0 >all_greet_prog 100~ if ispc($n) == 1 emote fidgets nervously. say Did....did TALRAX send you? I don't recognize say you from Aurum... so perhaps you are from MERENTHA.. endif ~ >speech_prog Merentha~ if ispc($n) == 1 mpecho The colour drains form Dayn's face. say Where did you hear that name??? I never mentioned it!! say It's nothing really, and you certainly never heard about say such a vile and evil place from me. I wouldn't dream of say ever going there to sate my curiousity. That it is say supposed to lie beneath this castle never made me want say to find it and see who lived there. You could......... emote blinks and looks up. emote 's go wide. say But you know what place I'm talking about... As say you must surely be from there. TALRAX sent you here say to check up on me didn't he? Or did he send you say to replace me??? endif ~ >speech_prog Talrax~ if ispc($n) == 1 if isgood($n) == 1 emote looks around the room to check for unwelcome listeners. say Hmm...you know, you really shouldn't be asking about say him... Tiana would be in a fit if she found out one say of her subjects wanted to know more about Merentha.. say Anyhow, Talrax is the Lord of Chaos, demon summoning say ruler of Merentha. He works through his small group say of "friends", the self titled Nightlords. break else emote sighs. say Peace but you're dense. Talrax is your oh so happy say demon summoning ruler. He rules over Merentha with say his little group that call themselves the Nightlords. endif endif ~ >speech_prog Dekral~ if ispc($n) == 1 if isgood($n) == 1 say Dekral is a Dark Priest of amazing power...quite frankly, say he is one of the most evil men I have ever met. I can say seldom close my eyes without calling to mind some of the say horrible rites he performed before my eyes. I shudder say to think what he might do to someone who he caught that say was a spy for Tiana..... break else say Look, I'm not going to answer any more questions about say Merentha for you. emote blanks his expression of all emotion. endif endif ~ >speech_prog nightlords nightlord~ if ispc($n) == 1 if isgood($n) == 1 emote is becoming more and more agitated with all your questions. say The Nightlords of Merentha are those who rule under say Talrax. They are Dekral, Cianra, Morla, and Syril. say All are powerful workers of magic, evil in every right. break else emote looks at you with a look that screams "Are you stupid?" say Sheesh, maybe I sould make some tea, and get you a say chair. You seem to need a good four hour lesson on say where you live. The Nightlords are Dekral, Cianra, say Morla, and Syril. They are just under Talrax in say power down there in Merentha, and all are more evil say than you.... emote looks out the window absently. say Far...Far more evil.... endif endif ~ >speech_prog Morla~ if ispc($n) == 1 if isgood($n) == 1 say Morla is a worker of the dead, a necromancer. She has say a very intense fascination with corpses, and seldom does say she care how the corpses were obtained. She torments say those she kills with living death. She's a vile old say woman, the aquataince of I wish I could not claim. emote shudders with disgust. break else emote looks at you with cold green eyes. say I will no longer tell you what you wish to know... I say find that I'm not sure I can trust you... emote blanks his expression of all emotion. endif endif ~ >speech_prog Cianra~ if ispc($n) == 1 if isgood($n) == 1 emote shivers at the mention of the name. say Cianra, by far the most civilised of the Nightlords... say She is the vampire among vampires. Her power has grown say to such an extent that she now hunts other vampires for say pleasure. Beware her, or her charm will kill you. break else say I speak no more to you...Begone back to where you belong. say Before I lose my patience. emote glares at you. endif endif ~ >speech_prog Syril~ if ispc($n) == 1 if isgood($n) == 1 emote grimaces. say If Gariol knew of that mans existence, he would not say sleep until he had found and killed him. Syril is an say Anti-Paladin, and represents the opposite of Gariol, say a true and noble paladin, he is everything that any say true paladin could never tolerate, and he enjoys it. say It is said in Merentha, that he often goes out in search say of true paladins, to torture them with the very fact say that people such as he exist. He does a good job at it. break else say I will speak no more to you on subjects concerning say your home. I have answered more than enough already say I think. emote makes a point of ignoring you. endif endif ~ >speech_prog Tiana~ if ispc($n) == 1 if isgood($n) == 1 say Tiana is my, well, friend first, leader second I guess.. say I have nothing but respect for her and the work she say does here. Anyone may talk to her, they need only find say the key that opens the door to her tower, however, we say tend to keep that information somewhat secret. smile say So you'll just have to figure it out on your own. break else say Tiana, I wouldn't go anywhere near her if I were you. say Lady of Order, a mage of great power, were she to even say see you, she would use her magic to send you to a say prison guarded by such powerful creatures, that I would say hesitate to say that even Talrax could break free of it. endif endif ~ >fight_prog 35~ mpechoat $n &BMagic flows away from you. cast 'dispel magic' $n ~ >rand_prog 2~ emote cackles madly. ~ >fight_prog 35~ mpechoat $n The ground shoots up from under you. cast 'earthblast' $n ~ >give_prog will o' the wisp~ if ispc($n) == 1 say Ah, the will o' wisp... That brings back memories of old. emote looks up at you. say I suppose you got this from the DragonFly...I guess I have say not been paying much attention to those I call friends.. say I'll have to go visit her soon... Here, you can have this say if you want it. mpload 5113 emote reaches into his robes and withdraws a leaf. give leaf $n say Have a nice day. mpjunk all mpoload 5113 endif ~ >fight_prog 30~ mpechoat $n &YDancing lights fly about you. cast 'dancing lights' $n ~ >speech_prog oak~ if ispc($n) == 1 say Oak? Damn it $n, be more specific, oak chest, oak chair, say oak dog? What oak thing ARE you talking about? Dear say me you have to tell me what you want! endif ~ >speech_prog p oak tree~ if ispc($n) == 1 say There you go, now I know what you're talking about. say I don't have to randomly guess if it's a chest, chair say or whatever. Now, take this key, and you can unlock it. say Just stick the key in the lock, turn clockwise, and say tah-dah! It's unlocked. smile mpoload 5160 give key $n endif ~ >speech_prog joram dragon~ if ispc($n) == 1 say Joram, he asked me to hide a piece of obsidian in say the oak tree a little while ago. shrug endif ~ >speech_prog key open door~ if ispc($n) == 1 mpoload 5108 emote becomes confused.. say Oh...the door, right, sorry $n. unlock down open down mpjunk key laugh endif ~ >fight_prog 25~ cast 'lightning breath' $n ~ >fight_prog 10~ mpoload 5150 quaff mylori ~ | #5107 guardian harmony golem~ The Golem of Harmony~ The Guardian of Harmony watches you carefully ~ This create stands at least six and a half feet tall. It's body is made of wood and brass, and looking closer, you see that the wood and brass are actually pieces of various intruments, which now emit faints sounds, much like the music they may have once been used to play. There are now the body parts of this golem, this guardian. ~ 3 33554664 1048592 64 0 0 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 3 0 0 >fight_prog 40~ mpechoat $n &YYou hear the sound of a whistle as the Golem rushes at you! use slam ~ >fight_prog 30~ mpechoat $n &YThe Golem of Harmony slaps his hands against either side of your head! use 'stun' ~ >fight_prog 40~ mpechoat $n &YWith surprising nimbleness, the Guardian does a back kick! use 'back kick' ~ >rand_prog 14~ mpecho &CWind sweeps through the room, whistling as it passes through the Golem. ~ >speech_prog door key open~ if ispc($n) == 1 if isgood($n) == 1 bow $n nod $n unlock up open up emote waves you through the now open door. break else emote looks at you impassively. endif endif ~ | #5108 Lynar bard~ Lynar~ Lynar, the Premier Bard of Aurum sits studying a sheet of music ~ Dressed in a red vest and red breeches, he's somewhat annoying to look at when the sun is shining directly on him, but otherwise, you find it a nice ensemble, the gold thread enhancing the effect. He has an angular face, and a hawkish nose. But, he doesn't look down his nose at people, he works to better things for everyone as opposed to simply ignoring them and doing what is best for him. ~ 3 234881256 32768 24576 0 1000 S 130 1 50 50 50000 50000d0+0 0d0+130000 1300 0 0 0 0 1 3 0 0 >rand_prog 5~ mpecho &YYou listen as Lynar strums his harp, playing beautiful music. ~ >rand_prog 5~ mpecho &CLynar sings a few verses softly to himself. ~ >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 emote gets up and shakes your hand. say Welcome to my oh so humble abode $n. emote waves at the room around him. say If there is anything you wish to know, simply ask me. say My knowledge is vast, and I have no problems at all say with helping a good citizen of Aurum, or from one of say lands beyond the DragonGate. Remember, you can ask say me about anything. break else say &RDEFILER! YOU WILL DIE AT MY HANDS CREATURE OF EVIL! kill $n endif endif ~ >speech_prog Dragongates dragongate~ if ispc($n) == 1 if isgood($n) == 1 say You wish to learn about the DragonGates, so be it then. say Long ago, we lived in a world where the people were all say spread far apart. Now, also during this time, there was say Dragon of great power who studied the ways of magic in say our realm, and became perhaps the greatest mage to ever say live. He was an old being, older than time itself some say claimed, and he was soon to die. But, before he left, say he worked magic to make travel easier for the people who say remained. He created 5 gates, which were later called the say DragonGates. They each spread across vast distances to say various parts of the land. We have only recently noticed say that ours has reopened. I must admit that I often find say myself wondering if the others have reopened too.. But say alas, I remain in ignorance. sigh break else grin say Fool were you to alert me to your presence. cast 'meteor swarm' endif endif ~ >speech_prog Aurum~ if ispc($n) == 1 if isgood($n) == 1 smile say Always happy to talk about home. Aurum has existed for say over two thousand years. We long decided to leave behind say most of the world, casting our small island out of the say sea, to float forever over where is once was. You will say find that our culture revolves around magic, its many say uses, forms, and expressions. Our people are all of good say moral character, and help each other when in need. break else cackle say Evil shall never prosper, you fool who hides in the shadows! cast 'chain light' endif endif ~ >speech_prog Tiana~ if ispc($n) == 1 if isgood($n) == 1 say Tiana is the Lady of Order, High Mage of Aurum. She is say the most powerful living magus on Aurum today, and it is say she who is responsible for seeing that things are run say smoothly around her, with some help from me and the others say of course. smile say She has no patience for evil, and will banish any evil say being she sees to a prison that was designed by the old say inhabitants of Aurum. A place that I do not think anyone say could possibly escape from. break else grin say You shall die defiler! cast 'meteor swarm' endif endif ~ >speech_prog Gariol~ if ispc($n) == 1 if isgood($n) == 1 smile say Ah, Gariol, closest of those I would call friends. A say Paladin the likes of which has never been equaled, he is say a most proficient swordsman. chuckle say He can certainly give me a whooping. Anyhow, he does have say a somewhat intriguing weakness. Women. laugh say He tends to be incredibly kind to all women, going out say of his way to help them, doing just about anything they say ask of him. Heh, I once say a woman tell him to unshield, say and he actually did it. Left himself totally without say any form of magical protection. Bout one of the funniest say things I've ever seen I must admit. break else emote looks at you with cold eyes. say Die fiend! cast 'chain light' endif endif ~ >speech_prog Riella~ if ispc($n) == 1 if isgood($n) == 1 say say Ah, Riella, my lady love. emote sighs deeply. say I love her as I've loved no other woman I've ever met. say She is the High Priestess of Aurum, and she does her job say well. She is responsible for maintaining the faith of say the populace, and is more than adept at healing. If you say were to asking about "Healing" in her presence, she would say inform you of what type of healing it is that she is able say to perform, and how much gold she would ask of you for say using her magic for each particular healing. emote gives you a sly grin. say She must of course make a living somehow. break else say Talk not of Lady Riella with your foul mouth! cast 'cloud of cold' endif endif ~ >speech_prog Dayn~ if ispc($n) == 1 if isgood($n) == 1 emote looks at you sadly. say Dayn has within him a very troubled soul. Ever since he say returned from his sojorn alone in the woods surrounding say Aurum, he just hasn't been quite the same guy.. I find say that he's more introverted, he won't let any of us talk say to him for very long, and he won't talk about what it is say that he did while away. I have the feeling, though I say am unwilling to voice my suspicions, that he has run say afoul of the legendary city of Merentha. I do not know say for sure who he trusts, and if he can be trusted anymore. break else say Begone foul creature! emote snarls and attacks! cast 'chain light' endif endif ~ >speech_prog Merentha~ if ispc($n) == 1 if isgood($n) == 1 emote looks at you grimly. say Merentha is a legend as far as I know, though I believe say that perhaps Dayn knows more about it than I, but I will say tell you what I know. emote takes a deep breath. say In the years when Aurum was deciding that it wanted to say leave the land below and goto the skies, there was a city say nearby which was ruled by an evil man named Talrax, who say envied the wealth of Aurum, and sought it for himself. say It is written that he intended to dig for himself another say city beneath Aurum, which he called Merentha, however, say no one ever knew if he managed to succeed, and since he say hasn't ever made himself known, we have assumed that he say failed at his task. break else say Say not that name while in my presence blasphemer! cast 'meteor swarm' endif endif ~ >speech_prog Talrax~ if ispc($n) == 1 if isgood($n) == 1 emote growls at the mention of the name. say Talrax, if he truly does exist, was the man responsible say for the creation of Merentha. He follows the vocation say of demonologist, dealing with demons of all sorts, most say willing to sacrifice anything for knowledge about his say demons. A man you would never want to meet. endif endif ~ >speech_prog Morla~ if ispc($n) == 1 if isgood($n) == 1 say Morla...Mistress of the Undead is the name the books have say given her...Myself, after reading about her, think the say name is more than appropriate. She is what is termed as say a Necromancer, a woman who works with the souless corpses. say Hmm, quite often it was she who made them souless.. She say was well respected by Talrax, and it was rumored that the say two of them were in love, if two such being could truly say feel such emotions for another. I'm not sure what use say such information can be to you, but I know it must have say some value. break else say You die now scum! cast 'meteor shower' endif endif ~ >speech_prog Cianra~ if ispc($n) == 1 if isgood($n) == 1 say Cianra, Lady of Night, she who stalks the darkness. She say is a Vampire unlike any this world has ever seen. Her say power is said to stretch beyond what you would expect of say most vampires... I've heard she dabbles in a few of the say dark arts. Her weakness is said to be in one of the books say in the library, but I no not which...I have never been say able to find it. shrug say But then, I haven't bothered to look as Cianra and all say the others are supposed to be nothing more than fiction. break else say &YDIE VILE SCUM OF MERENTHA!&C cast 'chain lightning' endif endif ~ >speech_prog Dekral~ if ispc($n) == 1 if isgood($n) == 1 say Riella would kill this man on sight were they ever to meet say each other. They are total and complete opposites. One a say believer in all that is good, one who defiles all that he say touches, doing nothing but working to cause strife and say turmoil. Dekral is the kind of man you expect to see going say about demanding human sacrifices for some dark god who needs say the extra souls. break else say So, you dare to violate the city of Aurum, now you die. cast 'meteor swarm' endif endif ~ >speech_prog Syril~ if ispc($n) == 1 if isgood($n) == 1 say I don't think I could image a more fitting opposite to say Gariol if I spent several days contemplating it.... This say man Syril is the opposite of all that Gariol stands for. say He is, you could say, an "Anti-Paladin". Hmm, I like that say name.. emote scribbles something down on a piece of parchment. smile say Love thinking up new words. Now this man was reputed to say be quite vain. Thinking the world of himself, but beyond say that, there isn't much I know about him. break else say You shouldn't have come here, you really, really shouldn't have come. cast 'meteor swarm' endif endif ~ >fight_prog 30~ say You were a fool to think you could beat me! mpechoat $n &YSweet music fills the room. use stun use stun use stun ~ >fight_prog 25~ say TAKE THIS!! mpechoat $n &GChill winds sweep across you. cast 'winters chill' $n ~ >fight_prog 20~ cast 'tale of terror' $n ~ >speech_prog p How much does a fish weigh if a fish weighs 10 units plus half its weight?~ if ispc($n) == 1 if isgood($n) == 1 say Hmm, that's a damn good question...I'll have to ponder say that one for a while... Take this while I think this over say a bit. mpoload 5115 give flute $n emote sits down to do some thinking. break else say Leave being of evil! cast 'meteor swarm' endif endif ~ >fight_prog 25~ cast 'sonic boom' ~ >speech_prog danoa~ if ispc($n) == 1 if isgood($n) == 1 emote thinks a moment. say Danoa is relatively new here, he just sort of appeared say here one day. We don't know much about him yet. else say Die. cast earthquake endif endif ~ >speech_prog Joram~ if ispc($n) == 1 say Joram is a henchmen for Merentha I think... I just know say that he's often around Danoa, another I don't trust much. say Sometimes, I overhear him ask for some thing, I know that say part of that thing is in that oak tree in the garden... say I wonder if Dayn knows something about it. endif ~ >speech_prog dynel~ if ispc($n) == 1 if isgood($n) == 1 say Oh, Dynel was the bard who taught me all that I know. say I have him to thank for all the skills I possess now. say He was my mentor and very much like a father to me. else say I gotta surprise for you $n. emote gets a package from behind him. emote opens it towards you. cast 'meteor' laugh endif endif ~ >speech_prog door key open~ if ispc($n) == 1 if isgood($n) == 1 say Oh, sorry about that $n. mpoload 5110 unlock down open down mpjunk key say There you go. else cast icequake endif endif ~ >rand_prog 4~ emote is ready for everything. use weapon ~ >rand_prog 4~ use rage emote prepares for a fight. ~ >fight_prog 10~ mpoload 5150 quaff mylori ~ >fight_prog 20~ mpechoat $n &CA gust of ice swirls around you. cast 'frost breath' ~ | #5109 golem guardian devotion~ The Golem of Devotion~ The Golem of Devotion is the sole guard of Riella. ~ A tall creature, 8 feet tall, made entirely of silver stands at the foot of the stairs making sure that no one disturbs Riella. ~ 3 192 1081360 64 0 0 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 bow break else cast 'dancing lights' $n endif endif ~ >fight_prog 25~ mpechoat $n &YGestures at you, voicing arcane words. cast 'dancing lights' $n ~ >fight_prog 40~ mpechoat $n &YThe Golem uses it massive bulk and smashes into you! use slam use slam ~ >speech_prog door open key~ if ispc($n) == 1 if isgood($n) == 1 bow $n nod $n unlock up open up emote waves you through the open door. break else emote looks at you impassively. endif endif ~ | #5110 riella cleric priestess high~ Riella~ Riella, High Priestess of Aurum blesses you ~ A woman of unsurpassed beauty, long black tresses that reach down nearly to her waist, blue eyes that stare at you with compassion and love, skin as smooth as marble, lightly bronzed by the sun. She is the leader of all that is holy here in the city, one of the four who assist Tiana in running things. ~ 3 235413696 1081360 24640 0 1000 S 130 1 50 50 50000 50000d0+0 0d0+130000 1300 0 0 0 0 2 2051 0 0 >all_greet_prog 100~ ~ >speech_prog Healing heal~ if ispc($n) == 1 if isgood($n) == 1 if goldamt($n) > 9999 say As you wish. smile mpforce $n give 10000 coins $i cast 'healing hands' $n break else say Fool, you think that I would bother to heal you? endif ~ >fight_prog 25~ mpechoat &YRiella sprinkles dancing lights all about you. cast 'dancing lights' $n ~ >fight_prog 30~ mpechoat $n &CRiella tries to disrupt the magical field around you. cast 'dispel magic' $n ~ >fight_prog 20~ mpechoat $n &RFlames leap at Riella's command. cast 'holy fires' $n ~ >speech_prog p Life sprite~ if ispc($n) == 1 if isgood($n) == 1 say Ah, but of course. smile mpgoto 5350 mpmload 5139 mptrans $n say Here he is. mpforce sprite smile mpgoto 5165 tell $n Say hi to him. endif endif ~ >give_prog life token~ if ispc($n) == 1 if isgood($n) == 1 emote looks at you, understanding clear on her face. say I'm not sure what do say, but I know what to do. cast 'healing hands' $n else cast 'meteor' endif endif ~ >give_prog red rose~ if ispc($n) == 1 if isgood($n) == 1 smile say Oh, how thoughtful of you $n. Your kindness derserves say something in return.. Hmm.. Oh, I know. take this with say you. mpoload 5114 give symbol $n say That is my piece of the key to Tiana. else grin cast 'meteor swarm' endif endif ~ >speech_prog door key open~ if ispc($n) == 1 if isgood($n) == 1 say Oh, sure thing. mpoload 5109 unlock down open down mpjunk key say Sorry about that $n. else slap $n cast earthquake endif endif endif ~ >fight_prog 10~ mpoload 5150 quaff mylori ~ | #5111 Jurielle librarian~ Jurielle~ Jurielle, the iron fisted librarian watches over her realm. ~ A somewhat older looking woman with glasses looks over her desk at you. Her red robes are immaculate, not a single bit of dust on them. It seems almost impossible that she could keep them so clean throughout the day, but you figure she most likely expends a bit of magic to make sure that no dust decides to settle on her. ~ 3 134217856 589840 0 0 1000 S 108 1 100 100 20000 20000d0+0 0d0+108000 1080 0 0 0 0 2 2051 0 0 >speech_prog a b c d e f g h i j k l m n o p q r s t u v w x y z . , ! ? ) " '~ if ispc($n) == 1 say I SAID TO KEEP YOUR FILTHY MOUTH SHUT! cast 'meteor swarm' endif ~ >all_greet_prog 100~ if ispc($n) == 1 say Listen well my friend. glare $n say There will be no talking by anyone in this library...You say understand, one word, and I'll make sure you're sorry say for even having thought about talking. endif ~ >fight_prog 25~ say All that I wanted was you to be quiet, and now all this noise.. cast 'cone of frost' $n ~ >fight_prog 10~ cast 'curse of nature' cast 'curse of nature' ~ >give_prog book cloud formations~ if ispc($n) == 1 say Ah... a most valuble tome. My thanks to you who say has returned it to me. I cannot explain how much say I appreciate having this returned to me. It's say really quite an interesting book. It tells you say all about the cloud formations of the lower and say upper stratoshperes and it really is very, very say exciting. emote continues to ramble on about clouds, you slowly back away, and leave. mpechoat $n &PHowever, she sees you leaving and calls out to you. say $n, wait. I would really like to give you this as my say token of thanks for returning this ancient bit say of knowledge. Please, accept it. mpoload 5155 give white $n endif ~ | #5112 Guardian golem justice~ The Golem Of Justice~ The Guardian of Justice protects Gariol ~ A tall being of surprisingly tough armor, meant to withstand the strongest blows that any warrior can deal it. The armor is animate, able to move about as a normal person could, but is incapable of speech. It can only watch as you enter the room, and wait to see what you intend to do. ~ 3 192 5242928 64 0 1000 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 2051 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 bow break else mpechoat $n &YArmor creaks as the Golem of Justice rushes at you. kill $n endif endif ~ >fight_prog 30~ mpechoat $n &YThe Golem gathers its weak soul and attacks! use soulstrike ~ >fight_prog 30~ mpechoat $n &YThe Golem delivers you a good kick to the chest! use kick use kick ~ >speech_prog door key open~ if ispc($n) == 1 if isgood($n) == 1 bow $n nod $n unlock up open up emote waves you through the open door. break else emote looks at you impassively. endif endif ~ | #5113 gariol~ Gariol~ Gariol, paladin of the light stands here to preach law and order ~ A middle aged man, a short black beard and mustache grow on his face. He has a kindly smile and clever blue eyes. His one hand rests on the large broad sword strapped to his waist. He is never one to drop his guard. ~ 3 100663488 32816 24576 0 1000 S 130 1 100 100 50000 50000d0+0 0d0+130000 1300 0 0 0 0 1 2051 0 0 >all_greet_prog 100~ if ispc($n) == 1 if sex($n) == 2 hand $n say Ah, milady, you are by far the most beautiful woman I have say ever witnessed in all my days. While you are here in Aurum say you may feel free to come to me for aid if you wish it. bow $n break else bow $n say Good day Sir $n, I hope that your stay here in Aurum has say been pleasant thus far. endif endif ~ >fight_prog 30~ use soulstrike mpechoat $n &YYou feel your soul as it is assaulted by this holy man. say You were a fool to think that you might beat me. ~ >fight_prog 35~ mpechoat $n &CYou feel the heat of holy fires. cast 'holy fires' $n ~ >fight_prog 3~ mpechoat $n &RThe wrath of the gods in brought down on you! cast 'wrath of god' $n ~ >speech_prog Unshield~ if ispc($n) == 1 if sex($n) == 2 hand $n say But of course, if you will but wait a moment. mpoload 5119 quaff potion say There, it is done. break else say What ARE you talking about? endif endif ~ >speech_prog Key~ if ispc($n) == 1 if isgood($n) == 1 smile say You need only ask, and I shall give my piece to you. mpoload 5116 give shield $n say There it is, be sure to be polite in Tiana's presence. break else say Hmm...how best to attack your vile kind.. emote thinks about the problem a moment. say Ah, here we go. cast 'chain lightning' endif endif ~ >speech_prog Dayn~ if ispc($n) == 1 if isgood($n) == 1 say Hmm, Dayn has been acting weird lately, I know not how say to get the key from him, perhaps you can talk to the say dragonfly that lives in the Garden. I've heard that he say was often seen conversing with it, it may know of a say way to get what you seek. shrug break else say Hmm...you do not belong here. cast 'chain lightning' endif endif ~ >speech_prog riella~ if ispc($n) == 1 if isgood($n) == 1 say A, a most beautiful lady indeed. She will most likely say give you the key if you give her a small gift, what to say give her, I have no suggestions. That's for you to go say and learn. break else say Time to exercise. cast 'chain lightning' endif endif ~ >speech_prog Lynar~ if ispc($n) == 1 if isgood($n) == 1 say Lynar, often I have wished I could play and write music say with the mastery that he has. But alas, my life took say me along a different path, and I am content to travel say it. You know, Lynar really appreciates a good riddle.. say But whatever riddle you find to give him, make sure you say word it correctly, or he'll be unable to answer it. break else say I'm afraid I'll have to force you to leave. cast 'chain light' endif endif ~ >speech_prog merentha~ if ispc($n) == 1 if isgood($n) == 1 say Merentha is naught but a myth, speak no more of it. break else say Merentha is evil, and I will kill you for having said say it. cast 'chain light' endif endif ~ >fight_prog 25~ mpechoat $n &YMagic drains around you. cast 'dispel magic' $n ~ >speech_prog open door key~ if ispc($n) == 1 if isgood($n) == 1 nod mpoload 5124 unlock down open down mpjunk key say There $n. else cast 'chain lightning' endif endif ~ >rand_prog 4~ use rage emote gets ready for a fight. ~ >rand_prog 4~ use weapon emote sharpens his blade. ~ >fight_prog 10~ mpoload 5150 quaff mylori ~ | #5114 Guardian golem order~ The Golem of Order~ The Guardian of Order will protect Tiana at all costs ~ A being made of white marble, not too tall, not too big, just sort of average looking. It watches you as you enter the room and move about. It will attack if it detects hostility, so beware. ~ 3 64 17858576 8256 0 0 S 115 1 50 50 20000 20000d0+0 0d0+0 1150 0 0 0 0 0 2051 0 0 >fight_prog 5~ cast 'bend light' ~ >fight_prog 40~ mpechoat $n &YThe Golem lifts you off the ground, then slams you back down! use slam ~ >fight_prog 25~ mpechoat $n &CThe Golem smacks you across the face! use stun ~ >speech_prog open key door~ if ispc($n) == 1 if isgood($n) == 1 nod $n mpoload 5129 unlock up open up mpjunk arcane else mpkill $n endif endif ~ | #5115 Tiana~ Tiana~ Tiana, High Mage of Aurum rules the city from here ~ A woman in her later years, she still has a fairly youthful appearance despite the gray in her hair. She stares at you with blue eyes, they see right into you, searching for your intentions here. She is not one to anger, so tread carefully. ~ 3 235405504 884784 8192 0 1000 S 145 1 100 100 50000 50000d0+0 0d0+145000 1450 0 0 0 0 2 2051 0 0 >all_greet_prog 100~ if isgood($n) == 1 if ispc($n) == 1 say Welcome $n. I have a task for you if you would accept say it. if you succeed, I would be willing to give you a say blade in the likeness of which I carry. emote brandishes the slim blue blade in her hand. say This is what I would require of you. I know that somewhere say in Aurum resides a spy turned to the purpose of Talrax. say I would have you find out who the spy is, and show me say some proof of their complicity. Can you do this? say Of course you can, now, be on your way, and hurry to finish say to finish this task. endif else if ispc($n) == 1 say Evil will not be tolerated here $n. mptrans $n 5232 endif endif ~ >give_prog letter dekral~ if ispc($n) == 1 say Good work. mpoload 5170 give azul $n say There, as promised, Danoa shall be punished. mpforce $n drop all.dekral mppurge mpjunk letter endif ~ >speech_prog open key door~ if ispc($n) == 1 if isgood($n) == 1 say Sorry $n. mpoload 5129 unlock down open down mpjunk key else laugh mptrans $n 5232 tell $n Now you die. endif endif ~ >death_prog 100~ if ispc($n) == 1 mpgoto 5175 mpoload 5246 unlock down open down mpjunk touch mpgoto 5197 yell $n has murdered me! Protect the &YSanctuary&C! endif ~ >rand_prog 4~ mpecho &YTiana heals the wounds that have been inflicted upon her. cast 'complete healing' ~ >rand_prog 4~ use weapon ~ >rand_prog 4~ use rage ~ >fight_prog 40~ mpecho &RFlames scour the room! cast 'fire breath' $n ~ >fight_prog 10~ cast 'chain light' ~ >fight_prog 35~ mpechoat $n &YTiana tries to break through your defenses. cast 'dispel magic' $n ~ >fight_prog 35~ mpecho &PA LightDragon flies out of a portal of white light, and attacks! mptrans lightdragon mpforce light cast 'fireball' $n ~ >fight_prog 15~ mpechoat $n &YTries to surround you with dancing lights. cast 'dancing lights' $n ~ >fight_prog 20~ say You will see things more clearly now $n. cast 'confusion' $n ~ >fight_prog 20~ mpecho &RThe room is filled with flaming stones. cast 'meteor swarm' ~ >fight_prog 30~ mpoload 5150 quaff mylori ~ | #5116 Chancellor Rawn~ Chancellor Rawn~ Chancellor Rawn stands going over Tiana's schedule ~ An older man with a long graying beard and hair, blue eyes, and a pair of spectacles sit on his eyes, letting him see all that goes by. Blue robes cover him, marking him as a fairly high ranking magi. He is in charge of making sure that no one bothers Tiana without true need. ~ 3 234881088 589872 0 0 1000 S 109 1 100 100 20000 20000d0+0 0d0+109000 1090 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 bow $n say Welcome $n. I'm afraid that Tiana will not see you say quite yet. If you wish to see her, may I suggest you say go talk to Gariol, he can inform you as of how to go say about retrieving the keys from himself, Lynar, Riella say and Dayn. Now, I must get back to work. emote goes back to working on Tiana's schedule. break else emote doesn't look happy to see you. say Leave $n, you can save your life by not going to see say Tiana, I mean that very litterally. endif endif ~ >speech_prog riella~ if ispc($n) == 1 if isgood($n) == 1 say The door to the Tower of Justice is along the east say wall, near some ginseng as I recall. break else say Hmm, I think it odd that you be asking about her, say I think that perhaps I should inform Lynar of your say inquiries.... endif endif ~ >speech_prog gariol~ if ispc($n) == 1 if isgood($n) == 1 smile say A man who generally thinks in black and white. He say is also a man of honour, and will never do something say to stain it. break else say I will ask that you remove yourself from Aurum, you say will be unable to learn anything about Gariol from say me $n. Begone! endif endif ~ >speech_prog dayn~ if ispc($n) == 1 if isgood($n) == 1 say Dayn is a bit of a troubled soul...He has been a say little different since he came back from his little say sojourn. break else say Look, you don't belong here, so go the hell away! endif endif ~ >speech_prog Riella~ if ispc($n) == 1 if isgood($n) == 1 say Riella, the lady love of Lynar. I wouldn't piss say him off. He.....might go into something of a say jealous rage. That would in no uncertain terms say be a happy thing. break else say GO AWAY! DAMN YOU ALL TO HELL! endif endif ~ >speech_prog tiana~ if ispc($n) == 1 if isgood($n) == 1 say Tiana, High Mage and Ruler of Aurum. She has say quite the number of duties here in Aurum. But say she handles them quite well. But evil beware, say she will not even tolerate the presence of evil. break else say To have the gall to enter Tiana's room is to die. say You wouldn't stand a chance my friend. endif endif ~ >fight_prog 20~ cast 'sunburst' ~ >rand_prog 5~ emote checks his ledger to see if Tiana's schedule is still in order. ~ >fight_prog 30~ cast 'gas breath' ~ | #5117 Ambassador Kyel~ Kyel~ Ambassador Kyel of Hammerheim waits to see Tiana ~ Ambassador Kyel of Hammerheim is at least 7 feet tall, standing much taller than the average inhabitant of Aurum. He seems to be having a certain degree of difficulty keeping patient while waiting for the appointment with Tiana that he desires. ~ 65 436207808 16 64 0 600 S 108 1 50 50 24000 24000d0+0 0d0+108000 1080 0 0 0 0 1 0 0 0 >all_greet_prog 100~ if isgood($n) == 1 if ispc ($n) == 1 emote mutters to himself. say When will this Tiana deem it time to speak to me, I say tire of all this waiting around. grumble else look $n endif else say Hmm...I question why Tiana would allow you to roam say her castle unwatched. smile say Of course, maybe you are being watched. break endif ~ >rand_prog 5~ emote grumbles, impatient after waiting so long to see Tiana. ~ >fight_prog 20~ say You're going to get it now! cast earthblast $n ~ >fight_prog 20~ emote pulls a horn from a sachel at his side..puts it to his lips..and.. cast 'lightning breath' $n ~ >fight_prog 20~ mpechoat $n &YThe light around you suddenly appears warped and bent. cast 'bend light' $n ~ | #5118 Ambassador Loran~ Loran~ Ambassador Loran of Methidoral waits with patience to see Tiana ~ ~ 65 524480 17858576 0 0 700 S 108 1 50 50 24000 24000d0+0 0d0+108000 1080 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 say Hmmm.... I wonder if she'll marry me..... emote loses his focus on the present, entering the world of dreams. endif ~ >rand_prog 5~ say I want some tea dammit...My throat is just parched. sigh ~ >fight_prog 30~ mpechoat $n &YLoran smacks you good, stunning you! use stun use stun ~ >fight_prog 25~ mpechoat $n &CWith amazing athletic skill, Loran does a back kick! use backkick ~ >fight_prog 15~ say I'll get you! cast 'dancing lights' $n ~ | #5119 