#AREADATA Name ElidoDi High Tower~ Builders loren shaelindra~ VNUMs 100600 100700 Credits loren~ Security 9 LevelRange 1 100 ResetMessage You hear a rumbling noise, while time seems to shift back...~ Flags closed noquest nosummon clanhall~ Clan ElidoDi~ End #MOBILES #100601 guardian knight light~ The Knight Guardian~ A knight guardian clad in shining armor. ~ A knight, clad in shining armor and surrounded in a white protective aura, stands here, in aid of the pure hearted mages of the Golden Tower. ~ storm giant~ ABef DFHNZlmt 1000 0 100 30 2d500+25000 1d1+3999 10d25+90 none -79 -79 -79 -40 AFKLNO ABN 0 Z stand stand male 5000 0 0 unknown flesh~ ~ F vul HIP M greet 100604 100~ M exit 100605 ~ M death 100607 100~ M fight 100618 50~ C ElidoDi~ #100602 mob rotting~ The rotting mob~ A rotting mob wanders here. ~ ~ human~ ABSYe HX 0 0 50 50 198d50+0 500d11+95 17d2+40 none -27 -27 -27 -16 IKN 0 0 0 stand stand none 1000 0 0 gargantuan flesh~ ~ F for M F par DEFGHIJK #100610 ergahl food vendor~ Ergahl the Food Vendor~ Ergahl slides open his glass case in anticipation to sell you something. ~ In accordance of being immaculately clean, Ergahl wears a pristine white cooks outfit, complete with a chef's hat. He smiles at your entrance to his quaint shop, built for this clanhall. He wipes down his glass case for perhaps the tenth time in twice as many minutes. ~ human~ ABe DFlmt 0 0 75 75 315d75+0 375d10+85 25d3+42 none -41 -41 -41 -25 0 ABDEFGHIJKLMNOPQRTUXYZa 0 C stand stand male 1000 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M greet 100630 100~ #100620 janilya serving witch~ Janilya the Serving Witch~ Janilya gives you a wink and easy smile. ~ Janilya offers an easy smile as she polishes a shotglass undoubtedly used by a previous customer. She serves only the finest beverages suited for the denizens of this clanhall. ~ human~ AB DFlmt 0 0 75 75 315d75+0 375d10+85 25d3+42 none -41 -41 -41 -25 0 ABDEFGHIJKLMNOPQRTUXYZa 0 0 stand stand female 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M greet 100631 100~ M speech 100640 test~ #100621 marimoor magnificent~ Marimoor the Magnificent~ A drunk dressed in gaudy mages robes is slung over the bar. ~ Marimoor the "Magnificent" must be one of those has-been mages who had his head hit a few times by a few {yBarbarians{x. You look at him in his drunken stupor and think that you shouldn't let the same happen to you. ~ human~ AB 0 0 0 50 50 173d50+1000 250d10+85 16d3+30 none -24 -24 -24 -14 0 0 0 0 stand stand male 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M grall 100632 ~ #100630 money changer moneychanger othel~ Othel, Otho's brother~ Othel the Money Changer, Otho's brother, stands here, waiting for your coins. ~ Try to handle the command IDENTIFY!... Try to change money!....(give some silver, get some gold) Otho is grotesquely fat man dressed in rich clothes. Apparently the money changing business pays quite well in this busy city, or possibly the rumors of his fencing services are true... ~ human~ ABVd DF 900 0 200 200 1023d200+0 1000d10+85 100d100+1000 none -126 -126 -126 -84 FG ABU CD 0 stand stand male 1000 0 0 medium flesh~ ~ #100631 alaeryn flower girl~ Alaeryn the flower girl~ A young girl tries to sell you a flower. ~ ~ human~ A 0 0 0 75 75 315d75+0 375d10+85 25d3+42 none -41 -41 -41 -25 0 0 0 0 stand stand female 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK #100632 cleric light mage~ The cleric of light~ A mage surrounded in a {Ygolden{x aura stands here helping all in need. ~ He seems a force to be reckoned. So if you decide to go against him, be sure you know how to help yourself. ~ human~ ABJKQVae DFHlmt 5000 0 100 100 524d100+30000 1000d11+95 34d2+74 none -62 -62 -62 -42 EFHIJK ABLQ N M stand stand male 1000 0 0 medium flesh~ ~ C ElidoDi~ #100660 librarian~ the librarian~ An elven spirit peers at you as you interrupt her reading. ~ She hovers at a podium that seems to be just shy of buckling under the weight of a tome that's the size of a tombstone. She seems to be young, as far as ghosts go, at any rate. If you'd like to request a book from the library just ask to see {Ga book on{x whatever topic you are interested in. ~ ghost~ ABKUe DFl 0 0 91 91 405d91+0 455d10+85 30d3+50 none -52 -52 -52 -33 0 AB 0 0 stand stand female 0 0 0 medium flesh~ ~ M greet 100660 100~ M speech 100670 book on tes~ M speech 100671 book on brew~ M speech 100672 book on mental~ M speech 100673 book on demon~ M speech 100674 book on trans~ M speech 100675 book on master~ M speech 100676 book on scourge~ #100686 gatekeeper tower white~ white tower gatekeeper~ The gatekeeper of the white tower moves people out of the room when necessary. ~ ~ human~ ABe DFlt 0 0 100 100 456d100+0 500d10+85 1d1+0 none -58 -58 -58 -37 0 ABCDEFGHIJKLMNOPQRTUXYZa 0 0 stand stand none 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M exit 100686 2~ I 92 #100687 gatekeeper tower grey~ grey tower gatekeeper~ The gatekeeper of the grey tower mvoes people out of the room when necessary. ~ ~ human~ ABe DFlt 0 0 100 100 456d100+0 500d10+85 1d1+0 none -58 -58 -58 -37 0 ABCDEFGHIJKLMNOPQRTUXYZa 0 0 stand stand none 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M exit 100687 2~ I 92 #100688 gatekeeper black tower~ black tower gatekeeper~ The gatekeeper of the black tower moves people out of the room when necessary. ~ ~ human~ ABe DFlt 0 0 100 100 456d100+0 500d10+85 1d1+0 none -58 -58 -58 -37 0 ABCDEFGHIJKLMNOPQRTUXYZa 0 0 stand stand none 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M exit 100688 2~ I 92 #100689 cleric invader incader neutrality~ the Grey Cleric~ The cleric of the Tower of Neutrality is ready to deliver his spells to his brethren. ~ He seems a force to be reckoned. So if you decide to go against him, be sure you know how to help yourself. ~ human~ ABJKQVae DFlmtu -1000 0 100 100 524d100+30000 1000d11+95 34d2+74 none -62 -62 -62 -42 EFHIJK ABC D N stand stand male 1000 0 0 medium flesh~ ~ C ElidoDi~ #100690 gate keeper~ a gatekeeper~ A gatekeeper stands here, sending everyone back to where they belong. ~ ~ human~ ABe DFlm 0 0 150 150 740d150+0 750d10+85 1d1+0 none -91 -91 -91 -60 0 ABCDEFGHIJKLMNOPQRTUXYZa 0 0 stand stand none 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M exit 100616 5 100~ M random 100619 5~ I 92 #100691 runic guardian~ a runic guardian~ A Runic Guardian hovers before the portal leading to the Council Room. ~ Magical Runes twist every which way along the carapace of this construct. He appears not to notice you, but better not get too close, unless you belong in the Council Room. ~ golem~ ABGf DFcltu 0 0 100 100 456d100+0 500d10+85 33d3+55 none -58 -58 -58 -37 0 0 0 K stand stand none 0 0 0 medium flesh~ ~ M exit 100620 Ugg~ #100692 meat grinder~ meat grinder~ ~ ~ golem~ Aef DFlt 0 0 100 10000 456d100+0 500d10+85 100d100+100 none -58 -58 -58 -37 A ABCDEFGHIJKMNOPRTUXYZa 0 0 stand stand none 0 0 0 medium flesh~ ~ F res D F vul CP M grall 100652 100~ M speech 100654 yes~ M speech 100654 Yes~ M speech 100654 !~ #100693 petkeeper~ the petkeeper~ The petkeeper raises an eyebrow at you looking at him. ~ The petkeeper performs these functions: 1) kicks out non-elidodis if ithell is alive 2) prevents pets from going west ~ human~ ABe DFlmt 0 0 150 150 740d150+0 750d10+85 1d1+0 none -91 -91 -91 -60 0 ABCDEFGHIJKLMNOPQRTUXYZa 0 0 stand stand none 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M greet 100651 100~ M exit 100653 3 100~ I 92 #100694 elidodipetguard ithell pet keeper~ Ithell, the stable boy~ A boy is here, making space for ElidoDi pets. ~ Covered with a thin sheen of sweat, this strapping 23 year old lad works hard for the clan of ElidoDi, keeping their pets healthy and safe. ~ human~ ABGR DFHlt 0 0 100 100 456d100+0 500d10+85 33d3+55 none -58 -58 -58 -37 0 0 0 0 stand stand none 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M greet 100650 100~ #100695 gatekeeper~ a gate keeper~ A gate keeper ensures anyone who enters this clanhall can leave. ~ ~ human~ ABe DFlmt 0 0 150 150 740d150+0 750d10+85 1d1+0 none -91 -91 -91 -60 0 ABCDEFGHIJKLMNOPQRTUXYZa 0 0 stand stand none 0 0 0 medium flesh~ ~ F for AHMV F par ABCDEFGHIJK M exit 100617 5 100~ I 92 #100696 guardian stone golem~ The Guardian Golem~ A stone golem stands here, defending the Tower of Balance. ~ A mass of stone, melded into a being-like shape, looks at you with his glowing white eyes and waits for you to do another step forward. ~ golem~ ABef DFHNOVZalmt 0 0 99 30 2d500+25000 1d1+3999 10d25+90 none -79 -79 -79 -40 AFKLNO AB 0 0 stand stand male 2136 0 0 unknown flesh~ ~ M death 100615 100~ M exit 100613 0 100~ M fight 100618 50~ M greet 100612 100~ C ElidoDi~ #100697 clan cleric elidodi mage elidodicleric~ the mage of light~ A mage surrounded by a {Ygolden{x aura stands here helping all in need. ~ Wearing thick robes of dark yellow, he bears an aura of power about him, confident in his ability to repel any threat to the clan. ~ human~ ABKQaef DFHVlm 0 0 100 100 6d1+20000 1d9+60 34d2+74 none 9 9 9 9 FI ABLQ C 0 stand stand female 0 0 0 medium flesh~ ~ M give 100625 all~ M speech 100641 give me the ruler item~ M speech 100642 give me the shadow item~ M speech 100643 give me the scion item~ M speech 100644 give me the chaos item~ M speech 100645 give me the barbarian item~ M speech 100646 give me the knight item~ M speech 100647 give me the sylvan item~ M speech 100648 give me the sentinel item~ C ElidoDi~ #100698 evil cleric cabal invader priestess~ The Evil cleric~ The cleric of the Evil Tower is ready to deliver his spells to his brethren. ~ He seems a force to be reckoned. So if you decide to go against him, be sure you know how to help yourself. ~ human~ ABJKQVae DFlmtu -1000 0 100 100 524d100+30000 1000d11+95 34d2+74 none -62 -62 -62 -42 EFHIJK AB 0 N stand stand male 1000 0 0 medium flesh~ ~ C ElidoDi~ #100699 clan guard seneschal elidodiguard~ the {mSeneschal{x~ The {mSeneschal{x of magic hovers here, wreathed in flames. ~ A ghostly figure floats above you, ready to unleash magical death on all that are against his lords. The creature is formed entirely of flames and some other magical materials. ~ human~ ABTef DFclmu -1000 0 100 100 6d1+25000 1250d11+95 42d2+75 none -80 -80 -80 -55 ACEFHK ABLQT 0 0 stand stand male 0 0 0 medium flesh~ ~ M grall 100602 100~ M kill 100618 100~ M exit 100601 Ugg~ C ElidoDi~ #100700 dark guardian obsidian~ The Dark Guardian~ The dark guardian of the bridge, wrapped in a black mist. ~ The dark figure of a guard of the Obsidian Order makes you feel your courage drain. He rises up his head as soon as you approach him and sees through your heart to decide if he'll let you pass or slay you for having come this far. ~ fire giant~ ABef DFOlmtu -1000 0 100 30 2d500+25000 1d1+3999 10d25+90 none -79 -79 -79 -40 AFKNO AB 0 N stand stand male 5000 0 0 unknown flesh~ ~ F res H F vul IJP M death 100610 100~ M exit 100608 0 100~ M greet 100603 100~ M fight 100618 50~ C ElidoDi~ #0 #OBJECTS #100600 mark elidodi ascension~ the Mark of {mA{Msc{we{Wn{ws{Mio{mn{x~ {YRaw energy crackles from this symbol as it pulses rythmically.{x~ energy~ ~ treasure ABGMORTYZa AS 0 0 0 0 0 15 5 1 P A 12 100 A 3 2 G none G none G none G none #100610 barbarian pie pot potpie~ a {yBarbarian{x pot pie~ A {ypotpie{x rests on the ground here, tantilizing your nostrils.~ unknown~ ~ food 0 AO CE CE 0 0 0 CE CE 0 0 209 P G none G none G none G none #100611 scion scone~ a {rS{Rc{ri{Ro{rn{x scone~ A {rstrawberry{x scone sits here on the ground, carelessly tossed away.~ unknown~ ~ food 0 AO AB AB 0 0 0 AB AB 0 0 29 P G none G none G none G none #100612 display case glass~ The glass display case~ A glass display case sits here, tantilizing you with the treats held inside.~ glass~ ~ container R 0 10000 0 0 0 100 0 0 0 0 P G none G none G none G none #100613 chair~ a simple chair~ An empty chair at the table awaits you.~ unknown~ ~ furniture R 0 BD DHIJM FI CFG CFG BD DHIJM 0 0 0 P G none G none G none G none #100614 display barbarian potpie pie~ a {yBarbarian{x potpie~ ~ unknown~ ~ trash 0 0 0 0 0 0 0 0 0 0 0 0 P G none G none G none G none #100615 display scion scone~ a {rS{Rc{ri{Ro{rn{x scone~ ~ unknown~ ~ trash 0 0 0 0 0 0 0 0 0 0 0 0 P G none G none G none G none #100620 crystal rose~ a {Ccrystal {Rrose{x~ A {Ccrystalline{x {Rrose{x lies at your feat.~ unknown~ ~ trash k AO 0 0 0 0 0 0 0 0 0 50 P G none G none G none G none #100621 amethyst violet~ an {mamethyst {Mviolet{x~ an amethyst violet~ unknown~ ~ trash k AO 0 0 0 0 0 0 0 0 0 50 P G none G none G none G none #100622 diamond jasmine~ a {wjasmine{x made from {Wdi{wa{Wm{wo{Wnd{x~ You almost break the {wjasmine{x carved from {Wdi{wa{Wm{wo{Wnd{x sitting on the ground.~ unknown~ ~ trash k AO 0 0 0 0 0 0 0 0 0 50 P G none G none G none G none #100630 glass witch wine~ a {Cglass{x of {mwitch's{x wine~ A glass of sparkling witch's wine catches your eye with a glisten in the light.~ unknown~ ~ drink 0 AO 10 10 'icewine' 0 0 0 863 P G none G none G none G none #100631 goblet elidodi brew~ a {cgoblet{x of {mw{Ma{wr{Wl{wo{Mc{mk {ybrew{x~ A goblet of elidodi brew quietly foams over.~ unknown~ ~ drink 0 AO 10 10 'dark ale' 0 0 0 757 P G none G none G none G none #100632 shot necromancer spirits~ a {wshot{x of {Dnecromancer{m spirits{x~ A shot of the darkest concoction assails your nostrils. Smells like formaldehyde.~ unknown~ ~ drink 0 AO 5 5 'vodka' 0 0 0 731 P G none G none G none G none #100633 holy elixir~ a quart of {Wholy {me{Clixi{mr{x~ A very tall mug of faintly glowing liquid calls out to you.~ unknown~ ~ drink 0 AO 15 15 'benedictine wine' 0 0 0 1258 P G none G none G none G none #100639 chair lounge lounging~ a lounge chair~ ~ unknown~ ~ furniture R 0 DFGHIJ EIJKN FIL CFG CFG DFGHIJ EIJKN 0 0 0 P G none G none G none G none #100650 spider altar~ a huge violet altar carved as a spider~ A huge spider-shaped altar stands atop an elaborate fountain.~ ivory~ ~ container AORY P 10 ABCD 100696 15 100 0 60 1 20 P E altar~ {wM{m /| |\ {wM {wM{m / | | \ {wM {wM{m /|| | | ||\ {wM {wM{m / || | | || \ {wM {wM{m | || | | || | {wM {wM{m | || | | || | {wM {wM{m | || | | || | {xAn amethyst spider-shaped {wM {wM{m | || | | || | {xaltar gazes back at you {wM {wM{m \ \\ \ /| |\ / // / {xwith its glittering emerald {wM {wM{m \ \\ \ ( \_/ ) / // / {xeyes from atop its perch on {wM {wM{m \ \\ \ /{G o o{m \ / // / {xthe water fountain. A great {wM {wM{m \ \\ \\{G0ooo0{m// // / {xpower emanates from the {wM {wM{m \ \\ \\ // // / {xcore of the altar, centered {wM {wM{m \ \\ V V // / {xabout its hourglass figure. {wM {wM{m \ V V / {xYou notice in the center of {wM {wM{m / _ _ \ {xthe hour glass, a keyhole {wM {wM{m / /_\ /_\ \ {xawaits a key. {wM {wM{m / // __ __ \\ \ {wM {wM{m / // /_/ \_\ \\ \ {wM {wM{m / // // {R___{m \\ \\ \ {wM {wM{m / // // {R\ /{m \\ \\ \ {wM {wM{m / // / \ {R/_\{m / \ \\ \ {R ________ {wM {wM{m | || | \ / \ \\ \ {R \ / {wM {wM{m | || | \ / | || | {R \ / {wM {wM{m | || | \ / | || | {R \()/ {wM {wM{m | || | \ / | || | {R /][\ {wM {wM{m \ || | V | || / {R / \ {wM {wM{m \|| | | ||/ {R /______\ {wM {wM{m \ |{x______________{m| / {wM {wM{x //{m\| |/{x\\ {wM {wM{x |\\ //| {wM {wM{x | \\________________// | {wM {wM{x | || || | {wM {wM{x | ||________________|| | {wM {wM{x \ \\ {C~~~~~~~~~~~~~~~~~~~~~~~~~~~~{x // / {wM {wM{x \ \\______________// / {wM {wM{x \__________________/ {wM {wM{x | | {wM ~ C ElidoDi~ G none G none G none G none #100651 fountain~ an elaborate fountain~ ~ unknown~ ~ fountain R 0 0 0 'water' 0 0 0 0 P G none G none G none G none #100652 orb elidodi clanitem magic~ {COrb{x of {MM{wa{Wg{wi{Mc{x~ The {COrb{x of {mM{wa{Wg{wi{mc{x hovers here, emanating power.~ unknown~ Source~ light AGRYaef AO 457 60 1 100000 P E orb~ Radiating with power, the transparent orb seems to contain a field of swirling stars, endlessly turning in a lazy fashion. ~ C ElidoDi~ G none G none G none G none #100653 key elidodi clankey clanhall~ a {mE{Ml{wi{Wd{wo{MD{mi{x clanhall {Wkey{x~ The {mE{Ml{wi{Wd{wo{MD{mi{x clanhall {Wkey{x is here in the dust.~ unknown~ magic~ key AGV AO 0 0 0 0 0 0 0 60 0 0 P G none G none G none G none #100660 donation pit~ donation pit~ A magical donation pit made of stone is carved from the wall.~ unknown~ ~ container ORg 0 10000 0 0 100000 0 0 0 0 0 P G none G none G none G none #100661 shelf bookshelf~ the bookshelf~ ~ unknown~ ~ container R 0 10000 0 0 100000 0 0 0 0 0 P G none G none G none G none #100670 stable~ a stable~ ~ unknown~ ~ furniture R 0 BD FHJKPQ CFIL BDEFGH CFG BD FHJKPQ 0 0 0 P G none G none G none G none #100671 necronomicus book~ The {WN{we{Dc{xr{Do{wn{Wo{wm{Di{xc{Du{ws{x~ A compendium hovers here, with "{WN{we{Dc{xr{Do{wn{Wo{wm{Di{xc{Du{ws{x" inscribed on its cover.