#AREADATA Name Cloud Tower~ Builders Halodar~ VNUMs 21000 21099 Credits {120 180} Haldorn Cloud Tower~ Security 9 Version 1 End #MOBILES #21000 massive huge fruity stone giant~ a huge stone giant~ A huge stone giant stands waist-deep in the river, watching you. ~ Before you stands a massive stone giant, tall enough that the raging waves only lap at its waist. It has the shape of a human, but without any real external features. Its face has been worn smooth from countless years in the storm. ~ unique~ ABM 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 giant unknown #21001 griffin wrangler~ the griffin wrangler~ The griffin wrangler leans against a cage, eyeing you. ~ ~ unique~ AB 0 300 0 1 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand male 100000 AHMV ABCDEFGHIJK medium unknown #21002 large proud griffin~ a large proud griffin~ A large proud griffin stands here, ruffling its wings and looking at you. ~ ~ unique~ AI T 0 0 150 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 CDEO 0 EI 0 stand stand either 0 AGV ABCDEFHJKUV medium unknown #21003 near naked near-naked soldier~ a near-naked soldier~ A near-naked soldier awaits the casual indignities of military life. ~ ~ unique~ ABH 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 unknown #21004 soldier guard~ the soldier~ A soldier is on watch here, guarding the tower entrance. ~ A weary guard stands before you, keeping a close eye on all the surrounding activity. ~ unique~ ABT 0 2500 0 115 0 0d0+0 0d0+0 0d0+0 pierce 0 0 0 0 N 0 0 0 stand stand none 763 M ABCDEFGHIJK medium flesh #21005 inspections officer~ the Inspections Officer~ The Inspections Officer peers around looking for violations. ~ You see before you a small, nasty-looking man with a greasy moustache. He carries a notepad and a quill to mark down any soldier he sees doing anything against regulations. Clipped to his belt is a large ring of keys that he uses to inspect personal rooms whenever he can. ~ unique~ AH 0 100 0 120 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand male 0 0 0 medium unknown #21006 creature eyes observer~ the Observer~ A creature made of eyes stares in every direction. ~ This being resembles a giant eye, but it appears to be made from thousands of smaller eyes staring in every direction in a spheroid formation. Not a single eye blinks, as several swivel to take view of you. ~ unique~ ABR HT 0 0 160 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 FX BT 0 FS stand stand none 3200 A K medium eyes M death 21000 100~ #21007 golem~ a golem~ A golem stands here dully, guarding the turret stairs. ~ A nearly featureless biped made from granite stands here blocking your way. Its only job consists of guarding the turret above. A brass sign bolted to its chest reads, "Attention: NO personnel other than officers on official business are to enter. You will know who you are as you will have been issued a pass." ~ unique~ ABT DFHcd 0 0 190 0 0d0+0 0d0+0 0d0+0 smash 0 0 0 0 C AEHQ B I stand stand none 0 J ABC large granite M exall 21001 4~ #21008 scribe~ the Observer's Scribe~ The Observer's Scribe stands here recording what he hears. ~ Standing before you is a bent old man, dressed in grey robes. His eyes stare out sightlessly, pure white globes. He holds a book which he scribbles in periodically, seeming to listen to something only he can hear. ~ unique~ ABQ 0 750 0 155 0 0d0+0 0d0+0 0d0+0 divine 0 0 0 0 0 0 0 0 stand stand male 5000 AV 0 medium unknown #21009 @@@@@~ doormob in 21054~ { ~ ~ unique~ ABM 0 0 0 309 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 ABCDEFGHIJKLMNOPQRSTa 0 0 stand stand none 0 0 0 medium unknown M exall 21002 n~ #21010 