#AREADATA Name The Mud School~ Pref ~ Builders ~ VNUMs 7700 7799 Max_Bastions 0 Credits { ALL } Staff The Mud School~ Security 9 Startroom 0 Flags 1072 Crimes 6 1 0 0 0 1 3 End #CABALS #0 #MOBILES #7700 creator~ The Lord of Creation~ The Lord of Creation is here, restoring your soul and body. ~ You just see a bright white light, you can't make out anything. Don't even think about messing with him. ~ human~ ABa A 0 0 0 0 60 0 1d1+10 0d0+100 2d4+20 wrath 0 0 0 0 0 ACDQ 0 0 stand stand none none~ 1400 AHMV ABCDEFGHIJK medium 0 #7701 The Keeper of the Seals~ The Keeper of the Seals~ The Keeper of the Seals stands here, watching over the Younglings. ~ You see before you a very attractive woman, clad in white Adept robes. She bears encircling her waist a long silver chain, denoting her Keeper status. With long flowing golden hair, a porcelain face, and attractive green eyes that you feel like you could easily get lost in, you understand that this Keeper is perhaps the most important person on Academy Grounds, save for the Headmaster himself, whom she reports progress directly to. ~ human~ ABZ AC 0 0 0 0 60 50 10d50+8000 0d0+100 10d10+80 punch -4 -4 -4 -4 DEJMNX ABCDGHKLNPQ 0 0 stand stand female none~ 0 AHMV ABCDEFGHIJK huge 0 P RANDOM 7700 25~ P GREET 7701 100~ #7702 keeper first room~ The Keeper of the First Room~ The Keeper of the First Room is here ~ ~ human~ AL A 0 0 0 0 50 0 10d5+5 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none none~ 0 AHMV ABCDEFGHIJK medium 0 P SPEECH 7702 teach~ P GREET 7703 100~ #7703 statue~ (no short description)~ (no long description) ~ ~ human~ A A 0 0 0 0 0 0 0d0+0 0d0+100 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none none~ 0 AHMV ABCDEFGHIJK medium 0 #7704 priest cleric~ the priest of Chaos~ The priest of Chaos is ready to help you practice. ~ ~ human~ ABCKQTV A 0 0 0 0 30 10 1d1+999 0d0+100 2d4+30 beating -15 -15 -15 -15 ACEFHIKN ABCD 0 0 stand stand male none~ 125 AHMV ABCDEFGHIJK medium 0 #7705 adept cleric~ the adept of Tamaneril~ An adept of Tamaneril is here, training younglings. ~ Encased in a shimmering sphere of light, the Adept who stands before you is at one with his own holiness. Garbed in simple attire, an aura of divine power radiates from him, causing your skin to tingle just as you stand in the same room with him. It is perhaps best to train, and go about your business. Tangling with these adepts may very well be the last thing you do! ~ human~ ABJQT A 0 0 0 0 30 10 1d1+999 0d0+100 2d4+30 beating -15 -15 -15 -15 ACEFHIKN ABCD 0 0 stand stand male none~ 125 AHMV ABCDEFGHIJK medium 0 #7713 statue raght~ (no short description)~ (no long description) ~ ~ human~ A A 0 0 0 0 0 0 0d0+0 0d0+100 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none none~ 0 AHMV ABCDEFGHIJK medium 0 #7716 Drumlin headmaster academy~ Drumlin~ Lord Drumlin, the Academy Headmaster, rests at a desk here. ~ ~ human~ ABTVZ A 0 0 0 0 60 0 50d10+7000 0d0+100 3d80+20 divine -30 -30 -30 -30 EFHJK AB D 0 stand stand male none~ 300 AHMV ABCDEFGHIJK medium 0 P GREET 7716 100~ #7717 adept cleric~ the adept of Mircea~ An adept of Sirant is here, selling magical items. ~ ~ human~ ABCQTV A 0 0 0 0 30 10 1d1+999 0d0+100 2d4+30 beating -15 -15 -15 -15 ACEFHIKN ABCD 0 0 stand stand male none~ 125 AHMV ABCDEFGHIJK medium 0 #7718 adept cleric~ the adept of Sirant~ An adept of Sirant is here, selling sundries. ~ ~ human~ ABCQTV A 0 0 0 0 30 10 1d1+999 0d0+100 2d4+30 beating -15 -15 -15 -15 ACEFHIKN ABCD 0 0 stand stand male none~ 125 AHMV ABCDEFGHIJK medium 0 #7724 gate guardian creature~ a gate guardian~ A burly gate guardian stands here. ~ He seems to be rather burly, but he's not wearing much for armor. A small brown tunic and his hairy forearms look to be a fair match for your present skills. A shiny key is dangling about his neck. ~ school monster~ ABU A 0 0 0 0 2 1 2d2+20 0d0+100 1d4+1 claw 8 8 8 10 FN AB 0 C stand stand none none~ 5 AMV ABCDEFGHIJKLMNOPQUVWXY medium 0 #7733 wolf~ the wolf~ A wolf is here snarling at you. ~ The wolf doesn't want to be bothered. ~ wolf~ AGU A 0 0 0 0 4 0 4d4+44 0d0+100 1d6+2 bite 7 7 7 10 FHNR 0 0 0 stand stand either none~ 0 AHMV ABCDEFGHIJK medium 0 #7737 goblin trainee~ a goblin trainee~ A goblin trainee snarls at you. ~ Short, ugly, with big, misshapen ears and head, this disgusting little creature seems to be placed here only to die by your sword. ~ pig~ AGU A 0 0 0 0 3 1 3d3+30 0d0+100 1d6+1 charge 7 7 7 9 CDFR 0 0 0 stand stand either none~ 5 AGV ACDEFHJK medium 0 #7738 plasm beast~ a plasm beast~ A plasm beast slithers along the ground here. ~ You don't see much but slime about it. ~ unique~ AGU A 0 0 0 3713 0 0 1d1+0 0d0+100 1d1+0 digestion 10 10 10 10 0 0 0 0 stand stand none none~ 0 AGQc ADEFGKM tiny 0 #7743 hyena~ a spotted hyena~ A spotted hyena paws at the ground here. ~ Nasty beast, with sharp teeth, and an odorous stench. ~ dog~ ACG A 0 0 -50 0 2 0 2d7+21 0d0+100 1d5+0 none 8 8 8 10 EFHNR 0 0 0 stand stand none none~ 0 AGV ACDEFHJKUV medium 0 #7771 lizard~ a frilled lizard~ A frilled lizard is sunning itself here. ~ Looks like a strange beast, with a large, skin collar, and sharp teeth. ~ lizard~ AGU A 0 0 -100 0 2 0 2d2+20 0d0+100 1d4+1 bite 8 8 8 10 R 0 L I stand stand either none~ 0 AGXc ACDEFHKLQ small 0 #7774 Gholynn priest healer mudschool~ Gholynn the priest~ Gholynn, a wise priest, stands here communing blessings. ~ With white, frazzled hair, and a serene, calm look about him, Gholynn has been helping new travelers in these realms for ages. He looks very grand- fatherly. ~ human~ ABTVZa A 0 0 0 0 60 0 50d10+7000 0d0+100 3d80+20 divine -30 -30 -30 -30 EFHJK AB D 0 stand stand male none~ 300 AHMV ABCDEFGHIJK medium 0 P GRALL 7774 30~ #7777 cloudman guardian~ a mysterious cloudman~ A mysterious cloudman is standing here, guarding a treasure. ~ The man seems to be made entirely of misty clouds! He seems to be guarding something, like perhaps the floating chest behind him? You may find that if you 'CONSIDER' him, you `!MAY`` be able to kill him. Perhaps reasoning with him to get that cloudy key he's holding may be a better idea? You see some tiny lettering on him. (`#LOOK LETTERING``) ~ storm~ ABGe A DFJTU 0 0 0 10 2 4d6+100 0d0+100 1d1+1 none 2 3 2 1 0 AB DJ PX stand stand male none~ 0 AHMV ABCDEFGHIJK medium 0 P SPEECH 7777 me~ P SPEECH 7778 *~ #7778 ghost wraith~ a ghost wraith~ A misty ghost wraith lunges at you, and attacks! ~ He is big, he is bad. You don't want to fight him when he isn't chained up. Perhaps now would be a good time to flee from him!!! If you don't flee, you would really suffer the consequences. ~ school monster~ ABFGUe A 0 0 0 0 5 -10 1d1+19 0d0+100 1d1+6 drowning 0 0 0 0 AI AB CD C stand stand none none~ 0 AMV ABCDEFGHIJKLMNOPQUVWXY large 0 #7780 mage