#AREADATA Name Jade The Class HeadQuarters~ Builders Tijer Jade Angellus Rio~ VNUMs 27000 27500 Security 1 End #MOBILES #27000 fhfge~ the healer~ A vampiric healer stands here, looking after its kindrid. ~ ~ 67 0 0 S 296 0 0 0d0+0 0d0+0 0 0 0 0 2 #27001 tughbhgryhewq~ The healer~ The #bBrujah#e healer stands here, protecting the clan. ~ ~ 67 0 0 S 502 0 0 0d0+0 0d0+0 0 0 0 0 2 #27002 whatever~ the healer~ A healer stands here, staring into space. ~ ~ 67 0 0 S 294 0 0 0d0+0 0d0+0 0 0 0 0 2 #27003 (null)~ the healer~ A healer stands staggers about, out of his face. ~ ~ 3 0 0 S 299 0 0 0d0+0 0d0+0 0 0 0 0 2 #27004 dskjehfeuwgaycdwyhtr~ the healer~ The #rAssamite#e healer stands here. ~ ~ 67 0 0 S 295 0 0 0d0+0 0d0+0 0 0 0 0 1 #27005 fuckyou~ the healer~ A healer stands here, looking decidedly pissed off. ~ ~ 67 0 0 S 298 0 0 0d0+0 0d0+0 0 0 0 0 2 #27006 The Ancient Abbatoir Shamen~ the healer~ The Ancient Abbatoir Shaman is here ~ ~ 67 0 0 S 297 0 0 0d0+0 0d0+0 0 0 0 0 2 #27007 djgrugtpebsvvfhwuoifhfrgyew~ the healer~ The healer stands here. ~ ~ 3 0 0 S 305 0 0 0d0+0 0d0+0 0 0 0 0 2 #27008 fuckall~ the fire guardian~ A huge fire guardian stands here. ~ ~ 67 0 0 S 300 0 0 0d0+0 0d0+0 0 0 0 0 2 #27009 hmph~ the healer~ The healer stands here. ~ ~ 67 0 0 S 301 0 0 0d0+0 0d0+0 0 0 0 0 2 #27010 shitair~ the healer~ The Air healer stands here. ~ ~ 67 0 0 S 296 0 0 0d0+0 0d0+0 0 0 0 0 1 #27011 shitwater~ the healer~ The healer stands here. ~ ~ 67 0 0 S 306 0 0 0d0+0 0d0+0 0 0 0 0 0 #27012 43yhwaiehesyla~ the Angelic Cleric~ The Angelic Cleric is here tending fallen angels ~ ~ 67 0 0 S 774 0 0 0d0+0 0d0+0 0 0 0 0 0 #27046 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 4 0 0 0d0+0 0d0+0 0 0 0 0 0 #27100 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 4 0 0 0d0+0 0d0+0 0 0 0 0 0 #27101 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 4 0 0 0d0+0 0d0+0 0 0 0 0 0 #27102 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 5 0 0 0d0+0 0d0+0 0 0 0 0 0 #27103 bobobo~ The Wolf-Demon Healer~ The Wolf-Demon Healer is standing here ~ ~ 67 0 0 S 3 0 0 0d0+0 0d0+0 0 0 0 0 2 #27104 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 0 #27105 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 0 #27106 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 3 0 0 0d0+0 0d0+0 0 0 0 0 0 #27107 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 3 0 0 0d0+0 0d0+0 0 0 0 0 0 #27108 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 0 #27109 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 2 0 0 0d0+0 0d0+0 0 0 0 0 0 #27110 no name~ (no short description)~ (no long description)~ ~ 1 0 0 S 4 0 0 0d0+0 0d0+0 0 0 0 0 0 #27113 woworr~ an Angelic Healer~ And Angelic Healer stands here ~ ~ 67 0 0 S 304 0 0 0d0+0 0d0+0 0 0 0 0 0 #27117 baabaa2~ demonic healer~ The demonic healer radiates evil ~ ~ 67 0 0 S 301 0 0 0d0+0 0d0+0 0 0 0 0 0 #27118 (null)~ (null)~ The corpse of the hobgoblin soldier~ ~ 67 0 0 S 297 0 0 0d0+0 0d0+0 0 0 0 0 0 #27122 woworr~ The Angelic Healer~ The Angelic Healer radiates Goodness ~ ~ 67 0 0 S 297 0 0 0d0+0 0d0+0 0 0 0 0 0 #27123 (null)~ Sat May 22 03:29:53 1999~ The corpse of a Death Squad Evil One is lying here.~ ~ 67 0 0 S 298 0 0 0d0+0 0d0+0 0 0 0 0 0 #27133 woworr~ a Gigantic Baali Healer~ A Gigantic Baali Healer stands here ~ ~ 67 0 0 S 304 0 0 0d0+0 0d0+0 0 0 0 0 0 #27138 sfhgiysdfgrtw~ the wizard~ A grumpy old wizard sits here muttering to himself. ~ ~ 67 0 0 S 297 0 0 0d0+0 0d0+0 0 0 0 0 1 #27153 bababa~ Abomination Healer~ The Abomination Healer stands here ~ ~ 67 0 0 S 5 0 0 0d0+0 0d0+0 0 0 0 0 2 #27176 heshla~ Healer Shadow~ The Shadow Lord Healer stands here ~ ~ 3 0 0 S 4 0 0 0d0+0 0d0+0 0 0 0 0 0 #0 #OBJECTS #27000 falchion~ a burnished vultite falchion~ A shiny falchion lies here. ~ ~ 5 0 8193 