electrical elemental~ an Electrical Elemental~ (no long description) ~ ~ unique~ A 0 0 0 0 0 0d0+0 0d0+0 0d0+0 shock 0 0 0 0 0 0 0 0 stand stand none 0 0 0 medium unknown #21011 unseen force~ an unseen force~ { ~ ~ unique~ A U 0 0 90 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 GX 0 0 0 stand stand none 0 AHZ 0 medium unknown #21012 unseen force~ the Observer~ { ~ ~ unique~ A 0 0 0 90 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none 0 0 K medium eyes #21013 general ederek~ General Ederek~ General Ederek sits at his desk skimming through a thick book. ~ Here sits General Ederek, commanding officer of this human outpost. This man is in charge of policy decisions and reports back to the coastal camp of Midgaard. A little pudgy from lack of any recent action, he is still capable of putting up a fight. ~ unique~ AB Hd 800 0 145 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 CNO 0 0 0 sit sit male 10000 AHMV ABCDEFGHIJK medium unknown #21014 chaplain pelahan~ Chaplain Pelahan~ A chaplain dressed in blue robes waits here to distribute blessings and holy counsel. ~ Here stands a priest of the god Qalethiel, dressed in flowing blue robes. He is surrounded by an aura of serenity, and holds a slightly glowing scroll. ~ unique~ ABQR H 0 0 140 0 0d0+0 0d0+0 0d0+0 divine 0 0 0 0 0 N S 0 stand stand none 0 AHMV ABCDEFGHIJK medium unknown #21021 no name~ (no short description)~ (no long description) ~ ~ unique~ 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 unknown #21022 cargo thrower~ a cargo thrower~ A cargo thrower works diligently here, grabbing crates and stacking them in neat piles. ~ This large, muscled civilian works in the bowels of Cloud Tower, maneuvering the crates and barrels of weapons and supplies that come in from below in large periodic shipments. He is dressed in a simple leather smock and gloves, so as not to get splinters from the rough wooden boxes. ~ unique~ A 0 0 0 100 0 0d0+0 0d0+0 0d0+0 none 0 0 0 0 0 0 0 0 stand stand none 0 0 0 medium flesh #21023 tower guard~ a Tower Guard~ A Tower Guard sits here glancing at the entrance and reading a scroll. ~ ~ unique~ AT Dad 500 0 125 0 0d0+0 0d0+0 0d0+0 sting 0 0 0 0 NR AN E F sit sit male 0 AHMV ABCDEFGHIJK medium unknown #21024 ballisteer~ a Ballisteer~ A bored ballisteer waits out his shift here. ~ Before you stands a lightly armored soldier leaning on a massive crossbow-like ballista. Chewing on a toothpick, he peers out into the distance, ready to use his war machine in an emergency. ~ unique~ A H 600 0 150 0 0d0+0 0d0+0 0d0+0 thrust 0 0 0 0 HN ABE I F stand stand male 2000 AHMV ABCDEFGHI medium unknown #21025 drunk soldier~ a drunk soldier~ A drunk soldier snores away peacefully. ~ ~ unique~ ABHS ad 200 0 145 0 0d0+0 0d0+0 0d0+0 smash 0 0 0 0 VX 0 E F sleep sleep male 5000 AHMV 0 medium unknown #21026 gambling guard~ a gambling guard~ A guard sits here gambling with his comrades. ~ This man, a member of the elite Griffin Guard, appears to have abused his position as a hero to the lower soldiers living in this fortress by becoming a bookie and cheat. If you were to watch him play, you would notice he only loses enough to throw off any suspicions. ~ unique~ ABS 0 0 0 140 0 0d0+0 0d0+0 0d0+0 stab 0 0 0 0 BJY 0 B C sit sit male 0 AHMV ABCDEFGHIJK medium unknown #21027 sergeant~ a Sergeant~ A Sergeant sits on his bunk cleaning his armor. ~ This soldier, a Sergeant by the insignia on his shirt, sits here polishing his armor. He glares at you momentarily, then goes back to his work. ~ unique~ ABT Vad 500 0 148 0 0d0+0 0d0+0 0d0+0 punch 0 0 0 0 CN 0 L H sit sit male 1800 AHMV ABCDEFGHIJK medium unknown #21028 captain~ a