instructor archmage nikolaus~ Archmage Nikolaus~ Archmage Nikolaus, the Instructor, is standing here. ~ ~ gnome~ ABCQTV A J 0 0 0 30 10 1d1+999 0d0+100 2d4+30 beating -15 -15 -15 -15 ACEFHIKN ABCD 0 BEP stand stand male none~ 125 AHMV ABCDEFGHIJK medium 0 P SPEECH 7717 battle~ P SPEECH 7715 conduct~ P SPEECH 7714 basics~ P GREET 7780 100~ P SPEECH 7784 notes~ P SPEECH 7718 history~ #7781 farrahn blademaster warrior instructor~ Blademaster Farrahn~ Blademaster Farrahn, the Instructor, is standing here. ~ This massive stone giant was once a powerful member of the famed Warmasters, but has since retired in relative peace to help young warriors learn about the Arts of War within the Academy. ~ stone~ ABCQTV A 0 0 0 0 30 10 1d1+999 0d0+100 2d4+30 beating -15 -15 -15 -15 ACEFHIKN ABCD D EP stand stand male none~ 125 AHMV ABCDEFGHIJK medium 0 P SPEECH 7713 conduct~ P SPEECH 7712 tips~ P SPEECH 7711 history~ P SPEECH 7710 battle~ P SPEECH 7783 notes~ P GREET 7780 100~ #0 #OBJECTS #7702 law book rules divine~ the Divine Book of Rules~ A large book rests on a stand here, demanding to be read. (Type '`#LOOK BOOK'``.)~ paper~ furniture AT 0 0 0 0 0 0 0 0 100 P E chapter9~ ~ E chapter~ ~ E chapter8~ `8--==`` `&Miscellaneous`` `8==--`` For any questions or comments, please feel free to take use of 'NOTE', 'IDEA' or 'BUG' channels. If you wish to send a note, simply 'note to immortal', 'note subject <subject>', then 'note + <information>' line by line. Again, abuse of any of these is grounds for a ban. Use them wisely. ~ E chapter7~ `8--==`` `&Commands and Actions`` `8==--`` There are many, many commands available within The Forsaken Lands. As you progress, you will learn their usefulness, but we will give you a brief overview of basic commands and their uses. 1) `!Score`` - Shows you character's current status, and MANY other things. 2) `!Inventory (Inv)`` - Shows you your character's current inventory. 3) `!Equipment (Eq)`` - Shows you what your character is wearing 4) `!Get, Take`` - Picks up an item 5) `!Wear, Wield, Hold`` - Wears or wields an item. 6) `!Scan (Direction, or all)`` - Scans rooms in various directions ahead 7) `!Quit`` - Leave the Forsaken Lands. 8) `!Delete + Delete`` - Remove your character permanently 9) `!Practice`` - View your current skills and percentages 10) `!Train`` - View your current trains and stats 11) `!'/'`` or `!'recall'`` - Returns you to the temple of your home town (Levels 1-9 only!) 12) See `^HELP COMMANDS`` for more. ~ E chapter6~ `8--==`` `&Forbidden Acts`` `8==--`` Please remember that this MUD is put here by the Immortals for you to enjoy. They are not paid for their services here, and are here to encourage, support, and, when needed, discipline. Their word is absolute, and talking back to, insulting, or harassing any Immortal, or abusing any channel with 'spam' will only get you banned. The following is a list of acts expressly forbidden by the Staff of The Forsaken Lands: 1) `&Any advertisement for any other MUD or service.`` 2) `&Spamming, excess profanity, or harassment.`` 3) `&Disrespect to any staffmember.`` 4) `&Any attempt to hack, solicit, extort, or infringe on any property of FL.`` 5) `&Any other act deemed inappropriate by the Staff.`` ~ E chapter5~ `8--==`` `&Skills and Spells`` `8==--`` Based on your character creation, your character will have at his or her disposal a large arsenal of skills and spells. To view all available spells for your class, simply type 'spells', and likewise for a skill listing. For more information on the function and correct syntax of each skill or spell, simple type '`^HELP <SKILL OR SPELL>``'. ~ E chapter4~ `8--==`` `&Seeking Knowledge`` `8==--`` For more information on Aabahran: The Forsaken Lands, visit our extremely large resource at `!http://forsakenlands.net``. ~ E chapter3~ `8--==`` `&Your Character and Life`` `8==--`` All players here are required to have a description BEFORE rank 15. To write a description, read up on '`^HELP DESCRIPTION``'. If you are unsure of what is to be written in a description, '`#PRAY``' to an Immortal for assistance. You will have a [`#D``] by your name until your description is approved by an Immortal. With this approval comes a substantial experience and stat gain, so it is very worth your while to get this done as soon as possible. All characters begin life at age 17. Every four deaths, a character will lose a 'Condition' or 'Con' point. Once your condition has deteriorated to abysmal (generally around 60 deaths), your player will face a permanent death. Keep in mind a history of your character at all times. Remember that roleplay here is enforced, and is very well rewarded. Play well, and you will enjoy yourself! ~ E chapter2~ `8--==`` `&Channels and Conversation`` `8==--`` Channels on this MUD are a privilege that the Immortals grant the players. As a newbie, you have access to 'Newbie Chat' (syntax: 'Newbie <message>'). You may also 'SAY', 'PRAY' (A direct channel to the Immortals), 'EMOTE' (see HELP SOCIALS), and 'YELL' (restricted to players level 2 or greater). All of these channels, save for the NEWBIE channel, are ENFORCED ROLEPLAYING channels. For more information, please see '`^HELP <CHANNEL>``'. ~ E chapter1~ `8--==`` `&Basic Rules and Regulations`` `8==--`` There are several basic rules and regulations that a new player must adhere to while within these realms. First, keep in mind that this is an ENFORCED roleplay MUD. You are to remain IN CHARACTER at ALL TIMES, unless an Immortal expressly gives you permission to go OOC. With the exception of the NEWBIE CHANNEL, (See Chapter 2), all other channels within this MUD are ROLEPLAY ENFORCED. Keep in mind that you may be being observed, even now. This MUD allows NO MULTI-PLAY whatsoever. While you are free to have as many characters as you wish, none are allowed to be logged in from the same address at ANY time for ANY reason. This is HIGHLY enforced, and breaking this cardinal rule WILL result in a ban of your character from this game. This law as well extends to sharing of OOC (Out of Character) knowledge with friends via any type of chatroom or messenger service. For more information on these rules, read HELP RULES, HELP NEWBIE, and HELP MULTI for any further clarification. ~ E book~ Welcome, Traveler. You have entered the Realms of Aabahran. Before you continue, you must familiarize yourself with the laws and rules of the land before you can proceed. This book has several chapters of express interest to you, and they must all be read and digested before you continue further. To view a chapter, simply type 'LOOK CHAPTER1', or 'LOOK CHAPTER2', etc. Once you have read this, you may proceed northward, and further into your training. Chapter1..................`&Basic Rules and Regulations`` Chapter2..................