Ambassador Trinn~ Trinn~ Ambassador Trinn of Dragon Valley bides her time waiting ~ A beautiful young human woman, she was chosen to represent Dragon valley here in Aurum, to see that all goes well between the dragons and the magicians of Aurum. As a diplomat, she is quite capable, but many wonder as to what she can do in battle. ~ 65 16384 852016 0 0 1000 S 108 1 30 30 24000 24000d0+0 0d0+108000 1080 0 0 0 0 2 0 0 0 >all_greet_prog 100~ if ispc($n) == 1 say I wish they served something a little more refined say here in the way of food. This crud probably didn't say even cost them three copper. I desire something say more myself. I fear I cannot live off such trifles. endif ~ >fight_prog 20~ say Hehe, the dragons taught me well, yes no? cast 'fire breath' ~ >fight_prog 20~ say Hehe, the dragons taught me well, yes no? cast 'acid breath' ~ >fight_prog 20~ say Hehe, the dragons taught me well, yes no? cast 'gas breath' ~ >fight_prog 20~ say Hehe, the dragons taught me well, yes no? cast 'frost breath' ~ >fight_prog 20~ say Hehe, the dragons taught me well, yes no? cast 'lightning breath' ~ >give_prog dragon anklet~ if ispc($n) == 1 say Ah, there it is, thanks for returning it to me. say I was afraid I'd lose it somewhere. Again, thanks say for giving that back, heres something I found, I'm say not sure what it is exactly.... mpoload 5158 give piece $n mpjunk anklet endif ~ >give_prog honey comb~ if ispc($n) == 1 say Hey, bout time I got something good to eat. smile say I thank you so much for this this $n. Here, say take these. mpoload 5157 mpoload 5157 give dragon $n give dragon $n say Again, thanks. emote begins munching on the honey comb. mpjunk comb endif ~ | #5120 Ambassador Sarna~ Sarna~ Ambassador Sarna of Stonegate Castle taps her foot impatiently ~ A woman in her late thirties with fiery red hair, she seems to possess the quite temper that is quite often tied to red haired individuals. She waits with obvious impatience for Chancellor Rawn to call her name so that she can have her say with Tiana. ~ 65 101187776 65552 256 0 750 S 108 1 100 100 24000 24000d0+0 0d0+108000 1080 0 0 0 0 2 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 say I'm so tired of waiting, do you know what's taking say so long? endif ~ >fight_prog 30~ use slam ~ >fight_prog 20~ use backkick ~ >fight_prog 10~ cast 'bend light' $n ~ | #5121 Joram gardener~ Joram~ Joram the Gardener sits doing nothing, just watching you ~ Looking at this middle aged man in green robes with smudges of dirt, you are unsure what to think of him... He has an aura about him that bespeaks of something foul and unearthly. Whether he is worthy of your trust and confidence is left to you. The black goti and black mustache do nothing to make him look any less evil and malicious. ~ 3 194 68222992 149760 0 -1000 S 108 1 75 75 20000 20000d0+0 0d0+108000 1080 0 0 0 0 1 2051 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 growl say What do you want with me? I don't recall inviting say you here, so you shouldn't be here. Now, leave, I say have to meet someone over in the shadows of the say tower of life. break else say Welcome $n. bow $n say If you seek directions to Merentha, speak of it and I will say tell you what it is you need to know in order to say gain entrance. endif endif ~ >speech_prog merentha~ if ispc($n) == 1 if isgood($n) == 1 say I don't recall having mentioned that to you. Does it look say like I'd have any association with such a vile and crude say place? emote spits at your feet. say Hmmphf.. Leave before you disrespect me again. break else bow $n say I will tell you all you need to know $n, all you need say to do is first return to me my Obsidian Dragon with say the ruby eyes. Easy enough don't ya think? say My clues are these: Little girl, Dayn, Cook. endif endif ~ >fight_prog 20~ mpechoat $n &GMists fill the room, summoned by Jorams dark powers. cast 'stigeon mist' ~ >fight_prog 25~ mpechoat $n &zUnholy black flames comsume you! cast 'unholy fires' $n ~ >fight_prog 14~ Mpechoat $n &YFanciful lights surround you. cast 'dancing lights' $n ~ >give_prog ruby eyed black dragon figurine~ if ispc($n) == 1 if isgood($n) == 1 emote looks at you darkly for a second, then nods. say Fine then, you can go. mpoload 5127 say Enter the chest and be on your way. give dragon $n else say Good work $n, you may enter Merentha. emote drags a chest out from under some old rags. emote gestures to the chest. say You may enter it, and in doing so, enter Merentha. mpoload 5127 give dragon $n endif endif ~ | #5122 Dragonfly~ The DragonFly~ A DragonFly the size of a small house hovers above the ground ~ This creature looks very much like your everyday dragon, large imposing and occaisionly spewing gouts of flame. But instead of the normal large leathery wings, this dragon has four large gossamer wings which flutter so fast you can barely see them as she floats above the ground. Also, she has not normal dragon eyes, but large eyes that are multifaceted, that look at you with curiousity and interest. ~ 3 34078848 17563664 0 0 500 S 107 1 150 150 19000 19000d0+0 0d0+107000 1070 0 0 0 0 2 3 0 0 >speech_prog Dayn~ if ispc($n) == 1 if isgood($n) == 1 say Dayn, he is most troubled lately I have heard. He say hasn't come to visit me for quite some time. I find say myself wondering if he still remembers me. Ah well, say take this to him, and see what happens. mpoload 5120 give wisp $n break else say Hmm, you do not to me appear a friend of Dayn's. Go say away and don't bother me. endif endif ~ >fight_prog 30~ mpechoat $n &RThe DragonFly roars, then launches an attack! use claw use claw use claw ~ >fight_prog 20~ cast 'fire breath' ~ >all_greet_prog 15~ if ispc($n) == 1 say Hmm, I sure could go for some sweet, sweet honey right say now. I'd really appreciate some honey. Boy oh boy do say I ever want some honey. wink $n endif ~ >give_prog honey comb~ if ispc($n) == 1 say MmMMmmmmMMm..honey... emote smacks her lips. say Thank you kindly friend. smile $n mpoload 5126 give eye $n say A gift for your kindness. mpjunk comb endif ~ >all_greet_prog 40~ if ispc($n) say Scuse me, but do you know anything of the say druid in the tower of life? I haven't heard say from him in quite some time, and he usually say visits quite regularly. If you know anything, say would you be so kind as to let me know? endif ~ | #5123 tangler tree~ A Tangler Tree~ A tree with many flailing limbs thrashes about, trying to reach you ~ A tree of many branches, all flailing about wildly, trying to latch onto anything that comes close enough for it to grab, to sate its lust for blood. The branches have few leaves, and the ground around appears to be tinged a little red. ~ 35 268435648 17039376 0 0 0 S 111 1 100 100 30000 30000d0+0 0d0+111000 1110 0 0 0 0 0 2051 0 0 >all_greet_prog 100~ if ispc($n) == 1 mpechoat $n >he tangler reaches for you with it's flailing limbs. cast entangle $n endif ~ >fight_prog 20~ mpechoat $n >he ground errupts beneath you, the tanglers roots attempting to seize you! cast 'earthblast' ~ | #5124 Azir the Assassin~ Azir~ Azir the Assassin stalks you without letting you know he's there ~ Azir is dressed all in black, a shadow that moves of its own will. You don't notice him till it's too late, and he has launched his attack. An evil man who may or may not be an agent of Merentha, it does seem that his simple job is to kill the people of Aurum. ~ 65 194 88342544 164096 0 -1000 S 110 1 220 220 15000 15000d0+0 0d0+110000 1100 0 0 0 0 1 2051 0 0 >all_greet_prog 100~ if isgood($n) == 1 if ispc($n) == 1 say Merentha shall rule! say And you shall DIE! use assassinate $n grin cast 'faerie fire' $n cast 'curse' $n cast 'dispel magic' $n say you haven't seen anything yet! mpkill $n cackle else look $n endif else say Shush! emote gives you a hand signal. break endif ~ >fight_prog 25~ emote does a little fancy foot work! use 'dirt kick' use 'axe kick' ~ >fight_prog 12~ use 'death strike' use 'death strike' ~ >fight_prog 35~ use slit $n ~ >fight_prog 20~ say DIE!!!! ~ >rand_prog 4~ use weapon ~ >rand_prog 4~ use rage ~ >fight_prog 50~ use paralyse muhah say No running now $n. You will stay and die. ~ >fight_prog 40~ wear dagger dual dagger ~ | #5125 turie cat~ Turie~ Turie plays in the grass, chasing a butterfly ~ A cute little black and white cat lies snoozing, enjoying the peace offered it while in the garden. ~ 3 0 0 0 0 0 S 150 1 300 300 20 20d0+0 0d0+300 1500 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if isnpc($n) == 1 if isfollow($n) == 1 if name($n) == leah mpforce leah say Thanks so much! purr mpforce leah mpoload 5139 mpecho &PLeah pulls something out of her pocket. mpforce leah drop orb mpforce leah say A reward, little though it may be. mpforce leah smile mpecho &CTurie walks over to Leah, who picks her up. mpforce leah say Later. mpforce leah smile mpforce leah emote runs away, cat in hand. mptrans leah 5185 endif endif endif mppurge self ~ | #5126 Student of Magic~ A Student of Magic~ A Student of Aurum wanders around, reading tomes of magic ~ A young woman floats above the ground, reading a book about magic and how it works. She seems quite absorbed by the book, and barely acknowledges your presence. ~ 65 101187712 32784 0 0 1000 S 107 1 50 50 20000 20000d0+0 0d0+107000 1070 0 0 0 0 2 3 0 0 >rand_prog 2~ emote reads through her notes, looking for a new spell to study. ~ >fight_prog 20~ say I think this is how the spell goes.... cast 'fireball' clap say Yippee, got it right. ~ >fight_prog 5~ say Now, how does that null magic thing work again.... cast 'blindness' say Nope, that's not it. ~ >fight_prog 5~ say Maybe this is the one that dispels magic... cast 'dispel magic' say Hurray, got it right. emote gives herself a pat on the back. ~ | #5127 Student of Magic~ A Student of Magic~ A Student wanders about, he looks somewhat bored ~ A young man, he doesn't seem very ardent in his search for knowledge, just sort of walking about randomly, looking at book titles but doing little more than that. ~ 65 201851008 32784 0 0 1000 S 107 1 50 50 20000 20000d0+0 0d0+107000 1070 0 0 0 0 1 3 0 0 >rand_prog 2~ emote lies around, nearly sleeping, waiting for someone to tell him what to do. ~ >fight_prog 20~ say Hey, you like this spell buddy? cast 'chain light' say Hmm..that sucked. ~ >fight_prog 10~ say Well, let's try this one. cast 'confusion' say Hehehe, you look a little lost my friend. ~ | #5128 Nadia, master cook of Aurum~ Nadia~ Nadia, Master Cook of Aurum, cooks up a splendid meal ~ Flowing red hair, armed with a large butcher knife in each hand, Nadia does most of her work with magic, using the knives only here and there for show. She is quite good at her job, for it takes quite a bit to hold the title of Master Cook of Aurum. ~ 3 100663488 17301552 256 0 1000 S 110 1 100 100 14000 14000d0+0 0d0+110000 1100 0 0 0 0 0 0 0 0 >all_greet_prog 100~ if ispc($n) == 1 say Dear me...I really need some nutmeg to finish this meal. emote looks up at you. say Oh, didn't notice you there. smile say Hey, maybe you can help me out. Do you think I could say trouble you to go out to that shopkeeper in the garden say and get me some nutmeg? I really, really need some of say it badly. I'd owe you something for sure, when and if say you come back, I'll have decided on what to give you. say Thanks for your help. emote gives you a solid pat on your back and gestures for you to be on your way. endif ~ >rand_prog 3~ emote fries up a bunch of vegetables in sizzling oil. ~ >rand_prog 3~ emote looks startled when she sees you there, then continues working. ~ >fight_prog 30~ say Dammit, now I'll never get dinner done. glare $n say You'll pay for this. cast 'winters chill' ~ >fight_prog 15~ giggle say You'll never do this again I expect. cast 'dispel magic' ~ >fight_prog 15~ emote somehow manages to sneak around behind you. use circle ~ >fight_prog 10~ say Ah, from light into darkness... cackle cast 'bend light' ~ >give_prog nutmeg~ if ispc($n) == 1 say Hey, thanks a bundle, I really need this. emote sprinkles the nutmeg into a bowl. say Here, for doing me that small favour, have this. mpoload 5151 give book $n say There, have fun with it. endif ~ | #5129 leah~ Leah~ A little girl named Leah looks up at you as you enter ~ A little girl dressed in a cute little pink dress with a ribbon in her hair. She seems quite innocent and her eyes are filled with that wondering look in all youths. ~ 3 234897600 360464 16384 0 1000 S 104 1 208 208 18000 18000d0+0 0d0+10000 1040 0 0 0 0 2 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 say Hey there $n, do you think you could help me? smile $n say I seem to have lost my cat Turie somewhere in the garden, I say would really appreciate it if you could lead me to her please. say So, yes or no, will you help? endif ~ >speech_prog yes~ if ispc($n) == 1 say Thank you so much, just take me right to her please. follow $n endif ~ >speech_prog no~ if ispc($n) == 1 say Well that's not very nice $n! I don't like you! mpechoat $n &RLeah summons up a vast amount of magical energy! mptransfer $n 25000 tell $n Come again another time you meanie! endif ~ >fight_prog 25~ mpechoat &PLeah draws upon an unknown power, unleashing her fury upon you. cast 'curse of nature' $n ~ >fight_prog 25~ mpechoat $n &CLeah unleashes a quick flash of light. cast 'flash burn' ~ >fight_prog 25~ mpechoat $n &rLeah draws on her unknown source of power, trying to blind you. cast 'bend light' ~ >fight_prog 25~ mpechoat $n &YYou know, I don't think Leah is very happy with you... cast 'plague' ~ >give_prog little doll~ if ispc($n) == 1 giggle say Thank you so much! I was wondering where that went say to. I've been looking all over for it. Hey, I say found this a while ago, maybe you can use it. smile mpoload 5157 give dragon $n say Have fun. endif ~ >give_prog black gem~ if ispc($n) == 1 say Hmm, what an odd looking gem... Thanks $n. smile mpecho &RThe gem begins to glow a fierce red in Leah's hands. mpecho &RLeah looks down at the glowing gem in her hands... And mpecho &Rshe starts to scream... A piercing sound the likes of mpecho &Rwhich could shatter glass. Suddenly...Leah's body mpecho &Rstarts to lose its form, and she is pulled into the mpecho &Rgem..which falls to the ground. Now glowing a sickly mpecho &Rred colour... Leah is gone, her soul trapped in the mpecho &Rgem. mptrans $n 5290 mpjunkall mpoload 5178 drop gem mptrans $n mppurge leah endif ~ >rand_prog 10~ emote takes some red stones from her pocket, looks at them for a while, then puts them back. say I wonder who's stones these are? ~ >speech_prog mine stone stones~ if ispc($n) == 1 emote smiles sheepishly. say Sorry there $n. emote gets the stones from her pocket. mpoload 5163 give rubies $n say There you go $n. smile say Sorry about that. endif ~ >death_prog 85~ if ispc($n) == 1 mpecho &CLeah cries out softly, the light fades from her eyes and she falls to the ground. mpoload 5243 endif ~ | #5130 The assistant cook~ The assistant cook~ An assistant of Nadia's runs about preparing things ~ A young man in is late teens, he runs about, hair a mess, clear blue eyes searching for some hidden object that eludes his detection. ~ 65 234881152 48 0 0 1000 S 107 1 100 100 15000 15000d0+0 0d0+107000 1070 0 0 0 0 1 3 0 0 >fight_prog 25~ use slam ~ >fight_prog 20~ cast 'confusion' ~ >fight_prog 15~ cast 'dancing lights' ~ | #5131 Guard aurum~ A Guard of Aurum~ A guard makes sure that order is kept within the walls of Aurum ~ A yound man stands guard, wearing the simple grey robes of that shows he's a member of Aurum's justice system. He is quiet, polite when he does talk, and does nothing to hinder if you do nothing wrong. ~ 67 201851072 48 256 0 1000 S 108 1 100 100 20000 20000d0+0 0d0+108000 1080 0 0 0 0 1 3 0 0 >fight_prog 15~ cast 'confusion' ~ >fight_prog 30~ cast 'dispel magic' ~ >fight_prog 20~ cast 'dancing lights' ~ >rand_prog 4~ emote checks the flow of magic around him, making sure all is well. ~ >all_greet_prog 95~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 say Welcome to Aurum $n. bow $n else growl say DIE! mpkill $n endif endif ~ >speech_prog hi hello~ if ispc($n) == 1 if isgood($n) == 1 say Good day to you $n. I hope that you are enjoying this say fine day. Of course, if you don't make use of it today, say I can assure you it will be just as nice out tomorrow. Oh, say if you want to leave, you need only say front gate and I say will teleport you there immediately. endif endif ~ >speech_prog p front gate~ if isfight($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 say Oh, of course $n. mptrans $n 5110 tell $n There you go. endif endif ~ | #5132 guard aurum~ A Guard~ A guard of Aurum wanders around, looking for troublemakers. ~ She is quite pretty, long brown hair that cascades down her back. She wears a simple gray robe to show she is a member of the guard. Her eyes are blue, and dart all about, catching sight of anything that moves and investigating to make sure all is well. ~ 65 34078784 32816 0 0 1000 S 107 1 50 50 19000 19000d0+0 0d0+107000 1070 0 0 0 0 2 3 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 say I hope you are enjoying your stay here $n. else cast iceball $n endif endif ~ >fight_prog 30~ cast 'winters chill' say Bet you wished you hadn't left home? Hehe. ~ >fight_prog 10~ cast 'sunburst' ~ >fight_prog 20~ cast 'confusion' say Silly fool. ~ >fight_prog 14~ cast 'web' ~ >speech_prog hi hello~ if ispc($n) == 1 if isgood($n) == 1 say Ah, it is simply wonderful to be alive don't you think? smile $n say If you don't feel like walking, I can't teleport you to say the GateKeeper who will let you out, simply say front door, say and you'll be there in a second. endif endif ~ >speech_prog p front door~ if isfight($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 say Oh, no problem $n. mptrans $n 5110 tell $n There you go. endif endif ~ | #5133 Tiger~ A Tiger~ A tiger stalks you, hiding in tall grass. ~ A magnificant animal, it's black and orange coat of fur is beautiful, free of any dirty mark or blemish, this big cat can chase things much bigger than mice. ~ 65 134316224 85196816 0 0 450 S 109 1 218 218 25000 25000d0+0 0d0+109000 1090 0 0 0 0 1 0 0 0 #5134 Black bear~ A Black Bear~ A black bear wanders about, looking for food. ~ An enormous black bear looks at you as you look at it. It's rich fur coat would appear to be quite hot in this sort of weather, but the bear doesn't seem to mind at all. ~ 65 167772352 84148240 0 0 450 S 109 1 218 275 25000 25000d0+0 0d0+109000 1090 0 0 0 0 2 3 0 0 >fight_prog 45~ emote mauls you! use claw use claw use claw ~ >fight_prog 30~ emote slams into you with the force of all it's weight! use slam ~ >fight_prog 25~ emote gets you in a bear hug! use strangle ~ >rand_prog 5~ use rage ~ >rand_prog 5~ use weapon ~ | #5135 Golden hawk~ A Golden Hawk~ A beautiful golden hawk flies about. ~ A sharp beak that looks quite capable of rending the flesh of it's enemies, talons that can aid in that task, this in a beautiful bird with golden feathers. ~ 65 201326656 17072144 0 0 450 S 108 1 100 100 25000 25000d0+0 0d0+108000 1080 0 0 0 0 1 3 0 0 >rand_prog 2~ mpecho &YThe hawk flies about, it's will it's own, occaisionly eclipsing the sun. ~ >fight_prog 30~ use claw use claw use claw ~ >fight_prog 10~ mpechoat $n &YThe hawk grabs at your weapon with it's talons. use disarm say I'll get you! ~ >fight_prog 15~ mpechoat $n &CIt goes for your eyes! use rake ~ >fight_prog 10~ mpechoat $n &BLightning streaks from the hawks open beak! cast 'lightning breath' ~ >speech_prog letter~ if ispc($n) == 1 mpoload 5172 give letter $n shrug endif ~ | #5136 Spice Lady~ The Spice Lady~ A lady stands here, selling spices, why, you can only guess. ~ An older woman who doesn't seem to have quite the grasp on sanity that most people do, she has long white hair going down past her waist. She wears a simple blue robe, hardly as neat and clean as those worn by others you have seen around here. ~ 524353 128 32784 0 0 1000 S 200 1 400 400 1000 1000d0+0 0d0+1000 2000 0 0 0 0 2 3 0 0 #5137 lylian florist~ Lylian~ Lylian, the Florist has flowers to sell. ~ Long red hair falls almost halfway down her back, her green eyes stare at you, waiting for you to make up your mind. But she's patient, and will say little or nothing as she waits. ~ 3 167772288 1409040 16448 0 1000 S 10 1 20 20 100000 100000d0+0 0d0+10000 100 0 0 0 0 2 1 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say Welcome $n to my simple little shop. I hope that say you find whatever it is you're looking for and say thats it's at a reasonable price. My personal say choice would be a red rose, it's all the rage and say Riella is quite fond of them. else glare $n say $n, you are not welcome in my shop. endif endif ~ >give_prog white rose~ if ispc($n) == 1 say A most rare flower in these parts. Very rare say indeed. Heh, I can only wonder where you found it, say but I won't ask you that, it should be a well kept say secret, else, they aren't very rare. Besides, I'm say happy to possess only this single one. emote thinks a moment. say Ah, I know what I can reward you with. Here, take say this. mpoload 5156 give doll $n smile say Enjoy $n. endif ~ | #5138 Danoa~ Danoa~ Danoa, Lord of Mystery stands staring at the sky. ~ A man with black hair, dark skin, and darker eyes..he radiates an aura of very powerful magic. Dressed in a black coat and pants, done with threadwork of gold and silver. ~ 3 503316672 68485136 64 0 -800 S 114 1 100 100 25000 25000d0+0 0d0+114000 1140 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if isgood($n) == 1 if ispc($n) == 1 say Ah, well if it isn't $n. Are you having a nice day? say I have to meet someone in the shadows of the tower of life, bye.. smile else look $n endif else wink $n break endif ~ >fight_prog 30~ mpechoat $n &RDemonic fires swirl about you, burning and scorching your flesh! cast 'demonfire' ~ >fight_prog 25~ cast 'flash burn' ~ >fight_prog 30~ mpechoat $n &CPulls a scroll from his coat pocket. mpoload 5165 recite scroll ~ >fight_prog 40~ cast 'dispel magic' ~ >rand_prog 6~ mpecho &YDanoa rushes off to the west, in a hurry to be somewhere. mpgoto 5118 mpat 5212 mpecho &YJoram leaves in a hurry. mpmload 5121 mpforce joram say Hello Danoa. say Good day Joram. Does all go well with Dekral in Merentha? mpforce joram say But of course, how could it not be going mpforce joram say well? All is planned with care and precision. grin say But of course, now, be sure to let me know if Dekral wishes say to talk to me. These fools don't know what they're doing. emote glares at the white walls of Aurum. say Also...I lost that letter from Dekral..I think that say stupid golden hawk might have it....it might just say give it to anyone who asks...but I'm not sure... say Anyhow, that's my problem, I'll fix it myself when say I can... I'll talk to you another day Joram. mppurge joram mpecho &YJoram leaves. mpecho &YDanoa watches him go, then he himself leaves. mpgoto 5142 ~ >give_prog letter danoa~ if ispc($n) == 1 if isgood($n) == 1 say What is this? emote reads the letter. say Who's Dekral? emote gets a suspicious look on his face. say Are you playing some sort of joke on me? say I don't know of any Dekral.. shrug give letter $n else say Excellent. mpjunk letter emote reads the letter. say Ah, of course. It shall be done. Now, if you'll wait say here a moment $n, I'll write a response for Dekral.. emote gets some parchment from a pocket and a weird looking quill. mpechoat $n &YAfter a few moments, Danoa hands you a letter. mpoload 5228 give letter $n say Take that to Dekral as soon as possible please. endif endif ~ >all_greet_prog 100~ if isgood($n) == 1 else if ispc($n) == 1 say I may be able to find you a life sprite....for a fee. say Shall we say 1 million gold? Say life sprite if you want one. endif endif ~ >speech_prog 'life sprite'~ if ispc($n) == 1 if isgood($n) == 1 say Forget it $n. else if goldamt($n) > 999999 mpforce $n wake mpforce $n give 1000000 coins danoa mpat 4 drop 1000000 c mpmload 5139 say Say follow and it shall be yours. endif endif endif ~ | #5139 Life sprite~ The Life Sprite~ A sprite flies about, healing for gold. ~ ~ 524355 16777344 16810000 16384 0 1000 S 110 1 220 220 3000000 3000000d0+0 0d0+0 1100 0 0 0 0 1 3 0 0 >speech_prog Hi~ if ispc($n) == 1 say Hi there, here's the deal, I'm willing to spend say my time following you around and healing you say for a modest fee each heal. And of course I say will have a fee just to get me to follow you say which is 200,000 gold. Sound good? Yes or no? endif ~ >speech_prog yes~ if ispc($n) == 1 if inroom($n) == 5350 if goldamt($n) > 199999 say Alright then, you've got yourself a deal. say Just say commands to see what I can do for say you. mpforce $n wake mpforce $n give 200000 coins sprite mpgoto 5165 mptrans $n follow $n endif endif endif ~ >speech_prog no~ if ispc($n) == 1 if inroom($n) == 5350 say Fine then, bye. mptrans $n 5165 mppurge self endif endif ~ >speech_prog p heal~ if isfight($n) == 1 break endif if ispc($n) == 1 if goldamt($n) > 9999 say If it is your will, so be it. mpforce $n wake mpforce $n give 10000 coins sprite cast 'healing hands' $n else say No way. smile endif endif ~ >speech_prog mana~ if isfight($n) == 1 break endif if ispc($n) == 1 if goldamt($n) > 9 say The mystical energy within you shall be replenished. mpforce $n wake mpforce $n give 10 coins sprite cast 'mana' $n else say No way. smile endif endif ~ >speech_prog cblind~ if isfight($n) == 1 break endif if ispc($n) == 1 if goldamt($n) > 14 say Light is brought unto the darkness. mpforce $n wake mpforce $n give 15 coins sprite cast 'cure blind' $n else say No way. smile endif endif ~ >speech_prog cpoison~ if isfight($n) == 1 break endif if ispc($n) == 1 if goldamt($n) > 19 say Sickness fades away... mpforce $n wake mpforce $n give 20 coins sprite cast 'cure poison' $n else say I don't think so. smile endif endif ~ >speech_prog 3mana~ if isfight($n) == 1 break endif if ispc($n) == 1 if goldamt($n) > 29 say Hmmm, quite the boost in energy... mpforce $n wake mpforce $n give 30 coins sprite cast mana $n cast mana $n cast mana $n else say Mwhahahhaa, never. smile endif endif ~ >speech_prog commands com command~ if isfight($n) == 1 break endif if ispc($n) == 1 mpechoat $n &Y----------------------------------------------------- mpechoat $n &Y|Command Cost Spell | mpechoat $n &Y----------------------------------------------------- mpechoat $n &Y|Heal 10,000 Healing Hands | mpechoat $n &Y|Mana 10 Mana (100 mana back) | mpechoat $n &Y|3Mana 30 3 Mana's | mpechoat $n &Y|CBlind 15 Cure Blindness | mpechoat $n &Y|CPoison 20 Cure Poison | mpechoat $n &Y----------------------------------------------------- mpechoat $n &Y|Follow Makes the Sprite follow you again | mpechoat $n &Y----------------------------------------------------- mpechoat $n &Y|A Direction Sprite goes that way and waits. | mpechoat $n &Y|It's good if you like using area affects. | mpechoat $n &Y----------------------------------------------------- mpechoat $n &Y|Flee Hehe, makes the sprite flee | mpechoat $n &Y----------------------------------------------------- endif ~ >speech_prog follow~ if isfight($n) == 1 break endif if isfollow($i) == 1 break endif if ispc($n) == 1 say Okay. follow $n endif ~ >speech_prog north~ if ispc($n) == 1 if isfollow($i) == 1 north endif endif ~ >speech_prog east~ if ispc($n) == 1 if isfollow($i) == 1 east endif endif ~ >speech_prog south~ if ispc($n) == 1 if isfollow($i) == 1 south endif endif ~ >speech_prog west~ if ispc($n) == 1 if isfollow($i) == 1 west endif endif ~ >speech_prog up~ if ispc($n) == 1 if isfollow($i) == 1 up endif endif ~ >speech_prog down~ if ispc($n) == 1 if isfollow($i) == 1 down endif endif ~ >speech_prog flee~ if ispc($n) == 1 flee flee endif ~ >death_prog 99~ $i looks to the sky, and vanishes without a trace! mptrans $i 1 ~ >fight_prog 15~ if isnpc($n) say You have used me inappropriately, bear the consequences. mpmload 5186 mpforce avenger mpkill $r mpgoto 5190 mppurge self endif ~ | #5140 Amber gargoyle~ An Amber Gargoyle~ An Amber Gargoyle watches the ground below Aurum. ~ Transcluscent, it watches the ground below Aurum, watching and inspecting all newcomers and even those who leave. ~ 524291 192 17072144 16384 0 0 S 150 1 300 300 100000 100000d0+0 0d0+150000 1500 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if name($n) == Life sprite mpecho The life sprite withers away, Aurums magic no longer able mpecho to keep it alive. mppurge sprite endif ~ | #5141 Andris servant~ Andris~ Andris, the love sick servant sits dreaming. ~ Ah young man, he dreams of love, the love of Lylian the florist who's shop is deep within the garden, what would he do to hear her say she loves him. ~ 67 235405504 48 0 0 1000 S 111 1 222 222 22000 5000d0+0 0d0+100000 1110 0 0 0 0 1 3 0 0 >fight_prog 23~ cast 'dancing lights' ~ >fight_prog 30~ cast 'dispel magic' ~ >fight_prog 30~ cast 'shards of glass' ~ >all_greet_prog 70~ if ispc($n) == 1 say I would tell you what I know of the life sprite were say you to get Lylian to say she loves me..... sigh endif ~ >speech_prog p I love you~ if isnpc($n) == lylian florist say Oh my...you did it, she really loves me, she loves me! hug lylian say Thank you so much...here's what you need to know about say the sprite. Find Riella, and say 'life sprite', the rest say is easy.. Thanks so much for what you've done.. smile else say Hey....this isn't right.... endif endif ~ | #5142 lightdragon dragon~ A LightDragon~ An embodiment of good in the form of light, shape of dragon is here. ~ A white dragon seeminly made of white, it watches you with knowledge in it's eyes, knowing your thoughts, dreams, hopes...and desires. ~ 97 201326784 16810032 64 0 1000 S 110 1 100 100 5000 5000d0+0 0d0+110000 1100 0 0 0 0 1 3 0 0 >fight_prog 40~ mpechoat $n &CThe LightDragon snaps it's jaws on you. use bite ~ | #5143 Mana Dragon~ The Mana Dragon~ A Translucent Pale Dragon stares you down. ~ ~ 35 524480 17924112 0 0 0 S 110 1 100 100 25000 25000d0+0 0d0+110000 1100 0 0 0 0 0 3 0 0 >fight_prog 20~ mpechoat $n &CThe Mana Dragon starts chanting, then releases the magic. cast 'fire breath' ~ >fight_prog 20~ mpechoat $n &CThe Mana Dragon tries to drain your magic. cast 'mental drain' ~ | #5144 Mana Hawk~ The Mana Hawk~ A Translucent Yellow Hawk flies about you. ~ ~ 35 34078912 17039376 0 0 0 S 110 1 100 100 25000 25000d0+0 0d0+110000 1100 0 0 0 0 0 3 0 0 >fight_prog 20~ mpechoat $n &YThe Mana Hawk tries to blind you. cast 'bend light' ~ >fight_prog 20~ mpechoat $n &YThe Mana Hawk beats it's wings, chill winds surround you. cast 'winters chill' ~ | #5145 Mana lion~ The Mana Lion~ A Translucent Red Lion glares at you. ~ ~ 35 134742080 16810000 320 0 0 S 110 1 100 100 25000 25000d0+0 0d0+110000 1100 0 0 0 0 0 3 0 0 >fight_prog 20~ use bite ~ >fight_prog 20~ mpechoat $n &RBegins telling you a tale, frightening in it's components. cast 'tale of terror' ~ | #5146 Mana demon~ The Mana Demon~ A Translucent Black Demon growls and doesn't stop. ~ ~ 35 524352 17825808 133440 0 0 S 110 1 100 100 25000 25000d0+0 0d0+110000 1100 0 0 0 0 0 3 0 0 #5147 mana essence magic~ the Essence of Magic~ Magic itself swirls around you. ~ ~ 3 268959808 16810032 16384 0 0 S 115 1 100 100 30000 30000d0+0 0d0+115000 1150 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 say Are you ready $n? say I hope you are. cast 'chain lightning' endif ~ >fight_prog 20~ mpechoat $n &PMagic is drained from you. cast 'dispel magic' ~ | #5148 Merentha Guard~ A NightGuard~ &zA guard of merentha is standing here, sharpening his sword. ~ A man with night black hair, a short little black beard and a thick black mustache, he does look quite evil in his black suit of platemail. For sure he's not someone very nice. ~ 3 134217920 17891344 2048 0 -1000 S 109 1 50 50 20000 20000d0+0 0d0+109000 1090 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 grimace say I wouldn't wander around here $n. You'll say likely end up dead or trapped in our prisons, to say wait for your time in the chamber of torture. grin else say Well met $n, I hope you have fun in Merentha. grin say I'm sure you will though. cackle endif endif ~ >fight_prog 10~ say Kill DarkHound, Kill $n! mpmload 5149 mpforce darkhound mpkill $n cackle ~ >rand_prog 4~ emote spits on the ground. say Why the hell do I have to put up with all this say darkness.. What is it with this stereotype of say people who like blood and killing having to say live in dark places and wear dark clothing... say It's kinda shitty if you ask me... emote goes on muttering about nothing. ~ >fight_prog 20~ use slam ~ >bribe_prog 2000000~ if ispc($n) == 1 laugh say Oh, I see what you're getting at. grin say Consider it done my new good friend. mpat korias mppurge korias say That guard shouldn't bother you much any say more. Least, he shouldn't for a while. endif ~ >speech_prog korias~ say Korias is the hater of all good. say I've been bribed in the past so you can say forget it. mpechoat $n &zYou hear mumbling that sounds like seven digits begining with a two... ~ >all_greet_prog 100~ if isgood($n) == 1 say Korias will have his way with you. cackle endif ~ | #5149 dark hound darkhound~ A DarkHound~ A DarkHound howls at you and leaps to attack! ~ An unusually large dog the likes of which you don't recall having ever seen before. It's long white teeth are clearly visible as it leaps at you, going for the throat, to kill or be killed. ~ 3 67108928 65552 256 0 -900 S 108 1 100 100 30000 30000d0+0 0d0+100000 1080 0 0 0 0 0 3 0 0 >fight_prog 40~ mpechoat $n &RThe DarkHound goes for the kill.. bite $n ~ >fight_prog 5~ mpechoat $n &rThe DarkHound scents your blood, and goes insane.. bloodthirsty ~ | #5150 Dionas dark priest~ Dionas~ Dionas eyes narrow to slits, watching you carefully. ~ Dionas is dressed in bright red robes, with embroidery all over. Arms folded before him, a long curved blade held carelessly in his hands.. ~ 3 201326784 1081360 149568 0 -1000 S 113 1 50 50 35000 35000d0+0 0d0+113000 1130 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 emote stares at you blankly. emote snarls. cast 'stigeon mists' say The wrath of Dargash is upon you! else bow $n say How do you do $n. I hope you are doing well here. say You know.. I have a job for you to do if you're up say to it. Just ask me about my gems when you're ready say and interested. endif endif ~ >speech_prog gem~ if ispc($n) == 1 if isgood($n) == 1 say To the Abyss with you, and may you enjoy your eternal say suffering at the hands of Dargash! cast 'unholy f' $n else say I have a beautiful gem here, I would like you to trap say within it the soul of an innocent. I think you can say handle this job. So off you go. mpoload 5177 give gem $n endif endif ~ >give_prog red gem~ if ispc($n) == 1 if isgood($n) == 1 laugh say Why don't you go fall off a cliff $n. cast 'unholy f' $n else say Ah... You have done very well $n. emote strokes the gem carefully. say For your reward, I give you this. mpoload 5179 say A powerful relic, use it wisely. It may come in say useful some other time. give skull $n endif endif ~ >rand_prog 3~ cackle say The innocent make very good sacrifices. Dargash likes say their blood a great deal. grin ~ >rand_prog 3~ grin say So, anyone wanna help with the next sacrifice? All you have say to do is the cutting, it's really not all that messy. emote chuckles evilly. ~ >fight_prog 35~ cast 'dispel magic' $n mpechoat $n &CThe magic around you is unraveled as Dionas works his will. ~ >fight_prog 10~ mpechoat $n &YFlashing lights appear and try to surround you. cast 'dancing lights' $n ~ >fight_prog 20~ mpechoat $n &GFoul green mists rise up around you. cast 'stigeon mists' ~ >speech_prog hi hello~ if ispc($n) == 1 if isgood($n) == 1 say Fuck you $n. cast 'chain light' else say Growl, make yourself usefull $n, go do something. endif endif ~ >fight_prog 10~ mpechoat $n Your skin wrinkles and your hair turns white and gray. cast 'age' $n ~ | #5151 Cheryn acolyte~ Cheryn~ Cheryn, Acolyte of the Temple of Dargash studies hard. ~ You're not sure, but you're almost positive this young girl is related to someone that you met on Aurum... You think about it for a little while, and you realize that there is a startling resemblance to Pyran in this womans face. Could she be his daughter perhaps. ~ 65 64 16875536 18496 0 -200 S 109 1 50 50 34000 34000d0+0 0d0+109000 1090 0 0 0 0 2 1 0 0 >all_greet_prog 5~ if ispc($n) == 1 mpecho &PCheryn's eye's lose focus, and she stares off at nothing. say Father..do you ever