0 20 30 3 1 10000 0 #0 #ROOMS #27000 Malkavian Hq, passage~ You are almost blinded by the rainbow coloured light streaming from a crack in the roof of this small chamber. As your eyes become adjusted you are just able to make out the form of an old ragged rope ladder leading up to the light which seems to draw you closer. On east wall of the chamber there is a wide opening to a natural cavern. ~ 0 16384 0 D1 ~ ~ 0 0 27001 D4 ~ ~ 0 0 3001 S #27001 Malkavian Hq~ The walls expand to reveal a large cavern which seems to have been naturally constructed. There is a black doorway supported by wooden pillars set into the hard granite wall to your north. A stray beam of light cuts into the room from a crack in the rough stone ceiling high above your head. The light fades as you look southward down a long passageway that slopes down into darkness. To your east and west, small chambers can be discerned through openings in the walls. A small sign is nailed to the wall here. ~ 0 16384 0 E sign~ Malkavian Clan Requirements: 5k 2.5k 2.5k GM one weapon, and all basic stances all immunes Princes - 8k, 3k, 3k GM Unarmed, Bite and 3 other weapons. GM all advanced stances all immunes Alliances: Gotenk's Angels Balin's Demons ~ D0 ~ ~ 0 0 27002 D3 ~ ~ 0 0 27000 D5 ~ ~ 0 0 27003 S #27002 Malkavian Hq, Healer~ A huge boulder takes up most of this chamber. In the ceiling above is a jagged hole where it was ripped away from the native stone that form the walls of this place. The center of the boulder has a hand carved depression, large enough for a full grown man to stand in, forming a hiding place and a spot to pause and survey the area. ~ 0 9216 0 D2 ~ ~ 0 0 27001 S #27003 Malkavian Hq, passage~ The tunnel slopes slightly upward towards the northern end. The formations of stalactites on the ceiling provide a hiding place for small creatures as hundreds of bats glide between them. The sounds of bats above you grow louder as you sense they are disturbed by your presence. ~ 0 16384 0 D4 ~ ~ 0 0 27001 D5 ~ ~ 0 0 27004 S #27004 Malkavian Hq, Sparring Room~ This passage is very dim, but it is wide enough for two people to stand abreast between the wooden supports. Rubble fills the majority of this area, and a large rock pile makes it impossible to travel any farther downwards. ~ 0 25088 0 D4 ~ ~ 0 0 27003 S #27006 Brujah hq, Passage~ You are almost blinded by the rainbow coloured light streaming from a crack in the roof of this small chamber. As your eyes become adjusted you are just able to make out the form of an old ragged rope ladder leading up to the light which seems to draw you closer. On east wall of the chamber there is a wide opening to a natural cavern. ~ 0 16384 0 D1 ~ ~ 0 0 27007 D4 ~ ~ 0 0 3001 S #27007 Brujah hq~ The walls expand to reveal a large cavern which seems to have been naturally constructed. There is a black doorway supported by wooden pillars set into the hard granite wall to your north. A stray beam of light cuts into the room from a crack in the rough stone ceiling high above your head. The light fades as you look southward down a long passageway that slopes down into darkness. To your east and west, small chambers can be discerned through openings in the walls. A small sign is mounted on the wall. ~ 0 16384 0 E sign~ Brujah Clan Requirements: none posted yet, sabre please write a note :) ~ D0 ~ ~ 0 0 27008 D3 ~ ~ 0 0 27006 D5 ~ ~ 0 0 27009 S #27008 Brujah hq, Healer~ A huge boulder takes up most of this chamber. In the ceiling above is a jagged hole where it was ripped away from the native stone that form the walls of this place. The center of the boulder has a hand carved depression, large enough for a full grown man to stand in, forming a hiding place and a spot to pause and survey the area. ~ 0 17408 0 D2 ~ ~ 0 0 27007 