#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 $n else say We are not in possession of that item. endif else say You'll have to kill me, first! ~ #0 #PRACTICERS M 95101 clan~ * the elderly cleric S #$