Captain~ A Captain lies here snoring away the hours. ~ This officer appears to be catching up on his sleep in his off-duty time. ~ unique~ ABT He 600 0 149 0 0d0+0 0d0+0 0d0+0 slap 0 0 0 0 CVX 0 C H stand stand male 3000 AHMV ABCDEFGHIJK medium unknown #21029 Telard aide~ Telard~ Telard, the aide to the General, stands here ready for orders. ~ Before you stands a burly, heavily muscled man wearing a thick steel breastplate. Tall and bald, he guards the General and carries out his orders. Intricate tattoos ring his neck and arms, and there is a set of eerie eyes tattooed into the back of his head. ~ unique~ ABT 0 200 0 150 0 0d0+0 0d0+0 0d0+0 thrust 0 0 0 0 CFHNOW G 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium unknown #0 #OBJECTS #0 #ROOMS #21000 The Screaming Vortex~ Frothing waves rage in circles on the water as the vortex pulls unrelentingly at the river's surface. The violent rushing of air over water creates a deafening roar that permeates this place with the unending cacophany of clashing elements. Water streams into the sky like a reverse rain, flying upward into the funnel cloud. High above through the mist and rain a massive dark shape looms at the edge of sight. The only way to go from here is up, into the pull of the wind, for the whirlpool makes retreat impossible. ~ 0 0 0 D4 ~ ~ 0 0 21001 S #21001 The Base of the Screaming Winds~ The wind whips mercilessly, throwing you here and there like a rag doll. Mist and rain circle about like huge amorphous spirits, forming wheeling shapes and dispersing just as quickly. Small bits of flotsam fly by, and occasionally a confused fish passes, looking very much out of place. The upward pull of the wind is a strong force, making downward travel quite out of the question. Looking upward, the huge dark shape is becoming more square and defined. ~ 0 0 0 D4 ~ ~ 0 0 21002 S #21002 The Screaming Winds~ You appear to be about midway between the river below and what now appears to be a tower, suspended above you on naught but the air itself. The structure is monolithic to say the least, and externally shows no sign of how it stays aloft. The surrounding air has cleared of all smaller junk, leaving you alone among the roiling clouds of the funnel. ~ 0 0 0 D4 ~ ~ 0 0 21003 S #21003 The Top of the Funnel~ Beneath you is the main body of the funnel cloud, and you can see the boiling clouds cavorting and spinning in the wind. The air is clearer up here, and you can see the land for miles around. To the north and south lie towering mountains capped with snow, their feet clothed in green grassland and forests which stretch away to the east. The river below flows from the wide, sandy desert in the west, travelling eastward and passing a barely visible Midgaard far to the east. You are now in the shadow of the huge, stone tower above you, which takes up most of the sky. There is a large square opening cut into the masonry above, and several large cargo nets trailing from it are within reach to climb up. ~ 0 4 0 D4 ~ ~ 0 0 21004 S #21004 Cloud Tower Receiving Station~ You find yourself in a cavernous room, not unlike the hold of a large ship. There is a large square opening in the floor wide enough to allow passage of massive loads of cargo or personnel. Lined up by the opening are countless coils of rope, and dozens of enormous cargo nets. Several massive nets are attached at the side of the hole and hang out into the screaming wind below. Stacked neatly along the walls here and there are large piles of boxes and crates, and parts of arcane equipment. You are in the middle of the hold, but the room spreads out in all directions. ~ 0 8 0 D0 ~ ~ 0 0 21008 D1 ~ ~ 0 