S #27009 Brujah hq, Passage~ The tunnel slopes slightly upward towards the northern end. The formations of stalactites on the ceiling provide a hiding place for small creatures as hundreds of bats glide between them. The sounds of bats above you grow louder as you sense they are disturbed by your presence. ~ 0 16384 0 D4 ~ ~ 0 0 27007 D5 ~ ~ 0 0 27010 S #27010 Brujah hq, Sparring Room~ This passage is very dim, but it is wide enough for two people to stand abreast between the wooden supports. Rubble fills the majority of this area, and a large rock pile makes it impossible to travel any farther downwards. ~ 0 25088 0 D4 ~ ~ 0 0 27009 S #27011 Assamite Hq~ You are almost blinded by the rainbow coloured light streaming from a crack in the roof of this small chamber. As your eyes become adjusted you are just able to make out the form of an old ragged rope ladder leading up to the light which seems to draw you closer. On east wall of the chamber there is a wide opening to a natural cavern. ~ 0 16384 0 D1 ~ ~ 0 0 27012 D4 ~ ~ 0 0 3001 S #27012 Assamite Hq~ The walls expand to reveal a large cavern which seems to have been naturally constructed. There is a black doorway supported by wooden pillars set into the hard granite wall to your north. A stray beam of light cuts into the room from a crack in the rough stone ceiling high above your head. The light fades as you look southward down a long passageway that slopes down into darkness. To your east and west, small chambers can be discerned through openings in the walls. A small sign hangs above the doorway. ~ 0 16384 0 E sign~ Assamite Clan Requirements: Member Reqs: 5k 2k 2k All immunes 1 mil exp stored for purchase of clan and personal disciplines Prince Reqs: There are no formal reqs for Prince/Princess' However, you'll have to demonstrate a knowledge of the class. Alliances: Assamite are allied with Red Talons. However, if status is available then it can be given up in a fair fight. This also means that you shouldn't attack a Red talon without gaining consent from either myself OR Morbid. Apart from this, we are a clan of assassins, hired guns and we aim to please. You may hold your own alliances as well, however you must inform clan members of this if you can't assist them. Tuami, Assamite Founder ~ D0 ~ ~ 0 0 27013 D3 ~ ~ 0 0 27011 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 27014 S #27013 Assamite Hq, Healer~ A huge boulder takes up most of this chamber. In the ceiling above is a jagged hole where it was ripped away from the native stone that form the walls of this place. The center of the boulder has a hand carved depression, large enough for a full grown man to stand in, forming a hiding place and a spot to pause and survey the area. ~ 0 17408 0 D2 ~ ~ 0 0 27012 S #27014 Assamite Hq, Passage~ The tunnel slopes slightly upward towards the northern end. The formations of stalactites on the ceiling provide a hiding place for small creatures as hundreds of bats glide between them. The sounds of bats above you grow louder as you sense they are disturbed by your presence. ~ 0 16384 0 D4 ~ ~ 0 0 27012 D5 ~ ~ 0 0 27015 S #27015 Assamite Hq, Sparring Room~ This passage is very dim, but it is wide enough for two people to stand abreast between the wooden supports. Rubble fills the majority of this area, and a large rock pile makes it impossible to travel any farther downwards. ~ 0 16896 0 D4 ~ ~ 0 0 27014 S #27016 Red Talon HQ, Passage Way~ ~ 0 16384 0 D1 ~ ~ 0 0 27017 D4 ~ ~ 0 0 3001 S #27017 Red Talon HQ~ The walls expand to form a huge, circular cavern. It glitters pink gold and green around the edges, fading to sparkling white in the center. Outcroppings of crystals of every size and colour dazzle you, glinting with light from an unseen source. Quartz, citrine and