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 Ruler Clanhall~
Builders cuthulo sadin nalaeya tidus~
VNUMs 95100 95199
Credits Chronos~
Security 9
LevelRange 1 100
ResetMessage Footfalls echo across the halls as guards patroll the fortress.~
Flags closed noquest nosummon clanhall~
Clan Ruler~
End

#MOBILES
#95100
kallila ruler rulerguard clan guard~
Kallila~
Kallila patrols the entrance to the Rulers' fortress, guarding it with her life.
~
A tall, stately woman stands before the fortress of the Rulers, keeping
watch and guarding the entrance with her life.  Long black hair falls to her
waist, unprotected by any helmet.  Her body is lean but well-muscled, and
she holds herself up with an easy confidence, wielding her sword and keeping
her shield raised like she was born with them.  A pronounced limp is evident
as she patrols the entrance, likely an injury from a past battle, but it
doesn't seem to inhibit her fighting ability to any great extent.  
~
human~
ABef DFHJZlmt 1000 0
100 100 1d500+25000 1d200+1600 42d2+75 none
-70 -70 -70 -20
ACEFIKNO ABLQ 0 0
stand stand female 5000
0 0 medium flesh~
~
M greet 95100 100~
M kill 95102 100~
M delay 95110 100~
M exall 95101 1~
C Ruler~
#95101
clan cleric healer ruler rulercleric~
the elderly cleric~
The healer of the {YR{Bu{Yl{Be{Yr{x Clan lays his words of hope upon his fellow brethren.
~
He is an old, wise cleric serving the Ruler Council, and praying to his
gods to see justice kept in the lands.  He is willing to guard the rulers
with his life, fighting to his last breath to ensure that peace and justice
remain throughout the realm.  
~
human~
ABKQaef DFHVlm 1000 0
100 100 6d1+20000 1d9+60 34d2+74 none
9 9 9 9
FI ABLQ 0 0
stand stand female 0
0 0 medium flesh~
~
M give 95121 all~
M speech 95122 give me the elidodi item~
M speech 95123 give me the shadow item~
M speech 95124 give me the nigthfall item~
M speech 95125 give me the chaos item~
M speech 95127 give me the barbarian item~
M speech 95126 give me the knight item~
M speech 95129 give me the sylvan item~
M speech 95126 give me the sentinel item~
C Ruler~
#95102
judge brothlem brother henrik ruler~
Judge Brothlem,brother of Henrik~
Judge Brothlem,brother of Henrik is here sentencing the wanted
~
~
storm giant~
ABCJKTVcef CDFGHJNOVclmt 1000 0
100 100 524d100+250000 1000d11+95 34d2+74 none
-62 -62 -62 -42
0 ABCD 0 0
stand stand male 0
0 0 unknown flesh~
~
M delay 95104 100~
M act 95103 point~
M exit 95108 2~
C Ruler~
#95103
holder justice godly~
Justice!~
He is the justice laid bare!
~
~
human~
A 0 0 0
100 100 524d100+0 1000d11+95 34d2+74 none
-62 -62 -62 -42
0 0 0 0
stand stand none 0
0 0 medium flesh~
~
F for AHMV
F par ABCDEFGHIJK
M delay 95107 100~
I 92
#95104
gailo warrior~
Gailo~
A tall warrior stands at the center of the hallway, arms crossed.
~
A tall, heavily-muscled warrior stands here, patrolling the halls of the
fortress.  Gleaming armor offers him protection from physical blows, and the
many scars criss-crossing his face prove that he is no stranger to combat.  
~
human~
ABGTef 0 1000 0
91 91 465d91+30000 910d11+95 31d2+68 none
-56 -56 -56 -37
ACD ABLQ 0 0
stand stand male 0
0 0 large flesh~
~
#95108
callan guard man lean~
Callan~
A lean man with short red curls eyes you lazily, hand resting on his sword hilt.
~
A lean, red-headed man patrols the hallway, keeping watch for any
intruders who would seek to harm the Ruler clan.  He doesn't seem to be very
well armored, but moves with a speed and agility rare in a human.  He wields
his longsword with an easy confidence, moving swiftly and surely.  
~
human~
ABef DFlm 1000 0
91 91 465d91+30000 910d11+95 31d2+68 none
-56 -56 -56 -37
AFHN ABLQ 0 0
stand stand male 0
0 0 medium flesh~
~
#95112
kavlai elven woman~
Kavlai~
A slight woman stands by the wall, eyeing a crystal pendant to search for intruders.
~
A tiny elven woman stands in the hallway, barely reaching five feet in
height.  She wears a soft silk gown, hardly dressed for a battle.  She
whispers words of magic, using her spells to determine where any intruders
might be hiding in the fortress, and prepared to stop their progress forward
with her life.  
 