miss me and wonder where I am? Or say do you still sit in that small little hut, asking riddles say of those who come by?.... sigh endif ~ >fight_prog 28~ mpechoat $n &CCheryn's will works at disrupting the magic around you. cast 'dispel magic' $n ~ >fight_prog 20~ mpechoat $n &GGreen vapours rise around you.. cast 'stigeon mists' ~ >fight_prog 5~ mpechoat $n &YLights float towards, appearing from the air. cast 'dancing lights' $n ~ >fight_prog 35~ mpechoat $n &zBlack flames leap towards you from Cheryn's outstretched fingers. cast 'unholy fires' $n ~ >speech_prog Pyran~ if ispc($n) == 1 if isgood($n) == 1 say Father... emote thinks about the past and memories forgotten... say There is little you can do to make me go back to him. say So I wouldn't even bother trying $n.... Just leave say while you're still able to do so. else grin say Heh, my father was a crazy old bird, him and his riddles. say They seldom made any sense you know. emote smiles as an old memory surfaces, forgetting you're there. endif endif ~ | #5152 Guard night merentha~ A Merenthian Guard~ A Guard of Merentha wanders the halls, searching for intruders. ~ A young woman, in her first years of training still, she seems none the less certain of what she is about. Making sure all her equipment is where it should be and it's in good condition. Her eyes scour all that's around her, making sure that no shadow is left unsearched. ~ 65 201326784 67108880 320 0 -1000 S 109 1 100 100 30000 30000d0+0 0d0+109000 1090 0 0 0 0 2 3 0 0 >all_greet_prog 95~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &CA Merenthian Guards whispers to you, 'Time to die $n' cast 'icequake' else smile say Have faith in Dargash $n. And soon we say will have Aurum in our control. endif endif ~ >fight_prog 35~ mpechoat $n &zThe Guard runs at you, her shoulder leading the way. slam $n ~ >fight_prog 35~ mpechoat $n &CA huge ball of ice comes flying towards you. cast 'iceball' $n ~ >fight_prog 20~ mpechoat $n &WThe Guards sucker punches you! stun ~ | #5153 korias jailer~ Korias~ Korias searches about, looking for people who don't belong. ~ A mean looking old man who a long scar running the length of his face. He has a full black beard that covers most of his face..but it looks odd cause the beard won't grow where the scar is. ~ 1 134742208 524336 2112 0 -1000 S 110 1 100 100 32000 32000d0+0 0d0+110000 1100 0 0 0 0 1 3 0 0 >fight_prog 80~ mpechoat $n &RBlack flames consume you! cast 'unholy fires' ~ >all_greet_prog 90~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 cackle say Rot in prison $n, stupid fool. mptrans $n 5307 laugh $n else say Heya $n, love that hair. smile say Though those clothes have to go. grimace endif endif ~ | #5154 Jail Guard~ The Jail Guard~ The Jail Guard stands watch, keeping the prisoners in line. ~ A man in his middle years, who's faced is stuck in a snarl of anger. You wouldn't want to cross this man, who has been dealing with prisoners for so long, he's quite used to having his way with anyone. ~ 3 201326656 98320 256 0 -1000 S 111 1 100 100 37000 37000d0+0 0d0+111000 1110 0 0 0 0 1 3 0 0 >all_greet_prog 60~ if ispc($n) == 1 if isgood($n) == 1 say What? What the hell you doing running say around all free like that $n? I'll say fix that good. mptrans $n 5307 laugh $n else say Mwhahaha, guess I'll let you wander say around freely $n. grin endif endif ~ >speech_prog p Open cell~ if ispc($n) == 1 if isgood($n) == 1 laugh say Oh dear, you've got to be kidding. smile mptrans $n 5307 laugh $n else say Of course $n. I hope you know what say you're doing. mpoload 5185 mpgoto 5306 unlock east open east mpgoto 5317 say There, it is done. mpjunkall endif endif ~ >fight_prog 75~ mpechoat $n &CA vortex of cold air blows around you. cast 'winters chill' ~ >fight_prog 10~ mpechoat $n&WThe magic around you is assaulted an weakened. cast 'dispel magic' ~ >rand_prog 3~ mpgoto 5306 mpoload 5185 close east lock east mpgoto 5317 ~ | #5155 crazy old man nyleero~ Nyleero~ Nyleero, the crazy old man sits talking to himself. ~ Cough, imagine the most crazy old man you've ever seen.......Got it? That's Nyleero. ~ 3 403177536 1671184 16448 0 0 S 110 1 50 50 32500 32500d0+0 0d0+500 1100 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if inroom($n) == 5336 giggle say Hey there Jimmy. Glad to see you remembered me and say finally decided to come back. smile say It's amazing what twenty years in dark room with say little food and oxygen will do to a guy. emote gets a crazed look on his face, then relaxes. say So, here's the deal. YOU'RE going to take me to say the fountain of ice that's in Aurum, it's in that big say damn garden somewhere. Now, when we get there, I'm say gonna give you my special secret treasure. But, I'm say old, so my eyes don't work too good, so when we arrive say at our destination, you'll have to say Kipplelahcadify. say Hope you can remember that. Oh, say "jimmypop" if'n say you have twenty thousand gold and want a good old heal. smile follow $n say Oh, say follow to get me to follow you again if I get lost. endif endif ~ >speech_prog jimmypop~ if isfight($n) == 1 break endif if ispc($n) == 1 if goldamt($n) > 19999 mpforce $n give 20000 coins nyleero cast 'heal' $n say There you go, a great deal isn't it? cackle endif endif ~ >speech_prog follow~ if isfollow($i) == 1 break endif if ispc($n) == 1 cry say You left me alone. I'm going to go back to my cell. mpechoat $n &GNyleero runs away, back to his cell. mpgoto 5336 mpoload 5185 close north lock north mpjunk all endif ~ >fight_prog 40~ mpechoat $n &YDancing lights float float towards you. cast 'dancing lights' ~ >fight_prog 45~ mpechoat $n &CYou are enshrouded in a cone of frost. cast 'cone of frost' ~ >speech_prog kipplelahcadify~ if ispc($n) == 1 if inroom($n) == 5175 say Very good Jimmy, well then, about that reward. emote pulls a key from a region of his body that shall remain unamed. mpoload 5246 unlock down open down mpjunk magic say There you go, enjoy, but be quick now. mppurge self else say Wrong room damnit. Think damn you, THINK! endif endif ~ >rand_prog 4~ iwh say Hehe, hoho, I'm the king of this mountain say you stupid dog. Get off my leg!!! GET OFF say MY LEG YOU DAMN DOG! smile say Dance puppets dance. Play to my song. cackle ~ >rand_prog 3~ emote laughs at nothing and starts braiding his sparse gray hair. say You can't do anything right you dog...leave say me alone dammit....LEAVE ME ALONE! ~ | #5156 Displacer beast~ A Displacer Beast~ A large black cat wanders about, searching for a meal. ~ A large black cat is what you see when you're eyes finally catch a good glimpse of the thing. But no sooner do you see it than it disappears again. ~ 97 192 19660816 2112 0 -400 S 108 1 216 216 25000 25000d0+0 0d0+108000 1080 0 0 0 0 0 3 0 0 >fight_prog 20~ mppeace mpecho &zThe Displacer Beast steps into the shadows and is gone. mpgoto $n mpecho &zThe Displacer Beast appears before you eyes from no where. growl ~ >fight_prog 30~ use claw ~ >fight_prog 30~ use bite ~ >fight_prog 15~ mpecho &GGreen acid spews from the Beast's mouth! cast 'acid breath' ~ | #5157 Deep dragon~ The Deep Dragon~ A huge purple dragon wakes as you enter the room...it seems really unhappy. ~ &PDeep purple in colour, this is quite simply the biggest damn dragon you have ever laid your eyes on. It's presence seems overpowering. Almost to the point where you feel you're knees will give out on you. Wings unfurl as you sit there dazzled, and it gets up to do battle with what is views as a simple little pest, it is up to you to show it otherwise. ~ 3 67109056 68485136 18752 0 -1100 S 125 1 250 250 40000 40000d0+0 0d0+125000 1250 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 roar mpechoat $n &YThoughts invade your mind.... mpechoat $n &BYou dare to enter my home and disturb me rest? How mpechoat $n &Bdare you! I will kill you and devour you're corpse mpechoat $n &Bso that I may rest well! mpechoat $n &YThe Dragon begins drawing a deep breath... cast 'gas breath' endif ~ | #5158 demon guardian blood~ The Demon of Blood~ The Guardian of blood stands guarding the pit of blood. ~ &RA Demon that stands about 9 feet tall, it is indeed quite the guardian. It towers over most who approach and the glowing red eyes and seemingly impenetrable black skin would make most adventurers run in fear. ~ 3 524480 1048592 131136 0 0 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &YThoughts pervade your mind... mpechoat $n &RYOU WILL DIE FOR DARING TO COME TO MERENTHA.... cast 'earthquake' else mpechoat $n &YThoughts pervade your mind... mpechoat $n &RYOU NEED ONLY ASK THAT I OPEN THE DOOR, AND IT SHALL BE DONE... endif endif ~ >fight_prog 40~ mpechoat $n The Demon comes flying towards you! use slam ~ >fight_prog 35~ mpechoat $n &RThe Demon sinks it's teeth into your neck, and feeds.. use drain ~ >speech_prog open~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &YThoughts pervade your mind. mpechoat $n &RDIE YOU WILL FOR YOUR FOOLISHNESS... cast 'icequake' else mpoload 5190 unlock down open down mpjunk all mpoload 5190 endif endif ~ | #5159 Demon guardian strife~ The Demon of Strife~ The Guardian of Strife stands on it's guard, and doing a fine job. ~ A hulking demon that stares you down as you enter the room. It's bearing is one of total malice, to you and to anything else. A great deal of power must be used in order to keep it on it's rather tight leash. ~ 3 268959936 1048592 64 0 0 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &YThoughts pervade your mind... mpechoat $n &RDEATH IS WHAT YOU DESERVE, DEATH IS WHAT YOU'LL GET... cast 'earthquake' else mpechoat $n &YThoughts pervade your mind... mpechoat $n &RYOU NEED ONLY ASK ME TO OPEN IT AND THE DOOR I WILL OPEN... endif endif ~ >speech_prog open~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &YThoughts pervade your mind... mpechoat $n &RDIE YOU WILL NOW FOOL... cast 'icequake' else mpechoat $n &YThoughts pervade your mind... mpechoat $n &RIT SHALL BE DONE... mpoload 5192 unlock down open down mpjunk all mpoload 5192 endif endif ~ >fight_prog 40~ mpechoat $n &WThe Demon tries to blind you, raking it's claws over your eyes. use rake ~ >fight_prog 10~ mpechoat $n &YBlack energy surrounds you. cast 'unholy wrath' ~ | #5160 demon sin guardian~ The Demon of Sin~ The Guardian of Sin stands guard against all who don't belong. ~ This demon seems to be bleeding right there before you...but in reality, he is covered in the blood of some poor soul who thought to barge past him and just do as he or she pleased. There was little hope for whoever it was, as nothing but their blood remains now. ~ 3 524480 1048592 2112 0 0 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 0 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &YThoughts not your own echo in your mind..... mpechoat $n &RIT IS YOUR TIME TO DIE, READY OR NOT, HERE I COME.... cast 'earthquake' else mpechoat $n &YThoughts not your own echo in your mind..... mpechoat $n &RYOU NEED ONLY ASK ME TO OPEN THE DOOR TO GET IT OPENED... endif endif ~ >speech_prog open~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &YThoughts not your own echo in your mind..... mpechoat $n &RYOU WERE A FOOL TO THINK YOU COULD GET BY ME.... cast 'icequake' else mpechoat $n &YThoughts not your own echo in your mind..... mpechoat $n &RIT SHALL BE DONE AS YOU HAVE ASKED.... mpoload 5194 unlock down open down mpjunk all mpoload 5194 endif endif ~ >fight_prog 35~ mpechoat $n &rFLAMES CONSUME YOU!!!!!! cast 'unholy fires' ~ >fight_prog 10~ cast 'dancing lights' ~ | #5161 Demon death guardian~ The Demon of Death~ The Guardian of Death watches you at you come in. ~ A graying demon, his skin seems a little on the decaying side, and you wonder if it is indeed still alive or perhaps it's nothing more than a walking corpse. ~ 3 524480 1114128 64 0 0 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &YThoughts are forced into your mind... mpechoat $n &RYOU WILL DIE, I WILL TEAR YOU TO PIECES.... cast 'earthquake' else mpechoat $n &YThoughts are forced into your mind... mpechoat $n &RYOU NEED ONLY ASK ME TO OPEN THE DOOR, AND I'LL DO IT... endif endif ~ >speech_prog open~ if ispc($n) == 1 if isgood($n) == 1 mpechoat $n &YThoughts not your own assault your mind... mpechoat $n &YOU DARE TO ORDER ME AROUND???... cast 'icequake' else mpechoat $n &YThoughts not your own assault your mind... mpechoat $n &RIT SHALL BE DONE... mpoload 5196 unlock down open down mpjunk all mpoload 5196 endif endif ~ >fight_prog 35~ mpechoat $n &PThe Demon is suddenly gone. Next thing you know, you're attacked from behind. use circle ~ >fight_prog 5~ mpechoat $n &CFrost swirls around you! cast 'cone of frost' ~ | #5162 nasak grand painmaster~ Nasak~ Nasak, the Grand PainMaster of Aurum does what he does best here. ~ An old man, long white hair, and a long white beard and mustache, he stares at you with cold black eyes that show nothing of remorse, mercy, kindness. This is a man who wouldn't hesitate to kick you while you were down. ~ 3 201326784 65552 2368 0 -1000 S 115 1 50 50 30000 30000d0+0 0d0+115000 1150 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 cackle say Ah, another victim here to experience pain! cast 'chain lightning' else say Bring me more victims $n, we're getting sort of say low on numbers here... I'm afraid I may not have say anyone to torture by tomorrow. emote whimpers. say Please find me someone. endif endif ~ >fight_prog 5~ cast 'cone of frost' ~ >fight_prog 15~ say There was once this girl, and oh, the things I did to make say her scream.. I.......... cast 'tale of terror' ~ >fight_prog 20~ cast 'tortured soul' ~ >fight_prog 35~ mpechoat $n &zBlack flames swirl around you suddenly, burning you! cast 'unholy fires' ~ >speech_prog cianra~ if ispc($n) == 1 say You know, she's a vampire, a creature of the night.. say She loves the taste of blood, and goes a little crazy say sometimes when she's drinking some. Specially that of say some young innocent. Who know's what she'll do when she's say like that...I'm always afraid she might decide to have say me for lunch.... cringe endif ~ >speech_prog talrax~ if ispc($n) == 1 bow say Our fearless leader. sigh say Ah, there isn't a better person for the job. He really say does know how to make people afraid of him. Those evil say enough to reside here are made to respect him. Those say who are good, never return from his rooms. They just say dissappear, never to be seen again.... No one knows if say they live or die, but most would guess that they're very say dead. grin endif ~ >fight_prog 15~ cast 'dispel magic' ~ >all_greet_prog 100~ if isnpc($n) == 1 if name($n) == lylian florist say Wonderful work. You have done well, you shall be say well rewarded. Now, take this, and say let me be about my work. emote carelessly tosses a mask to the floor. mpoload 5257 drop mask mppurge lylian endif endif ~ | #5163 painmaster~ A PainMaster~ A PainMaster of Merentha wishes to show you true pain. ~ She's quite beautiful...except for that crazed look in her eyes..that seems to demand pain from others to the point where they'd rather die. ~ 65 64 17137680 133376 0 -1000 S 112 1 50 50 25000 25000d0+0 0d0+112000 1120 0 0 0 0 2 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say Mwahahahahha! PAIN PAIN PAIN PAIN PAIN PAIN PAIN.... cast 'chain lightning' else growl say I can't torture you I guess...that sucks. pout endif endif ~ >fight_prog 10~ cackle SAY PAIN PAIN PAIN PAIN PAIN PAIN PAIN PAIN cast 'demonfire' ~ >fight_prog 15~ cast 'dispel magic' ~ >fight_prog 25~ cast 'winters chill' ~ | #5164 Man~ The man on the rack~ A man is strapped to a rack, experiencing unbelievable pain. ~ ~ 3 0 0 0 0 0 S 1 1 2 2 90000 90000d0+0 0d0+0 10 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say Please $n, put me out of my say misery.. Please.. cry else spit $n say To the abyss with you $n. endif endif ~ >death_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say Oh, thank you $n. mpoload 5222 give token $n say Give this to Riella.. emote dies. else say Fuck you $n. endif endif ~ | #5165 woman crying~ A crying woman~ A young woman lies on the ground, cyring. ~ ~ 3 0 0 0 0 0 S 1 1 2 2 90000 90000d0+0 0d0+0 10 0 0 0 0 2 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say Please...kill me...let me say slip to the next world.. else say Damn you to hell $n! endif endif ~ >death_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say Thank you $n. mpoload 5222 give token $n say Give that to Riella. emote dies. else say I'll see you again sometime $n. emote smiles grimly. endif endif ~ | #5166 Blubbering old man~ Old blubbering man.~ An old man sits here, blubbering to himself. ~ ~ 3 0 0 0 0 0 S 1 1 2 2 90000 90000d0+0 0d0+0 10 0 0 0 0 0 0 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 cackle say Oh me oh my.. laugh cry else tongue $n endif endif ~ >death_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say Hahah, weeeeeee! mpoload 5222 give token $n laugh emote dies else tongue $n endif endif ~ | #5167 Eriel mistress guard~ Eriel~ Eriel, The Mistress of the Guards puts her troops through a workout. ~ A tall woman with waist length black hair, she has two long swords strapped to her back. You figure she could probably kick your ass, but hey, who knows, you might get lucky and win...but it's doubtful. ~ 3 268435648 65584 2048 0 -1000 S 115 1 150 150 38000 38000d0+0 0d0+115000 1150 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 chuckle emote draws her swords. say Okay, let's rumble $n, I'll tell you how well you do say when I finally goto the abyss and meet you there. cast 'chain light' else bow $n say Did you come here to train? Nah, I doubt it. Well, fight say me, see how well you do. smile endif endif ~ >death_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say This sorta sucks... sigh else say You have done quite well $n. smile endif endif ~ >fight_prog 30~ emote does a back flip, kicking you at the same time. use 'back kick' ~ >fight_prog 25~ mpechoat $n &BNull magic surrounds you. cast 'dispel magic' ~ >fight_prog 15~ mpechoat $n &rBlack and red flame flies towards you! cast 'demonfire' ~ >fight_prog 20~ mpechoat $n &YEriel slams the pommel of her sword against your head! use stun ~ | #5168 guard merentha~ A Guard~ A young guard in the first years of his training works hard here. ~ Wearing nothing but light equipment, they are simply here to hone their skills and build up their muscles and reflexes. ~ 65 268435648 17825840 320 0 -800 S 107 1 100 100 28000 28000d0+0 0d0+107000 1070 0 0 0 0 1 3 0 0 >rand_prog 4~ emote does his best to impress Eriel with his skills, in the hope of gaining rank. ~ >fight_prog 30~ use punch use punch ~ >fight_prog 35~ use head use head use head ~ >fight_prog 20~ use 'back kick' ~ >fight_prog 30~ use slam ~ >fight_prog 50~ cast 'ego whip' ~ | #5169 Guard~ A Guard~ A Guard of Merentha nears the end of his training. ~ A man in his late twenties or so, you see a person who has trained long and hard to attain the position of a guard in Merentha, something that demands a lot of work. ~ 65 402653376 16777264 133120 0 -900 S 110 1 50 50 31000 31000d0+0 0d0+110000 1100 0 0 0 0 1 3 0 0 >rand_prog 3~ emote is in the final stages of his training, the learning of magic.. cast 'complete healing' ~ >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 say It's time to put my skills to the test it seems. cast icequake else say Hello $n, did you come here to show up us lowly guards say to be? grin endif endif ~ >fight_prog 35~ mpechoat $n &CChill winds blast over you. cast 'winters chill' ~ >fight_prog 10~ mpechoat $n &zThe guard smashes his blade against yours! use break ~ >fight_prog 10~ mpechoat $n &BNull magic surrounds you. cast 'dispel magic' ~ >fight_prog 9~ cast 'tale of terror' ~ >fight_prog 40~ emote does a &YFancy &Pkick. use 'back kick' ~ | #5170 acolyte dargash~ An Acolyte~ An Acolyte of Dargash awaits the next sacrifice. ~ Here before you stands a true heritic, and man who is just burning with religious fervor. He wants to do little more than please Dargash in any way that is demanded of him. ~ 65 469762240 16 133120 0 -1000 S 108 1 50 50 30000 30000d0+0 0d0+108000 1080 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 cackle say You shall be sacrificed to Dargash for your sins!! cast 'stigeon mists' else laugh say Find me something to kill dammit. smile endif endif ~ >fight_prog 30~ mpechoat $n &zBlack flames fly towards you. cast 'unholy fires' ~ >fight_prog 10~ mpechoat $n &YDancing lights float towards you. cast 'dancing lights' ~ >fight_prog 25~ mpechoat $n &BNullmagic encompasses your body, stripping away the magic. cast 'dispel magic' ~ >fight_prog 25~ mpechoat $n &rThe curse of the dark gods is upon you. cast 'unholy curse' ~ | #5171 Shadow darkness sliver~ A Sliver of Darkness~ A piece of darkness, a shadow looms before you, and with it comes death. ~ ~ 65 0 0 0 0 -1000 S 150 1 200 200 100000 100000d0+0 0d0+150000 1500 0 0 0 0 0 0 0 0 >fight_prog 25~ cast 'lightning breath' ~ | #5172 Demonling~ A Demonling~ A Demonling, a younger demon from a lesser plane of the Abyss. ~ &RA being with black skin, standing just a bit shorter than those demons that stand guard before the Nightlords. This one looks to be about as powerful, if not more so...this one being on no leash, left along to its own designs of terror. ~ 65 470286528 1114128 133184 0 -1000 S 110 1 150 150 30000 30000d0+0 0d0+110000 1100 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 grin say I do so love it when fools rush in uninvited. roar mpechoat $n &gThe lesser demon takes a deep breath, then exhales deeply! cast 'gas breath' else say Leave this room $n. Your presence isn't welcome. endif endif ~ >fight_prog 20~ mpechoat $n &RDemonfire leaps from the demonlings hands. cast 'demonfire' ~ >act_prog 15~ mpechoat $n >he Demonling pricks you with his tail, and utters a few words. cast 'pestilence' ~ >fight_prog 20~ mpechoat $n &WA vortex appears, trying to absorb the magic around you. cast 'dispel magic' ~ >fight_prog 35~ emote runs at you, shoulder leading the way. use slam ~ | #5173 Trader~ The Trader of odd goods~ The Trader of Odd Goods is here to sell you stuff. ~ ~ 3 402653384 67141680 149504 0 0 S 130 1 260 260 50000 50000d0+0 0d0+0 1300 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 say Welcome to Merentha $n, I've got a couple say goodies for ya if you're interested, and I say have this special item too, ask about the say life sprite. endif ~ >speech_prog p life sprite~ if ispc($n) == 1 say I can sell you a life sprite for 3 million gold. say You pay me, and ones yours to use. endif ~ >bribe_prog 3000000~ if ispc($n) == 1 say Excellent. mpmload 5139 mpforce life follow $n say Say com to see what it can do for ya. endif ~ >death_prog 99~ mptrans $i 1 ~ | #5174 creature black obsidian~ An Obsidian Creature~ &b. &GA large chunk of obsidian lies here. ~ ~ 65 64 16777232 0 0 0 S 109 1 218 250 30000 30000d0+0 0d0+109000 1090 0 0 0 0 0 3 0 0 >all_greet_prog 98~ if ispc($n) == 1 laugh mpoload 5224 quaff vial roar cast 'icequake' cast 'solidify' endif ~ | #5175 Dekral~ Dekral~ Dekral, High Priest of Dargash is watching you. ~ A fairly tall man, he looks a great deal like Danoa, the same black hair. And the same sort of facial traits. Maybe they're brother, but you'll never know unless you ask. Of course, this man doesn't seem the patient type. ~ 3 201326784 1081360 26688 0 -1000 S 130 1 50 50 50000 50000d0+0 0d0+130000 1300 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 smirk cast 'stigeon mist' else bow $n say Welcome $n. I hope that you are doing good work say in Merentha's name while you wander the world. I say of course expect nothing but the best of your work. say If you dawdle, play around, or anything like that. say I might just get perturbed... You don't want me to say get perturbed, do you $n? emote patiently awaits an answer. endif endif ~ >speech_prog yes~ if ispc($n) == 1 if isgood($n) == 1 cast 'earthquake' else say Excellent. Now, here is what I need you to do. say I need you to bring this letter to our agent in say Aurum, Danoa. He will give you further instructions. mpoload 5225 give letter $n say Now, off you go. endif endif ~ >speech_prog no~ if ispc($n) == 1 if isgood($n) == 1 cast 'icequake' else slap $n say You dare to disobey me $n? I should kill you for that. say But I'll give you another chance..You will do as I say say $n, yes no? endif endif ~ >fight_prog 35~ mpechoat $n &zDekral laughs at you, and black flames consume you. cast 'unholy fires' $n ~ >fight_prog 25~ mpechoat $n &BNull magic is surrounding you, draining your magic. c 'dispel magic' $n ~ >fight_prog 15~ mpechoat $n &GGreen mists try to choke you. cast 'stigeon mist' ~ >fight_prog 10~ mpechoat $n &wYou wither and age before your own eyes. cast 'age' $n ~ >fight_prog 15~ mpechoat $n &YA plethora of little lights float towards you. cast 'dancing lights' $n ~ >speech_prog cianra~ if ispc($n) == 1 if isgood($n) == 1 cast icequake else grin say Cianra's a vampire in case someone else hasn't already say told you. And she's quite an interesting creature I say must admit. She claims to be over four thousand years say old. Her knowledge is quite vast and surely there is say little that she couldn't tell us... But she seldom seems say willing to part with much knowledge. I sometimes wonder say if she were given the perfect blood..would she tell us say what we ask of her in return for our gift? But alas.. say what is perfect blood to a vampire? sigh endif endif ~ >speech_prog morla~ if ispc($n) == 1 if isgood($n) == 1 cast icequake else say Morla's a very wicked woman I must say. She does not say have even the slightest qualm with the taking of another say being's life. To her, most things are more interesting say in death than they are in life. And she does so love say black roses. Her garments and her rooms are littered say with the damn things. Gets on my nerves sometimes they say do. endif endif ~ >speech_prog syril~ if ispc($n) == 1 if isgood($n) == 1 cast earthquake else say Syril's the biggest bastard you'll ever meet. It's his say life goal to screw EVERYone over and make EVERYone feel say bad... He's the kind of person who would stab you in the say back without a second thought just for the simple reason say that you turned it to him. smile say He really isn't a very nice person. Though he does have say an interest in Cianra. endif endif ~ >speech_prog talrax~ if ispc($n) == 1 if isgood($n) == 1 cast 'earthquake' else laugh say Talrax is a great guy. With him leading us, we'll have say Aurum in our hands in no time. There will be no one who say can possibly thwart his plans. What could they possibly say do to him. He's the most powerful magic user this world say has ever seen. His power couldn't be matched by Tiana say ever. Tiana can't is too good for sacrifice and stuff say like that, so she has no hope of reaching the kind of say power that Talrax can have. endif endif ~ >speech_prog open door~ if ispc($n) == 1 if isgood($n) == 1 say I really doubt that's going to happen. grin mpkill $n else emote looks at you. say Oh, fine then, I'll open the door for you. Sheesh.... mpoload 5194 unlock up open up mpjunk sin say There you go oh great $n. snicker endif endif ~ >give_prog letter from danoa~ if ispc($n) == 1 if isgood($n) == 1 mpkill $n else say $n, for once, you did something right. Here's what you get. mpoload 5230 give symbol $n mpjunk letter say Use that to get to Talrax. endif endif ~ >fight_prog 10~ mpoload 5150 quaff mylori ~ | #5176 Syril~ Syril~ Syril, Paladin of Darkness waits for the call to battle. ~ A tall man, and built to kill. He has an enormous sword strapped to his back, and it seems to you that his fingers are just itching to use it on you. His black hair falls just past his shoulders, and his cold blue eyes stare at you....searching for your intentions. ~ 3 335544520 32784 25344 0 -1000 S 130 1 100 100 50000 50000d0+0 0d0+130000 1300 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 bs $n cast 'icequake' else grin say Welcome $n. You seem a little bored. You could do me a say simple favour if you like, and bring me Gariol's sword. say I would simply love to have it. Of course...that say would probably involve killing him. laugh say But I'm sure you're up to that, aren't you $n? emote smiles endif endif ~ >fight_prog 30~ mpechoat $n &RBlack magic cuts through you! cast 'unholy wrath' $n ~ >fight_prog 30~ mpechoat $n &rThe curse of the Dark Gods is upon you. cast 'unholy curse' $n ~ >fight_prog 35~ mpechoat $n &WSyril smashes your weapon, trying to break it. use break ~ >speech_prog open door~ if ispc($n) == 1 if isgood($n) == 1 laugh say I think not $n. mpkill $n else say I suppose such a thing could be arranged. mpoload 5192 unlock up open up mpjunk strife say There you go, you can leave now if you so desire. endif endif ~ >give_prog justice~ if ispc($n) == 1 if isgood($n) == 1 say You will die for daring to enter Merentha $n. bs $ mpkill $n else say You have done very well $n. I thank you and will honour say you for killing my enemy even though it would have been say just as easy for me to have done it myself, but hey, this say saved me a great deal of time. mpoload 5231 give shield $n mpjunk justice endif endif ~ >rand_prog 4~ use rage ~ >fight_prog 10~ mpoload 5150 quaff mylori ~ | #5177 Talrax~ Talrax~ Talrax, leader and ruler of Merentha stands waiting for the right time. ~ A rather short man, who seems to be in his early fifties or so. He has a long white beard, and long white hair. He has an evil looking sword at his side, which you figure he is quite proficient at using. A red robe covers his body, tied around his waist is a black silk cord, a silver skull set in the center. He wears around his head a crown made of skulls, and a circle of bone pierces his ear. ~ 3 436732104 1409040 158016 0 -1000 S 145 10 100 100 50000 50000d0+0 0d0+145000 1450 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) == 1 if isgood($n) == 1 laugh say You were stupid to think that I would allow you to say get any farther than this $n. Your impertinence say will not go unnoticed. mptrans $n 5232 else say Welcome $n. I can see you are quite honoured to have say been admitted into my presence, as all would be. chuckle say Who can feel anything else but awe and respect when say they see me, who has managed to elude the hand of death say for over two millenia. Now, I must admit that such is say not exactly an easy feat to accomplish. There were a say few unlucky souls who had to be sacrificed for me to say be among the undying. Ah well. smile say Have a seat, tell me when you're ready to hear what say I need of you. emote sits down, waiting for you to announce that you're ready. endif endif ~ >fight_prog 40~ mpechoat $n &RRed flames streak towards you.. cast 'demonfire' $n ~ >fight_prog 20~ mpechoat $n &WA sudden bright flash of light illumites the room. cast 'flash burn' $n ~ >fight_prog 25~ mpechoat $n &PTalrax stares hard at the weapon in your hand. use break ~ >fight_prog 35~ mpechoat $n &RTalrax strips you of your magic. cast 'dispel magic' $n ~ >fight_prog 5~ mpechoat $n &YA horde of little lights comes floating towards you. cast 'dancing lights' $n ~ >fight_prog 5~ mpechoat $n &RTalrax takes a deep breath, and exhales flame! cast 'fire breath' $n ~ >fight_prog 10~ mptrans lavademon mpecho &RA Demon of Red lava jumps up from the pool of lava, and attacks. mpforce lavademon mpkill $n ~ >speech_prog open door~ if ispc($n) == 1 if isgood($n) == 1 say Never. mptrans $n 5232 tell $n You will die there. else say Fine. mpoload 5227 unlock up open up mpjunk chaos say There. endif endif ~ >speech_prog ready~ if ispc($n) == 1 if isgood($n) == 1 mptrans $n 5232 laugh $n tell $n Die now fool. else emote looks you in the eye, and tells you what he needs. say I need the key that unlocks the door to the Tower of Order say where Tiana hides in safety. If you bring me that key, I say will be greatly in your debt. I cannot promise you power say without limits, but I can promise you a great deal of power. say This is what I ask of you. However, I realize it is indeed say difficult task, and one that many would not survive, so, say I will not see you as too big of a coward if you don't go say through with it. That is all $n, you may leave. endif endif ~ >give_prog key order~ if ispc($n) == 1 if isgood($n) == 1 mpkill $n else say You have done well $n. For your hard work, I feel I might say be a tad generous and give to you this. mpoload 5217 give night $n say There, enjoy it. mpjunk order endif endif ~ >fight_prog 30~ mpoload 5150 quaff mylori ~ | #5178 Morla~ Morla~ Morla stands over a corpse, which she slowly returns to "life". ~ An old woman, she is stooped and ugly. She sees the world through small squinting gray eyes, looking out over a big nose. She is far from the beauty who tamed the beast in the stories. She smells of rotting flesh, and you can't help but wonder if it's from being around corpses..or if it's just her. ~ 67 403177664 1146896 24640 0 -1000 S 130 1 50 50 50000 50000d0+0 0d0+130000 1300 0 0 0 0 2 3 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 smile $n say I'll perform my next experiment on you $n. Thanks for say volunteering. I really appreciate it. cackle cast 'cone of frost' else say My my...I've so much to get done... Hmm..