amethyst glow gently, bathing you in jewel-like hues. A small, naturally formed archway leads north, while passageways lead west and south A small sign is nailed on the wall above the archway. ~ 0 16384 0 E sign~ Red Talons Requirements: Clan - 2.5k hp, GM bull stance Shaman - 7.5k hp, GM unarmed & 2 other weapons, GM Dragon & Swallow Alliances: Assamite ~ D0 ~ ~ 0 0 27018 D2 ~ ~ 0 0 27019 D3 ~ ~ 0 0 27016 S #27018 Red Talon HQ, Healer~ You find yourself inside a massive hollowed out crystal geode, lined with thousands of tiny sparkling crystal spikes, fading into darkness towards the center. You feel reasonably safe here, and are able to take a rest in peace. ~ 0 17408 0 D2 ~ ~ 0 0 27017 S #27019 Red Talon HQ, Corridoor~ ~ 0 16384 0 D0 ~ ~ 0 0 27017 D2 ~ ~ 0 0 27020 S #27020 Red Talon HQ, Sparring Room~ You reach a dead end, unable to travel any further to your south. It becomes difficult to breathe as the crystals ensnare you with their pointed edges. As the walls seem to close in around you, you realise there is no choice but to turn back. ~ 0 25088 0 D0 ~ ~ 0 0 27019 S #27021 Silver Claws HQ~ You are in a natural crystalline passage. The narrowing walls are lined with crystal spikes of various hues, dazzling you with their beauty. Rainbow coloured light pours in from a large hole above your head. A ancient rotten wooden ladder leads up into the light, while the passageway continues to the east. ~ 0 16384 0 D1 ~ ~ 0 0 27022 D4 ~ ~ 0 0 3001 S #27022 Silver Claws HQ~ The walls expand to form a huge, circular cavern. It glitters pink gold and green around the edges, fading to sparkling white in the center. Outcroppings of crystals of every size and colour dazzle you, glinting with light from an unseen source. Quartz, citrine and amethyst glow gently, bathing you in jewel-like hues. A small, naturally formed archway leads north, while passageways lead west and south. A small sign catches your eye. ~ 0 16384 0 E sign~ Req's and alliances: Rogue please post Jade a note on what you want put on here :) ~ D0 ~ ~ 0 0 27023 D2 ~ ~ 0 0 27024 D3 ~ ~ 0 0 27021 S #27023 Silver Claws HQ, Healer~ ~ 0 17408 0 D2 ~ ~ 0 0 27022 S #27024 Silver Claws HQ~ ~ 0 16384 0 D0 ~ ~ 0 0 27022 D2 ~ ~ 0 0 27025 S #27025 Silver Claws HQ, Sparring Room~ You reach a dead end, unable to travel any further to your south. It becomes difficult to breathe as the crystals ensnare you with their pointed edges. As the walls seem to close in around you, you realise there is no choice but to turn back. ~ 0 16896 0 D0 ~ ~ 0 0 27024 S #27026 Abbatoir Entrance~ You enter a small cave covered in blood. As you look to the floor you see cracked open heads of countless victims. Nash. Chieftain of the Abbatoir Tribe welcomes all who enter in peace but will ravage those who come in war ~ 0 16384 0 D0 ~ ~ 0 0 27028 D2 ~ ~ 0 0 27027 D5 ~ ~ 0 0 3001 S #27027 The Abbatoir Stratedgy Room~ This is a large room with a round table where Nash gathers his wolves to plan future battles. ~ 0 16384 0 D0 ~ ~ 0 0 27026 D2 ~ ~ 0 0 27029 S #27028 Abbatoir Room of Healing~ This room is filled with insence and herbs of healing. This is where the weary Abbatoir Wolves may come to rest. ~ 0 17408 0 D2 ~ ~ 0 0 27026 S #27029 Abbatoir HQ~ ~ 0 16384 0 D0 ~ ~ 0 0 27027 D2 ~ ~ 0 0 27030 S #27030 Abbatoir HQ, Sparring Room~ You reach a dead end, unable to travel any further to your south. It becomes difficult to breathe as the crystals ensnare you with their pointed edges. As the walls seem to close in around you, you realise there is no choice but to turn back. ~ 0 16896 0 D0 ~ ~ 0 0 27029 S #27031 #y Spirit Portal Room#n~ The gateway to this world and beyond .... Your stand on the Abyss, not sure whether to take the leap of faith to the new world or return to the comfort of the Spirit Rooms. ~ 0 16388 