~
elf~
ABRef 0 1000 0
91 91 465d91+30000 910d11+95 31d2+68 none
-56 -56 -56 -37
AFG ABLQ 0 0
stand stand female 0
0 0 medium flesh~
~
#95113
stablemaster master~
the stablemaster~
The stablemaster is here, grooming one of the horses.
~
The stablemaster is a tall, thin man, looking as if he hasn't allowed
himself to enjoy a good meal in ages.  He keeps mostly to himself, greeting
most who enter the stables with a simple nod, and a spoken greeting if he's
in a particularly good mood.  Despite his taciturn nature he takes great
care of his horses, seeing to their every need and making sure they get
enough food and exercise to keep them in the best shape possible.  
~
human~
ABef N 1000 0
91 91 465d91+0 910d11+95 31d2+68 none
-56 -56 -56 -37
IJ AB LQ 0
stand stand male 100
0 0 medium flesh~
~
M speech 95112 take me to midgaard~
M speech 95114 take me to caerlon~
M speech 95117 take me to the valley of the titans~
M speech 95118 take me to new thalos~
#95114
wizi ruler exit guy~
the wizi ruler exit guy~
An invisible mob is here, letting people leave the fortress.
~
He's just here to get people past the door.
~
human~
ABef DFlm 0 0
150 150 740d150+0 750d10+85 50d3+80 none
-91 -91 -91 -60
0 ABCDELQ 0 0
stand stand either 0
0 0 medium flesh~
~
M kill 95114 100~
M exall 95115 3~
I 92
#95116
old gruff soldier taril~
Taril~
A gruff old soldier is here, wielding a huge bastardsword and resting against a chair.
~
Taril has guarded the Rulers' fortress longer than anyone can remember,
providing years of loyal service and thwarting more invasion attempts than
can be counted.  Though he may be getting on in years, he looks as strong as
any youth, and wields a bastardsword as if it was as light as a feather.  
~
human~
ABef DFlm 1000 0
91 91 465d91+30000 910d11+95 31d2+68 none
-56 -56 -56 -37
0 ABLQ 0 0
stand stand either 0
0 0 medium flesh~
~
#95117
~
~
~
~
human~
A 0 0 0
0 0 0d0+0 0d0+0 0d0+0 none
0 0 0 0
0 0 0 0
stand stand none 0
0 0 medium flesh~
~
F for AHMV
F par ABCDEFGHIJK
#0

#OBJECTS
#95100
book stand bookstand altar~
the bookstand~
A tall stand holds the Book of Laws, the most sacred possession of the Ruler clan.~
ivory~
~
container ORY P
10 ABCD 95122 15 100 0
60 1 20 P
C Ruler~
G none
G none
G none
G none
#95101
crumbling old book~
a crumbling old book~
A crumbling old book is left here on the floor.~
paper~
~
trash Pf AO
0 0 0 0 0 0 0
60 1 1 P
G none
G none
G none
G none
#95102
crystalline key crystal ruler clankey~
{YR{Bu{Yl{Be{Yr{B'{Ys {cc{Crystallin{Ce{x key~
{YR{Bu{Yl{Be{Yr{B'{Ys {cc{Crystallin{Ce{x key has been left on the ground.~
crystal~
~
key UVYf AO
0 0 0 0 0 0 0
40 4 0 P
E
paper~
There are some secret codes written here, in order to open something.
~
G none
G none
G none
G none
#95103
soft rug cozy~
a soft, cozy rug~
A soft cozy rug lies before the fireplace, offering a nice place to relax.~
silk~
~
furniture 0 0
AB DFGHIJ EHK BDEFGH BDEFGH AB DFGHIJ
20 400 100000 P
G none
G none
G none
G none
#95104
mark chosen ruler symbol~
{Dthe mark of the Chosen{x~
{DThe holy crest of the Chosen hovers here.{x~
energy~
~
armor AGIMORTYZa AS
25 25 25 25 'none' 0
15 0 100871 P
A
13 55
A
20 -8
A
12 50
A
4 2
A
19 7
A
18 4
G none
G none
G none
G none
#95105
donation pit chest~
the donation chest~
A large chest has been placed against the western wall.~
stone~
~
container ORSTYg P
100000 AC 0 100000 1 0
0 0 0 P
G none
G none
G none
G none
#95106
chicken wings~
a chicken wing~
A mouth-watering chicken wing waits to be eaten.~
unknown~
chicken~
food 0 A
ABCD ABCD 0 0 0 ABCD ABCD
0 5 145 P
E
chicken wing~
Cooked by the resident chef of the ruler fortress, it is a simple recipe
but the combination of spices and experience make it absolutely delicious.  
~
G none
G none
G none
G none
#95107
stew bowl food~
A small bowl of stew~
A small bowl of stew is here steaming~
unknown~
stew~
food a A
CE CE 0 0 0 CE CE
0 10 220 P
E
bowl stew~
A small bowl of vegetable stew, it smells wonderful and looks quite
filling.  
~
G none
G none
G none
G none
#95108
fruit law~
fruit of the law~
A basket of fresh fruit has been placed here.~
unknown~
~
food 0 A
ADE ADE 0 0 0 ADE ADE
0 20 275 P
E
fruit law~
The 'fruit of the law' is a basket of fruits carefully arranged by the
chef of the Rulers' fortress.  Apples, bananas, raspberries, strawberries,
peaches...  Almost anything that can be named is found in this very filling
basket.  
~
G none
G none
G none
G none
#95109
gavel of the justicator mace hammer~
{WGavel{x of the {YJ{Bu{Yd{Bi{Yc{Ba{Yt{Bo{Yr{x~
A small {WGavel{x shaped hammer sits here radiating an aura of justice~
unknown~
Ash Wood~
weapon ABGT AN
mace 3 17 blast AE
50 51 499477 P
A
1 2
A
19 5
A
18 5
C Ruler~
G none
G none
G none
G none
#95110
garlic bread~
a loaf of garlic bread~
A loaf of mouth-watering garlic bread is here, freshly made.~
bread~
~
food 0 A
ACE BE 0 0 0 ACE BE
0 10 218 P
E
garlic bread~
It doesn't look very healthy, practically dripping in garlic and butter,
but it looks very delicious.  
~
G none
G none
G none
G none
#95111
orange juice~
a pitcher of orange juice~
~
metal~
~
drink R 0
-1 -1 'orange juice' 0
0 0 0 P
E
orange juice~
It looks freshly squeezed, with drops of condensation gathering on the
outside.  
~
G none
G none
G none
G none
#95112
fine red wine~
a bottle of fine red wine~
~
unknown~
wine~
fountain R 0
-1 -1 'water' 0
0 15 0 P
E
fine red wine~
From the label, it appears as if this wine comes from a vineyard just
outside the city of Caerlon.  
~
G none
G none
G none
G none
#95113
imported white wine~
some imported white wine~
~
unknown~
white wine~
fountain R 0
-1 -1 'water' 0
0 0 0 P
E
white wine imported~
The label marks it as coming from a land you can't even recognize.  It is
quite expensive, but apparently the chef has connections that allow him to
get it at a much lower price.  
~
G none
G none
G none
G none
#95114
pitcher water~
a pitcher of water~
~
water~
~
fountain R 0
-1 -1 'water' 0
0 0 0 P
E
pitcher water~
The water is perfectly cool and clear, perfect for quenching any thirst.
~
G none
G none
G none
G none
#95115
gift elven wine~
a gift of elven wine~
~
unknown~
elven wine~
fountain R 0
-1 -1 'elvish wine' 0
0 0 0 P
E
gift elven wine~
A few delicate bottles of fine elven wine have been given to the Rulers
as a gift from the elven people.  
~
G none
G none
G none
G none
#95116
defenders word untold~
The Defenders Word~
The word of a defender lies here, speaking stories untold.~
unknown~
moss~
portal BGINQRTYa AO
0 D CE 0 0
0 0 0 P
G none
G none
G none
G none
#95117
book laws rulers clanitem~
the {Wbook{x of {YL{Ba{Yw{Bs{x~
A hefty tome is here in the dust.~
paper~
~
treasure AIORYaef AOP
0 0 0 0 0
60 0 10000 P
C Ruler~
G none
G none
G none
G none
#95118
simple table~
a simple wooden table~
A simple wooden table stands at the center of the room, covered in maps.~
wood~
~
furniture R 0
ABCD FHJKPQ DGJ CFG CFG ABCD FHJKPQ
0 0 0 P
E
simple table~
A simple wooden table, it is made of strong, sturdy wood, but free of any
decorations.  
~
G none
G none
G none
G none
#95119
wooden chairs~
a simple wooden chair~
Simple wooden chairs have been set next to the table, offering places to sit.~
wood~
~
furniture R 0
ABCD EIJKN EHK CFG CFG ABCD EIJKN
0 0 0 P
E
wooden chair~
The chairs don't look comfortable, but they're sturdy and help to keep
meetings brief.  
~
G none
G none
G none
G none
#95120
large rug~
a large, comfortable rug~
{mA large, comfortable-looking rug is before the fireplace.{x~
unknown~
~
furniture R 0
BCDE FHJKPQ EHK BDEFGH BDEFGH BCDE FHJKPQ
0 0 0 P
E
rug~
The rug is large and unbelievably soft, making it feel as though you lie
on a feathered mattress.  
~
G none
G none
G none
G none
#95121
dishes~
the many dishes across the table~
~
glass~
~
container R 0
1000 E 0 1000 0 0
0 0 0 P
G none
G none
G none
G none
#95122
ruler's key clankey ruler_altar_key~
the key to the altar of {YR{Bu{Yl{Be{Yr{x~
The key to the altar of {YR{Bu{Yl{Be{Yr{x lies here.~
metal~
~
key 0 AO
0 0 0 0 0 0 0
0 0 0 P
G none
G none
G none
G none
#0