~ unknown~ ~ treasure 0 A 0 0 0 0 0 0 10 0 P E necronomicus book~ You can read page1, page2, page3, or page4. ~ E page4~ The Necronomicus Volume 3 From the dissection table of Jorian: Subject: Elf Sex: Male Subtype: Drow Subject was found dwelling in the UnderDark. Subject was found to be a lowly male subjugate of a minor house of the matriarchy that which the Drow favor, presumably to their patron female deity, Lloth. Superficial attributes: Subject possesses typical elven attributes. His body possesses a sharp leanness to it, making it a better climber and runner than most other races that might live in an environment where spelunking would be an everyday occurance. Subject possesses large, pointed ears - possibly enhances hearing to some minor degree, or perhaps more likely, better enables the discernation of echoing sounds within the caverns that which exist under the surface of Thera. In addition, the drow's eyes are larger, as well as more side-oriented than a humans, providing a wider field of vision, as well as encompassing a lower frequency of light. Of course, the drow possesses, strangely, a large amount of melanin, which would insinuate that it's solely for camouflaging purposes in the darkness, rather than light absorption. Further analysis: The most interesting ability of the drow that comes to mind is its What is common to all elves, is the ability to detect heat signatures, which is merely the act of seeing a lower spectrum of light that humans cannot. Even more astounding is that within the drow eye, there are 5 lenses. One that is stationary, like a human's but 4 more, that move into place, so that a drow can adjust his vision from "normal" vision, to the most acute, which would allow the magnification of light given off in the form of heat, to an clarified image. It would seem, though, that these lenses are rather sensitive to light - anything more than the starlight on a cloudy night would utterly damage these lenses irreparably, leaving behind a night-blindness, as it were. Subject remains were sold to a giant. He mumbled something about making a pair of black gloves. Jorian of the Necronomicus ~ E page3~ the Necronomicus Volume 1-b From the dissection table of Jorian: Subject: Felar 2 Sex: Female Subtype: Tigris Subject was found alone on an uninhabited islet in the pirate isles. The islet was populated by a small supersticious tribe that thought it was a demon. Subject was trapped and stoned to death. The natives thought I was a shaman, of sorts. I "banished" the demon from their island. Superficial attributes: Subject covered in a multicolored, striped coat. The colors range from a white, to orange, to black, where white is predominantly on chest, abdomen, and face, while the rest is predominantly orange, with thinner black stripes. Presumably, this is to aid in a rudimentary camouflage amongst tall grass. A small mane does exist, but nowhere to the degree of the Leo subtype (See the Necronomicus V. 1-a). Further analysis: The creature, although female, is even bigger than the Felar Leo male. As as result, it is presumed that this kind of felar is more of a stalker of prey. Dramatically large feet support this theory. Abnormally strong legs would cause reason to believe the subject would pounce on its prey, bearing down upon it with its body-weight. Upon pouncing, the felar tigris would bite the creature's neck. If it were not to break the creature's neck, or crush its windpipe, the felar tigris would still be able to rake with its profound lower body strength. Speculation on the behaviour: This creature hunted alone. Any more than one or two, and they couldn't be stealthy enough to catch their prey by surprise. Subjects remains were discarded due to the amount of damage caused by its stoning. Many of the bones were crushed, and the fur was damaged. Jorian of the Necronomicus ~ E page2~ The Necronomicus, Volume 2-a From the dissection table of Jorian: Subject: Troll Sex: Indeterminate Subtype: Cavern Subject was found in the catacombs under the almost-abandoned chapel in Midgaard. Subject was starving, as its limited mental capacitance could not wrap around the fact that the creatures he kept "killing" were insubstantial and therefore inedible. After providing a flesh golem of my own creation a few holes, subject demonstrated remarkable abilities to heal grievous wounds, reattach severed limbs, and even growing new ones. Subject was captured by magical anesthetization. Superficial Attributes: An intolerable stench, common to all trolls. Magical and physical protection for the eyes, nose, and mouth were required. *Personal note: Reinstate Olfactory senses to ensure hands are truly clean before eating. Skin of subject was suspiciously grayer than the more common mountain- ous trolls, but was certainly still quite green. Further Analysis: To not impede with the normal inner workings of the subject, magical stasis was required for its brain. Even without an operating brain stem, the creatures body reacted. Fortunantly, without a brain it could not realize its restraints and break free from them. The innards of the specimen refused to lead to any conclusion why the subject experienced great regenerative capabilities. Magical detect- ing spells were likewise fruitless. Apparently, the answer to the creature's regenerative powers lie deeper within its being, and ex- ists on a much smaller, basic level. Until further advances in studying in minute detail are uncovered in other branches of science, the exact answer shall remain unknown. As this dissection was frustratingly inconclusive, tissue samples were collected, and stored away (in magical stassis jars, so that replicated trolls do not result), and the troll was placed in the caverns under an abandoned estate for further analysis. He is apparently content with his new hunting grounds. Jorian of the Necronomicus ~ E page1~ the {WN{we{Dc{xr{Do{wn{Wo{wm{Di{xc{Du{ws{x Volume 1-a From the dissection table of Jorian: Subject: Felar 1 Sex: Male Subtype: Leo Subject was found along the roadway, east of Midgaard, west of New Thalos. Trauma to the left side of the torso suggests being hit by a large, fast moving object of unknown origin. Superficial Attributes: Covered in coarse, yellow fur. Type of species causes difficulty in age estimation, but the mane surrounding the head suggests early adulthood. Tail ends with small tuft of fur. Both mane and tuft are of a darker, ruddy hue. Further analysis: This specimen proved to have a bulkier, stockier build than most common felar. In life, it must have had a natural aptitude for strength, for which evolution traded dexterity. Analysis on his tail suggests it to be incapable to be used in battle. Also, the subject's vocal chords were unlike any other I've seen. His vocal chord had hardened to bone by evolution, suggesting inability to purr, but instead to provide a mighty roar. It's quite possible that he used it to intimidate his prey. Speculation on the behavior: As he was carnivorous, but not built for speed, the hunter must have used advanced tactics to obtain his food, or even hunted in groups. Being able to roar loudly might have been a sort of com- munication tool over long distances. Subject's remains are in cold storage for future study. It is possible that more may surface, and comparison may be warranted. Jorian of the Necronomicus ~ E book~ The Complete Works of Jorian, the Wanderer The {WOmni{D-{WN{we{Dc{xr{Do{wn{Wo{wm{Di{xc{Du{ws{x (Type look page1, page2, page3, etc) ~ G none G none G none G none #100690 giant pillow enormous purple golden~ a giant {Dblack{x pillow with {Ygolden{x trim~ An enourmous satin pillow of the deepest {Dblack{x rests here.~ unknown~ ~ furniture GIR 0 BD FHJKPQ BEHK BDEFGH BDEFGH BD FHJKPQ 0 1010101 0 P G none G none G none G none #100691 giant pillow enormous purple golden~ a giant {mpurple{z pillow with {Ygolden{z trim~ An enormous velvet pillow of the deepest {mpurple{z rests here.~ unknown~ ~ furniture GIR 0 BD FHJKPQ BEHK BDEFGH BDEFGH BD FHJKPQ 0 1010101 0 P G none G none G none G none #100692 giant pillow enormous purple golden~ a giant {Wwhite{x pillow with {Ygolden{x trim~ An enourmous silk pillow of the brightest {Wwhite{x resets here.~ unknown~ ~ furniture GIR 0 BD FHJKPQ BEHK BDEFGH BDEFGH BD FHJKPQ 0 1010101 0 P G none G none G none G none #100693 gray key neutrality~ gray key of neutrality~ A small gray key sits on the ground here.~ unknown~ ~ key 0 AO 0 0 0 0 0 0 0 0 0 0 P G none G none G none G none #100694 portal meat grinder~ The portal to the Meat Grinder~ A fiery portal drips blood and bits of bone onto the floor here.~ unknown~ ~ portal R 0 0 0 0 100620 0 0 0 0 P G none G none G none G none #100695 key~ A dark wicked key~ A wicked, dark key sits on the ground.~ steel~ ~ key CORY AO 0 0 0 0 0 0 0 40 4 0 P G none G none G none G none #100696 amethyst diamond fused elidodi key spider clankey elidodi_altar_key~ the {ms{Mp{wid{Me{mr's {Wkey{x~ A key formed from the fusion of {Wdiamond{x and {mamethyst{x sits here.~ unknown~ diamond amethyst~ key Uf AO 0 0 0 0 0 0 0 0 0 0 P G none G none G none G none #100697 key~ A golden key~ A golden key rests on the ground.~ steel~ ~ key AORY AO 0 0 0 0 0 0 0 40 4 0 P G none G none G none G none #100698 portal evil gate flickering dark~ An {REvil{x portal.~ A {Wfl{Dick{We{Dri{Wng{x {Ddark{x portal lights this dark room.~ darkness~ dark~ portal BC 0 0 0 0 5381 0 0 0 0 P G none G none G none G none #100699 gray portal glowing gate~ The neutral elidodi portal.~ A {DGray {Wglowing {xportal rises tall and inviting.