0 D1 ~ ~ 0 0 27032 D4 ~ ~ 0 0 3001 S #27032 #y Spirit Meditation Room#n~ The Heart and Soul of Spirit. Go up to be Healed, east to the Portal Room, down to the Passage way ~ 0 16384 0 D3 ~ ~ 0 0 27031 D4 ~ ~ 0 0 27033 D5 ~ ~ 0 0 27034 S #27033 #y Spirit Safe Haven#n~ You enter a cool dark comforting room and immediately your mind, body and spirit feel refreshed. This Haven gives you the opportunity to regain your composure and contemplate your latest battle ~ 0 1024 0 D5 ~ ~ 0 0 27032 S #27034 #y Spirit Library #n~ This Library holds the knowledge to life and the Universe itself, here, the Archmage of Spirit and his faithful followers reside, deep in thought and contemplation, discussions take place through silent thought, their minds as one. ~ 0 16384 0 D4 ~ ~ 0 0 27032 D5 ~ ~ 0 0 27035 S #27035 #y Spirit Practise and Sparing Room#n~ A room for concentration. Only two people can graze this room at any one time making it the idea place for practice and training. Go up to the Spirit Meeting Place. ~ 0 25088 0 D4 ~ ~ 0 0 27034 S #27036 Fire HQ~ ~ 0 16384 0 D1 ~ ~ 0 0 27037 D4 ~ ~ 0 0 3001 S #27037 Fire HQ~ ~ 0 16384 0 D0 ~ ~ 0 0 27038 D3 ~ ~ 0 0 27036 D5 ~ ~ 0 0 27039 S #27038 Fire HQ, Healer~ ~ 0 25600 0 D2 ~ ~ 0 0 27037 S #27039 Fire HQ~ ~ 0 16384 0 D4 ~ ~ 0 0 27037 D5 ~ ~ 0 0 27040 S #27040 Fire HQ, Sparring Room~ ~ 0 16384 0 D4 ~ ~ 0 0 27039 S #27041 #gEarth#n #wHQ#n~ ~ 0 16384 0 D1 ~ ~ 0 0 27042 D4 ~ ~ 0 0 3001 S #27042 Earth HQ~ ~ 0 16384 0 D3 ~ ~ 0 0 27041 D4 ~ ~ 0 0 27043 D5 ~ ~ 0 0 27044 S #27043 Earth HQ, Healer~ ~ 0 25600 0 D5 ~ ~ 0 0 27042 S #27044 Earth HQ~ ~ 0 16384 0 D4 ~ ~ 0 0 27042 D5 ~ ~ 0 0 27045 S #27045 Earth HQ, Sparring Room~ ~ 0 16384 0 D4 ~ ~ 0 0 27044 S #27046 Air HQ~ ~ 0 16384 0 D1 ~ ~ 0 0 27047 D4 ~ ~ 0 0 3001 S #27047 Air HQ~ ~ 0 16384 0 D3 ~ ~ 0 0 27046 D4 ~ ~ 0 0 27048 D5 ~ ~ 0 0 27049 S #27048 Air HQ, Healer~ ~ 0 25600 0 D5 ~ ~ 0 0 27047 S #27049 Air HQ~ ~ 0 16384 0 D4 ~ ~ 0 0 27047 D5 ~ ~ 0 0 27050 S #27050 Air HQ, Sparring Room~ ~ 0 25088 0 D4 ~ ~ 0 0 27049 S #27051 Water HQ~ ~ 0 16384 0 D1 ~ ~ 0 0 27052 D4 ~ ~ 0 0 3001 S #27052 Water HQ~ ~ 0 16384 0 D3 ~ ~ 0 0 27051 D4 ~ ~ 0 0 27053 D5 ~ ~ 0 0 27054 S #27053 Water HQ, Healer~ ~ 0 25600 0 D5 ~ ~ 0 0 27052 S #27054 Water HQ, Stairway~ ~ 0 16384 0 D4 ~ ~ 0 0 27052 S #27055 Water HQ, Sparring Room~ ~ 0 25088 0 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27056 Angels of Gotenks HQ~ ~ 0 16384 0 D1 ~ ~ 0 0 27057 D4 ~ ~ 0 0 3001 S #27057 Angels of Gotenks HQ~ ~ 0 16384 0 D1 ~ ~ 0 0 27058 D3 ~ ~ 0 0 27056 D4 ~ ~ 0 0 30050 D5 ~ ~ 0 0 27059 S #27058 Angel of Gotenks, Healer~ ~ 0 25600 0 D3 ~ ~ 0 0 27057 S #27059 Angel of Gotenks HQ~ ~ 0 16384 0 D4 ~ ~ 0 0 27057 D5 ~ ~ 0 0 27060 S #27060 Angel of Gotenks HQ, Sparring Room~ ~ 0 25088 0 D4 ~ ~ 0 0 27059 S #27061 Sabine's Demonic Chamber~ ~ 0 16384 0 D3 ~ ~ 0 0 27055 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27064 Demonic Chamber of Death~ ~ 0 16384 0 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27070 Blank~ Please go South to your new HQ ~ 0 16384 0 D2 ~ ~ 0 0 27140 S #27071 Blank~ Please go South to your new HQ ~ 0 16384 0 D2 ~ ~ 0 0 27130 S #27081 Blank~ ~ 0 16388 0 S #27097 Blank~ Please go south to your new HQ ~ 0 16384 0 D2 ~ ~ 0 0 27115 S #27098 Blank~ ~ 0 16388 0 S #27099 Blank~ Please go South to your new HQ ~ 0 16384 0 D2 ~ ~ 0 0 27125 S #27100 Hallway of Decisions~ You now stand in a larger tunnel which branches off in all directions. Looking down you see a huge fiery pit with flames that leap high enough to singe you. Up lies a town, with an Executioner standing about, trying to look powerful ... Not as powerful as thy. West you can sense a strange aura of magic, as if raw energy pulses within. To the North lies a sparring room, where friendly combat takes place