#ROOMS
#95100
Entrance to the Ruler's Palace~
A tall fortress stands before you, made of the same pale, glittering
stone as the walls of Caerlon.  It appears to be quite sturdy and strong,
and looks as if it could easily withstand a siege from any fair-sized army,
though the instances where such an attack occured are few and far between. 
No moat surrounds the fortress; rather, a beautiful grove of trees has been
planted and cared for by the citizens of Caerlon, as a gift to the Rulers to
express their gratitude at being under their protection.  The gates to the
fortress are closed, and under heavy guard, so that none but a Ruler may
enter without permission.  
 
~
0 NSXcd inside
D1
~
~
DMZ 95102 95101
0 0
D3
~
~
Z 0 10781
0 0
S
#95101
The Entrance Hallway~
A narrow hallway leads away from the gates, heading deeper into the
fortress.  The walls here are bare of any decoration, serving only the
practical function of adding to the fortress' defense.  Lanterns are placed
in brackets along the wall, causing them to glitter under their light.  The
gates stand to the west, while to the east the hallway expands and branches
off into two seperate directions.  
~
0 DNXd inside
E
shards light~
The shards of light are perhaps two inches wide, very bright, yet thin
and transparent.  They seem to reflect off of any surface, and becomes more
colorful each time.  
~
E
down~
There is a red carpet on the ground.  
~
E
ceiling~
The ceiling has been made out of pure crystal.  It isnt rough as crystal
usually is, but smooth, as if sanded down by the hands of a master sculptor.

~
E
up~
The ceiling has been made out of pure crystal.  They are not rough as
crystal is, but smooth, as if sanded down by the hands of a master sculptor.