0 21005 D2 ~ ~ 0 0 21006 D3 ~ ~ 0 0 21007 D5 ~ ~ 0 0 21003 S #21005 East Wall of Receiving Room~ You are in the eastern section of this huge room, with a doorway leading to the east and the rest of the room opening out to the west. Cargo and equipment fill much of the space, and defense stations made of low walls and arrow ammunition face the large hole in the middle of the floor to the west. A massive slab of stone hangs above the doorway, large enough to seal it from any assault, and there is no obvious means of keeping it in place. ~ 0 8204 0 D0 ~ ~ 0 0 21009 D1 ~ ~ 0 0 21021 D2 ~ ~ 0 0 21012 D3 ~ ~ 0 0 21004 S #21006 Southern Receiving Hold~ You are in the southern end of this huge room, with a doorway leading further south and the rest of the room opening out to the north. Cargo and equipment fill much of the space, and defense stations made of low walls and stacks of arrow ammunition face the large hole in the middle of the floor to the west. A massive slab of stone hangs above the doorway, ready to slam down and seal the entrance in case of an attack. ~ 0 8 0 D0 ~ ~ 0 0 21004 D1 ~ ~ 0 0 21012 D2 ~ ~ 0 0 21017 D3 ~ ~ 0 0 21011 S #21007 Western Receiving Hold~ You are in the western quarter of this huge room, next to a doorway cut into the west wall. The rest of the room opens out to the east, and you can see cargo and equipment filling much of the space. Defense stations made of low walls and stacks of arrow ammunition face the large hole in the middle of the floor to the west. A massive slab of stone hangs above the doorway, ready to slam down and seal the entrance in case of an attack. ~ 0 8 0 D0 ~ ~ 0 0 21010 D1 ~ ~ 0 0 21004 D2 ~ ~ 0 0 21011 D3 ~ ~ 0 0 21013 S #21008 Northern Cargo Recieving~ You are near the northern wall of this huge room, next to a set of double doors leading north. The rest of the room opens out to the south and you can see cargo and equipment filling much of the space. Defense stations made of low walls and stacks of arrow ammunition face the large hole in the middle of the floor to the west. A massive slab of stone hangs above the doorway, ready to slam down and seal the entrance in case of an attack. ~ 0 8 0 D0 ~ ~ 0 0 21022 D1 ~ ~ 0 0 21009 D2 ~ ~ 0 0 21004 D3 ~ ~ 0 0 21010 S #21009 Cargo Room, Northeast Corner~ Around you stand high piles of crates, barrels, and sacks. You are in the northeast corner of the cargo and receiving hold. ~ 0 8 0 D2 ~ ~ 0 0 21005 D3 ~ ~ 0 0 21008 S #21010 Cargo Room, Northwest Corner~ This corner of the cargo hold is covered in piles of spiked iron balls and rocks the size of a bear's head. Stacks of crates and boxes rest against the walls, some covered with sheets of canvas. ~ 0 8 0 D1 ~ ~ 0 0 21008 D2 ~ ~ 0 0 21007 S #21011 Cargo Room, Southwest Corner~ The southwest corner of the cavernous hold contains several large stacks of crates and chests, and a line of standard infantry armour is bolted to a wall. ~ 0 8 0 D0 ~ ~ 0 0 21007 D1 ~ ~ 0 0 21006 S #21012 Cargo Room, Southeast Corner~ Parts of arcane machinery and stacks of ballista ammunition take up most of the space in this corner of the cargo and receiving hold. ~ 0 8 0 D0 ~ ~ 0 0 21005 D3 ~ ~ 0 0 21006 S #21013 Hallway Intersection~ This hallway runs north and south along the westernmost edge of the Cloud Tower. Arrow slots from floor to ceiling offer complete coverage of the outside, be it ground or sky. There is a doorway to the east, and through it you can see a cargo area. To the west through an opening lies an outer platform. ~ 0 12 0 D0 ~ ~ 0 0 21029 D1 ~ ~ 0 0 21007 D2 ~ ~ 0 0 21014 D3 ~ ~ 0 0 21031 S #21014 Hallway~ This hallway runs north from the barracks, and leads further