`&Channels and Conversation`` Chapter3..................`&Your Character and Life`` Chapter4..................`&Seeking Knowledge`` Chapter5..................`&Skills and Spells`` Chapter6..................`&Forbidden Acts`` Chapter7..................`&Commands and Actions`` Chapter8..................`&Miscellaneous`` ~ #7703 podium~ a podium~ A podium is standing here. (`#LOOK PODIUM``)~ wood~ furniture 0 0 0 0 0 0 0 0 0 100 P E podium~ A large book is lying open here on the podium. (`#LOOK BOOK``) ~ E book~ Welcome to the Training Quadrangle. To your east and west lie practice rooms where Adepts of the Gods await you. Here, you will increase your proficiencies at skills, and use your training sessions to increase your attributes. Help files are available for all skills and spells, as well as attributes. You get one train every five levels of rank, so be sure to use your trains wisely! As well, 10 practice sessions can be converted into one training session at your trainer, (located within each city). You gain practice sessions each rank, and the amount you get is based solely on your Wisdom. Once you have read this, `#SCAN`` in any direction to see where the trainers are. You can also use `#SCAN ALL`` to scan in all visible cardinal directions. ~ #7704 no name~ (no short description)~ (no description)~ unknown~ trash 0 0 0 0 0 0 0 0 0 0 P #7705 statue malignant~ a statue of malignant~ An iron statue of Malignant is standing here.~ unknown~ furniture 0 0 0 0 0 0 0 60 0 100 P E statue~ Malignant took a new form in the midst of the fifth age. Aspiring unto the heavens to watch the ancient battle between Chaos and Order, the light and the shadows.. within eternity. As with all of the Demonic kin, Malignant bears the traits of his name. A cruelty is spoken of by those who have known him, A black and chaotic heart within the broken form of a robed winged figure. ~ #7706 fountain~ a marble fountain~ A white marble fountain flows forth clean water here.~ stone~ fountain G 0 -1 -1 'water' 0 0 50 5000 5 P E fountain~ As a new traveler, you will find many nuances of life here interesting. You will also notice that, as you travel, you will become affected by hunger and thirst. It is a wise idea to keep with you at all times some means of sustenance, as well as a water skin of sorts. Around Thera, many cities have fountains, however, while traveling into the mountains or forests, water and food become much less available. Your hunger and your thirst will not cause any noticable damage or injury to you before you attain level 10, however, it will affect your health and mana regeneration rate, so it is best to keep well fed and quenched. You will find that you can eat certain bodyparts of creatures that you kill (arms, and legs), but other parts, such as guts, may be poisoned, so be cautious! ~ P RANDOM 7706 50~ #7707 statue god~ a statue of Verdigar~ A statue of Verdigar, patron god of Nature, stands here.~ stone~ furniture 0 0 0 0 0 0 0 60 0 100 P E statue~ Verdigar is the patron God of rangers, druids and all others who respect and love Nature. It is not uncommon among the small folk to utter a small prayer to him upon entering his domain on any undertaking. There is no record of him ever having been a mortal, but even so he has many mortal traits, being well known for his love of strong drink and pretty girls. According to rumors he has been known to engage in drinking contests with mortals that he deems worthy of such an honor. Known as a fierce fighter, a superb hunter and a great carouser, some think that Verdigar often assumes a mortal form to walk the lands in pursuit of his favorite activities. Aside from these "qualities" he is utterly devoted to Nature and will not stand aside to see the Natural Order corrupted, even though he takes no particular interest in the conflicts between his immortal siblings. Even so, few, even among his fellow Gods, would risk angering the Lord of Nature, for his wrath is a terrible thing to behold. ~ #7708 statue virigoth~ a statue of Virigoth~ An onyx statue of Virigoth is standing here.~ onyx~ furniture 0 0 0 0 0 0 0 60 0 100 P E statue~ Virigoth is the embodiment of death and decay in Thera, often deity of choice for necromancers, executioners and morticians. It represents the inevitable end of all that is natural and the counterbalance to forces of life. Those who worship It, worship not the act of death but the inescapable collapse of life and its eventual end which allows the cycle of rebirth and creation to continue. It holds power over all things of Thera that ceased their natural life, and not even its name is spoken out loud in fear of sickness and death it brings. The foreboding mark of a snarling skull is a common symbol around graveyards of Thera. Engraved for protection of the deceased to ward of grave robbers, alive and not. It is rumored that a whole cult exists in Virigoth's name, yet to even enquire about its existence is to court death. ~ #7709 statue chaos~ a statue of Bryntryst~ A basalt statue of Bryntryst is standing here.~ basalt~ furniture 0 0 0 0 0 0 0 60 0 100 P #7710 statue warrior~ a massive statue~ A large stone statue of a warrior stands here.~ stone~ furniture 0 0 0 0 0 0 0 60 0 100 P E plaque~ Aabahran is a very violent place. All around, wars are fought, and people die following their causes. For now, as a youngling, you are safe from the harm of other players. However, once you attain the tenth rank, a <`1PK``> will appear by your name as well as the names of other individuals who you can harm, and likewise, can harm you. At level 10, you may attack and kill, and as well be killed. However, not until the rank of 15 can you loot the corpses of fallen players. Playerkilling (PK) ranges are highly balanced here in Aabahran, so there is seldom the chance of an unfair kill. Be highly wary of those who may wish to cause you harm, by using 'WHO PK' and 'WHERE PK' after you reach the rank of 10. ~ #7711 statue god~ a statue of Athaekeetha~ A bronze statue of Athaekeetha is standing here.~ bronze~ furniture 0 0 0 0 0 0 0 60 0 100 P E statue~ The High God Athaekeetha was once a famed mortal warrior of the duergar race. Known for his intense hatred of magic, he was the original founder of the cabal known as Warmasters. A master in all forms of physical combat, Athaekeetha has never known fear nor has he known defeat. He demands the same courage from his followers as he leads them to victory verses the mage. Legend has it that in the dark days during the invasions Athaekeetha ran ahead of his army and alone destroyed scores of the undead wizards. He embodies the perfection that can be achieved through mastery of tactics and the right amount of insanity. If you seek the respect of Athaekeetha then become a master of your own body. Learn of its strengths, its weaknesses, and never attempt to rely on other wordly forces. Athaekeetha is worshipped for the true warrior that he is. Bloodthirsty yet disciplined, like a sword made of well tempered steel he watches Thera from the heavens as his Warmasters enforce his will. ~ #7712 palison statue~ an ivory statue~ An ivory statue of Palison is standing here.