~
E
carpet~
This is a very beautiful carpet.  The sides are embriodered in gold,
woven in intriquate patterns where the carpet meets the crystalline walls. 
The carpet itself seems rather thick, but not course, very fine to be padded
and look good.  Cleanliness of it as well seems very important, as it is
very, very clean.  
~
E
red~
This is a very beautiful carpet.  The sides are embriodered in gold,
woven in intriquate patterns where the carpet meets the crystalline walls. 
The carpet itself seems rather thick, but not course, very fine to be padded
and look good.  Cleanliness of it as well seems very important, as it is
very, very clean.  
~
E
lush~
This is a very beautiful carpet.  The sides are embriodered in gold,
woven in intriquate patterns where the carpet meets the crystalline walls. 
The carpet itself seems rather thick, but not course, very fine to be padded
and look good.  Cleanliness of it as well seems very important, as it is
very, very clean.  
~
E
white~
The miniscule white orbs seem very much alive.  The way they zigzag
around, through, and away from each other greatly resembles that of children
at a game of tag.  Each time they pass through a shard of light, they take
on its colors briefly for a moment.  
~
E
miniscule~
The miniscule white orbs seem very much alive.  The way they zigzag
around, through, and away from each other greatly resembles that of children
at a game of tag.  Each time they pass through a shard of light, they take
on its coors briefly for a moment.  
~
E
orbs~
The miniscule white orbs seem very much alive.  The way they zigzag
around, through, and away from each other greatly resembles that of children
at a game of tag.  Each time they pass through a shard of light, they take
on its colors briefly for a moment.  
~
E
north~
To the north lay the Hall of Justice.  
~
E
south~
To the south lay the entrance to the Crystalline Palace.  
~
E
west~
To the west lay the Hall of Enlightenment.  
~
E
east~
To the east lay the Hall of Champions.  
~
D1
~
~
Z 0 95102
0 0
D3
~
~
DMZ 0 95100
0 0
C Ruler~
S
#95102
A Branch in the Hallway~
A large bronze plaque has been fixed along the eastern wall, displaying
the laws of the protected cities.  The ceiling rises up high, giving the
fortress an airy, open feel.  A vibrant red carpet covers the stone floor,
softening the footfalls of any traveling along the hallway, and adding some
colour and life to the fortress' cold stone surroundings.  The wide hallway
here branches off into three directions.  To the west lies the entrance to
the fortress, tall gates that are normally kept under heavy guard.  To the
north and south the hallway continues, leading deeper into the fortress.  
~
0 DNXd inside
E
bronze plaque~
{CAll formal Laws extend from one simple foundation.  Each person has the
right to live their life and go about their business as they see fit, as
long as you do not infringe on that same equal right of others.{x
 
{R*************************************************************************{x
{R**  {WThe areas that are defined as protected by the jurisdiction of     {R**{x
{R**  {Wthe Law are the entirety of Midgaard, New Thalos, Caerlon, and the {R**{x
{R**  {WValley of Titans. All recognisable individuals and inhabitants of  {R**{x
{R**  {Wthe city are protected by the law.                                 {R**{x
{R*************************************************************************{x
 
1.  Murder, Theft or fraud in any protected area is against the law.
    Theft includes taking taking items from a protected person's corpse,
    disarmed items, or their items appearing in any donation pit. The 
    stealing of services is considered theft.  Attempted murder and 
    theft are similarly against the law.
 
2.  Any act which could or does provoke a fight, or inhibits the free 
    will of a protected being, in a protected area is illegal.
    This includes offensive magic, special abilities, or triggering
    any non magical offensive abilities.
 
3.  Any act that removes a protected individual from a protected area
    without his consent is against the law. This includes, but is not
    limited to summon, recall, teleport, colour spray, and others. 
    Similarly summoning any aggressive mobile into a protected area is
    against the law.
 
4.  Any act that could or would prevent someone from witnessing or 
    reporting some other crime is against the law. This includes, but 
    is not limited to blindness, blackjack, and vampires touch.
 
5.  Because it disturbs the peace, fighting within the city limits is 
    not permitted.  If you are able to abandon combat you must.  Any 
    commands from a Ruler to this end must be heeded.  If you are 
    unable to flee and slay your attacker, the Law will not look down 
    upon this unfortunate incident.
 
6.  The Law's jurisdiction extends to the enforcers themselves while
    they are pursuing their duties. This includes conducting 
    investigations in any protected area, or while in transit to a 
    protected area to pursue an investigation.  Any attempt to interfere 
    with an investigation is against the law.
 
7.  Any intrusion into the Ruler clan hall is considered an attack
    against the Law itself, and therefore against the law.  The 
    exception to this is to retrieve ones clan item.  If the attacker 
    removes anything from the clan hall other than their item then 
    they forego this exemption.  Any member of a clan that holds the 
    Ruler clan item has no rights under the law.
 
8.  Aiding and abetting any known or wanted criminal is against the
    law. This includes but is not limited to assisting them in combat,
    healing them, giving them equipment, concealing knowledge or 
    evidence of a crime. This includes being in the same group --you 
    are liable for actions taken by your group mates, pets, and 
    followers.
 
9.  It is permissible to help a victim to survive an attack through
    healing and beneficial spells. Rescuing is permitted only until 
    the victim has a chance to escape, at which point the rescuer must
    make every effort to break combat. Anyone who kills an attacker 
    must be ready to answer for it.
 
10. These laws are to be enforced by the Rulers and guards only, 
    unless others are specifically deputized to assist. Vigilantism 
    within protected areas is illegal outside it is different thing.
 
11. The summoning of aggressive creatures with lesser souls into a
    protected area is completely forbidden.  You are responsible for 
    the actions of any summoned or charmed creatures within a 
    protected area.
 