~ stone~ ~ portal 0 0 0 0 0 3502 0 0 0 0 P G none G none G none G none #100700 portal golden glitter gate~ the {Yg{yold{Yen{x portal~ A {Yg{yold{Yen {xgate {Yg{yl{Yi{yt{Yt{ye{Yr{ys {xhere radiating powerful magic.~ gold~ ~ portal AB 0 0 0 0 3014 0 0 0 0 P G none G none G none G none #0 #ROOMS #100600 At the Base of Three HUGE Towers~ You stand before a set of stairs that lead up to the towers of where the {RElidoDi of the Five Magics{x are known to reside. The area has a strange illumination all to itself. At the top of the stairs are the large double doors, which you can only imagine enter into a very large main hall. ~ 0 DSXd inside D2 ~ ~ Z 0 100640 0 0 D4 ~ ~ DMZ 100653 100601 0 0 S #100601 Main Foyer~ As you enter a grand entry hall, the polished marble walls shine your reflection back at you. A large chandelier made from various gemstones (from neighboring dimensions you hear!) , all having varying shades of {mamethyst{x, where the lights appear as glowing {wdiamonds{x. Paintings adorn the walls here, entitled with inscriptions. Up ahead, you see the hall's end opens up to a larger room. A much larger room. ~ 0 DXd inside D0 ~ ~ Z 0 100602 0 0 D5 ~ ~ DMZ 100653 100600 0 0 S #100602 Beyond the Foyer~ You continue to walk through the entry hallway, you see that the chandelier has a twin that hangs motionlessly in the air. To the north, you can make out a faceted statue of a spider. ~ 0 DXd inside D0 ~ ~ Z 0 100603 0 0 D2 ~ ~ Z 0 100601 0 0 S #100603 Near the main hall~ Standing just outside the main hall, you can see the statue more clearly, and see that it sits upon an elaborate fountain that continuously spouts water in arcs at regular intervals all around the base of the statue. Off beyond the left of the statue, you see a man standing around, with a large bag full of money, and off to the right of the statue, you see a ghostly woman pulling a book off an immense shelf. To the South is the entrance. ~ 0 DXd inside D0 ~ ~ Z 0 100604 0 0 D2 ~ ~ Z 0 100602 0 0 S #100604 Just inside the main hall~ The ceiling of the hall towers high above you, making you feel very insignificant. Before you, you see the statue much more clearly. It is apparently the ElidoDi altar. To your east, you see a woman standing behind a counter, polishing a small glass. To your west, you see a man wearing a chef's uniform, pulling something out of his oven, and placing it within a display case. ~ 0 DXd inside D0 ~ ~ Z 0 100608 0 0 D1 ~ ~ Z 0 100605 0 0 D2 ~ ~ Z 0 100603 0 0 D3 ~ ~ Z 0 100606 0 0 S #100605 The Wandering Warlock~ An array of goblets, shotglasses, and regular glasses line the shelves containing various bottled liquids. All those various liquids to create the three house specialties. There seems to be in lieu of barstools, a series of lounging chairs to rest in while enjoying a drink. ~ 0 CDXd inside D0 ~ ~ Z 0 100607 0 0 D3 ~ ~ Z 0 100604 0 0 S #100606 A Food Shop~ This simple food shop consists simply of an oven and display counter. It makes up for its simplicity, however, with its cleanliness. It also has a nice table to sit at, and there's always a free chair, too. And something smells exquisitely scrumptious, fresh from the oven. ~ 0 CDXd inside D0 ~ ~ Z 0 100609 0 0 D1 ~ ~ Z 0 100604 0 0 S #100607 The way to the Golden Tower~ To the east, you can spot the double doors that lead to the {YGolden{x tower. To the north, you see the Library, and to the south, you see the ElidoDi pub, The Wandering Warlock. ~ 0 DXd inside D0 ~ ~ Z 0 100610 0 0 D1 ~ ~ Z 0 100624 0 0 D2 ~ ~ Z 0 100605 0 0 D3 ~ ~ Z 0 100608 0 0 S #100608 The center of the great hall~ You stand in the very center of the Great Hall, where the skylight looms above you. A great {mamethyst{x spider-shaped altar is here, atop an elaborate {Cfountain{x that bubbles serenely, drawing your attention to the center of the room, towards the altar. Next to the altar is a small podium with a {wmap{x on it. ~ 0 DXd inside E map~ {wMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM{x {wM{x {wM{x {wM{x Tower of Neutrality {wM{x {wM{x {wM{x {wM{x {wM{x {wM{x {wM{x {wM{x Bank Library {wM{x {wM{x {wM{x {wM{x {Y_{M/\{Y_ {wM{x {wM{x {Y| | {wM{x {wM{x The Dark Tower {M< >{x The Golden Tower {wM{x {wM{x {Y|_ _| {wM{x {wM{x {M\/ {wM{x {wM{x {wM{x {wM{x Food Shop The Wandering Warlock {wM{x {wM{x {wM{x {wM{x {wM{x {wM{x Entrance {wM{x {wM{x {wM{x {wMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM{x ~ D0 ~ ~ Z 0 100611 0 0 D1 ~ ~ Z 0 100607 0 0 D2 ~ ~ Z 0 100604 0 0 D3 ~ ~ Z 0 100609 0 0 S #100609 The way to the Evil Tower~ As you approach this side of the main hallway, you feel the atmosphere somehow becomes darker. Your pulse quickens, and you start breathing shorter, ragged breaths. West from here is an individual shrouded in black mist. ~ 0 DXd inside D0 ~ ~ Z 0 100612 0 0 D1 ~ ~ Z 0 100608 0 0 D2 ~ ~ Z 0 100606 0 0 D3 ~ ~ Z 0 100629 0 0 S #100610 Library~ Books, books, books. Despite the fact that there aren't many shelves, their height more than makes up for their width, as they seem to reach towards the ceiling. Very large, heavy books line the bottom shelves. They look like they were used by giants, as you can't recall too many humans that'd care to have their books and book covers made from stone plates, which is typically the only substance that wouldn't be utterly destroyed by the less-than-ginger touch of a giant. You feel like grabbing something from the bookcase for light reading... ~ 0 DXd inside D2 ~ ~ Z 0 100607 0 0 D3 ~ ~ Z 0 100611 0 0 S #100611 The Way to the Grey Tower~ You stand before the portal leading to the central tower. From the looks of it, the interior is built with granite walls, but is punctuated with interspersed glowing crystals imbedded into the walls. The bank lies to your west, and the library makes residence to the east. The altar is to your south. ~ 0 DXd inside D0 ~ ~ Z 0 100615 0 0 D1 ~ ~ Z 0 100610 0 0 D2 ~ ~ Z 0 100608 0 0 D3 ~ ~ Z 0 100612 0 0 S #100612 The ElidoDi Bank~ A simple pedestal sits here that positively glows with translocational magics. Apparently it's used in the withdrawl and depositing of gold and silver. It even seems to have a function to let you check to see how much money you have in the bank! But it seems that the mage that crafted the device seems to have implemented a charge for its usage, sending the cost of withdrawl to his own account! "That greedy bum!" You think to yourself, glumly, as you do your typical bank transaction. ~ 0 DUXd inside D1 ~ ~ Z 0 100611 0 0 D2 ~ ~ Z 0 100609 0 0 S #100613 the room of no purpose~ ~ 0 DX inside S #100614 Common Summoning Room~ ~ 0 DX inside S #100615 Before the Gray Double Doors~ A cool breeze greets you from the cracks in the gray door, bringing the sweet scent of various flowers into the main hall. A feeling of serenity overwhelms you, and you feel all is right with the world. ~ 0 DXd city D0 ~ ~ ABCDFZ 100693 100616 0 0 D2 ~ ~ Z 0 100611 0 0 S #100616 A Granite Pathway~ The pathway beneath your feet feels rough, yet comforting. Flowers of all kinds border both sides of the pathway, and trees dot the landscape as far as you can see. The tranquility puts your mind at ease. ~ 0 DXd inside D0 ~ ~ Z 0 100617 0 0 D2 ~ ~ ABCDFZ 0 100615 0 0 S #100617 Before the Grey Tower~ The granite stairs spiral their way upwards into the interior of the slate gray tower that looms above you. Lantern-shaped crystals hang motionlessly on either side of the door, providing a soft luminescence to the entrance to the Tower of Neutrality. ~ 0 DXd inside D2 ~ ~ Z 0 100616 0 0 D4 ~ ~ Z 0 100618 0 0 S #100618 Stone Stairs~ The breeze from outside makes the stone stairs and walls cool to the touch but not uncomfortably so. As you make your way upwards, the walls make way to a much smoother, polished stone. ~ 0 DXd inside D4 ~ ~ Z 0 100619 0 0 D5 ~ ~ Z 0 100617 0 0 S #100619 Meeting Room of the Tower of Balance~ {mPurple{x veins meander their way throughout the gray marble walls that compose the tower. To the south, three portals make their home along the walls. To the north, a resting place for the weary. ~ 0 DXd inside D0 ~ ~ Z 0 100623 0 0 D2 ~ ~ Z 0 100622 0 0 D4 ~ ~ Z 0 100621 0 0 D5 ~ ~ Z 0 100618 0 0 S #100620 The Meat Grinder~ ~ 0 DX inside S #100621 Council Room~ "Room" doesn't aptly describe this strange rift in space and time, as you seem to be travelling among the stars and cosmos, themselves. The "floor" beneath your feet seems tangible enough, even if you can't see it. You somehow feel you can go back down to go back to where you belong. ~ 0 DXd inside D5 ~ ~ Z 0 100634 0 0 S #100622 Portal Room of the Grey~ Three portals provide luminescence to this room, with the prominent portal resting in the center of the other two. ~ 0 DXd inside D0 ~ ~ Z 0 100619 0 0 S #100623 The healer of balance~ You hear your echoing footsteps fade to nothingness once you step onto a nice, soft, furry {wwhite{x carpet. You suddenly feel as if you could use a few hours on the nice, soft pillow... ~ 0 DXd inside D2 ~ ~ Z 0 100619 0 0 S #100624 Before the White Double Doors~ A faint golden light shines through the cracks of the double doors, giving everything in the general area a yellowish tint. Golden lines arc, swirl, and twist, forming a border around the double doors. You feel at peace in such an area, and get the distinctive urge to do something benevolent to a stranger. ~ 0 Xd city D0 ~ ~ ABCDFZ 100697 100625 0 0 D3 ~ ~ Z 0 100607 0 0 S #100625 On a golden pebbled path~ Treading on a straight path, golden pebbles crunch under your feet. A clear blue sky smiles down upon you, sending vigor into your soul. Just north from here is the entrance to the {Ygolden{x tower. ~ 0 DXd inside D0 ~ ~ Z 0 100626 0 0 D2 ~ ~ ABCDFZ 100697 100624 0 0 S #100626 At the base of the Golden Tower~ You stand at the base of a great {YGolden{x Tower. Tall oak trees surround you and with the birds chirping on them, makes a great and welcoming atmosphere. You can go up and enter the tower or back to the pebbled path. ~ 0 DXd inside D2 ~ ~ Z 0 100625 0 0 D4 ~ ~ Z 0 100627 0 0 S #100627 White marble staircase~ From the windows here you can enjoy a great sight of the forest that lies around the Tower. Far away you can see some mountains surrounded in mist shrouds and all of it makes a great and beautiful landscape. Down from here is the base of this Tower and up is the common room where the mages commune. ~ 0 DXd inside D4 ~ ~ Z 0 100628 0 0 D5 ~ ~ Z 0 100626 0 0 S #100628 In the Meeting Room of the Pure~ Little purple veins squiggle to and fro along the otherwise polished white marble that create the walls of this tower. To the west, the room extends to where you see some portals. To the east, you see a resting room. ~ 0 DXd inside D1 ~ ~ Z 0 100637 0 0 D3 ~ ~ Z 0 100645 0 0 D4 ~ ~ Z 0 100621 0 0 D5 ~ ~ Z 0 100627 0 0 S #100629 Before the Black Double Doors~ From the edges of the doors, red light permeates, with an acrid, sulfurous smog making its way to the ceiling, proving to be the source of darkness. An overbearing prescence of heat comes from the double doors, making you wonder what kind of hell must be behind it. ~ 0 Xd city D0 ~ ~ ABCDFZ 100695 100630 0 0 D1 ~ ~ Z 0 100609 0 0 S #100630 On a Swaying Rope Bridge~ You stand in the middle of a rope bridge that sways unsteadily beneath your feet. You venture to look down... You wish you hadn't, and fiercely grip the rope so tightly that your knuckles turn white, for far below you lazily churns a river of molten {Rl{Ya{rv{Ya{x. ~ 0 Xd city D0 ~ ~ Z 0 100631 0 0 D2 ~ ~ ABCDFZ 0 100629 0 0 S #100631 At the Entrance of the {xDark{W, {REvil {WTower~ You stand at the base of an ominous tower, turned the blackest shade of darkness by layers upon layers of soot from volcanic ash. You debate which would be better: Going inside and greeting the darkest demons that live inside, or staying out here, in the sweltering heat of a lava flow. ~ 0 DXd inside D2 ~ ~ Z 0 100630 0 0 D4 ~ ~ Z 0 100633 0 0 S #100632 Meeting Room of the {xDark Tower{W~ {mPurple{x veins zigzag all throught the black, polished marble walls that manifest throughout the {DDark Tower{x. To your east, you see three portals, and to your west, a nice resting area. ~ 0 DXd inside D1 ~ ~ Z 0 100635 0 0 D3 ~ ~ Z 0 100636 0 0 D4 ~ ~ Z 0 100621 0 0 D5 ~ ~ Z 0 100633 0 0 S #100633 Ascending the {DDark {WStairs~ As you climb the stairs, you notice that they've been created from the lava from below, shaped and chilled into their present form. It formed some sort of purple crystals in spots, here and there, that refract the light of your passing into dozens of directions, providing light to the otherwise dark spiral stairwell. ~ 0 DXd inside D4 ~ ~ Z 0 100632 0 0 D5 ~ ~ Z 0 100631 0 0 S #100634 Back to your Meeting Room~ ~ 0 DXd inside D4 ~ ~ Z 0 100621 0 0 O Loren~ S #100635 Portal Room of the {WDark~ This dark room possesses three portals, the most prominent of which being of a dark, flickering border, with a continuously spinning black and purple vortex in the center. ~ 0 DXd inside D3 ~ ~ Z 0 100632 0 0 S #100636 Common Room~ This place of rest is no better than the river you went past. The only thing that may look welcoming here is the brother of the Dark Hearted mages who stands here to help his clanmates in battle. ~ 0 DXd inside D1 ~ ~ Z 0 100632 0 0 S #100637 A place of peace~ The sound of your footsteps immediately fall into silence, as you step onto a {wwhite{x fur rug that somehow manages to stay clean, despite the amount of traffic that it sees. A tranquil sense of solitude overcomes you, and you feel surprisingly tired. A pillow awaits you... ~ 0 DXd inside D3 ~ ~ Z 0 100628 0 0 S #100638 A well-lit room~ ~ 0 X inside D1 ~ ~ Z 0 100628 0 0 S #100639 Common room of Recouncile~ Here in this great place, floating above the tower, the Leaders and Secondaries of the ElidoDi clan, meet and discuss for the past, present and future. ~ 0 X inside S #100640 On the Mystical Path~ As you walk forth, the stables appear far to your south, even though you know it to be a few steps away. To your north, you see the {mE{Ml{wi{Wd{wo{MD{mi{x High Towers, a trident piercing the sky. At the base the towers coalesce into a large keep at the base. Ahead, you see a being of magical energy standing in front of a set of stairs, leading to the entrance. ~ 0 DXd inside D0 ~ ~ Z 0 100600 0 0 D2 ~ ~ Z 0 100641 0 0 S #100641 On the Mystical Path~ Woah! Startled at the fact that you just travelled a few miles in just a few steps, you awe in what seems that the walls and motes of light sped past you while the floor seemed to stand still! You take a few experimental steps and realize that the enchantment works both ways. In a few dozen steps, the hallway itself ends, and you come to a wide, open space. To the east, you see the {mE{Ml{wi{Wd{wo{Md{mi{x Stables. ~ 0 DX inside D0 ~ ~ Z 0 100640 0 0 D1 ~ ~ Z 0 100643 0 0 D2 ~ ~ Z 0 100642 0 0 S #100642 On the Mystical Path~ You enter a tall corridor lit by bright motes of light that lazily meander throughout the corridor, sending shadows into a slow dance. The corridor seems impossibly long, as you cannot see an end to this path off to the north. However, you can still leave by going south. ~ 0 DX inside D0 ~ ~ Z 0 100641 0 0 D2 ~ ~ Z 0 1480 0 0 S #100643 Before the Mystical Stables~ Upon entry to the barn, you notice that it is impeccably cared for. Although the ground below you is covered with hay, the hay seems to have been placed in such a way as to neatly provide a carpet to tread upon. You see the actual stables for storing the animals to the north. ~ 0 DX inside D0 ~ ~ Z 0 100644 0 0 D3 ~ ~ Z 0 100641 0 0 S #100644 At the Mystical Stables~ You stand before the stables. You wonder why they're called the mystical stables. And then you notice the walls of the stables sliding to various positions, to provide the appropriate dimensions to house your pets. ~ 0 DX inside D2 ~ ~ Z 0 100643 0 0 D3 ~ ~ Z 0 100641 0 0 S #100645 Portal Room of the Pure~ Three portals decorate this room, one on each of the three walls. The {Yg{yold{Yen{x portal is the most prominent, with an elaborate border which displays mages blasting various demons, devils, and evil dragons. ~ 0 DXd inside D1 ~ ~ Z 0 100628 0 0 S #0 #SPECIALS M 100601 spec_cast_seneschal * The Knight Guardian M 100632 spec_cast_clan_cleric * The cleric of light M 100689 spec_cast_clan_cleric * the Grey Cleric M 100692 spec_breath_any * meat grinder M 100696 spec_cast_seneschal * The Guardian Golem M 100698 spec_cast_clan_cleric * The Evil cleric M 100700 spec_cast_seneschal * The Dark Guardian S #RESETS D 0 100615 0 2 * Before the Gray Double Doors: door to the north: closed and locked D 0 100616 2 2 * A Granite Pathway: door to the south: closed and locked D 0 100624 0 2 * Before the White Double Doors: door to the north: closed and locked D 0 100625 2 2 * On a golden pebbled path: door to the south: closed and locked D 0 100629 0 2 * Before the Black Double Doors: door to the north: closed and locked D 0 100630 2 2 * On a Swaying Rope Bridge: door to the south: closed and locked M 0 100699 1 100600 1 * the {mSeneschal{x (At the Base of Three HUGE Towers) E 0 100653 0 17 * a {mE{Ml{wi{Wd{wo{MD{mi{x clanhall {Wkey{x: held in the hands M 0 100620 1 100605 1 * Janilya the Serving Witch (The Wandering Warlock) G 0 100632 0 * a {wshot{x of {Dnecromancer{m spirits{x G 0 100631 0 * a {cgoblet{x of {mw{Ma{wr{Wl{wo{Mc{mk {ybrew{x G 0 100630 0 * a {Cglass{x of {mwitch's{x wine G 0 100633 0 * a quart of {Wholy {me{Clixi{mr{x O 0 100639 0 100605 * a lounge chair (The Wandering