~ stone~ furniture 0 0 0 0 0 0 0 60 0 0 P E Palison~ In the early ages of Thera, A war of grand proportion expanded the boundaries of existence. Once the chaos had ended and corpses of many mortals had littered the land, the souls of the warriors that carried noble traits as honor, truth, and bravery took up a search for a lone mortal who carried the belief's the stood for. After many years of searching a battle of chaos and death claimed many mortal souls, in the end there stood few mortals. The souls of the noble warriors had found their champion, a mortal name Palison. They claimed his body for the betterment of all, consumed his life force and breathed a new force into existence. Immortality had been given to this vessel named Palison, driven by the rage of the fallen to over see peace with a new vengeance. ~ #7713 statue raght~ a granite statue~ A granite statue of Raght is standing here.~ granite~ furniture 0 0 0 0 0 0 0 60 0 100 P E Raght~ Never one to care much for the disputes of his brother and sister Gods, Raght is solely concerned with the preservation of order and the upholding of law within the civilized parts of Thera. Understanding the need for justice, he commands his followers to uphold the law in every decent city, and to protect the inhabitants that dwell within them. He too once fought along side the others during the great invasion, but only because of the danger that existed for the cities of Thera. Though not true enemies, it is said that Falthar and Raght are in constant disagreement over how the lands should be ruled. Helaman insists on a kingdom being restored, while Raght refuses to relinquish the power that his Justice cabal has attained. Thus, it is not uncommon to see the two mortal factions of these gods in a violent struggle. Though often reserved and silent, Raght possesses greatness in his own right. Not one to be trifled with he is more than willing to meet any challenge to his power, though he forces himself to abide by the same laws that he has dictated to his followers. ~ #7714 statue sirant~ a marble statue~ A marble statue of Sirant is standing here.~ unknown~ furniture 0 0 0 0 0 0 0 60 0 100 P E sirant~ He served his mortal life as the right and of his beloved King. By far the most gallant of the Knights, Sirant used his amazing skills in battle to serve the kingdom that once reigned supreme over Thera. When Cormac died, part of Sirant died too. Unwilling to replace the King he became an even more devout servant of Helaman. It is said that he wandered the lands alone for over twenty years, righting the wrongs he found, and searching for the answers that his soul yearned for. Sirant sets the example of Knights, for he was loved by all, and respected even by his most hated enemies. Renowned for his kind heart and even temper, he is often depicted as being deep in thought. Yet do not mistake his kindness for weakness, for he will help restore the Crown by nearly any means. Now residing in the heavens above, Sirant helps his God to carry out the Chosen's destiny, so that there may once again be one sovereign King of Thera. ~ E sirant~ He served his mortal life as the right hand of his beloved King. By far the most gallant of the Knights, Sirant used his amazing skills in battle to serve the kingdom that once reigned supreme over Thera. When Cormac died, part of Sirant died too. Unwilling to replace the King he became an even more devout servant of Helaman. It is said that he wandered the lands alone for over twenty years, righting the wrongs he found, and searching for the answers that his soul yearned for. Sirant sets the example of Knights, for he was loved by all, and respected even by his most hated enemies. Renowned for his kind heart and even temper, he is often depicted as being deep in thought. Yet do not mistake his kindness for weakness, for he will help restore the Crown by nearly any means. Now residing in the heavens above, Sirant helps his God to carry out the Chosen's destiny, so that there may once again be one sovereign King of Thera. ~ #7715 fountain~ a fountain~ A large granite fountain cascades water here.~ unknown~ fountain 0 0 -1 -1 'water' 0 0 0 0 5 P E fountain~ A massive stone structure, the fountain stands well over ten feet high. With large granite circles, the water pours from the top, and waterfalls down into several large bowls, that, in turn, waterfall down into a small pool below. Several gold coins are tossed into the wishing well at the very bottom. The water looks pure, and clean. ~ P RANDOM 7715 100~ #7716 statue drenaar~ a crystal statue~ A crystal statue of Drenaar is standing here.~ crystal~ furniture 0 0 0 0 0 0 0 60 0 100 P E Drenaar~ Goddess of The Five Spheres, Guardian of Magic, Warrior of The Mind, Drenaar exemplifies perfection attained through the magical arts. The first Faerie ever to be seen on Thera, it is a widely held belief that her origins are not originally of this world. Her age is also unknown, as there is no record of her ever having a mortal life. What is known is that she is the source of power and inspriration for the Savants, the most hated enemy of Warmasters, the mages of war, and the protectors of the magical arts in Thera. Her charms are many, and it is believed by some that she once seduced Helaman and thus gave birth to the once great King known as Cormac. Her promise is the destruction of Athaekeetha and his chosen, and she seeks only the strongest of the magi to aid her. Those who have had the privelage of being granted an audience have warned that her appearance and manner is most deceptive. Small and often quiet she seems, yet she hears all and understands more than any mortal mind could ever hope. ~ #7717 statue streantian~ a steel statue~ A steel statue of Streantian is standing here.