  ** {WRulers may temporarily set aside the above laws at their 
  ** discretion, insofar as they are prosecuting a crime or recovering
  ** items stolen in a protected area.{x
~
D0
~
~
Z 0 95103
0 0
D2
~
~
Z 0 95116
0 0
D3
~
~
Z 0 95101
0 0
S
#95103
A Hallway in the Fortress~
Thick and colourful tapestries hang along the walls of the fortress,
depicting scenes of valor along with those of peaceful day-to-day life in
the cities.  The vibrant red carpet continues underfoot, covering the hard
stone floor.  Lanterns placed in brackets along the wall provide plenty of
light, and cause the pale stone to glitter and sparkle with a thousand
different colours.  
~
0 DNXd inside
D0
~
~
Z 0 95104
0 0
D2
~
~
Z 0 95102
0 0
S
#95104
A Turn in the Hallway~
The hallway takes a turn here, heading north and south.  A large
painting is on the northern wall, depicting the beautiful city of Caerlon,
with the salty river running through it, and the Fortress of Justice rising
high above it.  The red carpet ends here, flowing right up to the wall,
under a small wooden table placed beneath the painting.  A set of spiral
stairs set into the western wall leads higher into the keep.  The hallway
continues to the south and to the east.  
 
~
0 DNXd inside
E
painting~
The painting is exquisitely done, and looks like it would be right at
home in an art museum.  
~
E
table~
An ornate but small wooden table is placed beneath the painting, holding
nothing of particular interest.  It is likely a gift from one of the noble
families of the protected cities.  
~
D1
~
~
DZ 0 95106
0 0
D2
~
~
Z 0 95103
0 0
D4
~
~
Z 0 95105
0 0
S
#95105
The Dining Hall~
A grand rectangular table stands at the center of the large dining hall,
filled with too many dishes to count, all cooked up by the fortress'
resident chef.  The scents coming from the plates are simply mouth-watering,
and several varieties of wine have been placed in buckets of ice, available
to any who wish to drink.  
~
0 DNXd inside
E
buckets ice~
Buckets of ice have been placed across the table, filled with various
drinks, most of them fine wines.  
 
Among the choices are:
 
a bottle of fine red wine
a pitcher of orange juice
imported white wine
a pitcher of water
a gift of elven wine
~
D5
~
~
Z 0 95104
0 0
C Ruler~
S
#95106
A Hallway in the Fortress~
The hallway runs east to west here, the pale stone of the walls
glittering under the light of lanterns placed in brackets along its length,
and on tall stands situated at regular intervals.  Your footsteps echo
across the hard stone floors, and off in the distance you can hear sounds of
activity as those residing in the fortress continue with their day-to-day
living.  
~
0 DNXd inside
D1
~
~
Z 0 95107
0 0
D3
~
~
DZ 0 95104
0 0
C Ruler~
S
#95107
A Hallway in the Fortress~
The hallway splits into three separate directions, continuing east and
west down the main hallway of the fortress, and turning northward towards
the prison located at the top floor.  A large, thick metal door blocks any
progress to the north, built to withstand any attempts to break through.  It
is heavily locked and barred, and doesn't appear to have been opened
recently.  
~
0 DNXd inside
D1
~
~
Z 0 95118
0 0
D3
~
~
Z 0 95106
0 0
S
#95108
A Turn in the Hallway~
The hallway takes a turn here, continuing to the south and west.  A
spiral staircase is set into the eastern wall, winding its way upward to a
higher level of the fortress.  A large painting has been set on the northern
wall, depicting the city of Caerlon in its infancy, when it was nothing but
a small trading village on the banks of the river.  
 
~
0 DNXd inside
D2
~
~
DZ 0 95110
0 0
D3
~
~
Z 0 95118
0 0
D4
~
~
Z 0 95109
0 0
C Ruler~
S
#95109
The Meeting Hall~
The meeting room of the Rulers is sparsely decorated, free of any
decorations or distractions.  A simple wooden table stands at its center,
accompanied by wooden chairs built more for practicality than comfort.  Maps
are spread out over the table, held down by stones or ink jars, or whatever
object was available at the time.  This is where the Rulers come to plan
their course of action whenever a threat arises that puts lawful citizens at
risk.  A large chest has been placed against the far wall, containing items
donated by Rulers for the benefit of the clan.  
~
0 DNXd inside
D5
~
~
Z 0 95108
0 0
S
#95110
A Hallway in the Fortress~
The hallway runs to the north and south here, torches placed in stands
along its length providing plenty of light.  The walls here are devoid of
decoration, though the way the torchlight causes the stone to shine and glow
adds a startling beauty that spreads throughout the hall.  Footsteps can be
heard in the distance, as guards patrol the hallways of the fortress.  
~
0 DNXd inside
E
walls~
These walls are carved from the stone itself.  They are very damp and
very cold.  They seem to bring an aura of gloom to the room.  
~
E
torch~
These torches are rather plain in design.  They are large pieces of stone
shaped like cones with a bowl at the top.  In the bowl is an oil that seems
to burn constantly and never go out 
~
D0
~
~
DZ 0 95108
0 0
D2
~
~
Z 0 95111
0 0
S
#95111
A Branch in the Hallway~
The hallway splits in three directions here, continuing north and south
and branching off to the west, where wide double doors lead into a large
library.  A single tapestry is placed on the eastern wall, skillfully woven
to create a scene depicting the construction of the Ruler's Fortress by the
citizens and nobility of Caerlon.  
~
0 DNXd inside
D0
~
~
Z 0 95110
0 0
D2
~
~
DZ 0 95112
0 0
D3
~
~
Z 0 95121
0 0
S
#95112
A Turn in the Hallway~
The hallway takes a turn here, continuing to the north and west.  A large
window stands open on the eastern wall, giving a magnificent view of the
rooftops of several prominent shops in Caerlon, as well as the farmland far
in the distance beyond the city's gates.  To the south, a spiral staircase
leads downward towards the fortress' stables.  
 