and to the east lies a meeting room, where plots can be decided for the downfall of the next enemy. ~ 0 16384 0 D0 ~ ~ 0 0 27101 D1 ~ ~ 0 0 27103 D2 ~ ~ 0 0 27102 D3 ~ ~ 0 0 27104 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27101 Proving Grounds~ The place where smaller BSD hopefully grow in knowledge from the mightier of the pack. They try to out manouvere, the large hybrids, but usually fall flat on their faces. This is not a bad thing, as they will learn through ones own errors, and improve to help guard the clan from outside attack. The earth in here has been softened to break any hard fall. ~ 0 16900 0 D2 ~ ~ 0 0 27100 S #27102 Pure Darkness~ You feel cold as you enter the room, even though its temperate is above the normal tolerance for the normal being. A strange feeling comes over you, a feeling that you are being watched, You examine the room carefully, noting the bones piled up against the walls. You feel a tingle in the back of your neck, you reach your hand back to check A paralysing fear overwhelms as the last thing you see is a large set of claws taking one final swipe ~ 0 16388 0 D0 ~ ~ 0 0 27100 S #27103 Temple of Chaos~ You stand in a somewhat mystical room. A static presense in the air seems to loom within the room, with a hint of evil and chaos. A large wolf-demon like spellcasting beast stands in the centre of the room, rejuvenating the weary mind and body and soothing the soul with each breath it takes. The walls are etched with claw markings, as if they tell a a thousand tales of battle that have happened and have yet to come. ~ 0 17412 0 D3 ~ ~ 0 0 27100 S #27104 The Meeting Room~ A small fire burns with red embers in the centre of the room. Paw prints dot the dusty earth ground here, as do the hoof marks of a demonic. Freshly gnawed bones also lie displaced around the fire-site, this would indicate that perhaps this is a place for the tribal gathering. A place where all can be one and sit around sharing a kill or even plotting their next hunt ~ 0 16388 0 D1 ~ ~ 0 0 27100 S #27105 Sturm's Demons Main Hall~ ~ 0 16384 0 D0 ~ ~ 0 0 27108 D1 ~ ~ 0 0 27107 D2 ~ ~ 0 0 27109 D3 ~ ~ 0 0 27106 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27106 Sturm's Demons Healing Room~ ~ 0 16384 0 D1 ~ ~ 0 0 27105 S #27107 Sturm's Demons HQ~ ~ 0 16384 0 D3 ~ ~ 0 0 27105 S #27108 Sturm's Demons Meeting room~ ~ 0 16384 0 D2 ~ ~ 0 0 27105 S #27109 Sturm's Demons Combat Room~ ~ 0 16384 0 D0 ~ ~ 0 0 27105 S #27110 Lanette's Angels Main Hall~ ~ 0 16384 0 D0 ~ ~ 0 0 27111 D1 ~ ~ 0 0 27114 D2 ~ ~ 0 0 27112 D3 ~ ~ 0 0 27113 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30050 S #27111 Lanette's Angels Combat Room~ ~ 0 16896 0 D2 ~ ~ 0 0 27110 S #27112 Lanette's Angels Meeting Room~ ~ 0 16384 0 D0 ~ ~ 0 0 27110 S #27113 Lanette's Angels Healing room~ ~ 0 17408 0 D1 ~ ~ 0 0 27110 S #27114 Lanette's Angels HQ~ ~ 0 16384 0 D3 ~ ~ 0 0 27110 S #27115 Aleister's Demons Main Hall~ ~ 0 16388 0 D0 ~ ~ 0 0 27116 D1 ~ ~ 0 0 27119 D2 ~ ~ 0 0 27117 D3 ~ ~ 0 0 27118 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27116 Aleister's Demons Chamber of Disembowelment~ ~ 0 16388 0 D2 ~ ~ 0 0 27115 S #27117 Aleister's Demons HQ~ ~ 0 16388 0 D0 ~ ~ 0 0 27115 S #27118 Aleister's Demons Healing Room~ ~ 0 17412 0 D1 ~ ~ 0 0 27115 S #27119 Aleister's Demons Meeting Room~ ~ 0 16388 0 D3 ~ ~ 0 0 27115 S #27120 Melchior's Angel Main Hall~ ~ 0 16388 0 D0 ~ ~ 0 0 27122 D1 ~ ~ 0 0 27124 D2 ~ ~ 0 0 27121 D3 ~ ~ 0 0 27123 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30050 S #27121 Melchior's Angel HQ~ ~ 0 16388 0 D0 ~ ~ 0 0 27120 S #27122 Melchior's Practise and Training Room~ ~ 0 16900 0 D2 ~ ~ 0 0 27120 S #27123 Melchior's Angel Healer~ ~ 0 17412 0 D1 ~ ~ 0 0 27120 S #27124 Melchior's Meeting Room~ ~ 0 16388 0 D3 ~ ~ 0 0 27120 S #27125 Albion's Angels Main Hall~ ~ 0 16388 0 D0 ~ ~ 0 0 27126 D1 ~ ~ 0 0 27128 D2 ~ ~ 0 0 27127 D3 ~ ~ 0 0 27129 D4 ~ ~ 0 0 30050 D5 ~ ~ 0 0 3001 S #27126 Albion's Demons Sparring Chamber~ ~ 0 16388 0 D2 ~ ~ 0 0 27125 S #27127 Albion's Angels HQ~ ~ 0 16388 0 D0 ~ ~ 0 0 27125 S #27128 Albion's AngeLs meeting Chamber~ ~ 0 16388 0 D1 ~ ~ 0 0 27125 S #27129 Albion's Angels Healing Room~ ~ 0 16388 0 D1 ~ ~ 0 0 27125 S #27130 Baali MainHall~ Seemingly carved out of the black rock surrounding you from all sides is the Baali main hall. In the middle of the room is a table with bowls filled with blood on it to sate your thirst. In one of the corners is a large hole with flames leaping out from it leading down to hell. Above you is Midgard where a Baali has his true fun in tormenting the innocent or the not so innocent. ~ 0 16388 0 D0 ~ ~ 0 0 27131 D1 ~ ~ 0 0 27134 D2 ~ ~ 0 0 27132 D3 ~ ~ 0 0 27133 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27131 Baali Sparring Room~ Blood seems to be splattered on all the walls and great horns and bones lay about seemingly ripped from the previous owner. All you can think is the fools that challenged the great Baali leader got what there to great ambitions earned them in the end. ~ 0 16896 0 D2 ~ ~ 0 0 27130 S #27132 Baali Feeding Hall~ The blackness cascades about you as you wander through this room. Your feet crunch and slip on what you guess to be bones and blood. Random specks of light illuminate disimbodied parts. The room appears to be some type of slaughter ground. You shudder at the thought, maybe even a feeding ground for the baali. ~ 0 16384 0 D0 ~ ~ 0 0 27130 S #27133 Baali Healing Chambers~ The black robed healer sits on a chair made out of human bones quacking in terror and quickly but efficiently tending to the few-wounded Baali in the area. ~ 0 17408 0 D1 ~ ~ 0 0 27130 S #27134 Baali Meeting Room~ A small nondescript rooms where the most powerful Baali meet to come up with ways to deal with their enemies. A small bone table made out of a human ribcage and leg bone's is at the center of the room with several bone chairs grossly covered in bloody human skin to cover it. ~ 0 16384 0 D3 ~ ~ 0 0 27130 S #27135 Lich Main Hall~ ~ 0 16384 0 D0 ~ ~ 0 0 27136 D1 ~ ~ 0 0 27139 D2 ~ ~ 0 0 27137 D3 ~ ~ 0 0 27138 D4 ~ ~ 0 0 3001 S #27136 Lich Sparring Room~ ~ 0 16896 0 D2 ~ ~ 0 0 27135 S #27137 Lich HQ~ ~ 0 16384 0 D0 ~ ~ 0 0 27135 S #27138 Lich Healing Room~ ~ 0 25600 0 D1 ~ ~ 0 0 27135 S #27139 Lich Meeting Chambers~ ~ 0 16384 0 D3 ~ ~ 0 0 27135 S #27140 Nephandi Main Hall~ The walls in this room are formed out of pure black pearl. A black leather couch stands in one of the corners, the room is lit by a large roaring fire in the middle of the room that also serves as a gate to hell. The heat is almost to much to bear. ~ 0 16388 0 D0 ~ ~ 0 0 27141 D1 ~ ~ 0 0 27144 D2 ~ ~ 0 0 27142 D3 ~ ~ 0 0 27143 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27141 Nephandi Sparing Room~ You step threw the portal to this room, and you are sure that you have reached an outer region of Hell. And in fact that is not far from the truth. You are standing on a black pearl disk floating in the middle of roaring flames. This is where the Nephandi test their peers, here the weak die, and get offered to the flames. Only the strong survive in this harsh environment, for the weak there is only one escape, DEATH! ~ 0 512 0 D2 ~ ~ 0 0 27140 S #27142 Nephandi HQ~ The heat is too much, the flames burn your flesh, the the pain is unbearable. You hear a low chanting in your head, and somehow it is drowning out your own screams, the pain is ever present and you wish who ever is chanting would show mercy and kill you, but the chanter does not show you mercy. The pain grows ever worse by the second, and you scream