~ steel~ furniture 0 0 0 0 0 0 0 60 0 100 P E statue~ In a time where Chaos dominated, the severely crippled forces of Justice struggled to maintain order in a society controlled by violence and the clashing of the major factions of power. In this era, so intense was the bloodshed, it was said that the streets of Val Miran were stained red with the blood of the fallen. Demons of Chaos stood triumphantly, every aspect of order was clenched tightly within the grip of Chaos. Both Raght and Falthar mysteriously vanished in the time of disarray, leaving the forces of law without hope. The very tablets of Justice seemed to crumble into nothingness... Within a plane not akin to that of Thera, a great leader walked. A man of order, respected by all. Crime itself ceased to exist in his presence, as those who opposed laws were swiftly executed. Several years passed under his rule, a time of order and peace. Yet his rule was no exception to the weakness that plagues all great empires. The ethereal realm known as the Void collided with his plane of existence, causing a chaotic event that would forever change his life. The collision of the two planes spawned forth two forces from the essence of both realms, a force of chaos, and a force of order. Chaos quickly manifested itself into the ranks of the guards, causing corruption and deceit previously unheard of. It wasn't long before the second in command created a plot to murder the leader, Streantian. With unrivaled adeptness in melee combat, Streantian easily cut down the second in command and his men. ~ #7718 statue god~ a sapphiric statue~ A sapphiric statue of Mircea is standing here.~ sapphire~ trash 0 0 0 0 0 0 0 60 0 5000 P E statue~ Woven from the fabric of magic, swirled with dark shadows, Mircea was forged by the Gods as a tribute to their magical powers. Created with the ideas of magical dominance and a lust for evil, Mircea was a testament to all that encompasses the dark arts, a monument to evil, and a display for the cohesiveness of both. His creators placed their hands to his flesh, and it began to glow. Mircea's flesh began to distort and a mark took form. A tattoo of a sorcerer encased in a ring of fire appeared on his arm where his distorted flesh was. Tired of being enslaved by the Gods, Mircea broke free to peruse his own ideas of magical preservation. He began to focus on the elimination of all who seek the destruction of the higher arts. He traveled the lands and destroyed many who opposed the reign of magic. Overtime the numbers of those opposed to the spell casters became great, and Mircea began to seek out those who, like him, wished to save their way of life. Out of this search, Mircea came to find the Savants, followers of Drenaar, who rightfully claim to be the greatest magi of Thera. He now serves as her right hand, and together they guide their mortal followers towards their goal. ~ #7719 wooden bench~ a wooden bench~ A long wooden bench is sitting here.~ wood~ furniture 0 0 0 0 0 0 0 0 0 100 P #7720 wrought iron bench~ a wrought iron bench~ A wrought iron bench, inlaid with wood rests here.~ iron~ furniture BG 0 0 0 0 0 0 60 0 100 P E bench~ This bench is smithed of high quality iron, with swirls and ivy built into the back. Several long varnished wood planks are set into the seat. ~ P SIT 7720 100~ #7724 brass key~ a shiny brass key~ A shiny brass key is lying here.~ brass~ key 0 AC 0 0 0 0 0 0 5 10 P F A 3 1 0 #7734 sandals leather~ a pair of thick leather sandals~ You see a pair of thick leather sandals here.~ leather~ armor U AG 1 1 1 0 0 0 30 72 P E sandals~ Property of the Academy. For training use only. ~ #7735 cuff steel~ an engraved steel cuff~ You see a fancy engraved steel cuff here.~ bronze~ armor U AM 0 1 1 0 0 0 10 48 P E cuff~ It seems to be engraved with a lion crest. Below that, a tag reads 'Property of the Academy.' ~ #7736 leather sleeves~ some leather sleeves~ You see some leather sleeves lying here.~ leather~ armor U AI 1 1 1 0 0 0 20 72 P E sleeves~ Simply made, these leather sleeves are made of tanned leather, with small metal rivets along a single seam. ~ #7737 leather leggings~ a pair of tanned leather leggings~ You see a pair of tanned leather leggings here.~ leather~ armor U AF 1 1 1 0 0 0 30 72 P E leggings~ They seem to be made of sturdy rawhide, tanned to a sheen. ~ #7738 chain belt~ a chain belt~ You see a chain belt here.~ chain~ armor U AL 1 1 1 0 0 0 10 72 P E belt~ Seems to be little more than a set of linked chains with a buckle. ~ #7739 shield iron~ a rusted iron shield~ You see a rusted iron shield lying here.~ steel~ armor U AJ 1 1 1 0 0 0 30 108 P E shield~ You see just a square shaped piece of rusted iron with a leather handle. ~ #7741 red beret~ a red beret~ You see a red felt beret lying here.~ felt~ armor U AE 1 1 1 0 0 0 30 72 P E helmet~ Looks like standard issue for all Academy trainees. A small medallion bearing the crest of the Academy adorns the front of the beret. ~ #7742 gray cape~ a gray cloth cape~ You see a simple gray cloth cape lying here.~ cloth~ armor U AK 1 1 1 0 0 0 20 72 P E cape~ Looks like a large piece of gray fabric, with a loop for your neck. A stitched seal of the Academy is embroidered on the back. ~ #7743 cloak apprentice~ an Apprentice's cloak~ You see a large blue cloak lying here.~ cloth~ armor U AC 1 1 1 0 1 0 40 72 P E cloak~ Many of the apprentices around here seem to be wearing this style of blue cloak to show their progress. The seal of the Academy is emblazoned on the back. ~ #7750 tapestry historic~ a massive tapestry~ A tapestry depicting the history of Thera is hung here. (`#LOOK TAPESTRY``)~ cloth~ furniture 0 0 0 0 0 0 0 0 0 10000 P E tapestry~ At the dawn of time there was only darkness. The Chaos Machine had riddled the galaxies and universes with its decay, and had moved, finally, on to greener pastures. Astral bodies fell and fused, and in time, planets were formed. Little is known about the powerful magic's that came together to forge the lands known as Thera, only that a once lifeless husk of rock in space was born under the warmth of a sun. From the dawn of its existence, Thera was a doomed land. It grew to full fruition in what the ancient texts called 'The Fourth Turn". But the relative peace was not to last. Two dark lords emerged from the shadows and razed the land to ruin. Shadowspawn, his only mortal name, and Virigoth emerged from the depths of a hellish netherworld, and took Thera for their own, executing mortals and deities alike, and ravaging the land. Dark Scourges were born unholy births, and came to rise in power against the select few mortals who still walked the lands. These survivors banded together in small towns, and trained themselves to survive and fight the darkness that so consumed the land. Armies of undead poured from the torn landscapes and assaulted the survivors, harnessing powers and skills never before seen by any mortal. New races and breeds of creatures came from the woodwork, some to aid the darkness, some to aid the survivors. Old texts were uncovered by the survivors as they battled back with new energies and renewed vigor until the armies of Shadowspawn and Virigoth fell back in retreat. From these survivors walked three mortal men. Athaekeetha, Raght, and Palison stood victorious over the ravened mountains cape of Tyr