~
0 DNXd inside
D0
~
~
DZ 0 95111
0 0
D3
~
~
Z 0 95114
0 0
D5
~
~
Z 0 95113
0 0
S
#95113
The Stables~
The stables are small but lovingly tended, containing six stalls that
house tall and sturdy riding horses, among the fastest in the lands. 
Saddles are placed on a wide shelf on the eastern wall, ready to be used at
a moment's notice.  The smell is strong, but not overpowering, and open
windows along the stables length let in fresh air to keep the stables cool
and comfortable.  
~
0 DNXd inside
E
horses~
These horses are finely bred, among the fastest in the lands.  They are
carefully taken care of in the stables, getting daily exercise and constant
attention.  
~
D4
~
~
Z 0 95112
0 0
S
#95114
A Hallway in the Fortress~
The hallway continues to the east and west, the stone floor echoing with
every footfall along its length.  A pair of longswords has been hung on the
wall here, their blades crossed and shining as brightly as the day they were
forged.  A small plaque beneath them identifies them as having once belonged
to one of the founding members of the Rulers.  Torches have been placed at
regular intervals along the walls, keeping the hallway brightly lit.  
~
0 DNXd inside
D1
~
~
Z 0 95112
0 0
D3
~
~
Z 0 95115
0 0
S
#95115
A Hallway in the Fortress~
A tall sculpture has been placed on the northern wall of the hallway
here, exquisitely carved from marble.  It depicts a mother and child,
standing together.  The child stands at the mother's side, grasping her
skirt as she smiles peacefully at what she sees in the distance.  A small
silver plaque is placed at the foot of the statue.  
~
0 DNXd inside
E
silver plaque~
Donated by Mahan ath Limi, for the great service of the Ruler clan in
keeping the peace in the city of Caerlon.  
~
E
statue mother child~
The statue has been carved by a very skilled artist.  It seems so
lifelike, from the small curve of the mother's lips to the folds of her
skirt and the child's clothing.  
~
D1
~
~
Z 0 95114
0 0
D3
~
~
DZ 0 95116
0 0
S
#95116
A Turn in the Hallway~
The hallway turns to the north and east here.  A vibrant red carpet runs
underfoot, ending right at the southern wall.  A wide, open window looks out
over the city of Caerlon, giving a grand view of the homes and businesses of
many of its citizens.  A small table stands against the wall, along with a
dark wooden chair.  Nothing decorates the table but a simple vase, made of
fine porcelain and carefully painted to depict a lovely flower garden.  
 
~
0 DNXd inside
E
table~
A simple wooden table is placed against the wall.  It is simply designed,
but elegantly carved.  
~
E
chair~
The chair is made of dark wood, with a soft cushion for added comfort.
~
D0
~
~
Z 0 95102
0 0
D1
~
~
DZ 0 95115
0 0
D4
~
~
Z 0 95117
0 0
S
#95117
Coats of Arms~
The spiral stairs have led up to a decent-sized, square room.  It seems
to be used solely for the purpose of honouring rulers from the past and
present.  Various shields have been hung along the walls of the room,
bearing the coats of arms of the Rulers they belong to.  This is a place
where many rulers come for guidance, hoping to draw upon the strength and
courage of their fellows and those who came before them.  
~
0 DNXd inside
D5
~
~
Z 0 95116
0 0
C Ruler~
S
#95118
A Hallway in the Fortress~
The hallway continues to the east and west, the pale glittering stone
broken to the north by a small window that looks out over the palaces of
Caerlon's nobility and wealthy citizens.  The window is equipped with strong
shutters that can be closed in times of poor weather, but is normally left
open as it allows a greater view of the surroundings and a good place to
watch any who would wish to enter uninvited.  
~
0 DNXd inside
D1
~
~
Z 0 95108
0 0
D3
~
~
Z 0 95107
0 0
C Ruler~
S
#95119
Hall of Justice~
~
0 DNSX inside
C Ruler~
S
#95120
A Spot Before the Fireplace~
A small, cozy fireplace is placed on the far wall of the library,
carefully kept a good distance away from any shelves or books.  Before the
fireplace is a large rug, perfect for any Ruler wishing to take a rest at
the end of the day, whether by reading one of the lively adventure books
that seem to be kept in this corner of the library, or just curling up to
sleep before the fire's warmth and comfort.  
 
