zim/area/
zim/bin/
zim/clans/plists/
zim/corefiles/
zim/doc/muddy/
zim/gods/
zim/log/
zim/player/
zim/skill_tree/
zim/tmp/
#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

#$