Unguld, and earned their place in the heavens. Order was restored as Shadowspawn and Virigoth spent much less of their time leading their armies to victory, and much more battling their new immortal foes. Once again the survivors rebuilt the cities and lands to make way for the new breeds that walked forth. All seemed once again safe...but under the watchful, vengeful eyes of Virigoth and Shadowspawn, new breeds of hatred burned and frothed...in time, the scourges would once again stalk the lands... ~ #7751 tapestry historic~ a historic tapestry~ A hand sewn tapestry of the Prophecies of Damnil is hung here. (`#LOOK TAPESTRY``)~ fabric~ furniture 0 0 0 0 0 0 0 0 0 10000 P E tapestry~ The History and Prophecies of Thera In the First Age of Thera (1-386 B.C.), Damnel, the Seer Prophet of Thalos, spoke of a great disaster that would bring Armageddon to Thera. With the end of the Month of the Grand Struggle, a great Cataclysm brought an end to Theran life. As the Second Age of Thera (1-595 P.C.) came to rise and man was once again brought into the world from the Ethereal Nexus, the books of Damnel were uncovered in the North Forests of Banor, and brought into the Temple of Sreyb to be deciphered by the scholars of the time. Once deciphered, it spoke of the rise and fall of the Fourth Age of Thera (800-1200 P.C.), and spoke of the Four Prophecies that would come to pass in the Fifth Age of Thera (1200 P.C. - present). As Thera came out of the Second Age and prospered into the Third Age (595-800 P.C.), more secrets of the Book of Damnel were learned. This was documented in the Prophecy of the Coming (Help Prophecy1). A great death to Thera was also imminent, as documented in the Prophecy of the Shadowkin (Help Prophecy2). During this Fourth Age, Thera would change forever. New breeds of people would cross the Great Chasm, and come to fight in the last battle. (Help Prophecy3). If Thera made it into the Fifth Age, the Fourth Prophecy would never come true (Help Prophecy4). As Thera now stands in the Fifth Age, forces battle to ensure the Fourth Prophecy remains a fable. ~ #7752 tapestry historic~ a historic tapestry~ A lovely tapestry of the bylaws of the Heralds is hung here. (`#LOOK TAPESTRY``)~ fabric~ furniture 0 0 0 0 0 0 0 0 0 10000 P E tapestry~ Heralds are the lifelines of history in Thera. Often, they are the eyes peering from the corner of a bar, watching the social elite and listening in to the gossip and stories of the current and past events. Interacting with the various characters abroad, Heralds observe the very history of Thera to link Thera to its notables. They are loyal to the Winds, every so often coming to meet with their superiors and giving them what biographies they have recorded. A Herald's communication skills are what he/she relies on. Heralds demonstrate through their intelligence and wit their story telling and rumor gathering skills. Heralds are also courteous to those deserving of courtesy, given the number of people they must interact with on a daily basis. Those who flagrantly use foul language or violence have no place within the cabal. Anyone who wishes to may ask a Herald for the history of a certain person of Thera, and the Herald will give them what knowledge he/she has. When a Herald does not do this, they are considered to be unessential, and may be extricated from the group. Also, if a Herald is remiss in his/her duty to collect biographies, that Herald is also ousted from the group. Bards and Monks are the classes best suited to be Heralds, although non-physical classes may also join if they meet cabal requirements and have exceptionally good role-play. ~ #7769 diploma~ a mud school diploma~ You see a mud school diploma here.~ paper~ treasure GU AO 0 0 0 0 0 0 10 1140 P E diploma~ This document shows that you have graduated from Mud School. It also has magical effects on your abilities if you hold it! Merc Industries ~ F A 5 1 0 F A 4 1 0 #7770 desk~ an ornate desk~ A very ornately carved desk is resting here.~ wood~ furniture A 0 0 0 0 0 0 0 10000 100 P E desk~ This desk looks FAR too heavy to move... ~ #7774 big sign post~ a big sign~ A big SIGN stands here atop a post begging you to LOOK at it. (look sign)~ unknown~ furniture 0 0 0 0 0 0 0 0 0 0 P E sign~ You are now heading out of MUD school. Want to continue your learning after you leave ? The ACADEMY is now inducting new students from ranks 5 to rank 10. If you want to be part of the biggest school in Thera and learn everything from basic equipping to battle tactics get yourself to the academy gates. You will find the academy 2 south of the Temple of Abstraction. Simply speak to Mohcran there and tell him you wish to join. He will grant you an academy pass. ~ #7775 ring life~ the ring of life~ A shimmering platinum ring is lying here.~ platinum~ jewelry 0 AB 0 0 0 0 0 3 10 100 P E ring~ A beautifully crafted circlet of platinum is here, glowing with some sort of inner magic. It looks like quite a prize! ~ F A 5 1 0 #7776 cloud key~ the cloud key~ A strange, misty key is lying here.~ mist~ key 0 AO 0 0 0 0 0 0 0 10 P #7777 floating chest~ a floating chest~ A small, locked chest is floating here.~ wood~ container 0 0 10 ACD 7776 100 100 0 0 100 P E chest~ You see a small floating chest here, with a keyhole in it. If you already have the cloud key, just '`3unlock chest``' and '`3open chest``'. Once it's open, just '`3look in chest``' to see what goodies lie inside. If you see something of interest, simply '`3get all chest``'. Good luck! ~ P RANDOM 7777 100~ #7778 shimmering medallion~ a shimmering silver medallion~ A shimmering silver medallion is lying here.~ metal~ treasure APU A 0 0 0 0 0 5 0 0 P E medallion~ An inscription reads: Well done! You have the silver medallion of the Cloudman, now. Before you continue, you need to learn about a few little things! First, a strange creature lies below you, who you will have to face next! The `!WIMPY`` command will allow you to set a number of hitpoints at which you will automatically flee. If you type "wimpy" with no arguments, it will automatically set it at 25%, so you will flee a foe auto- matically if your hit points drop below 25%. Next, within these lands, you will fight many creatures! After they die, they will leave behind their corpse. These corpses can be sacrificed to your Deity, in an exchange for a few gold coins. To do this, just 'sac corpse'. As a newbie, you will find that you automatically loot and sacrifice corpses. To toggle these, simply type "`#AUTOLOOT``" or "`#AUTOSAC``". Once you are finished, drop this medallion. The cloudman will not take kindly to visitors leaving with his prize! ~ P DROP 7779 7778~ P GET 7778 7778~ #7780 mace sub practice~ a practice mace~ You see a practice mace here.