~
0 DNXd inside
E
fireplace~
Several logs are aflame in the fireplace, providing just the right amount
of warmth to make the room perfectly cozy.  
~
D1
~
~
DZ 0 95121
0 0
S
#95121
The Library~
Several shelves have been placed across the room, holding thick, heavy
volumes that have been carefully organized according to subject matter.  The
majority of books seem to be rather dry, dealing with the intricacies of law
and law enforcement, but one book seems to stand out above the rest, placed
on its very own stand at the center of the room, and kept locked up under a
glass case.  
~
0 DNXd inside
D1
~
~
Z 0 95111
0 0
D3
~
~
DZ 0 95120
0 0
S
#0

#SPECIALS
M 95112 spec_cast_mage	* Kavlai
S

#RESETS
M 0 95100 1 95100 1	* Kallila (Entrance to the Ruler's Palace)
E 0 95102 0 17		*	{YR{Bu{Yl{Be{Yr{B'{Ys {cc{Crystallin{Ce{x key: held in the hands
M 0 95104 1 95104 1	* Gailo (A Turn in the Hallway)
O 0 95121 0 95105	* the many dishes across the table (The Dining Hall)
P 0 95106 5 95121 5	* the many dishes across the table: a chicken wing
P 0 95107 3 95121 3	* the many dishes across the table: A small bowl of stew
P 0 95108 2 95121 2	* the many dishes across the table: fruit of the law
P 0 95110 4 95121 4	* the many dishes across the table: a loaf of garlic bread
O 0 95111 0 95105	* a pitcher of orange juice (The Dining Hall)
O 0 95112 0 95105	* a bottle of fine red wine (The Dining Hall)
O 0 95113 0 95105	* some imported white wine (The Dining Hall)
O 0 95114 0 95105	* a pitcher of water (The Dining Hall)
O 0 95116 0 95105	* The Defenders Word (The Dining Hall)
M 0 95108 1 95108 1	* Callan (A Turn in the Hallway)
O 0 95105 0 95109	* the donation chest (The Meeting Hall)
O 0 95118 0 95109	* a simple wooden table (The Meeting Hall)
O 0 95119 0 95109	* a simple wooden chair (The Meeting Hall)
M 0 95112 1 95112 1	* Kavlai (A Turn in the Hallway)
M 0 95113 1 95113 1	* the stablemaster (The Stables)
M 0 95116 1 95116 1	* Taril (A Turn in the Hallway)
O 0 95120 0 95120	* a large, comfortable rug (A Spot Before the Fireplace)
O 0 95100 0 95121	* the bookstand (The Library)
P 0 95117 1 95100 1	* the bookstand: the {Wbook{x of {YL{Ba{Yw{Bs{x
M 0 95101 1 95121 1	* the elderly cleric (The Library)
E 0 95122 0 17		*	the key to the altar of {YR{Bu{Yl{Be{Yr{x: held in the hands
S