$n, why don't say YOU do something for ME? Here's what I could use. I.. say Um....need....a black rose...damnit, almost forgot what say I needed. cackle endif endif ~ >give_prog black rose~ if ispc($n) == 1 if isgood($n) == 1 say What the??? Hey...who the?? emote looks totally lost.. say That's it... mpkill $n else cackle say Excellent. Just what I needed.. For your trouble, you say you can have one of these. smile mpoload 5233 give bone $n endif endif ~ >fight_prog 30~ mpechoat $n &CFreezing winds sweep over you. cast 'winters chill' $n ~ >fight_prog 15~ mpechoat $n &CA Cone of cold bitter frost stretches from Morla's hands. cast 'cone of frost' ~ >fight_prog 35~ mpechoat $n &BNull magic flows around you. cast 'dispel magic' $n ~ >fight_prog 25~ mpechoat $n &WThe air is filled suddenly with a smell of decay.. cast 'tomb rot' $n ~ >fight_prog 5~ mpehoat $n &zAn curse of unholy nature falls upon you. cast 'unholy curse' $n ~ >fight_prog 15~ mpechoat $n &CMorla draws a deep breath, winks at you, and exhales! cast 'frost breath' $n ~ >speech_prog open door~ if ispc($n) == 1 if isgood($n) == 1 cackle say Oh that's funny.. emote wipes some tears from her eyes. mpkill $n else say What $n? Oh, that, one second. mpoload 5196 unlock up open up say There... endif endif ~ >fight_prog 10~ mpoload 5150 quaff mylori ~ | #5179 Cianra~ Cianra~ Cianra stands here, sipping from a crystal goblet filled with blood. ~ &rCianra is fairly tall, almost unaturally tall, but hey, she isn't really a natural sort of lady. Long and sharp white fangs can be seen when she smiles at you, and her skin has an unusually pale tint to it that suggests it has been quite some timee since the light of day has seen her. Her long black hair has this odd sheen to it, and looking at it carefully... you think it's moving.. ~ 3 524480 1343504 157760 0 -1000 S 130 1 50 50 50000 50000d0+0 0d0+130000 1300 0 0 0 0 2 3 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 say Welcome $n. I'm sorry that I can't really allow you to say live for long as Dekral doesn't like it when I get too say sociable. sigh say Ah well, I'm sure you would have proven to be an most say interesting mortal for a few moments at least. mpechoat $n &YYou suddenly find that Ciarna right beside you, she lashes out at you! mpkill $n else curtsey $n say How is everything going with you $n? Here, let me get say you something to drink. emote goes over to a rack of bottles, examines it, then shrieks suddenly. say My supply of young blood is gone!!! I need young blood say to offer guests, it's the best of the best, specially if say it's from a young virgin, my particular favorite. sigh say $n, you simply must go find me some. endif endif ~ >speech_prog open door~ if ispc($n) == 1 if isgood($n) == 1 say Nah, I don't think so. mpkill $n else say Ah, fine then... pout say I only wanted to talk with someone... mpoload 5190 unlock up open up mpjunk blood say There, the door is open once again. endif endif ~ >give_prog vial blood young virgin~ if ispc($n) == 1 if isgood($n) == 1 cackle say Thanks, but I'll have to have your blood with it. grin mpkill $n else say Excellent $n, now, let us talk of...well, whatever say you wish to talk about. grin say Oh, and you might as well have this too. mpoload 5232 give flask $n endif endif ~ >speech_prog Talrax~ if ispc($n) == 1 if isgood($n) == 1 mpkill $n else say Well, to put it simply, he's a big bastard. He's really say not nice in any way whatsoever. And he will stop at next say to nothing to take over Aurum, and yet..I don't exactly say understand why he wants it so badly. He will not tolerate say good people in his presence, they will be sent to the say prison that none return from. And when I say none, I say truly mean none. Ever I wouldn't want to go there. shiver endif endif ~ >speech_prog Dekral~ if ispc($n) == 1 if isgood($n) == 1 mpkill $n else grimace say I really don't get along with him very much. He's far too say arrogant for my tastes, and he's always so bossy. He's say always saying "Do this now" "Don't do that" and stuff like say that, really gets on my nerves. What I do appreciate say about him is his intelligence, he really is quite clever. endif endif ~ >speech_prog Syril~ if ispc($n) == 1 if isgood($n) == 1 mpkill $n else say Syrils an okay sort of guy, if a bit stiff and by the book. say He's really quite honorable though and very polite. say I have more respect for him than most others. endif endif ~ >speech_prog morla~ if ispc($n) == 1 if isgood($n) == 1 mpkill $n else say For certain reasons, I don't really wish to speak about say that half wit witch.. endif endif ~ >speech_prog weather~ if ispc($n) == 1 if isgood($n) == 1 mpkill $n else say Umm, well, of course, the only time I'm ever outside much say is at night. It's usually okay, but as I'm here right now. say I can't really tell what it's like outside $n. smile endif endif ~ >fight_prog 30~ mpecho &GNoxious gas fills the room. cast 'gas breath' ~ >fight_prog 30~ mpechoat $n Your shields go tumbling down. cast 'dispel magic' $n ~ >fight_prog 30~ mpechoat $n &WCianra sinks her teeth deep into your neck. use drain ~ >fight_prog 10~ mpoload 5150 quaff mylori ~ | #5180 Poet~ The Poet~ A young elf stands here, smiling at all who come by. ~ This is the only person you've encountered here who isn't human that you can tell belongs here. He is dressed in white and gold and there is about him an aura of peace and serenity that seems to try to work at your heart. Though his skin still seems young and full of health, his hair is white and silver, suggesting that perhaps he isn't as young as he first appears. ~ 3 234881088 32816 24576 0 1000 S 135 1 100 100 40000 40000d0+0 0d0+135000 1350 0 0 0 0 1 3 0 0 >fight_prog 30~ mpechoat $n &BMagic flows away from around you at a gesture from the Poet. cast 'dispel magic' $n ~ >fight_prog 15~ cast 'bend light' $n ~ >all_greet_prog 100~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 say Hello $n, you seem to be in good health. I do hope that say you continue to walk the path of light. else say You really should strive to be among the righteous $n. say If you aren't, then there will be nothing for you in death say but pain and suffering. endif endif ~ >fight_prog 20~ cast 'tale of terror' $n ~ >fight_prog 20~ cast 'blindness' $n ~ >fight_prog 20~ mpechoat $n &YThe Poet looks you in the eye, and whispers, "Age $n." cast 'age' $n ~ >fight_prog 20~ cast 'confusion' $n ~ >rand_prog 3~ mpgoto 5175 mpoload 5246 close down lock down mpjunk touch mpgoto 5184 ~ >speech_prog arcanus~ if ispc($n) == 1 say Arcanus is a sword of legend. Quite powerful it is said say to be in the things I have read of it. I've heard something say of how it's created, would you be interested in knowing? emote grins. endif ~ >speech_prog yes~ if ispc($n) == 1 smile say For now, I think I'll leave you in the dark, and say only that such say a weapon does exist somewhere. endif ~ >fight_prog 40~ use circle ~ >fight_prog 40~ wear knife dual knife ~ >fight_prog 35~ cast 'entangle' $n ~ | #5181 lava demon lavademon~ A Lava Demon~ A demon of shifting lava growls at you. ~ ~ 3 192 16810000 133120 0 -1000 S 110 1 75 75 5000 20000d0+0 0d0+0 1100 0 0 0 0 0 3 0 0 >fight_prog 35~ mpechoat $n &WThe Lava Demon claws you! use claw ~ | #5182 Demon chaos~ The Demon of Chaos~ The guardian of chaos, an enormous demon, stands guard for Talrax. ~ A huge demon would easily dwarf a giant, it looks at you as you enter the room. You can't tell whether it's happy or unhappy to see you. You just hope it doesn't decide to attack. ~ 3 0 17858576 320 0 0 S 120 1 50 50 40000 40000d0+0 0d0+0 1200 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if isnpc($n) == 1 break endif if ispc($n) == 1 if isgood($n) == 1 mpkill $n else mpechoat $n &YThoughts enter your mind, they are not your own. mpechoat $n &RYOU NEED ONLY ASK AND I WILL OPEN THE DOOR... endif endif ~ >speech_prog open door~ if ispc($n) == 1 if isgood($n) == 1 mpkill $n else mpechoat $n &YThoughts enter your mind. mpechoat $n &RIT IS DONE... mpoload 5227 unlock down open down mpjunk key endif endif ~ >fight_prog 35~ mpechoat $n &YThe Demon slams into you! use slam ~ >fight_prog 15~ mpechoat $n &BMagic is drained from you. cast 'dispel magic' $n ~ >fight_prog 35~ mpechoat $n &CThe Demon tries to knock your weapon from your hand. use disarm ~ | #5183 Hedge monster~ The Hedge Monster~ &GA hedge statue stands here. ~ ~ 67 201326784 18120720 64 0 0 S 112 1 100 100 32000 32000d0+0 0d0+112000 1120 0 0 0 0 0 3 0 0 >fight_prog 35~ mpechoat $n >he Hedge Monster lunges at you, jaws open wide. use bite ~ >fight_prog 15~ cast 'entangle' $n ~ >rand_prog 4~ emote looks at you and licks it's hedge lips. ~ >rand_prog 3~ if ispc($r) == 1 emote looks at you and licks it's hedge lips. mpkill $r endif ~ >fight_prog 25~ mpechoat $n &GNature curses you for your crimes. cast 'curse of nature' $n ~ | #5184 crazy old man~ The Crazy Old Man~ A man lies here, mumbling to himself. ~ The old man wears naught but a plain white robe, which has several grass stains from sitting on the ground all day long, staring up at the sky. He's not the most stable of people, so for the most part, he is left to himself. ~ 131075 33554496 98320 24576 0 400 S 110 1 100 100 35000 35000d0+0 0d0+110000 1100 0 0 0 0 1 0 0 0 >all_greet_prog ~ if isnpc($n) == 1 break endif if ispc($n) == 1 emote whistles softly to himself a sad tune. endif ~ >speech_prog hi hello~ if ispc($n) == 1 say Hey there $n. mpecho &cThe Crazy Old Man mutters, '$n is a spoiled little twit' say So, you doing well $n? mpecho &cThe Crazy Old Man mutters, 'Like $n isn't doing well, the thief..' say Well, do have a nice day $n. mpecho &cThe Crazy Old Man mutters, 'Burn in hell $n.' endif ~ >fight_prog 15~ mpecho &CEveryone is surrounded in cold snow and ice. cast 'cone of frost' ~ >fight_prog 30~ mpechoat $n &BMagic is stripped from around you. cast 'dispel magic' $n ~ >fight_prog 15~ cast 'meteor swarm' ~ >fight_prog 15~ say I'll teach you you little twerp! cast 'web' $n ~ >fight_prog 15~ mpecho &RA Portal opens to the sun. cast 'sunburst' $n ~ >fight_prog 15~ mpechoat $n Does some weird little dance, then points at you. cast 'malignify' $n ~ >death_prog 100~ if ispc($n) == 1 say You know, I really, really, hate crackers. sigh endif ~ >rand_prog 5~ if ispc($r) == 1 mpecho &cThe Crazy Old Man mutters, 'I hear that $r can't tell the difference' mpecho &cThe Crazy Old Man mutters, 'between a hand and a foot. What a bafoon. snicker endif ~ | #5185 magic pixie higglehop~ The Pixie of Magic~ A pixie flies about, watching you. ~ ~ 3 128 16 0 0 1000 S 140 1 280 280 10000 10000d0+0 0d0+0 1400 0 0 0 0 2 3 0 0 #5186 avenger spirit~ An Avenging Spirit~ A spirit stands here, avenging the abused. ~ A being of white light with a tall elegant grace of movement. You find that if you look hard enough, you can just make out the smallest of features. ~ 3 369623104 884752 16384 0 -1000 S 130 1 400 400 22000 40000d0+0 0d0+0 1300 19 0 0 0 0 0 0 0 >fight_prog 20~ if isnpc($n) say Another time then. mpgoto 5190 mppurge self endif ~ >fight_prog 25~ if isnpc($n) emote leaves. mpgoto 5190 mppurge self else say You have made a mistake. c 'wrath of god' endif ~ >fight_prog 30~ if ispc($n) use slit endif ~ >fight_prog 20~ if ispc($r) == 1 if isfight($r) == 1 growl c 'winters' else say No sitting around for you! Join the fun! c 'web' $r endif endif ~ >fight_prog 40~ mpoload 5150 quaff mylori ~ >rand_prog 40~ say Another time child. mppurge self ~ | #5187 dragon head~ The Dragon Head~ The head of a dragon, attacched to the Chimaera is here. ~ >he head of a mighty red dragon is attached to the body of the Chimaera, it glares at you, snorting a little bit of flame, illuminating the darkness about you. ~ 3 33570880 32784 0 0 -1000 S 70 1 140 140 24000 24000d0+0 0d0+0 700 0 0 0 0 0 0 0 0 >entry_prog 100~ say Hello $r ~ | #5188 Goat head~ The Goat Head~ The head of the goat is here. ~ &WThe goat head, perhaps the least fierce of the bunch glares at you. Perhaps angry because of its rather lack of fame and known power, but be rest assured that it's power is none the less great. ~ 3 192 16 131328 0 -1000 S 70 1 140 140 21000 21000d0+0 0d0+0 700 0 0 0 0 0 0 0 0 #5189 Sentry orb~ The Sentry Orb of Dianosys~ The Senty Orb of Dianosys stands guard. ~ ~ 3 16777216 32784 0 0 0 S 110 1 220 220 4000000 4000000d0+0 0d0+0 1100 0 0 0 0 0 0 0 0 >all_greet_prog 100~ if ispc($n) == 1 if level($n) < 49 say You are not permitted here. Leave. push $n south push $n north push $n east push $n west endif endif ~ >all_greet_prog 100~ if ispc($n) == 1 if level($n) > 80 say You are not permitted here. push $n north push $n south push $n east push $n west endif endif ~ | #5200 void~ Void~ Void, the eternal darkness waits, and watches. ~ ~ 67 168296512 4292628 16384 0 0 S 150 1 300 300 50000 50000d0+0 0d0+0 1500 0 0 0 0 0 2051 0 0 >all_greet_prog 100~ if isnpc($n) if isgood($n) say I'm a good aligned pc. else say I'm an evil pc. endif else say I'm not a pc. endif ~ | #0 #OBJECTS #5101 Portal gate aurum~ the Portal to Aurum~ A Glowing Portal stands here.~ ~ 29 201326594 0 0 0 0 0 100 100 5104~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #5102 Portal gate aurum~ the Portal from Aurum~ A Glowing Portal stands here.~ ~ 29 201326594 0 0 0 0 0 100 100 5103~ 0~ 0~ 0~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #5103 aurumpass pass~ a Pass to Aurum~ A piece of paper likes here.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 2 1 0 0 0 reserved~ 0 0 0 0 0 #5104 Key~ a key to Aurum~ A key lies here.~ ~ 18 128 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5105 Dragon fountain water~ the Dragon Fountain~ A fountain in the likeness of a dragon spouts water.~ ~ 25 536870912 0 0 0 0 106 100 100 0~ 0~ 0~ 0~ 2 1 0 0 0 dispel magic~ 0 0 0 0 0 #5106 Silver fist~ silver Fist~ A silver fist lies on the ground.~ ~ 5 140608576 36 0 0 8193 100 100 100 0~ 40~ 85~ 8~ 10 1000 0 0 0 reserved~ 0 0 0 0 0 A 23 -10 A 26 100 A 13 140 A 18 15 A 19 45 #5107 vine whip~ a Vine Whip~ A vine lies on the ground.~ ~ 5 234897472 8192 0 0 8193 100 100 100 0~ 30~ 85~ 4~ 5 1000 0 5 0 entangle~ 20 20 0 0 0 A 24 -10 A 19 15 A 18 45 A 26 100 A 13 100 A 2 2 A 12 100 #5108 key life~ the Key of Life~ A key lies here in the form of a twig.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5109 key devotion~ the Key of Devotion~ A key in the form of a white flame lies here.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5110 key harmony~ the Key of Harmony~ A key in the shape of a flute lies on the ground.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5111 brass horn~ a Brass Horn~ A horn of brass lies here.~ ~ 5 134348800 8202 0 0 8193 100 100 100 0~ 30~ 85~ 6~ 2 1000 0 5 0 create illusion~ 4 4 0 0 0 A 23 -10 A 24 -10 A 13 110 A 19 35 A 18 25 A 5 2 #5112 Singing sword~ the Singing Sword~ A sword that refuses to shut up lies here singing aloud.~ ~ 5 705299520 139293 0 0 8193 104 100 100 0~ 30~ 85~ 3~ 9 1040 0 0 0 reserved~ 0 0 0 0 0 A 12 150 A 13 150 A 19 45 A 18 45 A 23 -18 A 24 -18 A 4 2 A 3 2 A 26 115 #5113 Leaf~ a Tiny Green Leaf~ A leaf, green in colour, lies on the ground.~ ~ 13 268435456 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 5117 0 0 #5114 Holy symbol~ a Holy Symbol~ A holy symbol of some sort lies on the ground.~ ~ 13 268435456 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 5122 0 0 #5115 Flute~ a Tiny Silver Flute~ A tiny flute lies here.~ ~ 13 268435456 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 5122 0 0 #5116 small tiny shield~ a Tiny Shield~ A tiny shield, no bigger than your hand lies here.~ ~ 9 268435456 0 0 0 513 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 5117 0 0 #5117 leafy shield~ a Leafy Shield~ A small shield covered in leaves lies here.~ ~ 9 268435456 0 0 0 513 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 5123 5113 5116 A 3 1 #5118 heavy iron sword~ a Heavy Iron Sword~ An immense sword lies here...it looks quite heavy.~ ~ 5 547061824 144936 0 0 8193 100 100 100 0~ 40~ 90~ 3~ 17 1000 0 0 0 reserved~ 0 0 0 0 0 A 18 12 A 19 48 A 13 100 A 26 100 #5119 potion anti magic~ a potion of Anti-magic~ A vial rests here.~ ~ 10 268435456 0 0 0 1 106 100 100 200~ dispel magic~ dispel magic~ dispel magic~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5120 will o' the wisp~ a Will o' the Wisp~ A Will o' the Wisp floats here.~ ~ 9 268435456 0 0 0 32769 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 A 12 50 #5121 honey comb~ a Honey Comb~ A comb of honey lis on the ground, getting all dirty.~ ~ 19 0 0 0 0 1 1 100 100 40~ 0~ 0~ 0~ 1 8 0 0 0 reserved~ 0 0 0 0 0 #5122 Holy Flute~ a Holy Flute~ A holy flute capable of divine music lies here.~ ~ 13 268435456 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 5123 5114 5115 #5123 key order~ the Key of Order~ A key lies here, instilling order in that which lies around it.~ ~ 18 268435456 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 5117 5122 #5124 key justice~ the Key of Justice~ A key lies on the ground in the likeness of a sword.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5125 black stinger~ a Black Stinger~ A stinger, of what you think might be a bee, lies on the ground.~ ~ 5 71581696 8194 0 0 8193 95 100 100 0~ 25~ 75~ 11~ 5 948 0 0 0 reserved~ 0 0 0 0 0 A 18 18 A 19 32 A 13 70 A 12 70 A 26 50 #5126 Dragonfly eyes~ dragonFly Eyes~ Multi-faceted eyes lie on the ground.~ ~ 27 536870912 8192 0 0 131073 102 100 100 102~ 15~ 15~ scry~ 1 1020 0 5 0 scry~ 15 15 0 0 0 A 23 -17 A 24 -17 A 12 100 A 13 110 A 19 13 A 18 12 #5127 Chest~ an Old Chest~ A dirty old chest rests in the corner, collecting dust.~ ~ 29 0 0 0 0 0 1 100 100 5290~ 0~ 0~ 0~ 1000 1 0 0 0 reserved~ 0 0 0 0 0 #5128 portal merentha~ the Portal back to Aurum~ &wA portal stands here that leads back to Aurum.~ ~ 29 1 0 0 0 0 1 100 100 5212~ 0~ 0~ 0~ 1000 1 0 0 0 reserved~ 0 0 0 0 0 #5129 Arcane key~ an Arcane Key~ A key covered in runes lies here.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5130 justice~ justice~ A gleaming sword glows on the ground.~ ~ 5 134218816 8200 0 0 8193 104 100 100 0~ 30~ 85~ 1~ 7 1040 0 0 0 holy strength~ 0 0 0 0 0 A 18 42 A 19 48 A 13 200 A 26 125 A 24 -30 #5131 sword guards~ the Sword of the Guards~ A fairly plain sword floats slightly above the ground.~ ~ 5 33555520 8192 0 0 8193 95 100 100 0~ 20~ 75~ 3~ 6 948 0 0 0 reserved~ 0 0 0 0 0 A 18 15 A 19 35 A 13 100 A 26 75 #5132 Small silver Dragon earring~ a Tiny Silver Dragon Earring~ An earring in the shape of a dragon lies here, made of silver.~ ~ 9 0 0 0 0 524289 100 100 100 15~ 0~ 0~ 0~ 1 1000 0 0 0 reserved~ 0 0 0 0 0 A 24 -12 A 25 30 A 12 100 A 19 10 A 18 10 #5133 blue robe magi~ a Blue Robe of the Magi~ A beautiful blue robe lies here.~ ~ 9 0 0 0 0 1025 103 100 100 12~ 0~ 0~ 0~ 3 1028 0 0 0 reserved~ 0 0 0 0 0 A 13 80 A 12 350 A 24 -27 A 19 8 A 18 8 A 3 2 #5134 Book 101 stupid people~ a Book Title 101 stupid people~ A thick book lies here, neglected.~ ~ 9 536871040 0 0 0 16385 102 100 100 16~ 0~ 0~ 0~ 1 1020 0 0 0 reserved~ 0 0 0 0 0 A 18 13 A 19 12 A 12 175 A 13 90 A 3 1 #5135 silk pants~ silk Pants~ A pair of silk pants lie on the ground.~ ~ 9 134218752 0 0 0 33 103 100 100 17~ 0~ 0~ 0~ 1 1028 0 0 0 reserved~ 0 0 0 0 0 A 18 10 A 19 10 A 13 50 A 24 -35 A 12 150 #5136 Glass Dagger~ a Glass Dagger~ A dagger of glass glitters on the ground.~ ~ 5 1308639296 8192 6404 0 8193 104 100 100 0~ 30~ 90~ 11~ 2 1 0 0 0 reserved~ 0 0 0 0 0 A 19 60 A 18 20 A 26 -80 A 23 10 A 24 10 A 12 -100 A 13 -100 #5137 Mask of Illusion~ the Mask of Illusion~ A mask of shifting colours lies here.~ ~ 9 403439680 2065 0 0 65537 103 100 100 17~ 0~ 0~ 0~ 1 1028 0 0 0 reserved~ 0 0 0 0 0 A 24 -20 A 19 13 A 18 13 A 3 1 A 12 180 A 13 100 #5138 writhing wooden bracelet~ a Writhing Wooden Bracelet~ A bracelet of wooden tendrils flails about on the ground.~ ~ 9 67108864 0 0 0 4097 102 100 100 19~ 0~ 0~ 0~ 1 1020 0 0 0 reserved~ 0 0 0 0 0 A 19 10 A 18 10 A 23 -18 A 26 95 A 25 35 A 12 110 A 13 130 #5139 Piece of a black orb~ a piece of a black orb~ A broken section of a black sphere lies here.~ ~ 13 67108864 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 5141 0 0 #5140 A piece of a black orb~ a Piece of a Black Orb~ The broken section of a black sphere lies here.~ ~ 9 603979776 0 0 0 32769 90 100 100 12~ 0~ 0~ 0~ 1 900 0 0 0 reserved~ 0 0 5141 0 0 A 24 -10 A 12 90 A 13 90 A 19 9 A 18 9 #5141 Crystalline Orb of aurum~ a Crystalline Orb of Aurum~ A crystal orb lies here, glittering in the sun.~ ~ 9 603980802 0 0 0 32769 104 100 100 15~ 0~ 0~ 0~ 1 1040 0 0 0 reserved~ 0 0 0 5139 5140 A 24 -20 A 18 15 A 19 15 A 13 150 A 12 150 #5142 belt silver links~ &wA Belt of Silver Links~ A belt of intricate silver links lies here.~ ~ 9 134218753 1563 0 0 2049 104 100 100 14~ 0~ 0~ 0~ 2 1040 0 0 0 reserved~ 0 0 0 0 0 A 19 10 A 18 5 A 24 -15 A 23 -15 A 12 200 A 13 150 #5143 Emerald armguards~ emerald Armplates~ A set of emerald armplates lie on the ground.~ ~ 9 134218753 0 0 0 257 104 100 100 12~ 0~ 0~ 0~ 3 1040 0 0 0 reserved~ 0 0 0 0 0 A 19 15 A 18 15 A 12 150 A 3 2 A 24 -25 A 13 120 #5144 A claw~ claws~ Animal claws, cut from some poor beast lie here in a pool of blood.~ ~ 5 536879104 0 0 0 8193 106 100 100 0~ 0~ 0~ 5~ 1 400 0 0 0 reserved~ 0 0 0 0 0 A 18 300 A 26 1000 A 19 120 #5145 Simple white orb~ a Simple White Orb~ A glowing white orb lights up the room.~ ~ 1 671088641 0 0 0 1 102 100 100 0~ 0~ -1~ 0~ 1 1020 0 0 0 reserved~ 0 0 0 0 0 A 19 12 A 18 12 A 23 -11 A 12 180 A 13 90 A 24 -11 #5146 nutmeg~ nutmeg~ A bit of nutmeg is here.~ ~ 19 0 0 0 0 1 1 100 100 5~ 0~ 0~ 0~ 1 8 0 0 0 reserved~ 0 0 0 0 0 #5147 Ivory Mace~ an Ivory Mace~ A mace of pure ivory lies on the ground.~ ~ 5 671088640 0 2 0 8193 104 100 100 0~ 0~ 0~ 8~ 9 1040 0 0 0 reserved~ 0 0 0 0 0 A 26 150 A 24 -30 A 12 200 A 13 200 A 18 10 A 19 80 #5148 White blade magic~ a White Blade of Magic~ A long white blade glows here.~ ~ 5 134225921 0 0 0 8193 106 100 100 0~ 0~ 0~ 3~ 1 1060 0 0 0 reserved~ 0 0 0 0 0 A 19 100 A 18 100 A 26 1000 A 24 -250 #5149 talonn~ a Talon~ A birds talon lies here.~ ~ 5 8192 0 0 0 8193 106 100 100 0~ 0~ 0~ 1~ 1 1060 0 0 0 reserved~ 0 0 0 0 0 A 26 1000 A 19 80 A 18 200 #5150 mylori potion~ a Mylori Potion~ A potion of extreme power lies here.~ ~ 10 268443648 0 0 0 1 106 100 100 200~ golden armor~ shockshield~ heal~ 1 1060 0 0 0 reserved~ 0 0 0 0 0 #5151 book cloud formations~ a Book about Cloud Formations~ A book lies on the ground.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 0 40 0 0 0 reserved~ 0 0 0 0 0 #5152 red rose~ a Red Rose~ A red rose lies on the ground, wasting away.~ ~ 8 0 0 0 0 16385 1 100 100 0~ 0~ 0~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #5153 black rose~ a Black Rose~ A black rose lies here, wasting away.~ ~ 8 0 0 0 0 16385 1 100 100 0~ 0~ 0~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #5154 daisy~ a Daisy~ A daisy lies here, forgotten.~ ~ 8 0 0 0 0 16385 1 100 100 0~ 0~ 0~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #5155 White rose~ a White Rose~ A white rose lies here, discarded.~ ~ 8 134217728 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #5156 little doll~ a Little Girl's Doll~ A doll lies here, probably some little girl somewhere looks for it.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #5157 dragon anklet~ a Dragon Anklet~ An anklet in the shape of dragon biting it's tail lies here.~ ~ 9 0 0 0 0 1048577 1 100 100 0~ 0~ 0~ 0~ 1 8 0 0 0 reserved~ 0 0 0 0 0 A 3 2 #5158 carved piece obsidian~ a Carved Piece of Obsidian~ A unrecognizable piece of obsidian lies here.~ ~ 13 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 2 4 0 0 0 reserved~ 0 0 5162 0 0 #5159 Oak Tree~ an Oak Tree~ An oak tree grows here, towering above everything.~ ~ 15 0 0 0 0 0 1 100 100 999~ 13~ 5160~ 0~ 1000 4 0 0 0 reserved~ 0 0 0 0 0 #5160 Oak tree key~ the Oak Tree Key~ A key in the shape of an uprooted oak lies here.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 8 0 0 0 reserved~ 0 0 0 0 0 #5161 carved piece onyx~ &wA Carved Piece of Onyx~ An odd piece of onyx lies here.~ ~ 13 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 2 8 0 0 0 reserved~ 0 0 5162 0 0 #5162 Eyeless black dragon figurine~ an Eyeless Black Dragon Figurine~ A figurine in the likeness of a dragon lies here, with no eyes.~ ~ 8 0 0 0 0 1 100 100 100 0~ 0~ 0~ 0~ 0 4000 0 0 0 reserved~ 0 0 5164 5158 5161 #5163 pair rubies~ a Pair of Rubies~ A couple of rubies lie here.~ ~ 8 0 0 0 0 1 90 100 100 0~ 0~ 0~ 0~ 1 2000 0 0 0 reserved~ 0 0 5164 0 0 #5164 ruby eyed black dragon figurine~ a Ruby Eyed Black Dragon Figurine~ A figurine in the likeness of a dragon with ruby eyes lies here.~ ~ 8 0 0 0 0 1 100 100 100 0~ 0~ 0~ 0~ 1 4000 0 0 0 reserved~ 0 0 0 0 0 #5165 Dhalkar Scroll~ a Dhalkar Scroll~ A scroll lies here.~ ~ 2 8192 0 0 0 1 106 100 100 150~ sanctuary~ fireshield~ chaos field~ 1 1060 0 0 0 reserved~ 0 0 0 0 0 #5166 Darksword~ a Darksword~ A thin bladed sword sucks up the light around it...~ ~ 5 112738816 2048 0 0 8193 103 100 100 0~ 0~ 0~ 1~ 5 1028 0 0 0 reserved~ 0 0 0 0 0 A 18 32 A 19 46 A 13 160 A 12 100 A 25 40 A 26 80 #5167 Branch~ a Branch~ A branch has fallen off a tree.~ ~ 5 0 0 0 0 8193 102 100 100 0~ 0~ 0~ 8~ 7 1020 0 0 0 reserved~ 0 0 0 0 0 A 18 36 A 19 36 A 13 200 A 26 50 #5168 Soul chain~ a Soul Chain~ A small chain made up of tiny faces etched in an iron band lies here.~ ~ 9 100663808 0 0 0 1048577 103 100 100 0~ 0~ 0~ 0~ 1 1028 0 5 0 domination~ 10 10 0 0 0 A 19 10 A 18 10 A 13 90 A 25 60 A 12 80 #5169 white dragon scale armor~ white Dragonscale Armor~ Armor made of white dragonscales lies here.~ ~ 9 134218752 0 0 0 9 104 100 100 0~ 0~ 0~ 0~ 60 1040 0 0 0 reserved~ 0 0 0 0 0 A 12 150 A 13 100 A 18 45 A 19 45 A 24 -10 A 23 -10 #5170 azul blade~ azul~ A blue blade lies here, shedding a bit of light.~ ~ 5 671482881 131097 0 0 8193 104 100 100 0~ 0~ 0~ 3~ 4 1 0 0 0 reserved~ 0 0 5248 5217 0 A 18 40 A 24 -20 A 12 100 A 13 200 A 19 50 >join_prog 100~ 0 if ispc($n) == 1 if inroom($n) == 5354 if level($n) > 99 mpecho &zThe magical energy around you is drawn in by the two swords, making mpecho &zone that glows with a new power. else mpecho &RThe conditions of joining have not been fully met. endif endif endif ~ | #5171 coronet of aurum~ coronet of Aurum~ A coronet of thin golden wire lies here.~ ~ 9 0 0 0 0 17 104 100 100 0~ 0~ 0~ 0~ 3 1040 0 0 0 reserved~ 0 0 0 0 0 A 19 14 A 18 16 A 12 150 A 13 150 A 24 -15 #5172 Letter dekral~ a letter from Dekral~ A letter lies here.~ ~ 13 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 8 0 0 0 reserved~ 0 0 0 0 0 #5173 Essence magic~ the Essence of Magic~ Magic has gathered into a ball of light.~ ~ 1 393281 25 0 0 1 104 100 100 0~ 0~ -1~ 0~ 1 1040 0 0 0 reserved~ 0 0 5249 0 0 A 13 50 A 19 10 A 18 8 A 24 -35 A 12 300 >join_prog 100~ 0 if ispc($n) == 1 if inroom($n) == 5354 if level($n) > 99 mpecho You pour the essence of magic over the sword, increasing it's power. else mpforce $n drop all mpforce $n sac untempered mpforce $n sac essence mpforce $n sac untempered mpecho The conditions of joining have not been met. endif else mpforce $n drop untempered mpforce $n sac untempered mpforce $n sac untempered mpforce $n sac essence mpecho The conditions of joining have not been met. endif endif ~ | #5174 Gate portal~ &WA Red Gate~ A red gate that leads to who knows where...~ ~ 29 33554432 0 0 0 0 1 100 100 5103~ 0~ 0~ 0~ 10000 8 0 0 0 reserved~ 0 0 0 0 0 #5175 Black dagger~ a Black Dagger~ A thin black dagger lies here.~ ~ 5 100680192 0 0 0 8193 95 100 100 0~ 30~ 90~ 11~ 4 948 0 0 0 reserved~ 0 0 0 0 0 A 19 35 A 18 15 A 26 75 A 13 100 #5176 Night black platemail~ night Black Platemail~ A suit of black platemail lies here.~ ~ 9 67109376 0 0 0 9 95 100 100 0~ 0~ 0~ 0~ 50 948 0 0 0 reserved~ 0 0 0 0 0 A 24 -8 A 25 30 A 13 120 A 19 30 A 18 24 #5177 black gem~ a Sparkling Black gem~ A sparkling black gem lies on the ground, careful, you might step on it.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5178 red gem~ a Glowing Red gem~ A glowing red gem is on the ground.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5179 Flaming skull~ a Flaming Skull~ A flaming skull, burning deep red, stares back at you.~ ~ 9 100663808 0 0 0 32769 103 100 100 0~ 0~ 0~ 0~ 1 1028 0 0 0 reserved~ 0 0 0 0 0 A 13 105 A 12 100 A 24 -13 A 23 -13 A 18 10 A 19 16 #5180 black bladed axe~ a Black Bladed Axe~ A big axe with black blades is on the ground.~ ~ 5 67125760 8192 0 0 8193 101 100 100 0~ 35~ 95~ 13~ 12 1008 0 0 0 reserved~ 0 0 0 0 0 A 25 55 A 13 140 A 26 100 A 18 21 A 19 45 #5181 Deathshield shield~ the Deathshield~ A shield of bones and blood is on the ground.~ ~ 9 67109376 0 0 0 513 103 100 100 0~ 0~ 0~ 0~ 5 1028 0 5 0 disintegrate~ 8 8 0 0 0 A 18 5 A 19 10 A 13 100 A 24 -45 A 12 300 A 25 100 #5182 Silver locket~ &wA Silver Locket~ A silver locket lies here, forgotten.~ ~ 9 134610944 25 0 0 5 103 100 100 0~ 0~ 0~ 0~ 2 1028 0 0 0 reserved~ 0 0 0 0 0 A 24 -35 A 23 -10 A 18 3 A 19 3 A 13 50 A 12 350 #5183 belt obsidian links~ a Belt of Obsidian Links~ A belt...made up of links of obsidian is on the ground.~ ~ 9 67109376 0 0 0 2049 104 100 100 0~ 0~ 0~ 0~ 2 1040 0 0 0 reserved~ 0 0 0 0 0 A 19 14 A 18 14 A 25 40 A 12 90 A 13 130 #5184 moon earring~ a Moon Shaped Earring~ An earring in the likeness of the moon is on the ground.~ ~ 9 134217729 0 0 0 524289 104 100 100 0~ 0~ 0~ 0~ 1 1040 0 0 0 reserved~ 0 0 0 0 0 A 19 5 A 24 -50 A 25 45 A 13 50 A 12 400 A 18 5 #5185 Jail key~ the Jail Key~ A key lies here.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5186 spirit ring~ &CSpirit Ring~ A grayish metallic ring is lying discarded on the floor, it looks ancient.~ ~ 9 201326592 0 0 0 3 102 100 100 0~ 0~ 0~ 0~ 1 1020 0 0 0 reserved~ 0 0 0 0 0 A 18 6 A 19 6 A 13 100 A 12 235 A 25 39 A 24 -30 #5187 Purple scale leggings~ purple Scale Leggings~ A pair of purple leggings are on the ground, made of scale.~ ~ 9 100663808 0 0 0 33 104 100 100 0~ 0~ 0~ 0~ 4 1040 0 5 0 faerie fire~ 10 10 0 0 0 A 19 12 A 18 8 A 12 100 A 25 50 A 13 150 #5188 band purple scale~ a Band of Purple Scales~ A band of purple scale lies here.~ ~ 9 100663808 0 0 0 4097 103 100 100 0~ 0~ 0~ 0~ 3 1028 0 0 0 reserved~ 0 0 0 0 0 A 19 9 A 12 80 A 25 40 A 13 110 A 18 13 #5189 purple dragonmail mail~ purple DragonMail~ A suit of dragon mail lies here.~ ~ 9 100663808 0 0 0 9 103 100 100 0~ 0~ 0~ 0~ 40 1028 0 0 0 reserved~ 0 0 0 0 0 A 13 150 A 19 35 A 18 35 A 23 -20 A 25 60 A 12 100 #5190 key blood~ key of Blood~ A red vial with ends that seem to be severed arteries lies here..~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5191 huge black hammer~ a Huge Black Hammer~ A black warhammer lies here.~ ~ 5 100827712 552 0 0 8193 100 100 100 0~ 30~ 90~ 8~ 9 1000 0 0 0 reserved~ 0 0 0 0 0 A 23 30 A 24 30 A 25 33 A 13 130 A 19 55 A 18 5 #5192 key strife~ the Key of Strife~ A black key lies here.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5193 black blade scimitar~ a Black Bladed Scimitar~ A scimitar with a blade black in colour lies here.~ ~ 5 100794880 8 0 0 8193 100 100 100 0~ 30~ 90~ 3~ 10 1000 0 0 0 reserved~ 0 0 0 0 0 A 26 100 A 25 40 A 12 80 A 13 140 A 19 42 A 18 18 #5194 key sin~ the Key of Sin~ A key lies here, shaped like a small knife.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5195 dragon tail whip~ a Dragontail Whip~ A long scaly whip lies here.~ ~ 5 234881536 0 0 0 8193 100 100 100 0~ 30~ 90~ 7~ 10 1000 0 0 0 reserved~ 0 0 0 0 0 A 19 25 A 26 120 A 13 300 A 18 25 #5196 Key death~ the Key of Death~ A key of bones lies here.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5197 demon scythe~ a Demon Scythe~ A long scythe covered in red blood lies on the ground.~ ~ 5 67764800 8200 0 0 8193 100 100 100 0~ 30~ 90~ 1~ 10 1000 0 0 0 reserved~ 0 0 0 0 0 A 18 20 A 19 40 A 24 -10 A 23 -10 A 25 33 A 13 150 A 26 100 #5198 Blinking eye eye1~ a Blinking Eye~ An eye floats about an inch above the ground, blinking at you.~ ~ 9 67109376 0 0 0 32769 85 100 100 0~ 0~ 0~ 0~ 1 848 0 0 0 reserved~ 0 0 5254 0 0 A 25 30 A 24 -15 A 12 70 A 13 85 A 19 11 A 18 6 #5199 blinking eye eye2~ a Blinking Eye~ An eye floats about an inch above the ground, blinking at you.~ ~ 9 67109376 0 0 0 32769 85 100 100 0~ 0~ 0~ 0~ 1 848 0 0 0 reserved~ 0 0 5254 0 0 A 19 11 A 25 30 A 24 -15 A 12 70 A 13 85 A 18 6 #5200 blinking eye eye3~ a Blinking Eye~ An eye floats about an inch above the ground, blinking at you.~ ~ 9 67109376 0 0 0 32769 85 100 100 0~ 0~ 0~ 0~ 1 848 0 0 0 reserved~ 0 0 5255 0 0 A 25 30 A 24 -15 A 12 70 A 13 85 A 19 11 A 18 6 #5201 blinking eye eye4~ a Blinking Eye~ An eye floats about an inch above the ground, blinking at you.~ ~ 9 67109376 0 0 0 32769 85 100 100 0~ 0~ 0~ 0~ 1 848 0 0 0 reserved~ 0 0 5255 0 0 A 25 30 A 24 -15 A 12 70 A 13 85 A 19 11 A 18 6 #5202 soul sickle~ &wThe Soul Sickle~ A sickle lies here, drenched in blood.~ ~ 5 212222528 2064 0 0 8193 104 100 100 0~ 0~ 0~ 1~ 9 1040 0 0 0 reserved~ 0 0 0 0 0 A 13 200 A 19 35 A 18 30 A 25 40 A 12 200 #5203 the Eye of Errtu~ the Eye of Errtu~ A disembodied eye glares at you as you walk towards it.~ ~ 9 234881024 0 0 0 32769 105 100 100 0~ 0~ 0~ 0~ 1 1048 0 0 0 shadow plane~ 0 0 0 5254 5255 A 19 18 A 18 18 A 24 -20 A 25 60 A 12 200 A 13 200 #5204 Spiked gauntlets~ spiked Gauntlets~ A pair of evil gauntlets lies here, spikes protruding from them.~ ~ 9 100663808 0 0 0 129 95 100 100 0~ 0~ 0~ 0~ 5 948 0 0 0 reserved~ 0 0 0 0 0 A 18 5 A 19 15 A 25 50 A 12 80 A 13 80 #5205 gauntlet white gold~ the Gauntlets of White Gold~ Gauntlets sit on the ground, made of some silver metal.~ ~ 9 134218753 0 0 0 129 102 100 100 0~ 0~ 0~ 0~ 7 1020 0 0 0 reserved~ 0 0 0 0 0 A 19 12 A 18 12 A 24 -10 A 12 150 A 13 120 #5206 black slippers death~ the Black Slippers of Death~ A pair of black slippers sit here.~ ~ 9 33554944 0 0 0 65 103 100 100 0~ 0~ 0~ 0~ 1 1028 0 0 0 reserved~ 0 0 0 0 0 A 12 250 A 25 65 A 24 -25 A 19 7 A 18 7 #5207 leaf leaves slipper~ leaf slippers~ A pair of slippers sit here, they seem to be made of leaves.~ ~ 9 1024 0 0 0 65 104 100 100 0~ 0~ 0~ 0~ 1 1040 0 5 0 entangle~ 30 30 0 0 0 A 24 -33 A 13 100 A 12 300 A 19 8 A 18 8 #5208 shield might~ the Shield of might~ A magnificent shield lies here, sadly forgotten.~ ~ 9 134218753 0 0 0 513 104 100 100 0~ 0~ 0~ 0~ 10 1040 0 0 0 reserved~ 0 0 0 0 0 A 18 45 A 24 -30 A 26 150 A 12 100 A 13 100 A 23 -30 #5209 displacer cloak~ a Displacer Cloak~ A cloak seems to be lying on the ground, shifting here and there..~ ~ 9 67109378 0 0 0 1025 101 100 100 0~ 0~ 0~ 0~ 3 1008 0 5 0 displacement~ -1 -1 0 0 0 A 120 -1 A 23 -15 A 25 20 A 18 11 A 19 11 A 13 100 #5210 leggings of dynel~ the Leggings of Dynel~ A pair of blue leggings is on the ground.~ ~ 9 1024 0 0 0 33 100 100 100 0~ 0~ 0~ 0~ 2 1000 0 0 0 reserved~ 0 0 0 0 0 A 3 2 A 23 -15 A 13 100 A 12 100 A 19 10 A 18 10 #5211 blood soaked armplates~ blood soaked armplates~ A set of armplates lie here, blood glistening on their it's surface.~ ~ 9 33554944 0 0 0 257 102 100 100 0~ 0~ 0~ 0~ 4 1020 0 5 0 bloodbath~ 50 50 0 0 0 A 19 12 A 18 12 A 25 120 A 13 120 #5212 enlightened expression~ an Enlightened Expression~ The expression of enlightenment lies here..~ ~ 9 3073 0 0 0 65537 103 100 100 0~ 0~ 0~ 0~ 1 1028 0 0 0 reserved~ 0 0 0 0 0 A 18 10 A 19 10 A 4 2 A 23 -13 A 24 -13 A 12 160 A 13 100 #5213 demonic spectacles~ demonic spectacles~ A pair of fierce red spectacles lies here.~ ~ 27 67109376 0 0 0 131073 101 100 100 100~ -1~ 0~ identify~ 1 1008 0 0 0 reserved~ 0 0 0 0 0 A 18 11 A 19 11 A 13 110 A 25 35 A 12 100 #5214 anklet white gold~ an Anklet of White Gold~ A beautifully carved anklet lies on the ground.~ ~ 9 134218784 0 0 0 1048577 104 100 100 0~ 0~ 0~ 0~ 3 1040 0 0 0 reserved~ 0 0 0 0 0 A 19 5 A 18 15 A 12 220 A 13 150 A 24 -10 A 23 -10 #5215 opal knife~ an Opal Knife~ A knife...made of what you believe to be opal lies here.~ ~ 5 167773184 0 0 0 8193 102 100 100 0~ 0~ 0~ 11~ 2 1020 0 0 0 reserved~ 0 0 0 0 0 A 19 40 A 13 100 A 18 30 A 12 150 A 24 -25 #5216 Crown skulls~ a Crown of Skulls~ Sitting on the ground, you see a crown made of skulls.~ ~ 9 67109376 0 0 0 17 104 100 100 0~ 0~ 0~ 0~ 1 1040 0 0 0 reserved~ 0 0 0 0 0 A 13 140 A 12 140 A 25 50 A 24 -12 A 23 -12 A 18 15 A 19 15 #5217 Nightscar~ a blade named NightScar~ A sword unlike any you've seen before lies here..It's name is NightScar.~ ~ 5 640680448 131072 0 0 8193 104 100 100 0~ 0~ 0~ 3~ 3 1040 0 0 0 reserved~ 0 0 5248 5170 0 A 13 150 A 12 150 A 19 55 A 18 35 A 25 70 A 24 -15 A 23 -15 >join_prog 100~ 0 if ispc($n) == 1 if inroom($n) == 5354 if level($n) > 99 mpecho &zThe magical energy around you is drawn in by the two swords, making mpecho &zone that glows with a new power. else mpforce $n drop nightscar mpforce $n drop azul mpforce $n sac nightscar mpforce $n sac azul mpecho &z&RThe conditions of joining have not been fully met. endif endif endif ~ | #5218 circle bone~ a Circle of Bone~ A little circle of bone lies on the ground.~ ~ 9 570425856 0 0 0 524289 104 100 100 0~ 0~ 0~ 0~ 1 1040 0 0 0 reserved~ 0 0 0 0 0 A 13 100 A 25 40 A 23 -25 A 19 15 A 18 15 A 12 100 #5219 light absorbing blade~ a Light Absorbing Blade~ A blade lies here, sucking up light around it.~ ~ 5 603987968 0 0 0 8193 106 100 100 0~ 0~ 0~ 1~ 1 1060 0 0 0 reserved~ 0 0 0 0 0 A 18 100 A 19 100 A 26 1000 A 24 -250 #5220 portal cube~ a portal cube~ A small blue cube lies here.~ ~ 8 134217728 0 0 0 1 100 100 100 0~ 0~ 0~ 0~ 1 2000 0 5 0 portal~ 1 1 0 0 0 #5221 pain wand~ a Pain Wand~ A wand lies on the ground...~ ~ 5 234897984 8192 0 0 8193 103 100 100 0~ 0~ 0~ 6~ 2 1028 0 5 0 inflict pain~ -1 -1 0 0 0 A 18 50 A 19 18 A 13 100 A 25 50 A 12 40 A 26 90 #5222 Life token~ a life Token~ A token, white in colour shaped like a leaf lies here.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #5223 Fountain ice~ a Fountain of Ice~ A Fountain made of ice stands here, spilling icy cool water.~ ~ 25 134217728 0 0 0 0 1 100 100 0~ 0~ 0~ 0~ 1000000 4 0 0 0 reserved~ 0 0 0 0 0 #5224 Black vial~ a Black Vial~ A vial of black liquid lies here.~ ~ 10 268443648 0 0 0 1 106 100 100 400~ golden armor~ sanctuary~ satanic inferno~ 1 1 0 0 0 reserved~ 0 0 0 0 0 #5225 Letter danoa~ a Letter for Danoa~ A letter lies here, addressed to someone named Danoa.~ ~ 13 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5226 Onyx axe~ an Onyx Axe~ A large double edged axe lies here, made of onyx.~ ~ 5 67125824 8192 0 0 8193 104 100 100 0~ 0~ 0~ 8~ 18 1040 0 0 0 reserved~ 0 0 0 0 0 A 18 44 A 19 46 A 13 200 A 12 180 A 25 50 A 26 130 #5227 key chaos~ the Key of Chaos~ A key lies here, sparking and unstable in it's shape.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5228 Letter from danoa~ a Letter From Danoa~ A letter addressed to a "Dekral" lies here.~ ~ 13 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5229 Sanguine dagger~ a Sanguine Dagger~ A dagger, with a blade that appears to be made of blood, is here.~ ~ 5 67109440 8192 0 0 8193 104 100 100 0~ 0~ 0~ 11~ 3 1040 0 5 0 blood gout~ 10 10 0 0 0 A 18 40 A 19 50 A 25 100 A 13 100 A 12 100 A 26 150 #5230 Unholy Symbol~ an Unholy Symbol~ A symbol lies here, unholy in appearance, and crafted of onyx.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 5234 0 0 #5231 Ebony shield~ an Ebony Shield~ A little shield, ebony in colour lies here.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 5235 0 0 #5232 Flask blood~ a Flask of Blood~ A flask with a scarlet liquid lies here...it looks like blood..~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 5234 0 0 #5233 Pure white bone~ a Pure White Bone~ A piece of white bone lies here...perhaps the remains of some traveller.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 5235 0 0 #5234 Flask unholy blood~ a Flask of Unholy Blood~ Dark red blood lies here, kept in a simple glass flask.