Warlock) M 0 100621 1 100605 1 * Marimoor the Magnificent (The Wandering Warlock) M 0 100610 1 100606 1 * Ergahl the Food Vendor (A Food Shop) O 0 100612 0 100606 * The glass display case (A Food Shop) O 0 100613 0 100606 * a simple chair (A Food Shop) P 0 100610 10 100612 10 * The glass display case: a {yBarbarian{x pot pie P 0 100614 10 100612 10 * The glass display case: a {yBarbarian{x potpie O 0 100651 0 100608 * an elaborate fountain (The center of the great hall) O 0 100650 0 100608 * a huge violet altar carved as a spider (The center of the great hall) P 0 100652 1 100650 1 * a huge violet altar carved as a spider: {COrb{x of {MM{wa{Wg{wi{Mc{x M 0 100697 1 100608 1 * the mage of light (The center of the great hall) E 0 100696 0 17 * the {ms{Mp{wid{Me{mr's {Wkey{x: held in the hands O 0 100660 0 100610 * donation pit (Library) O 0 100661 0 100610 * the bookshelf (Library) P 0 100671 0 100661 1 * the bookshelf: The {WN{we{Dc{xr{Do{wn{Wo{wm{Di{xc{Du{ws{x M 0 100660 1 100610 1 * the librarian (Library) M 0 100630 1 100612 1 * Othel, Otho's brother (The ElidoDi Bank) M 0 100631 1 100612 1 * Alaeryn the flower girl (The ElidoDi Bank) G 0 100620 0 * a {Ccrystal {Rrose{x G 0 100622 0 * a {wjasmine{x made from {Wdi{wa{Wm{wo{Wnd{x G 0 100621 0 * an {mamethyst {Mviolet{x M 0 100696 1 100615 1 * The Guardian Golem (Before the Gray Double Doors) M 0 100687 1 100616 1 * grey tower gatekeeper (A Granite Pathway) M 0 100691 3 100619 1 * a runic guardian (Meeting Room of the Tower of Balance) M 0 100692 1 100620 1 * meat grinder (The Meat Grinder) M 0 100690 1 100621 1 * a gatekeeper (Council Room) O 0 100700 0 100622 * the {Yg{yold{Yen{x portal (Portal Room of the Grey) O 0 100698 0 100622 * An {REvil{x portal. (Portal Room of the Grey) O 0 100699 0 100622 * The neutral elidodi portal. (Portal Room of the Grey) O 0 100691 0 100623 * a giant {mpurple{z pillow with {Ygolden{z trim (The healer of balance) M 0 100689 1 100623 1 * the Grey Cleric (The healer of balance) M 0 100601 1 100624 1 * The Knight Guardian (Before the White Double Doors) M 0 100686 1 100625 1 * white tower gatekeeper (On a golden pebbled path) M 0 100691 3 100628 1 * a runic guardian (In the Meeting Room of the Pure) M 0 100700 1 100629 1 * The Dark Guardian (Before the Black Double Doors) M 0 100688 1 100630 1 * black tower gatekeeper (On a Swaying Rope Bridge) M 0 100691 3 100632 1 * a runic guardian (Meeting Room of the {xDark Tower{W) O 0 100700 0 100635 * the {Yg{yold{Yen{x portal (Portal Room of the {WDark) O 0 100699 0 100635 * The neutral elidodi portal. (Portal Room of the {WDark) O 0 100698 0 100635 * An {REvil{x portal. (Portal Room of the {WDark) M 0 100698 1 100636 1 * The Evil cleric (Common Room) O 0 100690 0 100636 * a giant {Dblack{x pillow with {Ygolden{x trim (Common Room) O 0 100692 0 100637 * a giant {Wwhite{x pillow with {Ygolden{x trim (A place of peace) M 0 100632 1 100637 1 * The cleric of light (A place of peace) M 0 100694 1 100643 1 * Ithell, the stable boy (Before the Mystical Stables) M 0 100693 1 100644 1 * the petkeeper (At the Mystical Stables) O 0 100670 0 100644 * a stable (At the Mystical Stables) O 0 100694 0 100644 * The portal to the Meat Grinder (At the Mystical Stables) O 0 100698 0 100645 * An {REvil{x portal. (Portal Room of the Pure) O 0 100699 0 100645 * The neutral elidodi portal. (Portal Room of the Pure) O 0 100700 0 100645 * the {Yg{yold{Yen{x portal (Portal Room of the Pure) S #SHOPS 100610 0 0 0 0 19 100 20 0 23 100620 0 0 0 0 17 100 17 0 23 100631 0 0 0 0 0 100 18 0 23 0 #MOBPROGS #100601 if clan $n ElidoDi if ischarm $n say I would let you in, master, but I fear you know not what you do. else mob echoat $n The Seneschal glides aside, allowing you to pass. mob echoaround $n The Seneschal glides aside, allowing $n to pass. mob gtransfer $n 100601 mob goto $n mob echoaround $n $n has arrived. mob goto 100600 end endif endif if isimmort $n 'Proceed within, Great One. mob echoaround $n The Seneschal steps aside as $n sweeps swiftly past them. mob gtransfer $n 100601 mob goto $n mob echoaround $n $n has arrived. mob goto 100600 end endif mob echoat $n The Seneschal repels your attempt to pass with a simple gesture. mob echoaround $n $n is knocked violently backwards as $e tries to walk past the Seneschal. end ~ #100602 if clan $n ElidoDi 'Welcome to the tower of enlightenment, Wielder of the Source. nod $n end endif if isimmort $n bow $n end endif 'You are not welcome past this point. clan Let it be known that $n waits at the entrance to the Tower!!!!! end ~ #100603 if isimmort $n bow $n else if clan $n ElidoDi if isevil $n 'Welcome home $n. else 'Turn back $n, for you are not welcome past this point! endif else 'You shall die for coming here! kill $n clan ElidoDi! $n is attacking the Evil Tower! Help me bolster our defense! end ~ #100604 if isimmort $n bow $n else if clan $n ElidoDi if isgood $n 'Welcome back $n. else 'Turn back $n, for you are not welcome past this point! endif else if isevil $n 'You shall die for coming here! clan ElidoDi! $n is attacking the Tower of Light! Assist me! kill $n else 'Do not come past this point, or you may find the end to your life there. end ~ #100605 if isimmort $n 'Proceed within, Great One. mob echoaround $n The Guardian steps aside as $n sweeps swiftly past them. mob trans $n 100625 mob goto $n mob echoaround $n $n has arrived. mob goto 100624 end endif if clan $n ElidoDi if isgood $n mob echoat $n The Knight Guardian opens the door, allowing you inside. mob echoaround $n The Knight Guardian opens the door, allowing $n inside. mob trans $n 100625 mob goto $n mob echoaround $n $n has arrived. mob goto 100624 end endif if clanleader $n 'Proceed within, Leader of the ElidoDi. mob echoat $n The Knight Guardian opens the door, allowing you inside. mob echoaround $n The Knight Guardian opens the door, allowing $n inside. mob trans $n 100625 mob goto $n mob echoaround $n $n has arrived. mob goto 100624 end endif if clansecond $n 'Proceed within, Second of the ElidoDi. mob echoat $n The Knight Guardian opens the door, allowing you inside. mob echoaround $n The Knight Guardian opens the door, allowing $n inside. mob trans $n 100625 mob goto $n mob echoaround $n $n has arrived. mob goto 100624 end endif 'Only those pure of heart are allowed inside the Golden Tower, $n. mob echoat $n The Knight Guardian stands tall before you, not allowing you to pass. mob echoaround $n The Knight stands tall before $n, not allowing $m to pass. end endif mob echoat $n The Knight Guardian stands tall before you, not allowing you to pass. mob echoaround $n The Knight stands tall before $n, not allowing $m to pass. end ~ #100606 clan {R$n{x is attacking the Golden Tower! ElidoDi, aid me NOW! ~ #100607 mob oload 100697 ~ #100608 if isimmort $n 'Proceed within, Great One. mob echoaround $n The Guard steps aside as $n sweeps swiftly past them. mob trans $n 100630 mob goto $n mob echoaround $n $n has arrived. mob goto 100629 end endif if clan $n ElidoDi if isevil $n mob echoat $n The Dark Guard opens the door, allowing you inside. mob echoaround $n The Dark Guard opens the door, allowing $n inside. mob trans $n 100630 mob goto $n mob echoaround $n $n has arrived. mob goto 100629 end endif if clanleader $n 'Proceed within, Leader of the ElidoDi. mob echoat $n The Dark Guard opens the door, allowing you inside. mob echoaround $n The Dark Guard opens the door, allowing $n inside. mob trans $n 100630 mob goto $n mob echoaround $n $n has arrived. mob goto 100629 end endif if clansecond $n 'Proceed within, Second of the ElidoDi. mob echoat $n The Dark Guard opens the door, allowing you inside. mob echoaround $n The Dark Guard opens the door, allowing $n inside. mob trans $n 100630 mob goto $n mob echoaround $n $n has arrived. mob goto 100629 end endif 'You have not enough darkness in your heart to go past this door, $n. mob echoat $n The Dark Guard moves quickly in front of you, protecting the door. mob echoaround $n The Dark Guard moves quickly in front of $n, protecting the door. end endif mob echoat $n The Dark Guard moves quickly in front of you, protecting the door. mob echoaround $n The Dark Guard moves quickly in front of $n, protecting the door. end ~ #100609 clan ElidoDi, {R$n{x is attacking the Evil Tower! I need your help, NOW! ~ #100610 mob oload 100695 ~ #100611 if clan $n ElidoDi mob echoat $n You will not disgrace yourself by attacking me to rid yourself of your crimes! mob echoaround $n The Seneschal shakes his head in shame at $n! mob trans $n 3014 mob goto $n mob echoat $n You shame your brothers and sisters by doing such a thing. mob goto 100600 end endif ~ #100612 if isimmort $n bow $n else if clan $n ElidoDi if isneutral $n 'Welcome home $n. else 'Turn back $n, for you are not