#MOBPROGS
#95100
if clan $n Ruler
'Welcome to the Realms of Rulers.
emote salutes sharply.
end
endif
if isimmort $n
bow $n
end
endif
clan  {xLet it be known that {R$n{x stands at the entrance to the fortress!
pmote extends her arm outward, mailed fist opening palm toward $n.
'Visitors may not pass beyond this point without invitation.
end
~
#95101
if clan $n Ruler
if ischarm $n
say My apologies, $n, but I cannot let you in while you're in such a state.
else
mob echoat $n Kallila steps aside, allowing you to pass.
mob echoaround $n Kallila gazes at $n as they proceed into the fortress.
mob gtransfer $n 95101
mob goto $n
mob echoaround $n $n has arrived.
mob goto 95100
endif
end
endif
if isimmort $n
'Proceed within, Great One.
mob echoaround $n Kallila steps aside as $n sweeps swiftly past him.
mob trans $n 95101
mob goto $n
mob echoaround $n $n has arrived.
mob goto 95100
end
endif
mob echoat $n Kallila frowns and shakes her head.
mob echoaround $n Kallila steps in front of $n barring their entry into the fortress.
'{xBeyond these gates lies the fortress of the Rulers.  {BYOU{x may not pass therein.
~
#95102
clan {xWe are under {RATTACK{x all officials report to the fortress immediately!!!!!
clan {xThe villian {R$n{x attacks us now!!!!!
~
#95103
if clan $n Ruler
pmote looks at $t carefully...
mob remember $t
mob delay 2
end
endif
'$n, you have no such power!
~
#95104
'You have been found guilty for breaking the law in one of the areas protected by it.
'You will serve your sentence in solitary until the law removes all charges from you.
mob echoaround $q $q gets locked away.
mob echoat $q The Judge locks you away.
mob trans $q 95113
mob goto $q
mob echoaround $q $q has arrived.
mob goto 95118
mob forget
~
#95105
if clan $n Ruler
mob goto 95113
nod
mob goto 95118
end
endif
'You have no such power.
~
#95106
if clan $n Ruler
tell $n As you command!
tell $t By the will of $n you are being freed.
mob remember $t
mob delay 3
end
endif
pmote lays on $n his icey gaze...
~
#95107
mob transfer $q 95100
mob goto $q
mob echoaround $q $q has arrived.
mob echoat $q You are standing before the Ruler palace, enjoying your freedom.
mob forget
~
#95108
if clan $n Ruler
or isimmort $n
mob transfer $n 95108
mob goto $n
mob echoat $n You leave the court.
mob echoaround $n $n has arrived.
mob goto 95118
end
endif
~
#95109
if clan $n Ruler
mob remember $t
mob delay 1
'You shall be sent to the Judge at once.
mob transfer $n 95118
mob goto $n
mob echoaround $n $n has arrived.
mob goto 95100
end
endif
~
#95110
if isfollow $q
mob transfer $q 95118
mob goto $q
mob echoaround $q $q has arrived.
mob goto 95100
mob forget
end
endif
~
#95111
if clan $n Ruler
mob oload 95102
give key $n
'Keep this $n, and use it well.
end
endif
~
#95112
if clan $n ruler
mob echoat $n The stablemaster quickly saddles a mare and prepares her for riding. You seat yourself comfortably, and then with a sharp order from the stablemaster, the horse sets off at a gallop, bursting through the stable doors and speeding towards her destination.
mob echoaround $n The stablemaster quickly saddles a mare and prepares her for riding. $n seats $mself comfortably, and then with a sharp order from the stablemaster, the horse sets off at a gallop, bursting through the stable doors and speeding towards her destination.
mob gtransfer $n 3014
mob goto $n
mob echoat $n The horse speeds across the land, moving faster than you could ever believe. Soon you have reached your destination, and dismount. At a word from you, the horse turns and gallops back towards the stables, quickly disappearing from sight.
mob echoaround $n $n arrives on a galloping horse, dismounting with ease and sending the horse speeding away with a whispered order and a pat on the neck.
mob goto 95113
end
endif
~
#95113
if isnpc $n
if rand 50
emote raises her sword high and plunges it down into $N's body.
else
emote let's out a battle cry and rams her sword straight through $N.
endif
mob damage $n 1000 5000
endif
~
#95114
if clan $n ruler
mob echoat $n The stablemaster quickly saddles a mare and prepares her for riding. You seat yourself comfortably, and then with a sharp order from the stablemaster, the horse sets off at a gallop, bursting through the stable doors and speeding towards her destination.
mob echoaround $n The stablemaster quickly saddles a mare and prepares her for riding. $n seats $mself comfortably, and then with a sharp order from the stablemaster, the horse sets off at a gallop, bursting through the stable doors and speeding towards her destination.
mob gtransfer $n 10600
mob goto $n
mob echoat $n The horse speeds across the land, moving faster than you could ever believe. Soon you have reached your destination, and dismount. At a word from you, the horse turns and gallops back towards the stables, quickly disappearing from sight.
mob echoaround $n $n arrives on a galloping horse, dismounting with ease and sending the horse speeding away with a whispered order and a pat on the neck.
mob goto 95113
end
endif
~
#95115
mob echoaround $n $n leaves the fortress.
mob gtransfer $n 95100
mob goto $n
mob echoaround $n $n has arrived from the east.
mob goto 95101
~
#95116
if clan $n ruler
else
if mobexists callan
and mobexists gailo
or mobexists taril
and mobexists kavlai
mob echoat $n Taking strength in the fact that his brothers and sisters still stand in the hall to defend him, the cleric utters a prayer and before you know it you find yourself back at the entrance to the fortress.
~
#95117
if clan $n ruler
mob echoat $n The stablemaster quickly saddles a mare and prepares her for riding. You seat yourself comfortably, and then with a sharp order from the stablemaster, the horse sets off at a gallop, bursting through the stable doors and speeding towards her destination.
mob echoaround $n The stablemaster quickly saddles a mare and prepares her for riding. $n seats $mself comfortably, and then with a sharp order from the stablemaster, the horse sets off at a gallop, bursting through the stable doors and speeding towards her destination.
mob gtransfer $n 18059
mob goto $n
mob echoat $n The horse speeds across the land, moving faster than you could ever believe. Soon you have reached your destination, and dismount. At a word from you, the horse turns and gallops back towards the stables, quickly disappearing from sight.
mob echoaround $n $n arrives on a galloping horse, dismounting with ease and sending the horse speeding away with a whispered order and a pat on the neck.
mob goto 95113
end
endif
~
#95118
if clan $n ruler
mob echoat $n The stablemaster quickly saddles a mare and prepares her for riding. You seat yourself comfortably, and then with a sharp order from the stablemaster, the horse sets off at a gallop, bursting through the stable doors and speeding towards her destination.
mob echoaround $n The stablemaster quickly saddles a mare and prepares her for riding. $n seats $mself comfortably, and then with a sharp order from the stablemaster, the horse sets off at a gallop, bursting through the stable doors and speeding towards her destination.
mob gtransfer $n 9668
mob goto $n
mob echoat $n The horse speeds across the land, moving faster than you could ever believe. Soon you have reached your destination, and dismount. At a word from you, the horse turns and gallops back towards the stables, quickly disappearing from sight.
mob echoaround $n $n arrives on a galloping horse, dismounting with ease and sending the horse speeding away with a whispered order and a pat on the neck.
mob goto 95113
end
endif
~
#95121
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 book for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
if carries $i 95765
' Thanks, $n. I will put this in the altar for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
if carries $i 95601
' Thanks, $n. I will put this in the altar for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
if carries $i 100652
' Thanks, $n. I will put this in the altar for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
if carries $i 95465
' Thanks, $n. I will put this in the altar for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
if carries $i 95117
' Thanks, $n. I will put this in the altar for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
if carries $i 95502
' Thanks, $n. I will put this in the altar for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
if carries $i 7700
' Thanks, $n. I will put this in the altar for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
if carries $i 100713
' Thanks, $n. I will put this in the altar for protection.
unlock book
open book
put $o in book
close book
lock book
say There it is safe $n!
end
endif
' I don't want a $o!
give $o $n
' Here is your $o back!
~
#95122
if clan $n ruler
or isimmort $n
unlock altar
open altar
get elidodi altar
close altar
lock altar
if carries $i 100652
say Here you go.
give elidodi $n
else
say We are not in possession of that item.
endif
else
say You'll have to kill me, first!
~
#95123
if clan $n ruler
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!
~
#95124
if clan $n ruler
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!
~
#95125
if clan $n ruler
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!
~
#95126
if clan $n ruler
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!
~
#95127
if clan $n ruler
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!
~
#95128
if clan $n ruler
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!
~
#95129
if clan $n ruler
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!
~
#0

#PRACTICERS
M 95101 clan~	* the elderly cleric
S

#$