~ practice~ weapon U AN mace 1 6 pound 0 1 120 0 P E mace~ You see a mace perfect for practicing with. ~ F A 18 1 0 #7781 dagger sub practice~ a practice dagger~ A practice dagger is here.~ practice~ weapon Ue AN dagger 1 4 pierce 0 0 10 0 P E dagger~ You see a dagger perfect for practicing with. ~ F A 18 1 0 #7782 sword sub practice~ a practice sword~ You see a practice sword here.~ practice~ weapon U AN sword 1 6 slash 0 1 30 0 P E sword~ You see a sword perfect for practicing with. ~ F A 18 1 0 #7783 spear sub practice~ a practice spear~ You see a practice spear here.~ practice~ weapon U AN spear 1 6 thrust 0 1 50 0 P E spear~ You see a spear perfect for practicing with. ~ F A 18 1 0 #7784 staff sub practice~ a practice staff~ You see a practice staff here.~ practice~ weapon U AN staff 1 5 pound F 1 40 0 P E staff~ You see a staff perfect for practicing with. ~ F A 19 1 0 F A 18 2 0 #7785 axe sub practice~ a practice axe~ You see a sub issue axe here.~ practice~ weapon U AN axe 1 6 chop F 1 50 0 P E axe~ You see an axe perfect for practicing with. ~ F A 18 1 0 #7786 flail sub practice~ a practice flail~ You see a practice flail here.~ practice~ weapon U AN flail 1 5 crush 0 1 50 0 P E flail~ You see a flail perfect for practicing with. ~ F A 19 1 0 #7787 whip sub practice~ a practice whip~ You see a practice whip here.~ practice~ weapon U AN whip 2 2 whip 0 1 20 0 P E whip~ You see a whip perfect for practicing with. ~ F A 18 2 0 #7788 glaive sub practice~ a practice glaive~ You see a practice glaive here.~ practice~ weapon U AN polearm 1 7 slash F 1 80 0 P E glaive~ You see a glaive perfect for practicing with. ~ F A 19 1 0 #7789 padded battle vest~ a padded battle vest~ You see a black padded battle vest lying here.~ leather~ armor U AD 1 1 1 0 0 0 50 144 P E vest~ It's what seems to be a very comfortable vest, with thick padding for battle, but light enough not to restrict movement. A small insignia of the Academy dons the upper right breast pocket. ~ #7790 shield iron~ a rusted iron shield~ You see a rusted iron shield lying here.~ steel~ armor U AJ 1 1 1 0 0 0 30 108 P E shield~ You see just a square shaped piece of rusted iron with a leather handle. ~ #7791 tarnished lantern~ a tarnished lantern~ A tarnished lantern glows on the floor here.~ paper~ light AG A 0 0 200 0 0 0 20 380 P E lantern~ Looks pretty much like a tarnished brass lantern. There is a small crack in the glass globe. ~ F A 24 -1 0 F A 17 -1 0 #7792 wooden recorder~ a wooden recorder~ A simple wooden recorder.~ wood~ instrument U AN 0 0 0 0 F 1 10 100 P #7793 skin water buffalo~ a buffalo water skin~ A bloated dead buffalo is on the floor.~ leather~ drink 0 A 64 64 'water' 0 0 0 40 24 G #7794 lantern~ a hooded brass lantern~ A hooded brass lantern has been left here.~ brass~ light 0 A 0 0 250 0 0 0 40 75 P E letters~ They say, "Use 'hold lantern' to activate." ~ E lantern~ It is a large and robust but somewhat battered oil lantern made from brass, equipped with a handle to make it handy and a hood to protect its flame. Some letters have been scratched on its bottom. ~ #7795 large chicken wing~ a large chicken wing~ A large delicious, filling, chicken wing~ meat~ food 0 A 50 50 0 0 50 0 30 20 P #7796 warrior notes~ a booklet of notes~ A small paper booklet is lying on the ground here.~ paper~ trash 0 A 0 0 0 0 0 0 0 2 P E notes~ Welcome, Student! You are within the Warrior Training Class. These notes will help you along the way. To ask Blademaster Farrahn a question, simply say the single keyword by the section, and he will answer it as best as possible. <`6BATTLE``> This will cover the basics of warrior combat. <`6HISTORY``> This will cover the basics of warrior history. <`6TIPS``> This will cover the useful tips for any warrior. <`6CONDUCT``> This will cover the basic warrior behavior. ~ #7797 mage notes~ a booklet of notes~ A small paper booklet is lying on the ground here.~ paper~ trash 0 A 0 0 0 0 0 0 0 2 P E notes~ Welcome Apprentice! These notes cover the basic questions for your instructor. To inquire about topics, just say the keyword printed in `6blue``. <`6BASICS``> Covers the basics of typical mage life. <`6CONDUCT``> Covers the behavior of most mages. <`6BATTLE``> Covers combat tactics for mages. <`6HISTORY``> Covers the history of the mage classes. ~ #7798 potion life~ a potion of life~ A blue potion with a silver tag is lying on the ground here.~ liquid~ potion 0 AO 5 'cure light' '' '' '' 0 5 150 P #7799 energy bar~ a whole grain energy bar~ A small bar of pressed grain is lying here.~ grain~ pill G A 5 'refresh' '' '' '' 0 5 100 P #0 #ROOMS #7700 `8Entrance to the Academy``~ You stand to the south of a set of great, white walls. To your north lies the Academy, which promises to teach you all you need to know to ensure success in this life. To Your east lies the training grounds of this fabled Academy, so that you may test your skills in combat and begin your journey towards the top of the pyramid which is power. To your west lies the fabled hall of wisdom and to your south lies what is beyond. It is a mystery to you as it is to us all. ~ ~ 0 268566536 0 0 D0 ~ ~ 0 0 7701 S #7701 `8The First Room``~ Here you must learn the most simplictic things of this world. Here you will cast aside your definition of reality and progress only in the reality of this world. ~ ~ 0 0 0 0 D2 ~ ~ 0 0 7700 S #0 #ARMIES #0 #SPECIALS S #TRAPS #0 #RESETS M 0 7702 1 7701 1 S #SHOPS 7717 0 0 0 0 0 100 100 0 23 7718 0 0 0 0 0 100 100 0 23 7780 0 0 0 0 0 100 100 9 17 7781 0 0 0 0 0 100 100 9 17 0 #MOBPROGS #7700 if rand 50 emote smiles at you, and nods at the archway north of you. else emote crosses her arms, and beams a smile at you. endif ~ #7701 say To begin your training, head north. say If you'd like to head directly to the arena, you can open this southward door. emote points to a doorway to the south. say Remember to read HELP ACADEMY and good luck! ~ #7702 Say Here you must learn the simple ways of our communication. We do so in a few ways. Say You can always 'say' things like I am now, or you can 'tell' them only to those you wish to hear them. Say If you would like to know more of these things, consult their help scrolls by using 'Help say" or 'Help tell" respectively. ~ #7703 Say If you need me to teach you, just say so. ~ #7710 if isnpc $n break endif say Ah, yes. Battle. Warrior classes combat people in a much different way. smile say You will find that your skill lies within melee combat, that is, in short... say Do as much damage as possible in the shortest amount of time. You see... say A true warrior hasn't the need to protective spells like those...those... spit say Blasted magi! smirk say You will find that mastering your attacks, and your defenses, will be your say most useful tactic. ~ #7711 say Yes, indeed. You wonder about the past of the Warrior. smile say Warriors in general are a proud lot. We do not pride ourselves on our intellect. say Rather, our pride and fame lie within our skills and prowss in combat. emote pauses, as if reminiscing. say We do not have to be quick witted to win in combat, but we must be swift... say We are stalward defenders, ferocious attackers, and never back down from an enemy... say Cowardice is unbecoming of any Warrior! emote pounds his fist to his chest. ~ #7712 say Ah yes, our behavior... ponder say Warriors are a sect of fighters who focus our training on the complex art of combat. say Use your abilities to your advantage, and protect yourself against the magics. say While some warriors use magic... spit say Most think of it as an aberration. I would steer clear of it, myself! smirk ~ #7713 say Well, behavior is dictated by who you are, and what you wish to achieve in this life. say Some warriors may follow the path to the Masters of War, and fight the Savants. spit say Some warriors may follow armies of the Darkness or the Light. say But always remember, you are a warrior at heart! say The thrill of the battle is within your soul! say It is not how the war was won, but the manner in which it was fought! ~ #7714 say Ah, yes the fundamentals of our kind. smile say We are lovers of magic. Magic surrounds us, gives us life. You are its protector. say You harness this force, and channel it for use to you, based on your class. say You will start out slow, my child. say But as you grow in rank, you will gradually grow in power. say And you will eventually find yourself on even ground with those warrior brutes! snort ~ #7715 say Ah, yes, your behavior. emote thinks thoughtfully. say You are an emblem of the Vortex of Magic. say You have been gifted with the innate ability to use this force! say Because of this, you are above the foolish brutish warrior classes. say You will carry yourself with dignity... say You will be educated, and reflect your magical enlightenment... say So that others may learn from you. smile $n ~ #7716 if carries $n 7769 or hasquest $n 'recieved a diploma.' say Ah, yes, $n. Well done, and congratulations on your graduation! shake $n say Good luck in the real world! else mob oload 7769 10 give 1. $n say Congratulations, $n, you have earned your diploma! shake $n mob tempquest $n recieved a diploma. endif ~ #7717 say Hm, yes indeed...combat. sigh say It is a sad necessity. You will feud with others. say Realize that your learning curve at these lower levels is large. say But as you grow in rank, you will become much more powerful... say As your spellbook, or knowledge of prayers increases... say You will find many useful enchantments at your fingertips. smile say Learn your incantations well, my child...Train diligently! say For in time, your true payoff will be knowledge of the forces of magic... say And that alone will allow you to overcome your enemy! smile ~ #7718 say Yes, you seek information about our past... smile say Our main deities are Mircea, and the late Drenaar. frown say They upkeep and maintain the Vortex of Magic... say From where all things magic came. say Also, the Dark Gods, Virigoth and Arzaeth are the deities of many of the magi. say For they both utilize and provide magics, as well. say We have long since been proud of our knowledge and intellect. say This alone has bested many a foolish Warmaster. grin ~ #7774 if ispc $n 'Hello there $N. Type 'service' to see the list of services I offer. smile endif ~ #7777 emote whispers '`6Yes, that is the answer! The key is yours!'`` give key $n emote whispers '`6Take what you wish from my chest.'`` grin $n load obj 7776 mob delay 1 ~ #7778 if isdelay $i break else pmote whispers to $N '`4That is not it.`` ~ #7780 say Welcome, $n. say If you need the n-o-t-e-s, just say the word, and I will provide you with them. ~ #7783 say O if hasquest $n 'been given the notes.' say You've already been given the notes. break endif 'Oh, yes, $n. Here is your copy of the material. load obj 7796 give notes $n mob tempquest $n been given the notes. ~ #7784 if isnpc $n break endif if hasquest $n 'been given the notes.' say You've already been given the notes. break endif say Oh, yes, $n. Here is your copy of the material. load obj 7797 give notes $n mob tempquest $n been given the notes. ~ #0 M 7701 1 school_keeper.prg NL M 7704 1 school_circe.prg NL M 7705 1 school_furey.prg NL M 7717 1 school_selene.prg NL M 7718 1 school_selene.prg NL M 7724 1 school_creature.prg NL M 7733 1 wolf.prg NL M 7737 1 boar.prg NL M 7738 1 snail.prg NL M 7743 1 fox.prg NL M 7771 1 lizard.prg NL M 7778 1 school_blob.prg NL M 7780 1 school_selene.prg NL M 7781 1 school_selene.prg NL S #OBJPROGS #7702 obj echo An errant gust of wind rustles some pages in a large book. ~ #7706 if rand 50 obj echo The splash of water echoes around the white marble room. else obj echo You suddenly feel very at peace here. obj cast 'bless' $r endif ~ #7715 if rand 50 obj echo You see several small birds playing in a large granite fountain. else obj echo Some mist from the fountain blows by, cooling you. endif ~ #7720 obj cast 'cure serious' $n obj echoat $n As you sit down, you feel a sense of well being pass over you! obj echoaround $n $n looks much healthier, as $e rests on a bench. ~ #7777 if objhere 7778 break endif obj oload 7778 ~ #7778 if level $n < 5 obj cast 'cure critical' $n endif obj echoat $n You feel as if you should suddenly LOOK MEDALLION ~ #7779 if level $n < 6 obj cast 'frenzy' $n obj echoat $n As the medallion falls away through the cloud floor, you suddenly become dizzy! obj transfer $n 7778 endif ~ #0 #ROOMPROGS #7701 if rand 50 room echo Sounds of clashing steel echo through the door to your south. else room echo You hear the sound of armed combat to the south of you. endif ~ #7706 if rand 50 room echo The splash of water echoes around the white marble room. else room echo You suddenly feel very at peace here. room cast 'bless' $n endif ~ #7710 if rand 50 room echo The lighting in the room wavers as the candles flicker. else room echo A small breeze causes the candles to flicker. endif ~ #7714 if rand 50 room echo You hear the clash of swords in the distance. else room echo You think you hear people talking ahead. endif ~ #7774 if rand 40 room echo You feel your grip on the rope slipping...! else room echo You attempt to tighten your grip around the rope. endif ~ #7775 room echoat $n You lose your grip on the rope, and tumble down! room echoaround $n $n loses $s grip on the rope, and tumbles off! room echoat $n Your collision with the ground `1wounds`` you. room echoaround $n $n's collision with the ground `1wounds`` $m. room damage $n 5 15 room transfer $n 7715 ~ #0 #$