welcome past this point! endif else 'You shall die for coming here! kill $n clan ElidoDi! $N is attacking the Tower of Neutrality! Assist me, I ask of you! end ~ #100613 if isimmort $n 'Proceed within, Great One. mob echoaround $n The Stone Golem steps aside as $n sweeps swiftly past them. mob trans $n 100616 mob goto $n mob echoaround $n $n has arrived. mob goto 100615 end endif if clan $n ElidoDi if isneutral $n mob echoat $n The Stone Golem opens the door, allowing you inside. mob echoaround $n The Stone Golem opens the door, allowing $n inside. mob trans $n 100616 mob goto $n mob echoaround $n $n has arrived. mob goto 100615 end endif if clanleader $n 'Proceed within, Leader of the ElidoDi. mob echoat $n The Stone Golem opens the door, allowing you inside. mob echoaround $n The Stone Golem opens the door, allowing $n inside. mob trans $n 100616 mob goto $n mob echoaround $n $n has arrived. mob goto 100615 end endif if clansecond $n 'Proceed within, Second of the ElidoDi. mob echoat $n The Stone Golem opens the door, allowing you inside. mob echoaround $n The Stone Golem opens the door, allowing $n inside. mob trans $n 100616 mob goto $n mob echoaround $n $n has arrived. mob goto 100615 end endif 'Only those who desire balance within the Realms may enter, $N. mob echoat $n The Stone Golem stands tall before you, not allowing you to pass. mob echoaround $n The Stone Golem stands tall before $n, not allowing $m to pass. end endif mob echoat $n The Stone Golem stands tall before you, not allowing you to pass. mob echoaround $n The Stone Golem stands tall before $n, not allowing $m to pass. end ~ #100614 clan ElidoDi! $N is attacking me! Send help to the Tower of Neutrality! ~ #100615 mob oload 100693 ~ #100616 if clan $n ElidoDi if isneutral $n mob transfer $n 100619 goto 100619 echoaround $n $n has arrived. goto 100621 end endif if isevil $n mob transfer $n 100632 goto 100632 echoaround $n $n has arrived. goto 100621 end endif if isgood $n mob transfer $n 100628 goto 100628 echoaround $n $n has arrived. goto 100621 end endif end endif if isimmort $n mob transfer $n 100619 end endif mob transfer $n 3054 ~ #100617 mob echoaround $n $N goes down. mob gtransfer $n 100600 goto 100600 mob echoaround $n $N has arrived. goto 100601 ~ #100618 clan {mMasters, we are under {RATTACK{x!!!! clan {mVile {R$n{m attacks the tower, come to my aid{x! ~ #100619 if rand 90 mob echo A fiery meteor streaks through the room {R{*[*] POWER HITTING [*]{x everything! ... Or not. mob echo A fiery meteor passes harmlessly through everything. else if rand 25 mob echo The stars and cosmos flying past you change direction... else if rand 50 mob echo The stars and cosmos flying past you slow down... else if rand 50 mob echo The stars and cosmos flying past you speed up. endif endif endif endif ~ #100620 if isimmort $n say Of course, Great One. mob transfer $n 100621 else if level $n == 91 say Yes, Hero. mob transfer $n 100621 else if clan $n ElidoDi if clanleader $n say Yes, Leader of {mW{Ma{wr{Wl{wo{Mc{mk{x. mob transfer $n 100621 else if clansecond $n say Yes, Second in command of {mW{Ma{wr{Wl{wo{Mc{mk{x. mob transfer $n 100621 else say Only official members and heroes of ElidoDi allowed. endif ~ #100621 mob oload 100696 ~ #100625 if isvisible $n else say sorry I do not trust you because I can not see you! drop $o end endif if carries $i 95217 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif if carries $i 95765 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif if carries $i 95601 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif if carries $i 100652 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif if carries $i 95465 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif if carries $i 95117 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif if carries $i 95502 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif if carries $i 7700 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif if carries $i 100713 ' Thanks, $n. I will put this in the altar for protection. unlock altar open altar put $o in altar close altar lock altar say There it is safe $n! end endif ' I don't want a $o! give $o $n ' Here is your $o back! ~ #100630 if clan $n ElidoDi if sex $n == 1 say How might I serve the great sorceror, $N? else say How might I serve the great sorceress, $N? endif bow $n else yell Help! $N is over here! In the Food Shop! growl $n say Get OUT! end endif ~ #100631 if clan $n ElidoDi if sex $n == 1 say How may I serve you, the great wizard $N? else say How may I serve the great wizardress, $N? endif wink $n smile $n else yell Help! $N is over here! In the Wandering Warlock! growl $n say Get OUT! end endif ~ #100632 emote gets up from the bar and swaggers over to you. emote drunkenly slurs, '{GMah name is Marimurr the Magniffishent{x' emote drunkenly slurts, '{GAh'm a powerfful wizhard. Watch this!{x' emote starts to cast a spell... if rand 75 c 'armor' say See? emote proudly struts over to the bar to order another drink. else if rand 75 c 'burning' marimoor say It burns! mob echo marimoor Marimoor's robes burst into flame! emote stamps out the flame! emote sighs piteously and sullenly staggers to the bar to order another drink. else if rand 50 c 'chill touch' marimoor say Ow! emote sighs pitifully and sullenly staggers to the bar to order another drink. else c 'magic missile' marimoor say Ow! Ow! Ow! Ow! Ow! emote sigh pitifully and sullenly staggers to the bar to order another drink. end endif ~ #100640 say This is a gender test. if sex $n == 0 say You are a 0. endif if sex $n == 1 say You are a 1, which is male. endif if sex $n == 2 say You are a 2, which is female. endif if sex $n == 4 say You are a 4. endif ~ #100641 if clan $n elidodi or isimmort $n unlock altar open altar get ruler altar close altar lock altar if carries $i 95117 say Here you go. give ruler $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #100642 if clan $n elidodi or isimmort $n unlock altar open altar get shadow altar close altar lock altar if carries $i 95765 say Here you go. give shadow $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #100643 if clan $n elidodi or isimmort $n unlock altar open altar get scion altar close altar lock altar if carries $i 95601 say Here you go. give scion $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #100644 if clan $n elidodi or isimmort $n unlock altar open altar get chaos altar close altar lock altar if carries $i 95502 say Here you go. give chaos $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #100645 if clan $n elidodi or isimmort $n unlock altar open altar get barbarian altar close altar lock altar if carries $i 95465 say Here you go. give barbarian $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #100646 if clan $n elidodi or isimmort $n unlock altar open altar get knight altar close altar lock altar if carries $i 95217 say Here you go. give knight $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #100647 if clan $n elidodi or isimmort $n unlock altar open altar get sylvan altar close altar lock altar if carries $i 7700 say Here you go. give sylvan $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #100648 if clan $n elidodi or isimmort $n unlock altar open altar get sentinel altar close altar lock altar if carries $i 100713 say Here you go. give sentinel $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #100650 if clan $n ElidoDi say Greetings! Just bring your pets through the door to the north, and tell them to {wsleep in the stables{G.{x else say Hey, you! You aren't supposed to be here! yell $N is over here! In the stables! Bring help! say If you want to get at the minions of {mE{Ml{wi{Wd{wo {MD{mi{G you have to get through me, first! endif ~ #100651 if clan $n ElidoDi else if mobexists elidodipetguard mob goto 100643 mob remember ithell if pos $q stand mob goto 100644 mob echo Ithell has arrived. mob echo Ithell says, '{GI said you'd have to kill me, first!{x' mob echoat $n Ithell yanks you out of the storeroom. mob echoaround $n Ithell yanks $N out of the storeroom. mob gtransfer $n 100643 endif endif endif mob goto 100644 ~ #100652 say Ready for pet destruction? ~ #100653 mob transfer $n 100640 mob echo $N leaves west. ~ #100654 mob transfer $n 100644 if mobhere 15 mob zecho A low, grinding noise echoes from the Meat Grinder pocket dimension, announcing a malfunction. else if players == 0 cast 'iceball' mob zecho You hear the crunching of bodyparts being converted into paste. else say Error! There is at least one operator present. Say "!" to leave. endif end ~ #100660 if clan $n ElidoDi whisper Welcome to the Library. whisper If you want to read a book, please return it to the {Wshelf{r when you're done. whisper That way, others can read it too.