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 5242 5232 5230 #5235 shield bone~ a Shield of Bone~ A small shield lies here, made of white bone.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 5242 5231 5233 #5236 piece raw chaos~ a Piece of Raw Chaos~ Chaos, pure in form, shakes violently, but moves nowhere.~ ~ 5 637534784 8192 0 0 8193 100 100 100 0~ 0~ 0~ 11~ 6 1000 0 0 0 reserved~ 0 0 0 0 0 A 26 100 A 25 33 A 13 130 A 19 40 A 18 20 #5237 lifetaker sword~ lifetaker~ A long sword lies here in a pool of blood.~ ~ 5 100680192 0 0 0 8193 104 100 100 0~ 0~ 0~ 12~ 7 1040 0 5 0 blood gout~ 15 15 0 0 0 A 19 45 A 18 45 A 13 200 A 25 100 A 26 100 A 24 -15 #5238 Hammer methidoral~ the Hammer of Methidoral~ A hammer, one similar to Lucretia's own lies here.~ ~ 5 134219840 0 0 0 8193 103 100 100 0~ 0~ 0~ 8~ 8 1028 0 0 0 reserved~ 0 0 0 0 0 A 18 40 A 19 40 A 13 150 #5239 Executioner hammer~ the Executioner's Hammer~ A hammer, similar to that of the Executioner lies here.~ ~ 5 33554496 0 0 0 8193 103 100 100 0~ 0~ 0~ 8~ 8 1028 0 0 0 reserved~ 0 0 0 0 0 A 19 40 A 18 40 A 13 150 A 26 150 #5240 Smoldering flamberge~ a Smoldering Flamberge~ A flamberge lies here, smoldering.~ ~ 5 33554496 0 0 0 8193 103 100 100 0~ 0~ 0~ 3~ 7 1028 0 0 0 reserved~ 0 0 0 0 0 A 19 35 A 18 35 A 13 100 A 26 100 A 23 -25 #5241 big stone axe~ a Big Stone Axe~ A big axe of stone lies on the ground, discarded.~ ~ 5 64 8192 0 0 8193 103 100 100 0~ 0~ 0~ 13~ 25 1028 0 0 0 reserved~ 0 0 0 0 0 A 19 60 A 18 18 #5242 key mystic~ a Mystic key~ A key lies here, a blue black in colour.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 5234 5235 #5243 vial blood young virgin~ a vial filled with the blood of a young virgin~ A vial of what appears to be blood lies here.~ ~ 8 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #5244 justice~ a fake of Gariol's Sword Justice~ A sword lies here, it would appear to be the one Gariol wields.~ ~ 13 134217728 8192 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 8 0 0 0 reserved~ 0 0 0 0 0 #5245 Potion daemonic might~ a potion of Mental Block~ A potion of Mental Block lies here.~ ~ 10 268435456 0 0 0 1 100 100 100 104~ mental block~ reserved~ reserved~ 1 1000 0 0 0 reserved~ 0 0 0 0 0 #5246 magic touch magictouch~ the Magic Touch~ An odd shapped key lies here, looks like a small hand..~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 0 0 0 #5247 Thorn~ a Thorn~ A long green thorn lies here, it's tip covered with blood.~ ~ 5 16384 8210 0 0 8193 100 100 100 0~ 0~ 0~ 11~ 4 400 0 0 0 reserved~ 0 0 0 0 0 A 23 -10 A 25 40 A 13 110 A 19 38 A 18 22 #5248 Untempered arcanus~ untempered Arcanus~ A sword of unimaginable potential power lies here.~ ~ 5 805309968 32768 0 0 8193 104 100 100 0~ 0~ 0~ 1~ 1 1040 0 0 0 reserved~ 0 0 5249 5217 5170 A 19 45 A 18 45 A 12 100 A 13 150 A 25 75 A 26 150 >join_prog 100~ 0 if ispc($n) == 1 if inroom($n) == 5354 if level($n) > 99 mpecho &zYou pour the essence of magic over the sword, increasing it's power. else mpforce $n drop all mpforce $n sac untempered mpforce $n sac essence mpforce $n sac untempered mpecho The conditions of joining have not been met. endif else mpforce $n drop untempered mpforce $n sac untempered mpforce $n sac untempered mpforce $n sac essence mpecho The conditions of joining have not been met. endif endif ~ | #5249 untempered arcanus sword~ untempered Arcanus~ A sword of unbelievable potential power lies here.~ ~ 5 536874496 32768 0 0 8193 104 100 100 0~ 0~ 0~ 1~ 1 1040 0 0 0 reserved~ 0 0 0 5248 5173 A 18 45 A 19 45 A 26 150 A 12 100 A 13 150 A 25 75 >drop_prog 100~ 0 if ispc($n) == 1 if inroom($n) == 5354 if level($n) > 99 mpecho &zYou drop the sword into the pool, it begins to boil furiously.. mpecho &zOnce the boiling has subsided, you see a glowing sword lying mpecho &zin the pool mpforce higglehop mpoload 5250 mpforce higglehop mptrans $n 5101 mpforce higglehop drop arcanus mpforce higglehop mptrans $n mpforce higglehop sac untempered else mpforce $n sac untempered mpecho &RYou did something wrong. else mpforce $n sac untem mpecho &RYou did something wrong. else else mpforce $n sac untem mpecho &RYou did something wrong. endif endif endif ~ | #5250 Arcanus sword~ arcanus~ A sword of great power lies here.~ ~ 5 704643136 8192 0 0 8193 104 100 100 0~ 0~ 0~ 1~ 3 1040 0 0 0 reserved~ 0 0 0 0 0 A 19 50 A 18 50 A 12 150 A 13 150 A 26 150 A 25 75 #5251 Pool of magic~ the Pool of Magic~ The Pool of Magic is here before you, holding the power of many Magi.~ ~ 25 0 0 0 0 0 0 100 100 0~ 0~ 0~ 0~ 100000 1 0 0 0 reserved~ 0 0 0 0 0 #5252 orb summoning~ orb of Summoning~ An orb of summoning has been discarded here.~ ~ 8 0 0 0 0 1 100 100 100 0~ 0~ 0~ 0~ 1 2000 0 5 0 summon~ 1 1 0 0 0 #5253 absolute order~ absolute Order~ Order contained in a physical form lies here.~ ~ 5 134218816 8192 0 0 8193 100 100 100 0~ 0~ 0~ 3~ 6 1000 0 0 0 reserved~ 0 0 0 0 0 A 26 80 A 23 -10 A 24 -10 A 12 140 A 13 140 A 19 42 A 18 18 #5254 eye damascus~ eye of Damascus~ An eye lies here, staring you back in the eye.~ ~ 9 67109376 0 0 0 32769 100 100 100 0~ 0~ 0~ 0~ 1 1000 0 0 0 reserved~ 0 0 5203 5198 5199 A 23 -10 A 19 10 A 18 10 A 25 30 A 13 100 #5255 eye nakos~ eye of Nakos~ An eye floats disembodied in the air before you.~ ~ 9 67109376 0 0 0 32769 100 100 100 0~ 0~ 0~ 0~ 1 1000 0 0 0 reserved~ 0 0 5203 5200 5201 A 23 -10 A 12 100 A 13 100 A 19 10 A 18 10 #5256 Demon armor Damascus~ demon Armor of Damascus~ A horrible looking set of armor lies here.~ ~ 9 637534720 0 0 0 9 104 100 100 0~ 0~ 0~ 0~ 45 1040 0 0 0 reserved~ 0 0 0 0 0 A 23 -10 A 24 -10 A 18 45 A 19 45 A 13 100 A 12 100 A 25 50 #5257 mask agony~ a Mask of Agony~ A human mask, seems to be writhing in agony on the ground.~ ~ 9 913375744 0 0 0 65537 104 100 100 0~ 0~ 0~ 0~ 2 1600 0 0 0 reserved~ 0 0 0 0 0 A 25 120 A 24 -10 A 12 160 A 13 140 A 19 14 A 18 16 #5258 fun pill~ (no short description)~ (no description)~ ~ 26 0 0 0 0 1 0 100 100 0~ reserved~ reserved~ reserved~ 0 1 0 0 0 reserved~ 0 0 0 0 0 #5286 Claw bloody~ &RBloody Claws~ A set of bloody claws lies on the ground.~ ~ 5 3584 0 0 0 8193 50 100 100 0~ 0~ 0~ 5~ 2 500 0 0 0 reserved~ 0 0 0 0 0 A 26 200 A 19 70 A 18 70 #5300 Dragon Wine~ a Vial of Dragon Wine~ A small vial of very potent stuff lies here.~ ~ 10 268443648 0 0 0 1 106 100 100 5000~ satanic inferno~ golden armor~ ghost shield~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #5301 room guide~ &RRoom Guide~ A book for Immortals lies here.~ ~ 13 67108864 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 4 5302 reserved~ 2 2 0 0 0 E five~ &CRoom Progs &WRprogs are the for most part, something that will not be used on a frequent basis, they are rare, unstable, and unpredictible to a great degree. Don't use them unless you have talked to Nexus or Tyrion about them first please. They are however, as follows: &Yenter_prog: It is triggered by someone entering the room. cast_sn_prog: arg is slot number of spell that triggers it. death_prog: This prog is triggered by something dying in the room. exit_prog: Triggered by someone leaving the room. sleep_prog: Triggered by someone going to sleep in the room. time_prog: triggered when a certain time happens, uncertain of arg. pass_prog: Not sure, but maybe triggered by someone with passdoor on wake_prog: Triggered by someone waking up in the room. rand_prog: Happens at a random interval cast_prog: Triggered by anyone casting rest_prog: Triggered by someone resting in the room. &WTo make a new rprog, the command is rpedit create. To edit an existing prog, the command is rpedit # To list the progs, and their numbers, the command is rplist To remove a prog, the command is rpremove # ~ E guide~ This book has been split up into different sections, type read section name to read each section. They are split up as follows: Intro Basics One Room Editing Two Sectors Three Room Flags Four Exit Flags Five Room Progs Six Room Creation and Linking ~ E intro~ &CBasics &WAll work done in a room editor is initiated by using the redit command. Typing redit with nothing following it will put you in a editor for whatever room you are in at the moment. Typing redit Vnum will trans you to that room and put you in the editor. To create new rooms, redit create Vnum is the command used. ~ E one~ &CRoom Editing &WThis is the layout for a room editor, each field on the left, i.e. Name: is a field, some of which you have the power to alter in a room editor. You may alter the description of a room. Typing desc will put you into a text editor, for help on text editors, see section ********. Fields in green can be altered: &GDescription&W: &GName&W: The Golden Gates Displays room name &YArea&W: 71 { IMM } Aurum All Area#, Level Range, Area name, Builder. &YVnum&W: 19901 Vnum of Room. &GSector&W: inside Sector type. &GRoom flags&W: no_shadow no_mob All room flags &YCharacters&W: nexus Characters and mobs in room. &YObjects&W: none Objects in room. &WNote that everything in green is something you can change. Characters and objects don't necessarily reflect which mobs are reset in this room, only those which happen to be in the room at the moment. I'll talk about reseting objects and mobs in rooms later. ~ E two~ &CSectors &WThere are numerous sectors to choose from. The purpose of the sector field is to choose the type of terrain the characters walk on, the sector type you choose determines how many movement points are taken for each "step". These are the sectors to choose from: &Ginside city field forest hills mountain swim noswim underwater air desert badland &WIt should perhaps be noted that if you give a room the 'air' flag, the character will have to have fly/levitate in order to be able to move. Also, if there is a room linked down, they will fall that way. ~ E three~ &CRoom Flags &WThe purpose of room flags is to give certain properties to the room. I will attempt to explain the effect of each one. &Gdark: Will not be able to see anything unless equiped with a light. private: Only two people can be in the room at a time. no_recall: You may not recall from this room. tele_area: Does nothing apparent. no_flee: You will not be able to flee from this room when in combat. smithy: This room is treated a smithy to repair stuff. no_shadow: Characters may not target mobs in this room with shadow walk. safe: Combat cannot take place in this room. cone_of_silence: Characters in this room do not hear stuff. tele_world: Does nothing apparent. silent: You can not hear other channels in this room. noscry: Characters using scry will not be able to scry into the room. no_mob: Mobs will not walk into this room by chance. solitary: Only one person may be in the room at a time. no_in: Travel spells won't work to this room: i.e. Astral walk, portal etc. no_magic: No spells can be cast in this room. bank: This room is treated as a bank. damage: You will receive a small amount of damage every tick in this room. indoors: keeps weather and other such outdoors related messages from sight. pet_shop: This room is treated as a petshop. no_out: can't astral walk or portal etc from this room. no_offensive: can't initiate combat here. nofloor: Without fly or levitate, player will fall. pkill: Outdated, no longer has a use. &WIn addition to the damage flag, you can set the amount of damage that is applied each time. The command for this is &Yrdamage amount&W. ~ E four~ &CExit Flags &WThere are numerous exit flags that you attach to exits. They are listed below with their effects. The syntax for adding an exit flag is direction exit flag. i.e. south closed . You may add more than one flag at a time, i.e. south closed locked hidden . To save typing basically. &Gdoor: creates a door in the desired direction. pickproof: if the door is locked, it cannot be unlocked using pick lock skill. hidden: door is hidden, must have appropriate spell/skill or use search to find. closed: the door is closes when area resets, without, when opened stays open. passproof: spells that allow for passage through doors will have not work. random: Does nothing. bashproof: locked doors cannot be opened using bash door skill. magiclock: currently does nothing. Intended for skill that was never made. ~ E six~ &CRoom Creation and Linking &WOkay, I'm going to go through how you would go about building a series of rooms and connecting them. I will explain how to connect them, disconnect them, and do it quick and easy. Also how to make locked doors and other such things. First off, here are some commands that can be used in redit. Preceed them with a direction. Eg: North dig 4022 &Ydig vnum - creates the room and makes a two way link link room vnum - make a two way link room room vnum - make a one way link (use with caution) key object vnum - makes specified object the vnum of the key required name door name - makes the door's name/keywords = to the given name remove arg - used to remove keys, names, and descriptions delete - delete this exit &WYou will start by creating the first room. &Credit create 2000 &WThat will create the room and put you into the editor. The, add flags, change sector by typing the flag name or the sector name with nothing else. &Cdark forest &WAnd so forth. To enter the description of the room, you need only type desc and that will put you into an editor that you can write the description in. Now, let's say you want to build a room north of this room. The command you want can be one of several, depending on what you want. &Cnorth dig 1877 &WThis will create the room, assuming it doesn't exist, and will also move you there. &Cnorth link 1877 &WThis command requires that room 1877 already exist. It will then create a two way link to it from the room you're in at the time. &Cnorth room 1877 &WThis also requires that room 1877 already exist. It will create a one way link to the room. You can go there from where you are, but you can't come back south. &Cnorth door closed locked &WThis will create a door that closes and locks. It will reclose and relock at each area reset. &Cnorth door CLOSED LOCKED &WThis does the same thing, but the door will not reset to closed and locked during area resets. Also to note perhaps is that while in a room editor, you can't just enter the commands north, east etc, and expect to move that way. The commands to do so while in an editor are &Cwalk direction ~ #5302 guide object~ &CObject Guide~ A book for immortals lies here.~ ~ 13 33554432 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 4 5303 reserved~ 2 2 0 0 0 E eleven~ &CReseting Items to Rooms and Mobs &WOkay, this is something I'm sure you will be interested in doing at some point or another. If you want to reset an object somewhere, so that it loads on reboots and area resets, you have to reset it to that room or mob. To do this. You must be in redit for the room that the mob is reset to, and that mob has to be present. To reset an object to a room, it is simply a matter of typing: &Y oreset vnum &W vnum being of course, the vnum of the object you want reset to this room. If you want to reset something to a mob, you also use the oreset command while in redit, but you must also note the mob you want, and the location to reset to. To get a list of the locations, ? wear-loc in an editor. If you want the item to goto the mobs inventory, use none. Here are some examples: &Y oreset 5111 dragon dual &WWill reset to mobs dual position &Yoreset 7888 man none &WWill reset to mobs inventory ~ E eight~ &CObject Statistics &WThese are the regulations for the addaffects and whatnot of items. If you desire to go beyond those bounds, talk to Tyrion. &YAddaffect :Lv100:Lv101:Lv102:Lv103:Lv104:Lv105 hitroll/damroll weap/body : 60 : 66 : 72 : 78 : 84 : 90 hitroll/damroll for other : 20 : 22 : 24 : 26 : 28 : 30 hitpoints : 100 : 120 : 140 : 160 : 180 : 200 mana : 100 : 120 : 140 : 160 : 180 : 200 blood : 33 : 40 : 60 : 70 : 80 : 90 anti-disarm : 100 : 100 : 100 : 100 : 100 : 100 &W2 stat raises, 2 points each. Spell invokes to be used with caution. For equipment lower than level 100, use appropriate ratios. Example: a level 80 object has 8/10's of the stats on level 100. A level 45 would have 4.5/10th the stats of a level 100. Etc. The syntax to add an affect is as follows: &Y addaff affecttype value &WExample &Yaddaff damroll 30 addaff ac -100 &W For a complete list of where all you may apply add affects to, use ? applies in the editor. ~ E five~ &COprog List &WHere is a list of the different progs. There names should for the most part be explanation enough for what they are triggered by. I will try to give suitable explanations for the less obvious ones. &Yget_prog: Triggered by getting the object. get_from_prog: Triggered by getting it from a container. drop_prog: Triggered by dropping the item. put_prog: Triggered by putting it into a container. give_prog: Triggered by giving it to someone. fill_prog: If object is a drink container, triggered when filled. wear_prog: Triggered when object is put on body. look_prog Triggered by looking at the object. look_in_prog: For containers, triggered by looking into the bag. invoke_prog: Triggered by invoking the object. use_prog: No damn clue. cast_prog: Triggered when a spell cast cast_sn_prog: Triggered by spell that matches the arg, (slot number) join_prog: Triggered when joined, Put it on one of the items you must join. separate_prog: Triggered when object is separated. buy_prog: Triggered when object is bought. sell_prog: Triggered when the object is sold. store_prog: Triggered when item is stored in bank. retrieve_prog: Triggered when item is retrieved from bank. open_prog: Triggered when container is opened. close_prog: Triggered when container is closed. lock_prog: Triggered when container is locked. unlock_prog: Triggered when container is unlocked. pick_prog: Triggered when container lock is picked. throw_prog: Triggered when object is thrown. rand_prog: Random. Does stuff at random intervals determine by the arg. ~ E one~ &CObject Editing &WThis is the object editor. From here you can change all the fields in green. Those in the white are kinda defaulted to wherever the object is. See further chapters for greater explanation on some fields. &GName&W: no name Name of object. &YArea&W: 12 New area Area it's from. &YVnum&W: 1803 Vnum of object. >ype&W: trash What kind of object it is. &GWear flags&W: none Wear you wear the thing. ? wear for list. &GExtra flags&W: none Extra stuff, nodamage, chaos etc. &GExtra2 flags&W: none Ditto. &GLevel&W: 0 Level of object. &GWeight&W: 0 Weight of object. &GCost&W: 0 Cost of object. &GInvoke Type]&W: 0 &GInvoke Vnum&W: 0 Spell stuff, will be done later. &GInvoke charges&W: 0/0] &GInvoke Spell&W: !NONE! &GShort desc&W: (no short description) Short description. &GLong desc&W: (no description) Long description. ~ E guide~ This book has been split up into different sections, type read section name to read each section. They are as follows: Intro Basics One Object Editing Two Object Types Three Object Flags Four Object Progs Five Oprog List Six Spell Invokes Seven Object Joining and Separation Eight Object Statistics Nine Object Wear Locations Ten Extra Descriptions Eleven Reseting Items to Rooms and Mobs ~ E intro~ &CThe Basics &WAll work done in an object editor is initiated by using the oedit command. Typing oedit vnum will put you in an editor for that particular object. Typing oedit create vnum will create a new object with the vnum you have entered, and put you in an editor for that object vnum. ~ E two~ &CObject Types &WThere are many different object types, I will attempt to explain them to some degree, but many are simple in use and explanation, so I may not bother too much. While in an editor, you may type ? type to get a list of all the possible object types. light: Rather simple, it let's you see in the dark. scroll: You can recite it, have to set level of spells and the spells themselves. wand: Zap for spells, see the chapter on invokes for more. staff: Brandish for spells, see the chapter on invokes for more. weapon: It's a weapon. Specify weapon type. ? weapon in editor for list. treasure: Treasure is basically meant to be sold. potion: You quaff em, must specify spell level and spells on the potion. noteboard: Note commands used in room with this item goto this noteboard. furniture: Um...not sure that furniture has any special abilities. trash: It's trash....no real purpose. container: Holds stuff. Can be made to open, close, and be locked. drink-container: Drink stuff. ? liquid to get a list of liquids. blood: Makes it a blood type object. I think for drinking... key: Type key opens locks. Will dissappear if char leaves game. food: You eat it, has food hours to determine how long it lasts. money: You can make a pile of coins of a set value. boat: Can be used to traverse water. npc corpse: It's a corpse. fountain: A fountain. pill: You can eat it, similar to potions. contact: You can stare with it. portal: You enter it to a prescribed destination. doll: Smash to stun. berry: I "think" it's like a pill. firearm: Fire it. Takes bullets. implant: Does not do anything yet that I know of. rune: For rune recall. ~ E three~ &CObject Flags &WDue to the shear number of object flags, I refuse to go through each one. Hence, I will go through the ones whose names are perhaps a tad ambiguous. The rest, ask someone if you have trouble. &Ynolocate: The spell locate object will not find this item. magic: Enchantments will cannot be cast on this item. nodamage: Makes the item indestructable. inventory: When the mobs who has it dies, it dissappears. ~ E four~ &CObject Progs &WObject progs are rather unstable, there use is to be limited and be sure to talk with Nexus or Tyrion about them if you feel the ardent desire to play with fire. Commands for oprogs are as follows: &Yoplist: Lists current progs on the object you're editing. opedit create: creates new prog. opedit #: edits the appropriately numbered prog in oplist. opremove #: deletes the numbered prog in oplist. &WSee chapter five for a list of oprogs. ~ E six~ &CSpell Invokes &WOkay, spell invokes are great. But it must be kept in mind that many spells are not meant to be put in the form of an invoke so that just anyone can get their hands on them. That takes away from the uniqueness of the classes. If you can get dark blessing invokes, what then, is the point of ever making a vampire? Now, how do you set spell invokes. Easy enough, if you read this. I hope anyhow. The commands are as follows. &Yac_type: type this with no arg to get a list. Pick the type of invoke you want. ac_vnum: Will declare the vnum of object/mob if it is of type morph/mload/oload. ac_v1: Number of charges it starts with. ac_v2: Max number of charges. ac_setspell: This is where you pick the spell. Enclose it in 'these' ~ E seven~ &CObject Joining and Separation &WOkay, here's how you can make it so that two objects can be joined together to make another item. You have object A, B, and C. Let's assume you want to have object A and B join to make C. When editing objects A and B, you will type the command: &Yojoin vnum &WWhere vnum is the vnum of object C. Now, so long as they both have that, you can join those two items to create C. Now, what if you wanted to be able to separate object C into parts A and B? Easy enough. You edit C, and type these two lines: &Yosepone vnum oseptwo vnum2 &WWhere vnum is the vnum of A, and vnum2 is the vnum of B. Then, when a player types separate C, it will break into it's distinct pieces A and B. ~ E nine~ &CObject Wear Locations &WTo get a list of all the possible wear location an object can have, while in an editor, type ? wear-loc. ~ E ten~ &CExtra Descriptions &WThere are four different commands pertaining to extra descriptions. They are very straightforward to use. &Yed add keyword &WThis will add the keyword to the list of keywords, and put you into the editor where you can edit enter the description that is to be associated with this object. &Yed delete keyword &WThis command will of course, simply remove this keyword from the list. &Yed edit keyword &WThis allows you to reenter the editor for that keyword, to make changes and such. &Yed format keyword &WThis will remove extraneous space from the description. i.e. if you have a list of words going up and down, this will make it so each word is beside the other, with a single space, on the same line, wrapping where appropriate. ~ #5303 mob guide~ &RMob Guide~ A book for immortals lies here.~ ~ 13 134217728 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 4 5304 reserved~ 2 2 0 0 0 E ten~ &CAdding Mobs to Rooms &W Adding a mob to a room is fairly straightforward. You first off, have to be in redit for the room to which you wish to put the mob. Then, it is simply a matter of using the mreset command. Example: &Y mreset 3254 &W This will reset mob 3254 to the room. Now, you might also be curious about reseting more than one of the same mob to a room. This is done in a similar fashion. &Ymreset 4552 3 &W This will reset three of the same mobs to the room. You need only set the equip on the mob once though. The way it works however is as follows. Every area reset, it will load another of mob 4552, up to the point where there is 3 of them. When there are 3, it will not load another, until one is killed. Once one is dead, at next area reset, another will be loaded. ~ E eight~ &CItem Shops &W Item shops are not a function of rooms, but a function of the mobs themselves. You declare a mob as a shopkeeper by using aspects of the shop command. To get a list of these, type shop while in the editor, nothing else. You'll get the following: &Y Syntax: shop hours [#opening] [#closing] shop profit [#buying%] [#selling%] shop type [#0-4] [item type] shop delete [#0-4] shop remove &W First, we'll look at shop hours. You have the opening and closing. It's fairly straightforward, to set the times that you can actually buy stuff from the mob, you type: &Yshop hours 0 24&W, for instance. That would make the shop open all day long. By the way, these times are mud times of course. Now we'll look at shop profit. This sets the selling and buying value of objects, based on their natural value. For example, if you have an object worth 1000 coins. And the buying value is 100, you buy it at normal cost. If you were to set the buying value at 150, a pc would have to pay 1500 for the object. The ratio likewise affects selling price for the selling part. So, to set this, type: &Yshop profit 150 50&W for example. Shop type decides what types of items the shop keeper deals in, i.e. weapons, scrolls, potions, whatever. You have to declare what the mob will deal in. You can have a max of five different item types. You declare them by using the shop type command. For example, &Yshop type 0 scrolls &Wand&Y shop type 1 potions&W. To remove a shop type, use the shop delete command and the associated number. &Yshop delete 0&W. To remove all aspects of shopkeeping from a mob, use the shop remove command. Will clear everything, leaving mob as per normal. ~ E guide~ &CThis book has been split up into different sections, type read section name to read each section, (read one, read two). They are split up as follows: Intro Basics One Mob Editing Two Act Flags Three Affect Flags Four Affect2 Flags Five Affect3 Flags Six Affect4 Flags Seven Mob Immunities Eight Item Shops Nine Adding Items to Shoplist Ten Adding Mobs to Rooms ~ E intro~ &CThe Basics &WAll work done on a mob is done in an editor of sorts. To enter this editor, you use the medit command. Typing oedit vnum will put you in the editor for an existing object. If you wish to create a new object for an unused vnum, use the command 'oedit create vnum', to create a new object. ~ E one~ &CMob Editing &W [Name]: [no name] Name holds keywords * [Area]: [ 33] New area This is the area the mob is in. [Act]: [npc] These are the toggled act flags. [Vnum]: [ 7000] The vnum of the mob being edited. [Sex]: [neutral] Sex of mob, male/female/neutral. [Level]: [ 0] Level of the mob. [Align]: [ 0] Alignment of the mob [Hit Points]: [ 0] Hp of the mob [Gold]: [0] Gold left on corpse. [Hitroll]: [0] Base hitroll of the mob. [Damroll]: [0] Base damroll of the mob. [Language]: [common] Spoken language when speaking. [Affected by] : Affect lists, each one holds [Affected by2]: different sets of spells. [Affected by3]: [Affected by4]: [Immunities]: Immune set, semi functional. [Short descr]: The basic name of mob * [Long descr]: Basic desc of mob * [Description]: Desc you get when looking at mob. &Y* Okay, explanation on the items with * beside the desc. Name is the keywords, meaning that when you want to select this mob in a command, these are the words that will work. Example: If the mob's name is bob guard man, you can type kill man, or kill bob, or kill guard. If the short is only A Guard of Aurum, you can still use man and bob as keywords. Short desc is bascially when the mob does something. If the mob says hi, it writes, mobshortdesc says 'hi'. This is also the name used during combat, Whoever's poison pierce annihalates you etc. So shorts, should, as per the name, be fairly short. Longs are the line you see when you first walk into a room and a mob occupies it. A guard named bob stands here. Something along that line. It's used to say, Hey, here's my mob, look at him/her/it. ~ E two~ &CAct Flags &W The following list briefly describes the effects of each of the act flags possible to impose on a mob. &Y sentinel: this keeps the mob from roaming. wimpy: mob will flee when low on hp. undead: mob is undead. Reduces damage. gamble: not sure if this is supported. clanhealer: only to be used on a healer in a clan hq. scavenger: Mob will pick up items off the ground. pet: have no clue track: no clue healer: gives the mob the heal commands. Like Hierophant aggressive: mob will attack pcs unprovoked. train: you can train your stats in room with mob banker: mob works as a bank. classmaster: dead function &Rstay_area: this is to be on every mob. &Ypractice: you can practice in room with this mob teacher: no clue no_exp: mob will never give exp upon death ~ E three~ &CAffect Flags &W Affect flags leave certain affects on a mob, like shields, and certain other spell like affects. The follow list is for affect in the first field. To add an affect, you simply enter the name of the effect while in medit. Example sanctuary You must type out the affect in full for it to be toggled. To remove the affect, simply type the affect name again. &Y blind: leaves the mob blinded detect_magic: mob can detect magic fireshield: gives the mob fireshield faerie_fire: leaves the mob with faerie fire protect: not sure 1 sleep: leaves mob sleeping stunned: leaves mob stunned invisible: mob has invis on detect_hidden: mob can detect the hidden shockshield: mob has shockshield on infrared: mob can see in the dark vibrating: mob has vibrate on charm: mob is charmed mute: mob can't speak or cast detect_evil: mob can detect evil haste: mob is hasted iceshield: will have iceshield curse: mob will have curse bit sneak: mob will sneak when moving flying: benifits of flying peace: mob has aura of peace on detect_invis: can see the invis sanctuary: has sanc on chaos_field: will have chaos field on poison: will be poisoned hide: will be hidden pass_door: will be able to pass through doors webbed: will be unable to flee ~ E four~ &CAffect2 Flags &W This is a list of the affect from the second field. &Y mental_block: benifits of mental block mist: has mist on detect_good: can detect the good thick_skin: has thick skin on improved invis: has improved invis ghost_shield: has ghost shield on protect_good: protection from good aligned attackers slit: can't cast true_sight: has true sight shadow_image: has shadow image on blindfold: has blindfold on, can't be blinded normally malignify: has malignify on golden_armor: has golden armor on blade_barrier: has blade barrier on cloaking: can't see mobs equip if lower or equal level confused: mob is confused, as per spell confusion ~ E five~ &CAffect3 Flags &W This is the list of affect in the third field &Y gills: can breathe underwater holy_protection: makes it harder to dispel mob improved hide: mob shouldn't show up on where cloud_of_healing: every tick, those in room are healed. satanic_inferno: mob has satanic inferno cofire: mob has circle of fire bloodshield: mob has bloodshield randomshield: mob gets randomshield, as per ill's spell aura_anti_magic: mob has the dispel shield pestilence: mob is pestilenced, will take damage every tick ~ E six~ &CAffect4 Flags &W This is the list of affects for the fourth field. &Y immortal: mob will not die when 0 hp reached. no_summon: mob cannot be summoned. ~ E seven~ &CMob Immunities &W Mob immunities are currently being rewritten, as the existing ones don't even work for the greater part. About the only ones that do work to my knowledge are summon, charm, and poison. I'll rewrite this section when it's appropriate ~ E nine~ &CAdding Items to Shoplist &W Okay, now, if you have your shopkeeper all set up, you might want to give him some items to actually sell to the pc's. To do this, you use the &Yoreset&W command. What you do is oreset the item to the mobs inventory. If he sells that type of item, it will show up when you type list. You need only put one of them in the inventory. &RNote: See object guide for use of oreset ~ #5304 prog guide~ &WProg Guide~ A book for immortals lies here.~ ~ 13 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 4 5301 reserved~ 2 2 0 0 0 E guide~ This book has been split up into different sections, type read section name to read each section. They are split up as follows: Intro Basics One Variables Two Triggers Three Operators Four MPCommands ~ E intro~ &WAll work done on a prog is done in the prog editor. To enter this editor, you use the mpedit command. To get a list of programs, type &Ymplist&W. To create a new program, type &Ymped create&W. This will bring up a new editor to start a new program. If you you need to edit an already existing program, type &Ymped #&W. The # can be found in the list of programs on that mob. In order to even enter the mprogram editor, you must first be in the editor for the mob. To remove a program from the mob, type &Ympremove #&W. ~ E one~ &WTo get a list of the variables that can be used in your programs, type &Yhelp variables&W. ~ E two~ &WTriggers are the different kinds of programs you can make. While in the editor, type &Y? Mprog&W to see the different triggers. ~ #5350 list note reminder~ &WList of things to do~ This belongs to Nexus, read it and die.