with renewed force as your skin is riped from your body, now, you must surely die, this is the end .... But no, you live on to be tortured by the Nephandi Mages, for their own pleasure, or they tire with their games, or forget you. Death however will never claim you, your pain is eternal ~ 0 16388 0 D0 ~ ~ 0 0 27140 S #27143 Nephandi Temple~ This room is surprisingly cool. There is something about the air in this room that makes you feel safe, you didnt' expect to find such safety in this place. This is where the Nephandi come where they need rest. Small Imps wait on you, bringing you whatever you desire. ~ 0 17412 0 D1 ~ ~ 0 0 27140 S #27144 Nephandi Meeting Chamber~ The only feature of this room is the ebony table and the 13 chairs surrounding it. There is a magical feel to the air, but u dismiss it as nothing. ~ 0 16388 0 D3 ~ ~ 0 0 27140 S #27145 Skindancer Main Hall~ ~ 0 16388 0 D0 ~ ~ 0 0 27146 D1 ~ ~ 0 0 27149 D2 ~ ~ 0 0 27147 D3 ~ ~ 0 0 27148 D4 ~ ~ 0 0 3001 S #27146 Skindancer Sparring Room~ ~ 0 16388 0 D2 ~ ~ 0 0 27145 S #27147 Skindancer HQ~ ~ 0 16388 0 D0 ~ ~ 0 0 27145 S #27148 Skindancer Healing Chambers~ ~ 0 17412 0 D1 ~ ~ 0 0 27145 S #27149 Skindancer Meeting Room~ ~ 0 17412 0 D3 ~ ~ 0 0 27145 S #27150 Abomination Main Hall~ ~ 0 16388 0 D0 ~ ~ 0 0 27151 D1 ~ ~ 0 0 27154 D2 ~ ~ 0 0 27152 D3 ~ ~ 0 0 27153 D4 ~ ~ 0 0 3001 S #27151 Abomination Sparring Room~ ~ 0 16388 0 D2 ~ ~ 0 0 27150 S #27152 Abomination HQ~ ~ 0 16388 0 D0 ~ ~ 0 0 27150 S #27153 Abomination Healing room~ ~ 0 16388 0 D1 ~ ~ 0 0 27150 S #27154 Abomination Meeting Room~ ~ 0 16388 0 D3 ~ ~ 0 0 27150 S #27155 ~ ~ 0 16388 0 S #27156 ~ ~ 0 16388 0 S #27157 ~ ~ 0 4 0 S #27170 Get of Fenris HQ~ ~ 0 16384 0 D0 ~ ~ 0 0 27171 D3 ~ ~ 0 0 27174 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 27172 S #27171 Get of Fenris Healer~ ~ 0 25600 0 D2 ~ ~ 0 0 27170 S #27172 Get of Fenris Passageway~ ~ 0 16384 0 D4 ~ ~ 0 0 27170 D5 ~ ~ 0 0 27173 S #27173 Get of Fenris Sparring Room~ ~ 0 25088 0 D4 ~ ~ 0 0 27172 S #27174 Get of Fenris HQ~ ~ 0 16384 0 D1 ~ ~ 0 0 27170 S #27176 Shadow Lords HQ~ ~ 0 16384 0 D0 ~ ~ 0 0 27177 D1 ~ ~ 0 0 27179 D4 ~ ~ 0 0 27180 S #27177 Shadow Lords Passage Way~ ~ 0 16384 0 D0 ~ ~ 0 0 27178 D2 ~ ~ 0 0 27176 S #27178 Shadow Lords Sparring Room~ ~ 0 16896 0 D2 ~ ~ 0 0 27177 S #27179 Shadow Lords Portal Room~ ~ 0 25600 0 D3 ~ ~ 0 0 27176 D4 ~ ~ 0 0 3001 S #27180 Shadow Lords Healer~ ~ 0 16384 0 D5 ~ ~ 0 0 27176 S #27181 Jahorns Demonic HQ~ ~ 0 16384 0 D4 ~ ~ 0 0 3001 D5 ~ ~ 0 0 30000 S #27500 The Cube~ You are standing in one of the many rooms of a giant cube. Exits lead in all directions, but will any lead you out of here? ~ 0 4 0 S #0 #SPECIALS M 27000 spec_cast_adept Load to: the healer M 27001 spec_cast_adept Load to: The healer M 27002 spec_cast_adept Load to: the healer M 27003 spec_cast_adept Load to: the healer M 27004 spec_cast_adept Load to: the healer M 27005 spec_cast_adept Load to: the healer M 27006 spec_cast_adept Load to: the healer M 27007 spec_cast_adept Load to: the healer M 27008 spec_cast_adept Load to: the fire guardian M 27009 spec_cast_adept Load to: the healer M 27010 spec_cast_adept Load to: the healer M 27011 spec_cast_adept Load to: the healer M 27012 spec_cast_adept Load to: the Angelic Cleric M 27103 spec_cast_adept Load to: The Wolf-Demon Healer M 27113 spec_cast_adept Load to: an Angelic Healer M 27117 spec_cast_adept Load to: demonic healer M 27118 spec_cast_adept Load to: (null) M 27122 spec_cast_adept Load to: The Angelic Healer M 27123 spec_cast_adept Load to: Sat May 22 03:29:53 1999 M 27133 spec_cast_adept Load to: a Gigantic Baali Healer M 27138 spec_cast_adept Load to: the wizard M 27153 spec_cast_adept Load to: Abomination Healer M 27176 spec_cast_adept Load to: Healer Shadow S #RESETS S #SHOPS 0 #$