{x else yell $N is in the library! Hurry! Send help! endif ~ #100661 mob delay 1 say 1 mob delay 10 say 10 mob delay 100 say 100 mob delay 1000 say 1000 mob delay 10000 say 10000 ~ #100670 if clan $n elidodi or isimmort $n mob echoaround $n $I absently takes a book on tesseract off the shelf and hands it to $n. mob echoat $n $I hands you an etheral tome which reads: mob echoat $n {yBringing allies to into battle not only grants the mage greater safety but mob echoat $n also insures swift victory over foes. By bending space upon itself the mage mob echoat $n is able to transport the entire party to the intended location. Any monster mob echoat $n in the realm can be used as a focal point of transport. Though monsters mob echoat $n with willpower greater than the mages will be able to repel this invasion mob echoat $n of their privacy.{x else glare $n endif ~ #100671 if clan $n ElidoDi or isimmort $n mob echoaround $n $I absently takes a book on alchemy off the shelf and hands it to $n. mob echoat $n $I hands you a murky tome which reads: mob echoat $n {yIn ancient times the elders of the ElidoDi clan discovered how to channel mob echoat $n The Source into empty vials to store the power for later use. This alchemy mob echoat $n is still practiced today, though some of the some of the more complex recipes mob echoat $n have been lost or corrupted over the ages. In order to brew a potion you'll mob echoat $n need to possess an empty vial and the primary ingredient. The spell itself mob echoat $n is cast on the ingredient and results seem to vary with the temperment of mob echoat $n The Source. What ingredients work best, is left for the alchemist to discover mob echoat $n but flowers are a good start.{x else glare $n endif ~ #100672 if clan $n ElidoDi or isimmort $n mob echoaround $n $I absently takes a book on the mind off the shelf and hands it to $n. mob echoat $n $I hands you a thin tome which reads: mob echoat $n {yWith this spell the ElidoDi hones The Source into a fine blade that when mob echoat $n focused on an opponent ravages his mind. Not only does it cause severe pain, mob echoat $n but also can make the victim more susceptible to power of The Source.{x else glare $n endif ~ #100673 if clan $n elidodi or isimmort $n mob echoaround $n $I absently takes a book on demons off the shelf and hands it to $n. mob echoat $n $I hands you a demonic tome which reads: mob echoat $n {yFrom the higher pits of Hell a fiery demon can be summoned to do your bidding mob echoat $n and stand by your side in combat. But be warned, these demons are hard to mob echoat $n control. Even the heroic are occationally unable to dominate their fiery will.{x else glare $n endif ~ #100674 if clan $n elidodi or isimmort $n mob echoaround $n $I absently takes a book on tranform off the shelf and hands it to $n. mob echoat $n $I hands you a sturdy tome which reads: mob echoat $n {yThe mage's fraile form, the cost of many hours laboring over arcane tomes as mob echoat $n the body withers neglected, has long been the bane of this profession. But mob echoat $n after being decimated in the Battle of Aer'nigal the ElidoDi elders discovered mob echoat $n a way to bind The Source to their constitution, and thus increase the physical mob echoat $n punishment they can take in combat.{x else glare $n endif ~ #100675 if clan $n elidodi or isimmort $n mob echoaround $n $I absently takes a book on mastery off the shelf and hands it to $n. mob echoat $n $I hands you a well-used tome which reads: mob echoat $n {yBy dedicating their life to the wielding The Source, ElidoDi have divined mob echoat $n ways to maximize the power they channel.{x else glare $n endif ~ #100676 if clan $n elidodi or isimmort $n mob echoaround $n $I absently takes a book on scourge off the shelf and hands it to $n. mob echoat $n $I hands you a mottled tome which reads: mob echoat $n {yThis is the most devistating spell in any mage's grimoire. The room is filled mob echoat $n plague, pain and poison, which often causes blindness to those caught in its mob echoat $n wake. Everyone not protected by the gods or in the mage's party will be mob echoat $n affected by this devistating spell, so use it carefully.{x else glare $n endif ~ #100686 if clan $n elidodi mob goto 100624 if mobhere 100601 mob echo The Knight Guardian opens the doors. mob goto 100625 mob echoat $n The Knight Guardian senses you coming, and opens the doors. mob echo The doors open. mob transfer $n 100624 mob echo $n leaves south. mob goto 100624 mob echoaround $n $N has arrived. mob echo The Knight Guardian closes the doors. mob goto 100625 else mob goto 100625 mob transfer $n 100624 mob echo $n leaves south. mob goto 100624 mob echoaround $n $N has arrived. mob goto 100625 endif else mob goto 100624 if mobhere 100601 mob echo The Knight Guardian growls. mob echo The Knight Guardian opens the doors. mob echo The Knight Guardian leaves north. mob goto 100625 mob echo The doors open. mob echo The Knight Guardian arrives. mob echoat $n The Knight Guardian grabs you, and drags you south, kicking and screaming. mob echoaround $n The Knight Guardian grabs $N, and drags $m south, kicking and screaming. mob echo The Knight Guardian leaves south. mob transfer $n 100624 mob goto 100624 mob echoaround $n The Knight Guardian arrives, dragging $N, who's kicking and screaming. mob echoat $n The Knight Guardian drops you on your rear. mob echoaround $n The Knight Guardian drops $N on $s rear. mob echo The Knight Guardian says, '{GAnd STAY out.{x' mob echo The Knight Guardian closes the doors. mob goto 100625 else mob transfer $n 100624 mob echo $n leaves south. mob goto 100624 mob echoaround $n $N has arrived. mob goto 100625 endif endif ~ #100687 if clan $n elidodi mob goto 100615 if mobhere 100696 mob echo The Stone Golem opens the doors. mob goto 100616 mob echoat $n The Stone Golem senses you coming, and opens the doors. mob echo The doors open. mob transfer $n 100615 mob echo $n leaves south. mob goto 100615 mob echoaround $n $N has arrived. mob echo The Stone Golem closes the doors. mob goto 100616 else mob goto 100616 mob transfer $n 100615 mob echo $n leaves south. mob goto 100615 mob echoaround $n $N has arrived. mob goto 100616 endif else mob goto 100615 if mobhere 100696 mob echo The Stone Golem growls. mob echo The Stone Golem opens the doors. mob echo The Stone Golem leaves north. mob goto 100616 mob echo The doors open. mob echo The Stone Golem arrives. mob echoat $n The Stone Golem grabs you, and drags you south, kicking and screaming. mob echoaround $n The Stone Golem grabs $N, and drags $m south, kicking and screaming. mob echo The Stone Golem leaves south. mob transfer $n 100615 mob goto 100615 mob echoaround $n The Stone Golem arrives, dragging $N, who's kicking and screaming. mob echoat $n The Stone Golem drops you on your rear. mob echoaround $n The Stone Golem drops $N on $s rear. mob echo The Stone Golem says, '{GAnd STAY out.{x' mob echo The Stone Golem closes the doors. mob goto 100616 else mob transfer $n 100615 mob echo $n leaves south. mob goto 100615 mob echoaround $n $N has arrived. mob goto 100616 endif endif ~ #100688 if clan $n elidodi mob goto 100629 if mobhere 100700 mob echo The Dark Guardian opens the doors. mob goto 100630 mob echoat $n The Dark Guardian senses you coming, and opens the doors. mob echo The doors open. mob transfer $n 100629 mob echo $n leaves south. mob goto 100629 mob echoaround $n $N has arrived. mob echo The Dark Guardian closes the doors. mob goto 100630 else mob goto 100630 mob transfer $n 100629 mob echo $n leaves south. mob goto 100629 mob echoaround $n $N has arrived. mob goto 100630 endif else mob goto 100629 if mobhere 100700 mob echo The Dark Guardian growls. mob echo The Dark Guardian opens the doors. mob echo The Dark Guardian leaves north. mob goto 100630 mob echo The doors open. mob echo The Dark Guardian arrives. mob echoat $n The Dark Guardian grabs you, and drags you south, kicking and screaming. mob echoaround $n The Dark Guardian grabs $N, and drags $m south, kicking and screaming. mob echo The Dark Guardian leaves south. mob transfer $n 100629 mob goto 100629 mob echoaround $n The Dark Guardian arrives, dragging $N, who's kicking and screaming. mob echoat $n The Dark Guardian drops you on your rear. mob echoaround $n The Dark Guardian drops $N on $s rear. mob echo The Dark Guardian says, '{GAnd STAY out.{x' mob echo The Dark Guardian closes the doors. mob goto 100630 else mob transfer $n 100629 mob echo $n leaves south. mob goto 100629 mob echoaround $n $N has arrived. mob goto 100630 endif endif ~ #0 #PRACTICERS M 100632 clan~ * The cleric of light M 100689 clan~ * the Grey Cleric M 100697 clan~ * the mage of light M 100698 clan~ * The Evil cleric S #$