~ ~ 13 0 65536 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 1 0 0 0 reserved~ 0 0 0 0 0 E list~ List of topics: Aurum - notes on things to change ~ E aurum~ change it so that the gargoyle is the thing that transfers you to ~ #0 #ROOMDATA #5101 A Stone Path~ ~ ~ You walk along a path of carefully laid flat stones that goes to the east. On either side of you are towering oaks that reach far up into this underground cavern. The path continues to the east, where you can see that an eerie light grows from an unknown source, and also, you hear something humming. You feel something just isn't right, but you know not what. ~ 0 0 3 Rd 0 D1 ~ ~ 0 0 5102 D2 ~ ~ 0 0 5357 S #5102 A Stone Path~ ~ ~ The path of flat stones continues through the forest. Ahead of you, the strange light grows stronger as you get closer and the humming sound intensifies, disturbing your thinking. The feeling of something wrong persists, and suddenly it hits you, this forest path is totally devoid of life besides the towering oaks that stand in the silence around you. The source of the odd light and the weird humming continues to beckon you from the east. ~ 0 0 3 Rd 0 D1 ~ ~ 0 0 5103 D3 ~ ~ 0 0 5101 S #5103 Portal to Aurum~ ~ ~ You enter a spacious clearing, at it's center stands an 8 foot tall portal, surrounded by a glowing nimbus of white light, it seems to be the source of the humming. The surface of the portal is nothing but a black haze, revealing nothing of the other side. The path of flat stones leads straight to the portal. You notice that on the last stone before the portal, an inscription covered in dirt and moss. Scraping it away with a stick, you read the word Aurum. ~ 0 0 3 Rd 0 D3 ~ ~ 0 0 5102 S #5104 A Small Island~ ~ ~ You're on a small island, perhaps fifty yards across. Surrounding you is nothing buy water. Only two other objects share this desolate space with you, a lonely wooden hut to the east, and the glowing portal that brought you here, which emits only a faint humming now, but still glows just as brightly as before. From the hut to the east, you can hear the sound of someone, talking to themself. From the corner of your eye, you also glimpse something enormous high in the sky above you. Looking up, you see a huge island floating in the air above this island. From down here, you can discern no more details about it. ~ 0 393218 10 Rd 0 D1 ~ ~ 3 0 5105 D4 ~ ~ 0 0 5106 S #5105 Pyran's Hut~ ~ ~ A human man greets you as you enter his home. The inside of the hut is quite clean, well swept, and neatly arranged. You see a shelf lined with books, a small cot, a wardrobe, and a small area for cooking and eating. A single window looks out on the island, resting on the window sill are various potted flowers, which it seems this man keeps good care of. Currently, the man seems to be drinking a cup of tea, while reading a book entitled "Riddles". ~ 0 270338 0 Rd 0 D3 ~ ~ 3 0 5104 S #5106 High Above Pyran's Hut~ ~ ~ The island that is Pyran's home grows small below you as you fly up towards Aurum. Despite your view of things, high up though you may be, you can see no other land beyond Pyran's small island surrounded by the calm sea. ~ 0 393218 9 Rd 0 D4 ~ ~ 0 0 5109 D5 ~ ~ 0 0 5104 S #5107 The Final Approah to Aurum~ ~ ~ You are now level with the Floating Island of Aurum. Set in the center of the Island is an immense castle with walls that are a brilliant white. Graceful towers occupy the four corners of the wall. And another tower, far more graceful, and standing far higher than the other four towers rises from the center. The only entrace seems to be a golden gate on the southern wall. You see birds and small objects carried by the wind repulsed by an invisible field of magicel energy. That gate is the only way in. ~ 0 394246 9 Rd 0 D0 ~ ~ 0 0 5108 D5 ~ ~ 0 0 5109 S #5108 The Golden Gates of Aurum~ ~ ~ The Golden Gates of Aurum loom before you, absolute in their power to stop tresspassers from entering. They seem to be made of solid gold, but are most likely only covered in the precious metal. Various images of creatures of magic adorn the surface of the gate and wall, dragons, manticores, unicorns, and hundreds more, many that you are unfamiliar with. Before the Gates, a single guard stands her vigil in silence. ~ 0 401414 2 Rd 0 D0 ~ ~ 71 5104 5110 D2 ~ ~ 0 0 5107 S #5109 Floating on Air~ ~ ~ You have been flying for quite some time now. You wonder when you will reach your destination. Pyran's Island is but a spec of brown sand in the deep blue sea far below you. The huge mass of rock that is Aurum looms above you. ~ 0 393218 9 Rd 0 D4 ~ ~ 0 0 5107 D5 ~ ~ 0 0 5106 S #5110 Within Aurum~ ~ ~ You are surrounded by the beauty of Aurum. The main wall is to the south. To the north is an impressive building that is as white as the wall that protects it. In the space between the wall and the building grows a garden of many beautiful flowers and trees. Within it, you can catch glimpses of flowers the likes of which you have never seen before. To the north is the entrance into the castle itself. Standing beside the gate you just came in through, you notice a man who operates the gate on this side of the wall. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5111 D1 ~ ~ 0 0 5186 D2 ~ ~ 71 5104 5108 D3 ~ ~ 0 0 5113 S #5111 The Castle Doors~ ~ ~ You stand before two doors made of a wood that you are not entirely familiar with. A guard in flowing red robes stands to either side of the door, watching those who seek entrance to the castle proper. Looking a ways to the east and west, you can see two of the four towers that are built into the corners of the outer wall rising high above the rest of the castle. To your immediate east and west is the Garden. ~ 0 401414 0 Rd 0 D0 ~ ~ 3 0 5189 D1 ~ ~ 0 0 5187 D2 ~ ~ 0 0 5110 D3 ~ ~ 0 0 5112 S #5112 Into the Garden~ ~ ~ Leaving behind the castle and its people, you enter the garden that surrounds Aurum. You can hear the sounds of various animals within the vegetation. Some of these sounds are deep and loud enough that they must come from animals that are indeed very large. You stop to wonder if this is a garden that is meant to be walked through, or to be eaten in. ~ 0 401414 3 Rd 0 D1 ~ ~ 0 0 5111 D2 ~ ~ 0 0 5113 D3 ~ ~ 0 0 5115 S #5113 Into the Garden~ ~ ~ Leaving behind the castle and its people, you enter the garden that surrounds Aurum. You can hear the sounds of various animals within the vegetation. Some of these sounds are deep and loud enough that they must come from animals that are indeed very large. You stop to wonder if this is a garden that is meant to be walked through, or to be eatin in. ~ 0 401414 3 Rd 0 D0 ~ ~ 0 0 5112 D1 ~ ~ 0 0 5110 D3 ~ ~ 0 0 5114 S #5114 In with the Flowers~ ~ ~ Walking through the Garden, following simple trails of down trodden grass, you feel nearly overwhelmed by all the flower pollen in the air. Your sense of smell is working hard to distinguish between the plethora of scents released by the myriad colourful and beautiful flowers. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5115 D1 ~ ~ 0 0 5113 D3 ~ ~ 0 0 5117 S #5115 In with the Flowers~ ~ ~ Blue petals, red petals, yellow petals and black. Petals of every colour you've ever seen, of any shape you've ever imagined grow on the ground around you. You feel a certain amount of respect towards the mind of the individual who created and tends such a complex botanical environment and wonder if he/she is alone in that task. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5112 D2 ~ ~ 0 0 5114 D3 ~ ~ 0 0 5116 S #5116 Walking in the Garden~ ~ ~ Flowers bloom all around you, here and there, you can see the trees, oaks, lindens, birches, some that you are not familiar with. All of which seem very healthy, and quite old. The walls are overgrown with vines, though very seldom do the vines make it all the way up to the top of the massive white wall. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5121 D1 ~ ~ 0 0 5115 D2 ~ ~ 0 0 5117 D3 ~ ~ 0 0 5119 S #5117 The Garden~ ~ ~ You stroll through the flowers, watching your step so as not to crush anything underfoot. Here and there you can spot a flower that you are able to recognized, but for the most part, you find that putting a name to any of these flowers in beyond your plant lore. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5116 D1 ~ ~ 0 0 5114 D3 ~ ~ 0 0 5118 S #5118 In the Shadows of the Tower of Life~ ~ ~ The flora in this section of the garden grows in shadow at the moment. A tower, rising high up into the air, stretches from this section of the wall, blocking out the suns rays a certain times of the day. You can find no entrance to the tower here, you can only guess that it is hidden elsewhere. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5119 D1 ~ ~ 0 0 5117 S #5119 The Garden~ ~ ~ Young couples walk around, most are dressed in mage type regalia, though some have broadswords sheathed at their waists, and seem to you perhaps to be knights of some holy order. Couples can be seen sitting beneath the shade of a tree, talking quietly with each other, as animals that dwell in the Garden go about their own business. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5120 D1 ~ ~ 0 0 5116 D2 ~ ~ 0 0 5118 S #5120 Exploring the Garden~ ~ ~ Walking through the Garden, following simple trails of down trodden grass, you feel nearly overwhelmed by all the pollen that's in the air. The various smells are almost too much for your nose to handle, as they assault you from all directions, coming from hundreds upon hundreds of different flowers. You notice to your west, a door, hidden among vines and other vegetation, a solid door of oak. Inscribed on the door is a crown of leaves. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5129 D1 ~ ~ 0 0 5121 D2 ~ ~ 0 0 5119 D3 ~ ~ 3 0 5122 S #5121 Within the Garden~ ~ ~ Trees rise high above you, many stretch higher than the walls themselves. Birds chirp as they fly from tree to tree, then stopping to rest for a moment before flying off again. You have yet to find any sign of the caretaker of this wonderful place, and no one can offer much help on his location. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5130 D2 ~ ~ 0 0 5116 D3 ~ ~ 0 0 5120 S #5122 Passage to the Tower of Life~ ~ ~ Your feet fall quietly on the soft grass that grows beneath your feet. The hall is dark, betraying no hint of life besides yourself. As your eyes adjust to the light, you can see that the walls and floors are moving. Turning to look at the wall more closely, you see that the walls are covered in vines. These vines seem to be in constant motion. Undulating where they rest on the walls, almost as if they are waiting for you to step into them, so that they may embrace you. ~ 0 401411 0 Rd 0 D1 ~ ~ 3 0 5120 D2 ~ ~ 0 0 5123 S #5123 Passage to the Tower of Life~ ~ ~ The hall continues as before. Vines covering the walls and floors. You notice that the only place that the vines seem to be in motion is just directly to your right and left, and directly below foot. Farther down the hall the way you came and the way that you are going, the vines remain motionless. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5122 D2 ~ ~ 0 0 5124 S #5124 Passage to the Tower of Life~ ~ ~ You draw near to the end of the hall. Near the end you can see that light spills in from the adjacent room. Faint sounds also come your way from the vicinity of the light. So far, you can only make the sound out as incoherent mumblings. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5123 D2 ~ ~ 0 0 5125 S #5125 Passage to the Tower of Life~ ~ ~ You have reached the end of the small passage. You may continue to the east, into the room with the light, or you can head north, back to the sweet tranquility of the Garden and all its glory. And don't worry, no one will call you a coward if you're too afraid to continue, hey, it happens. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5124 D1 ~ ~ 0 0 5126 S #5126 The Tower of Life~ ~ ~ You're in a large circular room with glowing balls of light floating at intervals along the wall around you. The walls are a pristine white, at least, that is what you think you can see through all the vines and other plant life that covers the ceiling, floor, and walls of this room as it did in the hallway. Here however, the strange movement of the vines and such is erratic and follows no established pattern. The mumbling seems to be a man's voice coming from above, but still, you can decipher none of what's being said. A stairway at the northern side of the room goes up. ~ 0 401414 0 Rd 0 D3 ~ ~ 0 0 5125 D4 ~ ~ 0 0 5127 S #5127 Room of the Guardian of Life~ ~ ~ The room is similar to the previous rooms. Plant life grows all around you. But you notice something wrong with it. The plants near to the ceiling and on the ceiling itself seem to be in a state of decay. The sound of the mumbling is somewhat coherent now, you can hear bits and pieces of what is being said. The speaker seems to be talking about demons, evil sorcerors, and a place of darkness called Merentha. ~ 0 401414 0 Rd 0 D4 ~ ~ 71 5108 5128 D5 ~ ~ 0 0 5126 S #5128 Chamber of Life~ ~ ~ Walking into this room, you might feel just a little confused as to what has befallen it. Looking around, you watch as the plant life in the room decays before your eyes, and then grows back, full of life. Taking your eyes from that, you look at the rest of the room. A desk sits in the middle of the room, chairs are scattered about, and a small bed lies overturned against the east wall. ~ 0 401414 0 Rd 0 D5 ~ ~ 71 5108 5127 S #5129 Among the Flowers~ ~ ~ Flowers are arranged quite neatly here, in nice little rows and patterns. Some form shapes that draw your attention, a heart, a sword, the sun, and various other things. You wonder that this place isn't infested with any of those animals notorious for digging around in such rich soil as this surely is. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5131 D1 ~ ~ 0 0 5130 D2 ~ ~ 0 0 5120 S #5130 Walking Along the Garden Paths~ ~ ~ Flowers on long stems sway gently in the light breeze and it sweeps through the Garden, ruffling your hair and clothes. Flowers of every colour adorn the stems, emitting a variety of different scents, most of which are quite pleasant to the senses. Bees fly from flower to flower in the effort to gather all the pollen. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5132 D2 ~ ~ 0 0 5121 D3 ~ ~ 0 0 5129 S #5131 The Garden~ ~ ~ A colourful butterfly rises into the air as you approach it, timid little creatures, they seldom let people come near them, for fear of us much larger beings crushing them by accident. None the less, it is a very beautiful creature with all the lovely colours all over its wings, the two being in perfect symetry. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5133 D1 ~ ~ 0 0 5132 D2 ~ ~ 0 0 5129 S #5132 Within the Garden~ ~ ~ The Garden stretches to the south and the north of you, and continues a few feet to the west. Life is abundant all about you, though little of it is fauna in proportion to the amount of flora. Though, you do see the occaisional critter moving about, birds, bees, cats, etc. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5134 D2 ~ ~ 0 0 5130 D3 ~ ~ 0 0 5131 S #5133 The Dragon Fountain~ ~ ~ A fountain of cool white marble lies in the center of a small pool of water. The dragon rests on it's hind legs, sitting up with it's two forelegs resting in front, it's mouth gaping a bit, allowing water to trickle through, into the pond. Several fish swim in the pond, brightly coloured and quite quick, they zoom around from place to place with total abandon, never resting in the same spot for very long. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5135 D1 ~ ~ 0 0 5134 D2 ~ ~ 0 0 5131 S #5134 Within the Walls, in the Garden~ ~ ~ A small pool of water lies at your feet, on the surface of the water floats numerous water lilies. Flowers you are unfamiliar with surround the pool itself. The surface of the pool is very calm, allowing you to look into it and see your reflection with little distortion. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5136 D2 ~ ~ 0 0 5132 D3 ~ ~ 0 0 5133 S #5135 Surrounded by Flowers~ ~ ~ The ground rises slightly here, most likely from the efforts of an giant oak that grows here. The tree stretches high into the air, high enough that the foliage prevents you from seeing its crest from your position. Small symbols are scrawled into the bark of the tree. Small tokens of love from young couples, something that may have lasted longer than they. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5137 D1 ~ ~ 0 0 5136 D2 ~ ~ 0 0 5133 S #5136 In the Garden~ ~ ~ You watch silently as a small tabby chases a butterfly that it hasn't a chance of catching, but none the less continues to try and catch the fluttering target. The cat pounces here and there, desparately trying to get a claw hold on the poor fly, but is not successful. The cat gives up after a few seconds, and goes to rest in some shade after its small exertion. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5138 D2 ~ ~ 0 0 5134 D3 ~ ~ 0 0 5135 S #5137 Walking with Nature~ ~ ~ The sun shines down on your face, and you wonder if it is ever cold here. You figure that it is unlikely, as the Garden would most likely be left in ruins by colder weather, and it would not seem much trouble for the mages of Aurum to make sure it was warm year round if it isn't like so already. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5139 D1 ~ ~ 0 0 5138 D2 ~ ~ 0 0 5135 S #5138 Walking with the Flowers~ ~ ~ A bee hive hangs from a tree branch here, a large number of bees fly about, doing all the various tasks that the queen bee desires them to do. You notice that the activity of the bees increased as you came closer to them, they seem to be becoming more and more agitated. Then, suddenly, they attack! ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5140 D2 ~ ~ 0 0 5136 D3 ~ ~ 0 0 5137 S #5139 Walking in the Garden~ ~ ~ Red roses grow on a small rose bush to your west. Sharp thorns adorn the stems that crawl about, here and there. Insects fly about the bush, doing whatever it is that insects like to do. The bush seems to be kept well pruned, and in good care. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5141 D1 ~ ~ 0 0 5140 D2 ~ ~ 0 0 5137 S #5140 Shrubbery all around~ ~ ~ Shrubbery seems a bit heavy to the east here, looking at it closely, you notice that it conceals something behind it. Parting the shrubs and stepping past, you see that they concealed a door. The door seems quite solid and you are unsure of how to enter it as it is locked. A name is scrawled onto the door, it reads, "&CJoram, the Gardener&Y". ~ 0 401410 3 Rd 0 D1 ~ ~ 67 0 5212 D2 ~ ~ 0 0 5138 D3 ~ ~ 0 0 5139 S #5141 In the Shadow of the Tower of Justice~ ~ ~ Tall, ageless trees grow up out of the ground before you. They stretch far to the east, growing close, but not too close to the north wall. The wall preventing the roots from spreading very far. The tower high above you, blocking out the suns light, and providing more than a little shade to allow you to rest in if you so chose to do so. You stand in the shadows of a tall slender tower that rises up to the north of you. This slender spire is the home of someone, do you dare intrude on them or not though, that is up to you. ~ 0 401410 3 Rd 0 D0 ~ ~ 3 0 5143 D1 ~ ~ 0 0 5142 D2 ~ ~ 0 0 5139 S #5142 Row of Trees~ ~ ~ A raven calls out above you, perched high in a tree, its call perhaps a sign heralding the death of some creature or another, or maybe the madening of some poor soul who walks beneath this leafed canopy. Who knows, perhaps it just calls out for no other reason than because it can. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5146 D3 ~ ~ 0 0 5141 S #5143 Beneath the Tower of Justice~ ~ ~ The walls are splotched gray and white, black flecks here and there. A window is placed at each point of the compass, allowing light into the room. There are, spaced about the room, old suits of polished steel plate mail, chain mail, and full plate. The floor is awfully soft, and it seems to be well worn. Perhaps this is a room that is often used for training, the floor soft to lessen the blow of falling. If so, it would seem that those who use it are perhaps a bit soft themselves. ~ 0 401414 0 Rd 0 D2 ~ ~ 3 0 5141 D4 ~ ~ 0 0 5144 S #5144 Room of the Guardian of Justice~ ~ ~ The gray and white splotched walls are all around you, the black flecks still apparent also. Besides this, you notice something else wrong with the wall. Getting closer look, you realize that all over the walls, there all long slashes, starting shallow, going deep, then finishing shallow again. If it didn't seem foolish, you would almost think that these were marks of a sword. Opposite the stairway you used to get to this floor, there is another stairway going . At the foot of these stairs is a tall figure resplendant in spotless white armour, an enormous two handed sword is before him, tip in the ground, and his hands rest on the hilt, the glowing blue eyes in the helm rest on you. Do you wish to test the might of this inanimate warrior? ~ 0 401410 0 Rd 0 D4 ~ ~ 71 5124 5145 D5 ~ ~ 0 0 5143 S #5145 The Tower of Justice~ ~ ~ Old suits of armor, polished swords, maces, hammers, knives, daggers and numerous others weapons and armour are place about the room. Some are obviously on display, to be seen only, but some do seem to have seen a certain amount of use. The walls here are a pristine white, without a single blemish on their surface. Light seeps in through five windows. The light comes in strongest through two of the five, and is focused on the center of the room, where a man in white armour, the edges softened with gold, stands. He moved in motions that seem fluid and perfect, flawless. His sword reflects the light that touches it, sometimes reflecting back to your eyes as you stand there. He seems totally unaware that you have entered the room, and he continues working with his blade. ~ 0 401410 0 Rd 0 D5 ~ ~ 71 5124 5144 S #5146 Row of Trees~ ~ ~ A rabbit slips into its burrow as you walk by, scurrying down into the warm ground, finding security in the earth. Birdsong fills the air with a pleasant sound, and you find that there is no other sound in the clearing but that of your feet as the step along the soft grass beneath you. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5147 D3 ~ ~ 0 0 5142 S #5147 Row of Trees~ ~ ~ A towering redrood rises to the north of you, a small circle of water surrounding its base, providing water the the thirsty roots below. A chipmunk scurries down the bark, looks at you, and waits until you pass before resuming whatever task it had been busy doing. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5148 D3 ~ ~ 0 0 5146 S #5148 The Oak Tree~ ~ ~ It stands much higher than the other trees, you can see it surpasses them all high above you. The bark is covered in runes and marks, carved by various people as time has passed by. You see that there is a hole in the tree, covered by a piece of bark, you try to open it, but it will not move. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5149 D3 ~ ~ 0 0 5147 S #5149 Row of Trees~ ~ ~ A fountain, in the likeness of an elven woman holding a bucket, the water falling down from the bucket itself, holds your attention for a brief second before your eyes wander elsewhere. People lay here and about, talking together, or just sitting or lying, thinking about that which interests or intrigues them. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5150 D3 ~ ~ 0 0 5148 S #5150 Row of Trees~ ~ ~ Trees tower about you, reaching far up into to the clear blue sky. You find that the tips of most of them are beyond your limited sight. The air is heavy with the fragrance of sap, of the earth, and of things that are in the midst of growing. ~ 0 402438 3 Rd 0 D1 ~ ~ 0 0 5151 D3 ~ ~ 0 0 5149 S #5151 Row of Trees~ ~ ~ The bark of the trees about you is marred with various runes, glowing slightly, magical energy sustaining it and the tree itself. You figure this accounts for the fact that all these trees seem to be in perfect health and seem to be older than you would have expected most of them to be. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5152 D3 ~ ~ 0 0 5150 S #5152 Row of Trees~ ~ ~ A small pool of water is to your south, the center of which is occupied by a small island, on which grows a tall redwood. It's roots take up the surface of the small patch of earth, allowing no one to set foot there without first touching some part of the massive tree. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5153 D3 ~ ~ 0 0 5151 S #5153 Row of Trees~ ~ ~ You enter a small grove, intruding on a couple, who were talking quietly with each other, but are now simply staring at the ground silently as they wait for you to pass by and continue on your way. Whether or not you intend to continue to unsettle them is up to you however. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5154 D2 ~ ~ 0 0 5155 D3 ~ ~ 0 0 5152 S #5154 In the Shadows of the Tower of Devotion~ ~ ~ A soft music come from above you as you walk under the canopy of a huge maple tree. Looking up, you see above you in the trees numerous silver chimes hanging here and there, tingling in the gentle wind as it passes by them. The music is soothing and gentle right now, but you wonder how annoying it could get if the wind became more forceful than it is right now. Also, to the north, you can see a tall slender white tower that rises high up into the air, blocking out the sun. ~ 0 401410 3 Rd 0 D2 ~ ~ 0 0 5156 D3 ~ ~ 0 0 5153 S #5155 The Garden~ ~ ~ An old man in long flowing purple robes sit on the grass at the foot of a tall tree, silently contemplating a piece of paper before him. You can read nothing on the page, the language is not one you are familiar with. He doesn't seem to be aware that you stand here watching him, as he continues reading as you walk by him. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5153 D1 ~ ~ 0 0 5156 D2 ~ ~ 0 0 5157 S #5156 In the Garden~ ~ ~ You are surrounded by flowers all about you. Coulours vary, but effect is the same. You see that there are square pools of water place here and there about you, the square outlined in red stones, each the size of a human fist. In the center of each of these small, square ponds is a simple little fountain, splashing water about in a circle, the sound of water falling back to itself the only sound in the silence. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5154 D2 ~ ~ 0 0 5158 D3 ~ ~ 0 0 5155 S #5157 Within the Garden~ ~ ~ The ground here is covered in grass, growing wildly, and it seems that no one has attempted to keep it in check, it reaches up to at least your knees. Looking about, you wonder if anything might possibly be hiding somewhere out there, waiting for an unsuspecting victim to prey upon. But, this being a peaceful place, you shouldn't have to worry about such things...Key word there is shouldn't. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5155 D1 ~ ~ 0 0 5158 D2 ~ ~ 0 0 5166 S #5158 An Abundance of Ginseng~ ~ ~ There is about you a fair bit of ginseng, you cannot quite understand why this plant seems to be growing so wildy, but it is everywhere you look. You also notice a few other plants, cloves of garlic hang above a door to the east. A few others plants can be seen, such as spider's silk, blood moss and one or two others you are unfamiliar with. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5156 D1 ~ ~ 3 0 5159 D2 ~ ~ 0 0 5167 D3 ~ ~ 0 0 5157 S #5159 Passage to the Tower of Devotion~ ~ ~ You are in a corridor of white walls that continues to the north. The walls are wide enought to admit three people standing abreast of each other, and high enough to allow four standing on top of each other to fit comfortably, (That is as comfortable as standing on someone's head can be.) Above you, light filters down through simple panes of coloured glass that have been placed in the ceiling. Decorating the walls are numerous tapestries that show various images that could best be described using the adjective "Religious". The floor beneath you is polished white marble, intact, shining, and without a noticable scratch. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5160 D3 ~ ~ 3 0 5158 S #5160 Passage to the Tower of Devotion~ ~ ~ The corridor stretches to the north and a bit to the south. Finely woven tapestries are all that there is to draw your eye, the rest is bare white wall, cold marble floor, and the simple arched ceiling with the small windows of coloured glass. From the north, you can hear the sound of a low chant, repetitive, but soft and soothing. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5161 D2 ~ ~ 0 0 5159 S #5161 Passage to the Tower of Devotion~ ~ ~ You are in a plain white corridor, plain but for the intricate and many hued tapestries that hang from the walls. Chanting can be heard from the north, carried to you by the voices of a great number of people. Just north of you, you can see that the corridor stops, and then goes to the west, but what lies to the west, you are unsure of, but you do expect to find the source of the chanting in that room. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5162 D2 ~ ~ 0 0 5160 S #5162 Entrance to the Tower of Devotion~ ~ ~ The white corridor stops here, continuing no longer to the north, but it does of course stretch back to the south, back into the Garden. To the west, you can see people sitting in pews before an alter of pure transparent crystal. There are no more tapestries around you, nothing else that can draw your eyes but the mass of people in the adjoining room who chant out to their god, trying to find for themself eternal peace in the life that comes after. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 5161 D3 ~ ~ 0 0 5163 S #5163 Beneath the Tower of Devotion~ ~ ~ Long wooden pews line the room, a thin aisle to walk around it all, and another that goes right down the middle. People sit in the pews that are closest to the preacher who stands at the altar at the north of the room. They are wearing long, pristine white robes, absent of any dust, dirt or stains of any kind, they sit with heads bowed, hands clapsed before them, softly repeating the chant of the priest before them. There are large coloured glass windows around the room, showing important events in this cities religion, and overall allowing light to enter the large, cavernous room. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5162 D4 ~ ~ 0 0 5164 S #5164 Room of the Guardian of Devotion~ ~ ~ It is a moderately plain room, simple white walls, the stone floor clean, polished black marble, a surface so clean, you can see yourself reflected in it when you walk across it. All around you in this circular room, there are tapestries hanging on the walls, you don't recognize these scenes from the previous images you saw. These must show the more important events that took place in this cities religion. On the opposite side of the room, you see a stairway going up, and you also see a humonoid shaped being made of silver, or what you see of it is silver. It wears a white robe that covers most of it's form, leaving only silver feet, hands, and a face and head of silver visible. ~ 0 401410 0 Rd 0 D4 ~ ~ 71 5109 5165 D5 ~ ~ 0 0 5163 S #5165 The Tower of Devotion~ ~ ~ This room could best be described as opulent and lavishly decorated. The smell of inscense is thick in the air, a light smoke hangs in about the room, being slowly cleared by the 5 windows spaced around the circular wall. But there is always more inscense being burnt around the room. The furniture is all gilded with gold and silver, trinket adorn the surfaces of these things, also of gold, silver, and precious stones too. There is but one person in the room. A woman wearing a very ornate, decorative white robe, gold, red, and blue thread creating a intricate and colourful sunburst on her breast. She watches you silently as you enter the room. ~ 0 401410 0 Rd 0 D5 ~ ~ 71 5109 5164 S #5166 The Garden~ ~ ~ There is a tree here. Its limbs are long, thin, drooping things that hang down almost right to the ground. A small black plaque is set before the tree, written in simple white letters, it says, "Beware this tree, to get within its considerable reach is to die." Now, signs are meant to be read, it's up to the reader whether or not the advice written on them is to be heeded or ignored. ~ 0 401414 3 Rd 0 D0 ~ ~ 0 0 5157 D1 ~ ~ 0 0 5167 D2 ~ ~ 0 0 5168 S #5167 Tulips all about~ ~ ~ Tulips are the primary flower about you, growing in small beds, or here and there in the grass. They range wildly in colour, anything from black to red, to yellow, to green. There are numerous bumblebees flying all around you, collecting pollen from the flowers, I would try not to anger them, they are slightly more vicious than your common variety bee. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5158 D2 ~ ~ 0 0 5169 D3 ~ ~ 0 0 5166 S #5168 The Garden~ ~ ~ You're in the Garden. You are surrounded by flowers, trees, vines etc. However, you see hanging in the air a painting... Nothing seems to be holding it up in the air, you can walk around it, look above and below, but there doesn't seem to be any explanation for why it's in the air the way it is. The painting itself shows a woman, dressed in long, white robes, standing in a room of white marble, hands poised above the head of someone who seems to have been pierced through the heart. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5166 D1 ~ ~ 0 0 5169 D2 ~ ~ 0 0 5170 S #5169 The Towering Redwood~ ~ ~ You stand at the base of a redwood so high, you can't see even close to the top. Leaves rustle softly in the wind, the only sound that you can hear. There is a small hole in the tree, about 4 feet up the tree. From where you stand, you do not know what is in the hole, perhaps you should look. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5167 D2 ~ ~ 0 0 5171 D3 ~ ~ 0 0 5168 S #5170 The Florist~ ~ ~ A woman sits on a wooden stool behind a simple stand adorned with many bouquets of flowers, reading a book. She nods at you as you approach, glancing briefly at you, then returning to her reading. You see small pieces of paper affixed to the bouquets, and realize that she must be selling them. Some of the prices seem mighty high, but then, what better way to show your love to your beloved. ~ 0 401414 3 Rd 0 D0 ~ ~ 0 0 5168 D1 ~ ~ 0 0 5171 D2 ~ ~ 0 0 5172 S #5171 A Hedge Statue~ ~ ~ Numerous hedges grow around you, some have even been shaped into animals and other such things. You're not sure, but you think that some of the statues seem to be eyeing you up...watching you as if you were some piece of meat to be eaten. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5169 D2 ~ ~ 0 0 5173 D3 ~ ~ 0 0 5170 S #5172 Walking with the Flowers~ ~ ~ Flowers surround you, you find it hard to avoid crushing them with each step that you take, but you manage to some degree, crushing only a few. Birds trill sharp notes high above you in the branches of tall trees, flying about in the warm air, doing as they wish. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5170 D1 ~ ~ 0 0 5173 D2 ~ ~ 0 0 5174 S #5173 The Garden~ ~ ~ People lounge about around you, some lying in the sun, others hiding in the shade created by some large, high rising tree, its green leaves sheltering them from the glaring gaze of the sun. There are flowers of various colours all about you, the variety in the colours dazzling your eyes. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5171 D2 ~ ~ 0 0 5175 D3 ~ ~ 0 0 5172 S #5174 Grove of the Dragonfly~ ~ ~ You enter a grove of high standing dense hedges. Within, you come face to face with a somewhat curious creature. The size of a small dragon, it looks very much like one, except that instead of huge leathery wings, it has four slim and fairly small gossamer wings, which, even while it sits here resting, hum slightly, fluttering rapidly. In addition, it has multifaceted eyes, similar to the kind of eyes you would expect to see on a fly. Its lips curse into what may or may not be a smile as you enter the grove, of course, it could very well be a snarl. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5172 D1 ~ ~ 0 0 5175 D2 ~ ~ 0 0 5176 S #5175 Fountain of Ice~ ~ ~ Surrounded by a ring of red tulips, a fountain that seems to be made entirely of ice spouts water from many different ice carvings. Attached to a spire of ice that is perhaps twelve feet high, there are small figures of pixies, fish, seahorses, all with mouths open, spouting clear clean water into a pool below. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5173 D2 ~ ~ 0 0 5178 D3 ~ ~ 0 0 5174 D5 ~ ~ 119 5246 5353 S #5176 The Garden~ ~ ~ Insects buzz about working away. They gather pollen, or whatever else then need to live. Birds fly above you, squirrels and chipmunks climb up and down trees, and people are lazing about in the sun. Flora of all kinds and colours are around you. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5174 D1 ~ ~ 0 0 5178 D2 ~ ~ 0 0 5179 D3 ~ ~ 0 0 5184 S #5178 Growing Vegetation~ ~ ~ Vines cover the east section of wall, creating a huge network of vines intertwining with each other. A couple of children in plain white robes scamper up the wall, using the vines as handholds. Flowers can be seen growing within the vines, the children picking some of them, to take cast word to their mother most likely. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5175 D2 ~ ~ 0 0 5180 D3 ~ ~ 0 0 5176 S #5179 The Garden~ ~ ~ Flora of various shape, texture and colour is all about you, mixed in with it is various fauna also. Pools of water are here and about also, perhaps used by the flowers, a source of water to quench the thirst of their roots. People in simple robes and fancy robes laze about in the warm sun, lounging on against the trunks of trees reading a book, or talking quietly to someone. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5176 D1 ~ ~ 0 0 5180 D3 ~ ~ 0 0 5185 S #5180 In the Shadows of the Tower of Harmony~ ~ ~ A tall, slender spire of pristine white marble rises to your south. Even from without, you can hear music from within, a sound that is both in harmony with all around it, and beautiful sounding, in no way able to cause your ears harm. But you know that he who creates this mucis is more than capable of turning it to a more harmful purpose. You hope that you are never required to fight such an odd weapon. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5178 D2 ~ ~ 3 0 5181 D3 ~ ~ 0 0 5179 S #5181 Beneath the Tower of Harmony~ ~ ~ You are on the bottom floor of what is known as the Tower of Harmony. Here lives Lynar, Keeper of the Ancient Histories, and a fine singer and teller of tales. Around you, the walls reverberate with the sound of music. The sweet sound flows down from above you, caressing your eyes, seeking only to please you. You wonder if there is some sort of enchantment hidden in the music, to beguile and charm the listener. But you can only guess. Staring around at the simple room, white walls glistening, a stairway to the north winding up higher into the tower, you don't think much harm can come to you here. ~ 0 401410 0 Rd 0 D0 ~ ~ 3 0 5180 D4 ~ ~ 0 0 5182 S #5182 Room of the Guardian of Harmony~ ~ ~ The room is quite simple, white wall that are unembelished, bearing no marks and no oranation of any kind. The floor is a polished wood, that reflects the light coming in through a single one of four windows, each placed at one of the points of the compass. Stairs to the south spiral up, going higher into the tower. But, at the foot of those stairs is a creature quite unlike any you have ever seen before. You watch it with a certain amount of apprehension as it approaches you, wind coming in through a window blowing through this creature of brass and wood. ~ 0 401410 0 Rd 0 D4 ~ ~ 71 5110 5183 D5 ~ ~ 0 0 5181 S #5183 The Tower of Harmony~ ~ ~ Looking out the window to your immediate right as you climb the final stair, you note that you are a fair distance up in the air, a fall to the ground below would be somewhat painfull. The rest of the room opens up before you. You see a man dressed in a red ensemble sitting before a harp, softly strumming it, and singing a few words, then reaching over to write something on a piece of paper which rests on the simple oak desk beside him. Resting about the room are quite a few other musical intruments, various lutes, flutes, drums, whistles, just about anything you could imagine, you could find here in this room. You take another step into the room, and the man who you assume is Lynar looks up at you. ~ 0 401410 0 Rd 0 D5 ~ ~ 71 5110 5182 S #5184 Path in the Garden~ ~ ~ You walk along a simple stone path that splits the garden down the middle. The surfuce of the stone is smooth in texture, and black in colour. The walls loom up on either side of you, one barring entrance to the keep, the other barring away the outside world. ~ 0 401410 3 Rd 0 D1 ~ ~ 0 0 5176 D2 ~ ~ 0 0 5185 D3 ~ ~ 0 0 5187 S #5185 Path in the Garden~ ~ ~ You walk on a stone path, leading the the west, parellel to the walls that rise to the north and the south. Flowers grow about you, lending their many distinct aromas to the air. Animals, most of them of the small sort: rabbits, squirrels, chipmunks, scamper about beneath your feet. The magical shield above you shimmers as a bird attempts to fly in. ~ 0 401410 3 Rd 0 D0 ~ ~ 0 0 5184 D1 ~ ~ 0 0 5179 D3 ~ ~ 0 0 5186 S #5186 A Path in the Garden~ ~ ~ Stone blocks make up a path beneath your feet. A ways to the west, you can see guards standing before a large door, made of a metal that seems to be a pale blue in colour, it's texture smooth. About you the Garden thrives, the flora growing in an unabated abundance. ~ 0 401414 3 Rd 0 D0 ~ ~ 0 0 5187 D1 ~ ~ 0 0 5185 D3 ~ ~ 0 0 5110 S #5187 A Path in the Garden~ ~ ~ Finely cut blocks of some black stone are set in a path going to the east and the west. To the north and south are high walls, that to the north protecting the inside of the keep, that to the south blocking out the world that lives and breathes outside. ~ 0 401414 3 Rd 0 D1 ~ ~ 0 0 5184 D2 ~ ~ 0 0 5186 D3 ~ ~ 0 0 5111 S #5188 Grand Foyer~ ~ ~ Golden columns line each side of this gigantic hall. The floor is a finely woven red carpet, images however are woven within the carpet the creator using any colour he or she deemed appropriate. Blues, yellows, greens, anything. The images depict dragons in battle, mages working at some great and powerful spell, scenes from religon, renditions of important people in the history of Aurum. The vaulted ceiling is high above, glass windows allowing in the only light, at this time of day, there is no magic in use for that purpose. People stand in and among the columns, some talking to each other, others just content to wait for their turn to talk to Tiana. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5190 D1 ~ ~ 0 0 5189 D3 ~ ~ 3 0 5199 S #5189 Grand Foyer~ ~ ~ Golden columns line each side of this gigantic hall. The floor is a finely woven red carpet, images however are woven within the carpet, the creator using any colour he or she deemed appropriate. Blues, yellows, greens, anything. The images depict dragons in battle, mages working at some great and powerful spell, scenes from religon, renditions of important people in the history of Aurum. The vaulted ceiling is high above, glass windows allowing in the only light, at this time of day, there is no magic in use for that purpose. People stand in and among the columns, some talking to each other, others just content to wait for their turn to talk to Tiana. ~ 0 401414 0 Rd 0 D0 ~ ~ 0 0 5191 D1 ~ ~ 3 0 5230 D2 ~ ~ 3 0 5111 D3 ~ ~ 0 0 5188 S #5190 Grand Foyer~ ~ ~ Golden columns line each side of this gigantic hall. The floor is a finely woven red carpet, images however are woven within the carpet, the creator using any colour he or she deemed appropriate. Blues, yellows, greens, anything. The images depict dragons in battle, renditions of important people in the history of Aurum. The vaulted ceiling is high above, glass windows allowing in the only light, at this time of day, there is no magic in use for that purpose. People stand in and among the columns, some talking to each other, others just content to wait for their turn to talk to Tiana. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5192 D1 ~ ~ 0 0 5191 D2 ~ ~ 0 0 5188 S #5191 Grand Foyer~ ~ ~ Golden columns line each side of this gigantic hall. The floor is a finely woven red carpet, images however are woven within the carpet, the creator using any colour he or she deemed appropriate. Blues, yellows, greens, anything. The images depict dragons in battle, renditions of important people in the history of Aurum. The vaulted ceiling is high above, glass windows allowing in the only light, at this time of day, there is no magic in use for that purpose. People stand in and among the columns, some talking to each other, others just content to wait for their turn to talk to Tiana. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5193 D2 ~ ~ 0 0 5189 D3 ~ ~ 0 0 5190 S #5192 Door to the Tower of Order~ ~ ~ You stand before a door of silver metal, it seems to glow softly, but in the bright light, you find it hard to discern if it does indeed glow. Its surface is heavily carved with intricate patterns. A silver rose rests in each of the four corners, a perfect image of that real flower. In the very center of the door, there is a circle of some redish metal, one you can't recall ever having seen before. The silver inside this circle is without any markings, it's surface is smooth, with the exception of a simple indentation, that of a four leaved flower. ~ 0 401414 0 Rd 0 D0 ~ ~ 119 5123 5194 D1 ~ ~ 0 0 5193 D2 ~ ~ 0 0 5190 S #5193 Grand Foyer~ ~ ~ Golden columns line each side of this gigantic hall. The floor is a finely woven red carpet, images however are woven within the carpet, the creator using any colour he or she deemed appropriate. Blues, yellows, greens, anything. The images depict dragons in battle, renditions of important people in the history of Aurum. The vaulted ceiling is high above, glass windows allowing in the only light, at this time of day, there is no magic in use for that purpose. People stand in and among the columns, some talking to each other, others just content to wait for their turn to talk to Tiana. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 5191 D3 ~ ~ 0 0 5192 S #5194 The Tower of Order~ ~ ~ You are in a fairly narrow, unadorned hall, it is naught but a perfect square in proportions. There are no marks, no objects of value, nothing. Also, there is complete silence, playing with the door to the south does nothing to make the noise from the south grow louder....it's just non- existing. Somehow, the sound is blocked off from this section of the castle. It would seem that Tiana does not like to be disturbed. ~ 0 401414 0 Rd 0 D1 ~ ~ 0 0 5195 D2 ~ ~ 119 5123 5192 S #5195 Beneath the Tower of Order~ ~ ~ This room is a similar cube to the one to the west, unadorned, plain, and very, very quiet. You wonder if anyone actually is in the tower. There are no windows that let in light, no secret or hidden doors. You can see only a stairwell going up on the north wall. If it follows the way all the other towers are built, you think it's safe to assume there is a golem waiting for you on the other end of those stairs. How it reacts depends entirely on you. ~ 0 401410 0 Rd 0 D3 ~ ~ 0 0 5194 D4 ~ ~ 0 0 5196 S #5196 Room of the Guardian of Order~ ~ ~ This room is huge, you don't think, considering the room below, that this room could be this size, for it is much bigger than the previous, yet the tower has a slender appearance if percieved from outside. There is another being in the room beside you. It seems to be a plain white statue of marble. It has nothing but the most basic of features. Nose, arms, fingers etc. It watches you with its plain white eyes as you move about the room, waiting for you to do or say something. ~ 0 393218 0 Rd 0 D4 ~ ~ 71 5129 5197 D5 ~ ~ 0 0 5195 S #5197 The Tower of Order~ ~ ~ This is Tiana's office, where she does all the work that keeps Aurum running efficently and smooth. A plain wooden desk seams to dominate the room, littered with papers. There is also a low table, on which sits a pot of what smells like tea and several cups. There are many windows through which the warm light of the sun flows, where it is caught on little figurines made of crystal, refracting the light through the room. ~ 0 4595714 0 Rd 0 D5 ~ ~ 71 5129 5196 S #5198 The Library~ ~ ~ You are in the Library, a large room that is filled with maybe one hundred shelves, almost all of which are completely filled with books. You see large books, small books, thin books, and fat, they are all shapes and sizes. Around you, there are tables, at which are seated robed men and women, who sit reading quietly. At the north end of the room, you see a woman in red robes sitting behind a desk who appears to be in charge of things. She watches all as they enter, making sure that none violate the rules of her domain. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5200 D1 ~ ~ 0 0 5199 S #5199 The Library~ ~ ~ You are in the Library, a large room that is filled with maybe one hundred shelves, almost all of which are completely filled with books. You see large books, small books, thin books, and fat, they are all shapes and sizes. Around you, there are tables, at which are seated robed men and women, who sit reading quietly. At the north end of the room, you see a woman in red robes sitting behind a desk who appears to be in charge of things. She watches all as they enter, making sure that none violate the rules of her domain. ~ 0 401414 0 Rd 0 D0 ~ ~ 0 0 5201 D1 ~ ~ 3 0 5188 D3 ~ ~ 0 0 5198 S #5200 The Library~ ~ ~ You are in the Library, a large room that is filled with maybe one hundred shelves, almost all of which are completely filled with books. You see large books, small books, thin books, and fat, they are all shapes and sizes. Around you, there are tables, at which are seated robed men and women, who sit reading quietly. At the north end of the room, you see a woman in red robes sitting behind a desk who appears to be in charge of things. She watches all as they enter, making sure that none violate the rules of her domain. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5202 D1 ~ ~ 0 0 5201 D2 ~ ~ 0 0 5198 S #5201 The Library~ ~ ~ You are in the Library, a large room that is filled with maybe one hundred shelves, almost all of which are completely filled with books. You see large books, small books, thin books, and fat, they are all shapes and sizes. Around you, there are tables, at which are seated robed men and women, who sit reading quietly. At the north end of the room, you see a woman in red robes sitting behind a desk who appears to be in charge of things. She watches all as they enter, making sure that none violate the rules of her domain. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5203 D2 ~ ~ 0 0 5199 D3 ~ ~ 0 0 5200 S #5202 The Library~ ~ ~ You are in the Library, a large room that is filled with maybe one hundred shelves, almost all of which are completely filled with books. You see large books, small books, thin books, and fat, they are all shapes and sizes. Around you, there are tables, at which are seated robed men and women, who sit reading quietly. At the north end of the room, you see a woman in red robes sitting behind a desk who appears to be in charge of things. She watches all as they enter, making sure that none violate the rules of her domain. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5204 D1 ~ ~ 0 0 5203 D2 ~ ~ 0 0 5200 S #5203 The Library~ ~ ~ You are in the Library, a large room that is filled with maybe one hundred shelves, almost all of which are completely filled with books. You see large books, small books, thin books, and fat, they are all shapes and sizes. Around you, there are tables, at which are seated robed men and women, who sit reading quietly. At the north end of the room, you see a woman in red robes sitting behind a desk who appears to be in charge of things. She watches all as they enter, making sure that none violate the rules of her domain. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5205 D2 ~ ~ 0 0 5201 D3 ~ ~ 0 0 5202 S #5204 The Library~ ~ ~ You are in the Library, a large room that is filled with maybe one hundred shelves, almost all of which are completely filled with books. You see large books, small books, thin books, and fat, they are all shapes and sizes. Around you, there are tables, at which are seated robed men and women, who sit reading quietly. At the north end of the room, you see a woman in red robes sitting behind a desk who appears to be in charge of things. She watches all as they enter, making sure that none violate the rules of her domain. ~ 0 401410 0 Rd 0 D0 ~ ~ 3 0 5206 D1 ~ ~ 0 0 5205 D2 ~ ~ 0 0 5202 S #5205 Jurielle's Desk~ ~ ~ Books are stacked high on the desk before you in neat piles. Paper are also in perfect order on the desk. The woman behind the desk is looking at you, her eyes closing to slits, wondering what you're up to, and ready to "Shhhh" you should you attempt to talk too loud. Her red robes are clean, with a small sunburst pattern in gold thread on the left shoulder. You notice that her desk is a veritable safe, many locked drawers, the keys nowhere to be seen. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 5203 D3 ~ ~ 0 0 5204 S #5206 The Kitchen~ ~ ~ Ah, the sweet smell of good cooking comes at you from the east. Daring you to goto it and seek its source. Your stomach starts to rumble as the smell grows stronger and stronger, tantalizing you, silently telling you to eat, eat to your hearts content, and/or desire. You find it hard to resist. Do you manage to maintain control, or will you goto Nadia and ask of her some sweets or some other delicious morcel? ~ 0 393220 0 Rd 0 D1 ~ ~ 0 0 5207 D2 ~ ~ 3 0 5204 S #5207 The Kitchen~ ~ ~ The smell of various foods is strong about you. The smell of sizzling meats, boiling vegetables, and simmering sauces floats to you on gentle currents of air, tantalizing your palate. Cooks run about in quite the rush, barely paying you any heed. Just going around you when you get in their way. Ah, the meal must get done. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5210 D1 ~ ~ 0 0 5208 D3 ~ ~ 0 0 5206 S #5208 The Kitchen~ ~ ~ This corner of the room seems to be reserved for stock. You see many bags of flour, jars of vegetables stacked on shelves in great number. Does it not make you curious as to just how much on those shelves is used each day? This place must use up quite the fair bit of food, but where does it all come from? Perhaps they have farm lands outside of the castle where they harvest all their food. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5211 D3 ~ ~ 0 0 5207 S #5209 The Kitchen~ ~ ~ Cooks run about, spilling flour all over the place. Time and again eggs are dropped to the floor, where they crack and are ruined. There is quite the number off broken eggs on the floor you notice, and you're not sure who is responsible for cleaning up the mess, but you do know that they are not doing a very good job at it. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5210 S #5210 The Kitchen~ ~ ~ A pot of some sort of stew boils to your right, a slab of meat sizzles over a fire to your left, straight ahead, you can see a shelf of breads, all fresh, straight out of the oven, only the freshest for the leaders of Aurum. There are all sorts of cheeses to be seen on another shelf beside the former one. Most of them ranging in colours of orange and whites, but there are more exotic colours seen too. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5213 D1 ~ ~ 0 0 5211 D2 ~ ~ 0 0 5207 D3 ~ ~ 0 0 5209 S #5211 The Kitchen~ ~ ~ Pastries are all about, some out to cool, others collected in baskets, ready to be brought out to eat. There are so many different ones, you don't think it's really worth your while to count the number of kinds. You just know that each and every kind looks absolutely delicious. A great deal of effort is given to make sure that these are the best of the best, the worlds finest. Course, as little of the population of Aurum has seen much besides Aurum, it's easy for the cooks to give their foods such titles. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5214 D2 ~ ~ 0 0 5208 D3 ~ ~ 0 0 5210 S #5212 The Gardener's Shack~ ~ ~ The room is fairly clean, despite the small clods of rich soil lying here and there on the ground. The room has a nice earthly smell to it, almost as if you were still outside on a nice spring day after a short rainfall. Tools of all sorts hang from the walls, used to maintain the Garden in its meticulous shape. A chest of decent size rests against the wall, closed and locked. A small man, sitting on that very chest, watches you as you enter the room, his eyes wary. ~ 0 393218 0 Rd 0 D3 ~ ~ 67 0 5140 S #5213 Nadia's cooking area~ ~ ~ This section of the kitchen is a mess, batter all over the place, eggs lying here and there in bowls, waiting to be cracked, slabs of meat soaking in Nadia's special sauces, so that the flavour is nothing but the best when they are cooked. Now, I'd be careful about what you try to eat in her presence, she just might get mad and throw you on the cutting board. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5214 D2 ~ ~ 0 0 5210 S #5214 The Kitchen~ ~ ~ A door to the east leads into another room. Most likely the dining room. Servants run back and forth through it carrying trays that Nadia and the assistant cooks prepare with haste, yet with also a careful precision. Making sure that nothing is forgotten. It would seem that the people who eat in the other room experience quite a variety of foods judging by the trays that are being brought to them. ~ 0 401410 0 Rd 0 D1 ~ ~ 3 0 5215 D2 ~ ~ 0 0 5211 D3 ~ ~ 0 0 5213 S #5215 The Dining Room~ ~ ~ A huge room with a high vaulted ceiling from which dangles many the crystal chandellier and draperie. Here and there on the walls can be seen tapestries, most of which are landscapes, depicting soaring birds high on mountain tops, fish in the ocean, and deer grazing on a meadow. All seem to be of very fine quality and stunning perfection. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5216 D2 ~ ~ 0 0 5218 D3 ~ ~ 3 0 5214 S #5216 The Dining Room~ ~ ~ The table seems to be in a state of preperation, not quite ready to be eaten from. While there are plates and glasses set about at each of the chairs, you notice a lack of silverware, the servants most likely waiting until just before the meal is to be served before putting it out, for there is always the small chance that someone might attempt to steal something, and the silverware is quite pocketable. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5217 D2 ~ ~ 0 0 5219 D3 ~ ~ 0 0 5215 S #5217 The Dining Room~ ~ ~ The table seems to be in a state of preperation, not quite ready to be eaten from. While there are plates and glasses set about at each of the chairs, you notice a lack of silverware, the servants most likely waiting until just before the meal is to be served before putting it out, for there is always the small chance that someone might attempt to steal something, and the silverware is quite pocketable. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 5220 D3 ~ ~ 0 0 5216 S #5218 The Dining Room~ ~ ~ The room is filled with light, light shed by a very few candles and a large number of glowing white orbs place here and there about the room. Shadows are few and far between, and they are small and weak. Darkness is kept well at bay in this room, for who knows what a shadow may contain within it's dark recesses. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5215 D1 ~ ~ 0 0 5219 D2 ~ ~ 0 0 5221 S #5219 The Dining Room~ ~ ~ Fine tiles cover the floor, an expensive and very hard thing to obtain in this day and age. But, this is a palace that thrives on magic... Perhaps they need do no more than snap their fingers and it is created, snap them again, and it is molded to the form they want, and then do so again, and the tiles fall into place, and the floor is created... ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5216 D1 ~ ~ 0 0 5220 D2 ~ ~ 0 0 5222 D3 ~ ~ 0 0 5218 S #5220 The Dining Room~ ~ ~ Fine tiles cover the floor, an expensive and very hard thing to obtain in this day and age. But, this is a palace that thrives on magic... Perhaps they need do no more than snap their fingers and it is created, snap them again, and it is molded to the form they want, and then do so again, and the tiles fall into place, and the floor is created... ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5217 D2 ~ ~ 0 0 5223 D3 ~ ~ 0 0 5219 S #5221 The Dining Room~ ~ ~ A cloak chimes the hour, loud and clear so that all may hear it. It's a device that is kept in sync with time using magic supplied by the time keeper, who has devoted his magical energies to making sure that all the clocks are kept in sync with each other, and with nature, the rising and setting of the sun. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5218 D1 ~ ~ 0 0 5222 S #5222 The Dining Room~ ~ ~ Fine dishes, sparkling glasses, and shining silver cutlery is set about the table at each of the many chairs. There is at least enough room for twenty people to sit comfortably at this table and not be even the slightest bit crowded. If they tried to crowd the table, you can only guess at the number of people they could get in there. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5219 D1 ~ ~ 0 0 5223 D3 ~ ~ 0 0 5221 S #5223 The Dining Room~ ~ ~ Fine dishes, sparkling glasses, and shining silver cutlery is set about the table at each of the many chairs. There is at least enough room for twenty people to sit comfortably at this table and not be even the slightest bit crowded. If they tried to crowd the table, you can only guess at the number of people they could get in there. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5220 D2 ~ ~ 3 0 5225 D3 ~ ~ 0 0 5222 S #5224 The Ballroom~ ~ ~ A beautiful room of gold and silver. The floor is made up of golden tiles, silver adorns the walls in the form of picture frames, around windows, chandeliers, everywhere. Light falls upon the room, shed by numerous of the little glowing white balls of light. There is room enough for quite a large number of people on the dance floor. Perhaps several hundred. It's one of the largest rooms you're ever likely to see in your life. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5225 D2 ~ ~ 0 0 5226 S #5225 The Ballroom~ ~ ~ A beautiful room of gold and silver. The floor is made up of golden tiles, silver adorns the walls in the form of picture frames, around windows, chandeliers, every where. Light falls upon the room, shed by numerous of the little glowing white balls of light. There is room enough for quite a large number of people on the dance floor. Perhaps several hundred. It's one of the largest rooms you're ever likely to see in you life. ~ 0 401410 0 Rd 0 D0 ~ ~ 3 0 5223 D2 ~ ~ 0 0 5227 D3 ~ ~ 0 0 5224 S #5226 The Ballroom~ ~ ~ A beautiful room of gold and silver. The floor is made up of golden tiles, silver adorns the walls in the form of picture frames, around windows, chandeliers, everywhere. Light falls upon the room, shed by numerous of the little glowing white balls of light. There is room enough for quite a large number of people on the dance floor. Perhaps several hundred. It's one of the largest rooms you're ever likely to see in your life. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5224 D1 ~ ~ 0 0 5227 D2 ~ ~ 0 0 5228 S #5227 The Ballroom~ ~ ~ A beautiful room of gold and silver. The floor is made up of golden tiles, silver adorns the walls in the form of picture frames, around windows, chandeliers, everywhere. Light falls upon the room, shed by numerous of the little glowing white balls of light. There is room enough for quite a large number of people on the dance floor. Perhaps several hundred. It's one of the largest rooms you're ever likely to see in your life. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5225 D2 ~ ~ 0 0 5229 D3 ~ ~ 0 0 5226 S #5228 The Ballroom~ ~ ~ A beautiful room of gold and silver. The floor is made up of golden tiles, silver adorns the walls in the form of picture frames, around windows, chandeliers, everywhere. Light falls upon the room, shed by numerous of the little glowing white balls of light. There is room enough for quite a large number of people on the dance floor. Perhaps several hundred. It's one of the largest rooms you're ever likely to see in your life. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5226 D1 ~ ~ 0 0 5229 D2 ~ ~ 0 0 5230 S #5229 The Ballroom~ ~ ~ A beautiful room of gold and silver. The floor is made up of golden tiles, silver adorns the walls in the form of picture frames, around windows, chandeliers, everywhere. Light falls upon the room, shed by numerous of the little glowing white balls of light. There is room enough for quite a large number of people on the dance floor. Perhaps several hundred. It's one of the largest rooms you're ever likely to see in your life. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5227 D2 ~ ~ 0 0 5231 D3 ~ ~ 0 0 5228 S #5230 The Ballroom~ ~ ~ A beautiful room of gold and silver. The floor is made up of golden tiles, silver adorns the walls in the form of picture frames, around windows, chandeliers, everywhere. Light falls upon the room, shed by numerous of the little glowing white balls of light. There is room enough for quite a large number of people on the dance floor. Perhaps several hundred. It's one of the largest rooms you're ever likely to see in your life. ~ 0 401414 0 Rd 0 D0 ~ ~ 0 0 5228 D1 ~ ~ 0 0 5231 D3 ~ ~ 3 0 5189 S #5231 The Ballroom~ ~ ~ A beautiful room of gold and silver. The floor is made up of golden tiles, silver adorns the walls in the form of picture frames, around windows, chandeliers, everywhere. Light falls upon the room, shed by numerous of the little glowing white balls of light. There is room enough for quite a large number of people on the dance floor. Perhaps several hundred. It's one of the largest rooms you're ever likely to see in your life. ~ 0 401418 0 Rd 0 D0 ~ ~ 0 0 5229 D3 ~ ~ 0 0 5230 S #5232 A Humming Corridor~ ~ ~ The walls around you glow a pale blue, and a humming sound comes from all about you. You have no idea if this is somewhere in Aurum, or if it's somewhere outside of Aurum...or even somewhere outside of this realm. You can tell, no matter how limited your skills in magic, that magic is thick around you. That it's very essence permeates the air. You have no choice but to go north. ~ 0 401414 0 Rd 0 D0 ~ ~ 0 0 5233 S #5233 A Humming Corridor~ ~ ~ Again, the same glowing blue walls as before, the humming sound is very intense in this room. Here and there along the wall and ceiling in this section of the hall are fair sized little holes that go back maybe two or three feet. Unlike the previous room...no dust has settled in this room, suggesting that perhaps something lives around here.. What this thing could be, and it's intentions towards you are unknown. ~ 0 4595714 0 Rd 0 D0 ~ ~ 0 0 5234 D2 ~ ~ 0 0 5232 S #5234 End of a Humming Corridor~ ~ ~ The hallway ends as soon as it had begun. ~ 0 393222 0 Rd 0 D2 ~ ~ 0 0 5233 S #5238 &RThe Bottom of the Pit of Strife~ ~ ~ &zYou stand in a room that has old suits of black armour all about. With them there are numerous swords and other implements of war and fighting. The castle type walls are all polished and very clean, and covered with a black coat of paint. There is little light in the room. The owner prefering to walk around in near dark so that his eyes can be better accustumed to low light conditions. ~ 0 401410 0 Rd 0 D4 ~ ~ 71 5192 5239 S #5239 &RThe Pit of Strife~ ~ ~ &zYou find yourself in what seems to be a section of a castle tower... There are windows looking out onto nothing but rock, but at one time they must have looked onto perhaps open plains, rivers, oceans, who knows.. Now however, it would seem that this tower is buried under nothing but rock and more rock. ~ 0 401410 0 Rd 0 D4 ~ ~ 3 0 5240 D5 ~ ~ 71 5192 5238 S #5240 &RAbove the Pit of Strife~ ~ ~ &zThere is little sound around you as you enter this room. Only the echo of stones falling a long way down reaches your ears. There is nothing that can be see around you, at least, nothing obvious. There could be just about anything lurking in the shadows around you. ~ 0 401414 0 Rd 0 D2 ~ ~ 0 0 5243 D5 ~ ~ 3 0 5239 S #5241 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5242 D2 ~ ~ 0 0 5247 S #5242 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5243 D3 ~ ~ 0 0 5241 S #5243 &RThe Northern Intersection of Passages~ ~ ~ &zPale red light floods the room, given off by floating red orbs that rest up against the ceiling. The walls have the appearance of being alive, the light making eerie shadows all about. Odd sounds come from the north, though they are muffled a great deal, leaving you unsure of what is producing them or what they could be. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5240 D1 ~ ~ 0 0 5244 D2 ~ ~ 0 0 5249 D3 ~ ~ 0 0 5242 S #5244 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5245 D3 ~ ~ 0 0 5243 S #5245 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D2 ~ ~ 0 0 5251 D3 ~ ~ 0 0 5244 S #5246 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5247 D2 ~ ~ 0 0 5254 S #5247 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5241 D3 ~ ~ 0 0 5246 S #5248 &RChamber of Everlasting Torture~ ~ ~ &zIt's a dark corner where there is a nice shelf of glistening metal instruments. Pokers, knifes, saws, chains, needles, whatever you can imagine, they have it here on this little shelf of pain. They are also constantly thinking of and devising new things to add to this shelf so that they can be more efficient in their work. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 5256 S #5249 &RPassage to the North~ ~ ~ &zThe passage is nearly at it's northermost end. Light seeps in from the intersection ahead of you, illuminating rats and other scurrying creatures that wander about these dark dank hallways, scavenging for food scraps left by inhabitants of Merentha. They all seem rather fat, suggesting that Merentha has no problem getting food for it's people. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5243 D2 ~ ~ 0 0 5257 S #5250 &RThe Darkness within the Temple~ ~ ~ &zYou light doesn't seem to actually do much here, nothing reflects it.. nothing seems to really show up in it the way it would normally work.. It's like...as long as you have the light, you see things as if it's the light of day...yet everything is on a pitch black background... A black so black...it makes the night sky look bright in comparison..This is the home of something...Something evil... ~ 0 401415 0 Rd 0 D2 ~ ~ 0 0 5258 S #5251 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5245 D1 ~ ~ 0 0 5252 S #5252 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D2 ~ ~ 0 0 5260 D3 ~ ~ 0 0 5251 S #5253 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5254 D2 ~ ~ 0 0 5263 S #5254 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5246 D3 ~ ~ 0 0 5253 S #5255 &RChamber of Everlasting Torture~ ~ ~ &zYou look upon a corpse of a young woman, she lies nearly naked, but despite the fact that she must have been tortured to death, you can see no evidence that any such torture has taken place. No blood covers her. No marks show on her skin. She seems to be normal. Except that she is dead. What sort of torture do these PainMasters practice that leaves no physical scars or marks. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5256 D2 ~ ~ 0 0 5265 S #5256 &RChamber of Everlasting Torture~ ~ ~ &zBig bats hang from the ceiling high above you, waiting to feed on the blood and guts that may or may not adorn the floor when the Merenthians leave for the evening. Course, quite often they will stay the entire night, torturing a single victim endlessly to the very brink of death, only to have them healed by one of the dark priests so they can begin the torture anew. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5248 D2 ~ ~ 0 0 5266 D3 ~ ~ 0 0 5255 S #5257 &RPassage to the North~ ~ ~ &zThe passage goes on more to the north. You can tell by the appearance of a light ahead of you that it's soon to end. Whether that's a good thing or not though is unknown, who knows what's at the end of this hall of obsidian. There could be any number of things. ~ 0 401411 3 Rd 0 D0 ~ ~ 0 0 5249 D2 ~ ~ 0 0 5267 S #5258 &RThe Unholy Temple of Dargash~ ~ ~ &zThere is a very dark recess to the north, so dark that you can barely see even two feet into it.. This is not a natural darkness as far as you can tell, and you really don't think that darkness can seem to seep out the way this darkness seems to do on occaision...Shadows reaching out and touching those who walk to close, and chilling the flesh where it touches....Something far from happy and nice resides in those shadows. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5250 D1 ~ ~ 0 0 5259 D2 ~ ~ 0 0 5268 S #5259 &RThe Unholy Temple of Dargash~ ~ ~ &zA large organ rests here, though no music comes from it. It looks to be an ancient relic.. Most likely now associated with some sort of odd religious thing that you wouldn't understand as an outsider. But you can always ask someone about it, hey, who knows, maybe someone spends their time learning about odd objects such as this one. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 5269 D3 ~ ~ 0 0 5258 S #5260 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5252 D1 ~ ~ 0 0 5261 S #5261 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D2 ~ ~ 0 0 5271 D3 ~ ~ 0 0 5260 S #5262 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5263 D2 ~ ~ 0 0 5273 S #5263 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders this hall as surely as you do.... Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5253 D3 ~ ~ 0 0 5262 S #5264 &RChamber of Everlasting Torture~ ~ ~ &zBlood pools on the floor by your feet, moving about along the path of least resistence, and there is a great deal of blood to flow, and from multiple sources. Course, it's not too noticeable for the most part.. The stone floor having been stained dark red a long time ago when they learned that it was sorta messy in this room. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5265 D2 ~ ~ 0 0 5275 S #5265 &RChamber of Everlasting Torture~ ~ ~ &zThe room resonates with the echo of high pitched wails and screams, the sound of racks stretching, needles piercing, hot pokers poking and hissing, blood dropping and flies buzzing, maggots crawling and people humming. And odd mixture of sounds to say the least. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5255 D1 ~ ~ 0 0 5266 D2 ~ ~ 0 0 5276 D3 ~ ~ 0 0 5264 S #5266 &RChamber of Everlasting Torture~ ~ ~ &zScreams echo all around you as the workers of this place do their oh so devilish work. Stripping the flesh off this mana, the fingers off that woman. The tortured call out to their gods and goddesses in hopes of finding release from their pain... However, you notice they continue to scream, and they don't find the release from their tormentors that they sought. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5256 D2 ~ ~ 0 0 5277 D3 ~ ~ 0 0 5265 S #5267 &RPassage to the North~ ~ ~ &zThe passage continues to the north yet further. The only sounds that you can hear are those you create yourself. Light is swallowed by the infinite darkness about you that seeks to swallow you whole, body and soul. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5257 D2 ~ ~ 0 0 5278 S #5268 &RThe Unholy Temple of Dargash~ ~ ~ &zThere is an alter here, covered in the dried blood of innocents who have been sacrificed to this bloodthirsty god. This maybe non existant immortal who strives to do nothing good and everything bad that it can possibly do for the mortals that live in this realm. The blood is a dark red...almost black it's so dark. There is a pool of fresh blood within the alter. It must be fairly fresh to have not dried up yet... ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5258 D1 ~ ~ 0 0 5269 D2 ~ ~ 0 0 5279 S #5269 &RThe Unholy Temple of Dargash~ ~ ~ &zA dark red sign is embedded into the black stone floor. You haven't seen it's like before, but just looking at it causes a chill to run the length of your spine, sending a tingling sensation throughout your entire body. This is something that is the symbol for a true evil. The kind of evil that don't offer you mercy, compassion. It want's only pain, death, and suffering for all. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5259 D1 ~ ~ 0 0 5270 D2 ~ ~ 0 0 5280 D3 ~ ~ 0 0 5268 S #5270 &RThe Unholy Temple of Dargash~ ~ ~ &zDark priests seem to wander all about here, preparing for things that need to be prepared for. They do seem preoccupied when you walk by them. They don't bother to acknowledge you or anything, but then, maybe that's just because they think they're better than you. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 5281 D3 ~ ~ 0 0 5269 S #5271 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5261 D1 ~ ~ 0 0 5272 S #5272 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D2 ~ ~ 0 0 5283 D3 ~ ~ 0 0 5271 S #5273 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5262 D2 ~ ~ 0 0 5285 S #5274 &RChamber of Everlasting Torture~ ~ ~ &zBlood pools on the floor by your feet, moving about along the path of least resistence, and there is a great deal of blood to flow, and from multiple sources. Course, it's not too noticeable for the most part.. The stone floor having been stained dark red a long time ago when they learned that it was sorta messy in this room. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5275 S #5275 &RChamber of Everlasting Torture~ ~ ~ &zA man dressed in dark red leather nods at you as you walk by him. He doesn't care where you're from, or who you are, only whether or not you're here to be tortured. They are a single minded breed of people, the PainMasters of Merentha. They spend long years in intensive study, making sure to learn the best and slowest ways to deal out excruciating pain. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5264 D1 ~ ~ 0 0 5276 D3 ~ ~ 0 0 5274 S #5276 &RChamber of Everlasting Torture~ ~ ~ &zA rather large room, with a domed ceiling of stone. The walls run with blood, the blood of the many people you can see tied down on racks, slabs, and to the ground even.. All of whom you can see are experiencing huge amounts of pain. You can only wonder at what keeps them alive to keep enduring this pain. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5265 D1 ~ ~ 0 0 5277 D2 ~ ~ 3 0 5288 D3 ~ ~ 0 0 5275 S #5277 &RChamber of Everlasting Torture~ ~ ~ &zScreams echo all around you as the workers of this place do their oh so devilish work. Stripping the flesh off this man, the fingers off this woman. They call out to their gods and goddesses in hope of finding release. However, you notice they continue to scream, and they don't find any release from their tormentors. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5266 D3 ~ ~ 0 0 5276 S #5278 &RPassage to the North~ ~ ~ &zBlack walls of obsidian wall you in from the west and the east. The first intersection of Merentha is to the south, and the passage continues to the north.. The maniacal laughter and the screaming you heard from the first intersection have are no longer so loud. But you can none the less still hear them a bit. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5267 D2 ~ ~ 0 0 5290 S #5279 &RThe Unholy Temple of Dargash~ ~ ~ &zCandles are all around you, shedding red light from unatural red flames. A wind blows around, coming from some hole in the ceiling, where bats hang unmolested, a creature that is welcome and left alone here in this place. Of course, why shouldn't they be, they're only bats, not like the suck your blood or anything...... Or do they.... ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5268 D1 ~ ~ 0 0 5280 S #5280 &RThe Unholy Temple of Dargash~ ~ ~ &zThere are pillars of black marble reaching up to the ceiling, carved along their surface is a multitude of images, most demonic or dark to say the least. They depict sacrifices, demons of great power, sigils of power etc. There are candles of black wax here and there, burning silently in the dark, shedding little light. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5269 D1 ~ ~ 0 0 5281 D2 ~ ~ 3 0 5292 D3 ~ ~ 0 0 5279 S #5281 &RThe Unholy Temple of Dargash~ ~ ~ &zPews line this cavern, enough for the entire population of Merentha to come and worship their dark god Dargash. To offer to him the sacrifices they think that he deserves each and every day. Which for the most part are poor innocent people they find alone and unprotected. For who can say differently as to what happened to them, or suspect the truth. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5270 D1 ~ ~ 0 0 5282 D3 ~ ~ 0 0 5280 S #5282 &RThe Unholy Temple of Dargash~ ~ ~ &zA dark corner of the temple, there is little to do here but look out on the rest of the place. The walls are plain here and only a small gold pot is nestled deep in the corner. It's use is unknown... Maybe it's just supposed to pretty up the place.... After thinking about it.. You decide that to be highly unlikely. ~ 0 401410 0 Rd 0 D3 ~ ~ 0 0 5281 S #5283 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5272 D2 ~ ~ 0 0 5295 S #5284 &RAbove the pit of Blood~ ~ ~ &zThe walls are covered in thick red blood. It runs down in little streams here and there. It seems unthinkable that so much blood is being used in this way... You have to wonder how many people had to give every ounce of their blood before this tower could be bathed in so much of the thick red liquid. ~ 0 401414 0 Rd 0 D1 ~ ~ 0 0 5285 D5 ~ ~ 3 0 5297 S #5285 &RWestern Intersection of Passages~ ~ ~ &zThe passageway stretches for quite a while to the east, back towards the portal that will take you back to Aurum. There is a door going down into the earth that you can see off to the west. A dark and silent hallway goes to the south and also to the north. You can see that it eventually turns off to the east further south or north. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5273 D1 ~ ~ 0 0 5286 D2 ~ ~ 0 0 5298 D3 ~ ~ 0 0 5284 S #5286 &RPassage to the West~ ~ ~ &zThis passage goes to the east and the west. But is enshrouded in darkness. Screams echo from the east, where there are two doors down that way a bit. East is also where the portal that leads back to Aurum is. West you think you can see an intersection that is bathed in soft red light. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5287 D3 ~ ~ 0 0 5285 S #5287 &RPassage to the West~ ~ ~ &zThe passage goes to the west and east, two doors are to the very immediate east of you, one going north,the other going to the south. Screams echo from the area of the doors, and the sound of armour clinking and swords clashing. To the east lies the portal that leads back to Aurum, to the west you can see a light in the distance, but little else. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5288 D3 ~ ~ 0 0 5286 S #5288 &RPassage to the West~ ~ ~ &zThere is a door to the north. Looking in through a small iron grate, you bear witness to horrors upon horrors... Filthy human beings who cower on the ground, covered in their own filth. They have cuts all over their body, and all have the flesh of someone who has been starved to the point of death. Others are tied to racks, and walls, undergoing various types of torture at the hands of men and women of Merentha who have but the single task of making them know pain. To the south, you can see into another room and it shows a number of black clad men and women who are doing various types of exercise, swordwork, and other such things, in preparation of becoming great warriors of Merentha. ~ 0 401411 0 Rd 0 D0 ~ ~ 3 0 5276 D1 ~ ~ 0 0 5289 D2 ~ ~ 3 0 5301 D3 ~ ~ 0 0 5287 S #5289 &RPassage to the West~ ~ ~ &zThe passage goes for quite some distance to the east. Ahead of you there are two doors, one going to the south, anther that goes to the north. From one of them comes the high pitched sounds of people in a number of degrees of pain, screaming, hollering, and making a great deal of noise. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5290 D3 ~ ~ 0 0 5288 S #5290 &RMerentha~ ~ ~ &zYou have entered into the underworld of Aurum.. Into the place known as Merentha. The walls are made of dark, cold obsidian which reflects the light that touches it. Hard granite lies beneath your feet. And a cold draft flows over your skin, coming from who knows where. This is not a place of comforts and love. Screams can be heard coming from the west. Cruel laughter can be heard from almost all directions... You wonder as to whether coming here was a good idea. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5278 D1 ~ ~ 0 0 5291 D2 ~ ~ 0 0 5303 D3 ~ ~ 0 0 5289 D5 ~ ~ 3 0 5347 S #5291 &RPassage to the East~ ~ ~ &zThe hall resounds with maniacal laughter, which reverberates against the walls, creating a most unwelcome and unholy sound. Further to the east you can see two doors. One that goes to the north, and another you see that goes to the south. You can't tell what is behind either of these doors however from your current position. Only by opening them and going in will you be able to see what's inside. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5292 D3 ~ ~ 0 0 5290 S #5292 &RPassage to the East~ ~ ~ &zThe sound of chanting can be heard through the door to the north. A most unholy litany of words and music. The words used are rough edged and harsh. A symbol is burned into the wood of the door, it depicts a knife piercing a heart. From the sound you can hear nothing, it is enshrouded in blissful silence. Opening the door and walking in is the only way to give answers as to what it beyond. ~ 0 401411 0 Rd 0 D0 ~ ~ 3 0 5280 D1 ~ ~ 0 0 5293 D2 ~ ~ 3 0 5305 D3 ~ ~ 0 0 5291 S #5293 &RPassage to the East~ ~ ~ &zThe hallway goes to the east and west, the portal that will take you back to Aurum is to the west. The east brings you deeper into Merentha. To where one of the Nightlords of Merentha makes their home. The walls of black obsidian close in around you, narrowing, you must now walk in single file. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5294 D3 ~ ~ 0 0 5292 S #5294 &RPassage to the East~ ~ ~ &zThe walls flare out again, giving you room to walk again. Light can be seen to the east. You can see that the passage branches to the north and south where the light is, and that it also continues to the east. Shadows move on the floor to the west of the light... But you see nothing casting the shadows... ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5295 D3 ~ ~ 0 0 5293 S #5295 &RThe Eastern Intersection of Passages~ ~ ~ &zRed light falls from above, produced by floating red balls of magic. Shadows are all about you, moving along the walls and watching you... The passage goes to the east, where you see a stairwell going down into the earth. It also goes back to the west, where the portal to Aurum is. You can also go to the north, which you can see later turns off to the west. And there is a similar hallway going to the south and then west. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5283 D1 ~ ~ 0 0 5296 D2 ~ ~ 0 0 5308 D3 ~ ~ 0 0 5294 S #5296 &RAbove the Pit of Sin~ ~ ~ &zYou're at the top of a large staircase going deep into the earth... Blood trickles down in little rivulets along the wall, gathering in a pool that you can see far below you. Bats line the ceiling occaisionly swoop down at you, doing little more than annoy you. The walls here aren't the normal obsidian that you've been seeing in the rest of this place. These walls are made of numerous stones that are about the size of fairly big chests. They make it seem that perhaps this was at one time a part of some castle, which is now buried in this earth. ~ 0 401414 0 Rd 0 D3 ~ ~ 0 0 5295 D5 ~ ~ 3 0 5309 S #5297 &RThe Pit of Blood~ ~ ~ &zWalking along the stairs, you come to notice that this is not the same black obisidian that makes up the rest of Merentha, these walls are made up of blocks of stone, more what you would expect from some castle that has to withstand the bitter elements. Perhaps this once was above the ground and the sun did once shine upon it's walls. Looking out a window now filled with stone, you wonder what you might once have looked out on in the past. ~ 0 401410 0 Rd 0 D4 ~ ~ 3 0 5284 D5 ~ ~ 71 5190 5321 S #5298 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5285 D2 ~ ~ 0 0 5310 S #5299 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5300 S #5300 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5301 D2 ~ ~ 0 0 5312 D3 ~ ~ 0 0 5299 S #5301 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, they might not be ready. ~ 0 401410 0 Rd 0 D0 ~ ~ 3 0 5288 D1 ~ ~ 0 0 5302 D2 ~ ~ 0 0 5313 D3 ~ ~ 0 0 5300 S #5302 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401410 0 Rd 0 D2 ~ ~ 0 0 5314 D3 ~ ~ 0 0 5301 S #5303 &RPassage to the South~ ~ ~ &zThe wall of the hall are quite smooth, without a mark. The black obsidian reflecting light. The ground beneath your feet is naught but hard granite, making for a walk that is not among the most comfortable you can remember. The sound of laughter and screaming begins to die away a bit as you walk further to the south, going away from that first intersection. Creatures hide in the shadows of the uneven ceiling, from which hangs numerous stalactites. Things like bats and stuff. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5290 D2 ~ ~ 0 0 5315 S #5304 &RA Dank Dark Prison~ ~ ~ &zThe joy of life is sucked out of you in this dark, cold room. There being no reason for joy in a place where thoughts of freedom and hope are crushed. The joys of life squelched under the heel of guards and other such individuals who do the dirty work of Merentha. ~ 0 401410 0 Rd 0 D1 ~ ~ 0 0 5305 D2 ~ ~ 0 0 5316 S #5305 &RA Dank Dark Prison~ ~ ~ &zIt's a room that doesn't really have much light, but enough is given off by the single torch on the wall to see by, if barely. The smell isn't the most pleasant you've ever experienced, but hey, it's a prison, did you really expect it to smell like roses? ~ 0 401414 0 Rd 0 D0 ~ ~ 3 0 5292 D1 ~ ~ 0 0 5306 D2 ~ ~ 0 0 5317 D3 ~ ~ 0 0 5304 S #5306 &RA Dank Dark Prison~ ~ ~ &zThe door out of here is to the west. The east is blocked off by a huge iron door, which is locked, there being no key in site, you haven't a clue how to get it open. Listening carefully, you think you can hear someone scratching the door from the other side... ~ 0 401410 0 Rd 0 D1 ~ ~ 71 5185 5307 D2 ~ ~ 0 0 5318 D3 ~ ~ 0 0 5305 S #5307 &RA Dank Dark Prison Cell~ ~ ~ &zYou are stuck in a prison cell, devoid of any sort of comfort. There is no bed to sleep on, no water to drink, and no food to eat. You had better hope the door is unlocked, cause if it isn't, you're going to be here for a while. ~ 0 401410 0 Rd 0 D3 ~ ~ 71 5185 5306 S #5308 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5295 D2 ~ ~ 0 0 5320 S #5309 &RThe Pit of Sin~ ~ ~ &zYou see more that makes you think that perhaps this was once part of some old castle of old. Windows line the wall, but they look out only on rock now. The green pastures that they once looked out on before are gone now, or at least no longer here. The stairs continue downward in a spiral. It's getting noticably colder. ~ 0 401410 0 Rd 0 D4 ~ ~ 3 0 5296 D5 ~ ~ 71 5194 5331 S #5310 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5298 D1 ~ ~ 0 0 5311 S #5311 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D2 ~ ~ 0 0 5322 D3 ~ ~ 0 0 5310 S #5312 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5300 D1 ~ ~ 0 0 5313 S #5313 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401414 0 Rd 0 D0 ~ ~ 0 0 5301 D1 ~ ~ 0 0 5314 D2 ~ ~ 0 0 5324 D3 ~ ~ 0 0 5312 S #5314 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5302 D2 ~ ~ 0 0 5325 D3 ~ ~ 0 0 5313 S #5315 &RPassage to the South~ ~ ~ &zThe hallway continues to the south, the sounds of the screaming and maniacal laughter have faded away a great deal now, and you can no longer hear them. The light plays on the walls, creating odd reflections and even more odd shadows. Sounds tend to reverberate loudly in this place, leaving you a little on edge as the slightest sound is amplified a great deal. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5303 D2 ~ ~ 0 0 5326 S #5316 &RA Dank Dark Prison~ ~ ~ &zThe joy of life is sucked out of you in this dark, cold room. There being no reason for joy in a place where thoughts of freedom and hope are crushed. The joys of life squelched under the heel of guards and other such individuals who do the dirty work of Merentha. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5304 D1 ~ ~ 0 0 5317 D2 ~ ~ 0 0 5327 S #5317 &RA Dank Dark Prison~ ~ ~ &zCells line the walls, pitiful wails and cries of help come from behind the stout iron doors, but they fall on deaf ears, as who could ever hope to save them from the clutches of the people of Merentha. They would sooner kill the hapless prisoner than let them go free. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5305 D1 ~ ~ 0 0 5318 D2 ~ ~ 0 0 5328 D3 ~ ~ 0 0 5316 S #5318 &RA Dank Dark Prison~ ~ ~ &zCells line the walls, pitiful wails and cries of help come from behind the stout iron doors, but they fall on deaf ears, as who could ever hope to save them from the clutches of the people of Merentha. They would sooner kill the hapless prisoner than let them go free. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5306 D3 ~ ~ 0 0 5317 S #5319 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5320 D2 ~ ~ 0 0 5330 S #5320 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5308 D3 ~ ~ 0 0 5319 S #5321 &RThe Bottom of the Pit of Blood~ ~ ~ &zYou're in a oppulent room. It's enormous in size and quite lavish in it's decorations. A huge fire roars in the fireplace and there is a number of open bottles of various wines and other liquers. The furniture appears to just beg you to go sit down in it, to rest and never feel uncomfortable again. Everywhere in the room there are paintings, and sculptures. It would appear that whoever lives here has an appreciation for all things beautiful and loves art a great deal. ~ 0 401410 0 Rd 0 D4 ~ ~ 71 5190 5297 S #5322 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5311 D1 ~ ~ 0 0 5323 S #5323 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D2 ~ ~ 0 0 5332 D3 ~ ~ 0 0 5322 S #5324 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5313 D1 ~ ~ 0 0 5325 S #5325 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5314 D2 ~ ~ 0 0 5334 D3 ~ ~ 0 0 5324 S #5326 &RPassage to the South~ ~ ~ &zFrom the south, you can see a bit of light...In this darkness it's pretty hard not to notice. The sound of the screams and laughter has died away completely. The ground is cracked here... You don't know what could have caused such damage, and you question whether or not you really want to meet what did it. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5315 D2 ~ ~ 0 0 5335 S #5327 &RA Dank Dark Prison~ ~ ~ &zThe cells around you are more than a few. Their numbers are indeed many and that just makes you wonder how many people reside in this horrid little prison, rotting their lives away, their only hope to do something so bad that it will make the guards kill them in sudden fury. There is to the south another iron door, hiding behind which is most likely another poor soul who is trapped there for eternity or death. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5316 D2 ~ ~ 71 5185 5336 D3 ~ ~ 0 0 5328 S #5328 &RA Dank Dark Prison~ ~ ~ &zThe cells around you are more than a few. Their numbers are indeed many and that just makes you wonder how many people reside in this horrid little prison, rotting their lives away, their only hope to do something so bad that it will make the guards kill them in sudden fury. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5317 D1 ~ ~ 0 0 5327 S #5329 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5330 D2 ~ ~ 0 0 5338 S #5330 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5319 D3 ~ ~ 0 0 5329 S #5331 &RThe Bottom of the Pit of Sin~ ~ ~ &zYou are within an old laboratory... Flasks are all over the place, some over flames held there by contorted wires and others are just lying on dusty table tops. Still more, these ones empty, line shelves that are taller than the tallest human you have ever laid eyes on. An alter is the predominant thing in the room however. Black and red, it seems that blood flows out of it into the ground. A veritable fountain of the red warm life giving liquid that all beings have in their veins. It, unlike the flasks, is clean, and totally free of dust. It seems that whoever lives here has taken a recent interest in matters religious, and less of the scientific. ~ 0 401410 0 Rd 0 D4 ~ ~ 71 5194 5309 S #5332 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5323 D1 ~ ~ 0 0 5333 S #5333 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D2 ~ ~ 0 0 5339 D3 ~ ~ 0 0 5332 S #5334 &RTraining Chamber~ ~ ~ &zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather huge room is left vacant and empty space, save for the people who are on it training. Practicing their swordplay, magic uses etc. The people of Merentha would never let themselves fall into a state of laziness, lest when the time came for them to rise against Aurum, the might not be ready. ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5325 S #5335 &RPassage to the South~ ~ ~ &zDarkness..there is little else to describe as you wander along... The light to the south is growing stronger, you think you see shadows in that area, but you're unsure as of yet. The dark obsidian seems to be glistening around you now. Looking closer, you notice that the walls are a little damp. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5326 D2 ~ ~ 0 0 5341 S #5336 &RA Dank Dark Prison Cell~ ~ ~ &zA disgusting room of dirt and filth. You can't imagine ever being forced to live in such conditions yourself. Do you think it right that others should live in such conditions? The room is so cold..dust is thick in the air, causing you to choke a bit as you breath. ~ 0 401410 0 Rd 0 D0 ~ ~ 71 5185 5327 S #5337 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5338 D2 ~ ~ 0 0 5343 S #5338 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5329 D3 ~ ~ 0 0 5337 S #5339 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401419 0 Rd 0 D0 ~ ~ 0 0 5333 D1 ~ ~ 0 0 5340 S #5340 &ROuter Hall of Merentha~ ~ ~ &zEvil wanders thtis hall as surely as you do....Although in what form it walks in is unknown, and is pretty much an unlimited number of things. There is little you can do except be on your guard at all times and to never let that very same guard down lest you risk your life and soul to whatever evil it is that lurks in the darkness. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5341 D3 ~ ~ 0 0 5339 S #5341 &RThe Southern Intersection of Passages~ ~ ~ &zYou find yourself in a fairly well lit four way intersection. The light is provided by glowing red orbs high above you, which casts shadows all about, even though there doesn't seem to be anything in between the light and the shadows to create them... The water running down the walls looks alive in the odd red light, giving you the impression of being within some huge living being that has swallowed you whole. Of course.. how sure are you that such is not the case?... ~ 0 401410 0 Rd 0 D0 ~ ~ 0 0 5335 D1 ~ ~ 0 0 5342 D2 ~ ~ 0 0 5344 D3 ~ ~ 0 0 5340 S #5342 &ROuter Hall of Merentha~ ~ ~ &zDark things move in the shadows around you, hissing and making sounds gutteral and wispy. They watch from afar, waiting for just the right moment at which to pounce, to attack you while you are unawares and unexpecting. They seek to draw from you the sustenance they need to survive. And since you're unlikely to give that willingly, they must take from you what they need.... Which is anything from your flesh to your gold and valuables. ~ 0 401411 0 Rd 0 D1 ~ ~ 0 0 5343 D3 ~ ~ 0 0 5341 S #5343 &ROuter Hall of Merentha~ ~ ~ &zDarkness swirls around you, were it not a dead thing, you would think it was trying to swallow the light around you. It's almost animate in the way the shadows are formed about you, made to seem to move and be alive, then vanish into nothingness once more. Never o bother you again. Life is nonetheless abundant all around you. Hiding in corners and shadows waiting for you to turn your back...So that they might attack and kill. ~ 0 401411 0 Rd 0 D0 ~ ~ 0 0 5337 D3 ~ ~ 0 0 5342 S #5344 &RAbove the Pit of Death~ ~ ~ &zYou are at the very top of what is know as the pit of death. So far, from what you can see, it's not a very happy place. Corpses seem to have just been thrown wherever to rot and putrefy. You can see that most are in an advanced stage of decay, and there are maggots and other such carrion eaters all over the place. The smell is not something that most would desire either. ~ 0 401414 0 Rd 0 D0 ~ ~ 0 0 5341 D5 ~ ~ 3 0 5345 S #5345 &RThe Pit of Death~ ~ ~ &zThe number of corpses around you is astounding.... The number of dead is amazing...you have to wonder where they get all these people from without anyone raising up a cry about it. You think that you can see, past the occaisional corpse, part of a stone wall, not this wall of black obsidian that doesn't seem to end. ~ 0 401410 0 Rd 0 D4 ~ ~ 3 0 5344 D5 ~ ~ 71 5196 5346 S #5346 &RThe Bottom of the Pit of Death~ ~ ~ &zThere is about you, a stench of decay... The putrid smell of flesh as it slowly decomposes. It's enough to make you gag. Of course, there are some who can stand up to such noxious odours, though you wonder how they do it.... Or why? Anyhow, there are bodies all around you, most seem to be in a fairly good state..none are readily decaying or rotting before your eyes. There are some that even seem to be alive, but not alive enough for you to believe that the person they once were is back again. ~ 0 401418 0 Rd 0 D4 ~ ~ 71 5196 5345 S #5347 &RDeep Beneath Merentha~ ~ ~ &zYou walk along a narrow stone staircase, smooth from years and years of erosion. There is little noise around you save sounds that you are making yourself, there being nothing else around you. Occaisionly.. you think you hear something from far below...a scream...or a deep and low gutteral roar.... From what, you're not sure you want to find out. ~ 0 401418 0 Rd 0 D4 ~ ~ 3 0 5290 D5 ~ ~ 71 5242 5348 S #5348 &RThe Pit of Chaos~ ~ ~ &zLarge stones make up the walls of the tower like room you find yourself in. There are windows about the tower walls, but none of them look out onto anything besides solid rock. There is a door leading up back the way that you came, and there is a door at the bottom of the staircase that leads down deeper into the earth. Something you didn't really notice at first..but that dawns on you now, is that this room is unusually hot.. ~ 0 401418 0 Rd 0 D4 ~ ~ 71 5242 5347 D5 ~ ~ 71 5227 5349 S #5349 &RThe Bottom of the Pit of Chaos~ ~ ~ &zYou find yourself in a huge room, the walls of which are made of huge stone blocks, cut from obsidian you think. There is little in this room that even suggests to you that whoever lives here is a happy soul. There is in the center of the room a pool of lava...from it radiates the intense heat you felt earlier and now it is far more intense, nearly scalding your skin even though you stand a decent distance away. The lava seems to move about you, but nothing surfaces, so you take it to only be bubbles of heat. ~ 0 401418 0 Rd 0 D4 ~ ~ 71 5227 5348 S #5350 A Forest Glade~ ~ ~ A simple forest glade, bereft of all life save one little sprite which watches you very carefully, waiting for your slightest move. It weaves in and about the leaves of the branches above you with ease, not even grazing a leaf, only the affect of it's passage in the air causing the leaves to sway gently. ~ 0 401414 0 Rd 0 S #5351 &BPlane of Light~ ~ ~ ~ 0 2499590 0 Rd 0 S #5352 &rThe Pit of Lava~ ~ ~ ~ 0 401414 0 Rd 0 S #5353 A Room with Blue Light~ ~ ~ You're in a large open room. Lit with an odd blue light that seems to crackle in the air, it has no visible source that you can see with your own eyes however. There is something to the north... There is a glow in that room that isn't quite the same as the blue glow around you. There it is far more intense, almost pulsing with energy. ~ 0 138813450 0 Rd 0 D0 ~ ~ 0 0 5354 D4 ~ ~ 119 5246 5175 S #5354 A Pool of Magic~ ~ ~ You find yourself in a room that is basically a dome made of clean grey granite. The ceiling is perhaps 10 meters above you, and there is a pool of some glowing blue liquid in the center of the room. Looking at it, you can feel waves of power emanating from it. This is raw magic, that has somehow been harnessed into a more physical form for who knows what use. ~ 0 138814474 0 Rd 0 D2 ~ ~ 0 0 5353 S #5355 A Stone Path~ ~ ~ You step onto a stone path to either side of which are towering oak trees. Considering how far beneath the earth you are, you have no idea how such things can possibly grow here. There is a huge black wall to the north, and you can see that the stone path parallels it. ~ 0 0 3 Rd 0 D2 ~ ~ 0 0 5356 D3 ~ ~ 0 0 11603 S #5356 A Stone Path~ ~ ~ The stone path goes to the north, and also to the east. The oaks loom above you on every side, and you can also see past through the trees to the north a large black wall that stretches to the east and west as far as you can see. ~ 0 0 3 Rd 0 D0 ~ ~ 0 0 5355 D1 ~ ~ 0 0 5357 S #5357 A Stone Path~ ~ ~ You walk along a path of carefully laid stones, around you trees grow to such a high that even if you could see the sun, it would be blocked out. To the north, you can see a black wall stretching to the west and east as far as the eye can see. ~ 0 0 3 Rd 0 D0 ~ ~ 0 0 5101 D3 ~ ~ 0 0 5356 S #0 #SPECIALS M 5102 spec_breath_frost M 5122 spec_breath_any M 5142 spec_breath_lightning M 5180 spec_breath_acid S #GAMES S #RESETS O 0 5101 0 5103 O 0 5102 0 5104 M 0 5101 1 5105 E 0 5131 0 20 E 0 5132 0 24 E 0 5133 0 16 E 0 5131 0 21 M 0 5140 1 5107 M 0 5102 1 5108 E 0 5140 0 9 E 0 5142 0 17 E 0 5143 0 14 E 0 5148 0 20 E 0 5148 0 21 M 0 5103 1 5110 E 0 5131 0 20 E 0 5133 0 16 M 0 5131 1 5111 E 0 5131 0 20 E 0 5131 0 21 E 0 5145 0 0 M 0 5132 3 5121 E 0 5131 0 20 E 0 5131 0 21 M 0 5105 1 5127 E 0 5107 0 20 E 0 5107 0 21 G 0 5108 0 M 0 5106 1 5128 G 0 5113 0 O 0 5108 0 5128 E 0 5207 0 12 E 0 5148 0 20 E 0 5148 0 21 O 0 5105 0 5133 M 0 5133 1 5135 E 0 5144 0 20 E 0 5144 0 21 M 0 5124 1 5137 E 0 5136 0 20 E 0 5136 0 21 E 0 5137 0 8 M 0 5104 1 5138 E 0 5125 0 20 G 0 5121 0 E 0 5125 0 21 M 0 5138 1 5142 E 0 5166 0 20 E 0 5166 0 21 E 0 5168 0 26 M 0 5112 1 5144 G 0 5124 0 E 0 5118 0 20 E 0 5118 0 21 M 0 5113 1 5145 G 0 5116 0 O 0 5124 0 5145 E 0 5205 0 13 E 0 5148 0 21 E 0 5130 0 20 M 0 5134 1 5148 E 0 5144 0 20 E 0 5144 0 21 O 0 5159 0 5148 P 0 5161 0 5159 M 0 5125 1 5150 M 0 5132 3 5151 E 0 5131 0 20 E 0 5131 0 21 M 0 5135 1 5154 E 0 5149 0 20 E 0 5149 0 21 M 0 5184 1 5155 M 0 5109 1 5164 E 0 5106 0 20 E 0 5106 0 21 G 0 5109 0 M 0 5110 1 5165 G 0 5114 0 O 0 5109 0 5165 E 0 5212 0 8 E 0 5208 0 15 E 0 5148 0 21 E 0 5147 0 20 M 0 5123 1 5166 E 0 5138 0 19 E 0 5167 0 20 E 0 5167 0 21 M 0 5136 1 5168 G 0 5146 0 M 0 5137 1 5170 G 0 5152 0 G 0 5153 0 G 0 5154 0 M 0 5183 1 5171 E 0 5247 0 21 E 0 5247 0 20 M 0 5132 3 5173 E 0 5131 0 20 E 0 5131 0 21 M 0 5122 1 5174 E 0 5144 0 20 E 0 5144 0 21 O 0 5223 0 5175 M 0 5107 1 5182 G 0 5110 0 E 0 5111 0 20 E 0 5111 0 21 M 0 5108 1 5183 E 0 5112 0 20 G 0 5115 0 O 0 5110 0 5183 E 0 5210 0 11 E 0 5148 0 21 M 0 5180 1 5184 E 0 5215 0 20 E 0 5215 0 21 E 0 5214 0 26 M 0 5129 1 5185 G 0 5163 0 M 0 5120 1 5188 E 0 5241 0 20 E 0 5241 0 21 M 0 5119 1 5189 E 0 5240 0 20 E 0 5240 0 21 M 0 5117 1 5190 E 0 5239 0 20 E 0 5239 0 21 M 0 5116 1 5192 E 0 5133 0 16 E 0 5131 0 20 E 0 5131 0 21 E 0 5135 0 11 M 0 5118 1 5193 E 0 5238 0 21 E 0 5238 0 20 M 0 5114 1 5196 G 0 5129 0 G 0 5123 0 E 0 5253 0 20 E 0 5253 0 21 M 0 5115 1 5197 O 0 5129 0 5197 E 0 5171 0 6 E 0 5148 0 21 E 0 5170 0 20 E 0 5169 0 5 O 0 5123 0 5197 M 0 5127 1 5199 M 0 5126 1 5201 M 0 5111 1 5205 E 0 5134 0 22 M 0 5130 1 5207 M 0 5121 1 5212 E 0 5175 0 20 E 0 5175 0 21 M 0 5128 1 5213 M 0 5141 1 5216 M 0 5143 1 5233 M 0 5144 1 5233 E 0 5149 0 20 E 0 5149 0 21 M 0 5145 1 5233 E 0 5144 0 20 E 0 5144 0 21 M 0 5146 1 5233 E 0 5144 0 20 E 0 5144 0 21 M 0 5147 1 5233 E 0 5148 0 20 E 0 5148 0 21 O 0 5173 0 5234 O 0 5174 0 5234 M 0 5176 1 5238 E 0 5229 0 20 E 0 5219 0 21 G 0 5231 0 O 0 5192 0 5238 M 0 5159 1 5239 E 0 5193 0 20 E 0 5193 0 21 G 0 5192 0 E 0 5201 0 9 M 0 5174 1 5241 E 0 5144 0 20 E 0 5144 0 21 M 0 5163 1 5248 M 0 5166 1 5248 M 0 5157 1 5250 E 0 5144 0 20 E 0 5144 0 21 E 0 5187 0 11 E 0 5188 0 19 E 0 5188 0 18 E 0 5189 0 5 M 0 5162 1 5255 E 0 5221 0 20 M 0 5171 1 5261 M 0 5163 1 5264 M 0 5153 1 5267 E 0 5175 0 20 E 0 5175 0 21 E 0 5183 0 17 M 0 5150 1 5268 E 0 5180 0 20 E 0 5181 0 15 M 0 5170 2 5270 E 0 5221 0 20 M 0 5164 1 5274 M 0 5163 1 5275 M 0 5165 1 5277 M 0 5151 1 5280 E 0 5175 0 20 E 0 5182 0 3 M 0 5172 2 5283 E 0 5144 0 20 E 0 5144 0 21 E 0 5213 0 7 M 0 5152 1 5288 E 0 5175 0 20 E 0 5175 0 21 O 0 5128 0 5290 M 0 5148 1 5290 E 0 5175 0 20 E 0 5175 0 21 E 0 5176 0 5 M 0 5152 1 5292 E 0 5175 0 20 E 0 5175 0 21 M 0 5158 1 5297 E 0 5191 0 20 E 0 5191 0 21 G 0 5190 0 E 0 5198 0 9 M 0 5169 2 5300 M 0 5160 1 5309 E 0 5195 0 20 E 0 5195 0 21 G 0 5194 0 E 0 5200 0 9 M 0 5167 1 5313 E 0 5204 0 13 E 0 5166 0 20 E 0 5166 0 21 M 0 5168 3 5314 M 0 5154 1 5317 E 0 5184 0 24 E 0 5175 0 20 E 0 5175 0 21 M 0 5179 1 5321 G 0 5232 0 E 0 5237 0 20 E 0 5219 0 21 O 0 5190 0 5321 E 0 5211 0 14 M 0 5175 1 5331 E 0 5226 0 20 G 0 5230 0 O 0 5194 0 5331 M 0 5173 1 5332 G 0 5220 0 G 0 5244 0 G 0 5252 0 M 0 5155 1 5336 E 0 5186 0 2 M 0 5172 2 5338 E 0 5144 0 20 E 0 5144 0 21 E 0 5213 0 7 M 0 5156 1 5339 E 0 5144 0 20 E 0 5144 0 21 E 0 5209 0 16 M 0 5161 1 5345 G 0 5196 0 E 0 5197 0 20 E 0 5197 0 21 E 0 5199 0 9 M 0 5178 1 5346 E 0 5202 0 20 E 0 5219 0 21 E 0 5206 0 12 O 0 5196 0 5346 G 0 5233 0 M 0 5182 1 5348 E 0 5236 0 20 E 0 5236 0 21 G 0 5227 0 G 0 5242 0 M 0 5177 1 5349 E 0 5216 0 6 E 0 5217 0 20 E 0 5219 0 21 E 0 5218 0 24 O 0 5242 0 5349 E 0 5256 0 5 O 0 5227 0 5349 M 0 5142 10 5351 E 0 5144 0 20 E 0 5144 0 21 M 0 5181 10 5352 E 0 5144 0 20 E 0 5144 0 21 O 0 5251 0 5354 M 0 5185 1 5354 O 0 5246 0 5354 S #SHOPS 5136 19 0 0 0 0 100 90 0 24 5137 8 0 0 0 0 110 80 0 24 5173 10 8 0 0 0 100 100 0 24 0 #$