north along the western edge of the tower's base. Floor-to-ceiling arrow slots are cut into the outside wall every few paces, allowing full coverage by archers. ~ 0 8 0 D0 ~ ~ 0 0 21013 D2 ~ ~ 0 0 21015 S #21015 Southwest Barracks~ Triple bunks line the walls of this regulation military barracks, which could easily sleep 200 men at a time. Facilities are minimal, consisting of curtains with buckets behind them aside large basins of water. ~ 0 8 0 D0 ~ ~ 0 0 21014 D1 ~ ~ 0 0 21016 S #21016 Hallway~ This hall continues east and west, with barracks to the west and an intersection to the east. Many arrow slots run from floor to ceiling, allowing archers access to a large shooting area. ~ 0 8 0 D1 ~ ~ 0 0 21017 D3 ~ ~ 0 0 21015 S #21017 Hallway Intersection~ The hallway runs east and west. There is a door to the north leading to a massive cargo room, and an opening to the south appears to connect to a large outside platform. ~ 0 12 0 D0 ~ ~ 0 0 21006 D1 ~ ~ 0 0 21018 D2 ~ ~ 0 0 21030 D3 ~ ~ 0 0 21016 S #21018 Hallway~ This hall traverses the southern edge of Cloud Tower. There is an intersection to the west and you you can hear splashing and shouting to the east. Oddly, the floor is damp. Many arrow slots run from floor to ceiling on the outer wall in between the iron torch holders, allowing superb archery coverage of the outside. ~ 0 8 0 D1 ~ ~ 0 0 21019 D3 ~ ~ 0 0 21017 S #21019 General Staff Showers~ Frigid water is everywhere in this chamber! Chest-high curtains partition off the wall-space in this wide, low-ceilinged room. Sluices run along the wall at ceiling height, and pour water on the heads of hapless soldiers when they pull the rope. Brushes and towels are strewn about haphazardly, and occasionally a janitor comes through with a cart to gather as many as he can. ~ 0 8 0 D0 ~ ~ 0 0 21020 D3 ~ ~ 0 0 21018 S #21020 Hallway~ This hall travels north and south along the easternmost edge of the fortress. Iron torch holders dot the walls between tall arrow slots on the outer wall, which give archers a superb view when shooting outside. ~ 0 8 0 D0 ~ ~ 0 0 21021 D2 ~ ~ 0 0 21019 S #21021 Hallway~ The hallway runs north and south. There is a door to the west leading to a massive cargo room, and an opening to the east appears to connect to a large outside platform. ~ 0 12 0 D0 ~ ~ 0 0 21024 D1 ~ ~ 0 0 21032 D2 ~ ~ 0 0 21020 D3 ~ ~ 0 0 21005 S #21022 The Base of the Stairs~ You are at the base of a tall shaft leading away upward into the heights of the tower. A staircase built into the wall spirals around the circular chamber leading up, with doors connecting to the upper levels. There are also smaller doorways in the north, east, and west walls. To the south is a large double door opening into the cargo and receiving bay. ~ 0 12 0 D0 ~ ~ 0 0 21023 D1 ~ ~ 0 0 21036 D2 ~ ~ 0 0 21008 D3 ~ ~ 0 0 21027 D4 ~ ~ 0 0 21033 S #21023 Ballista Station 1A~ You stand on a wide windy ledge, jutting out from the north wall of the floating fortress. Three huge ballista, spaced out along the ledge, point outward threateningly, daring an attack from the air or earth. Tall racks bolted to the stone wall cradle dozens of massive, heavy-tipped arrows, ready to be loaded at a moment's notice. Soaring upward further into the air is the rest of the tower, blocking out most of the southern sky. ~ 0 0 0 D2 ~ ~ 0 0 21022 S #21024 Hallway~ This hall travels north and south along the easternmost edge of the fortress. Iron torch holders dot the walls between tall arrow slots on the outer wall, which give archers a superb view when shooting outside. ~ 0 8 0 D0 ~ ~ 0 0 21025 D2 ~ ~ 0 0 21021 S #21025 Griffin Stables~ This vaulted room contains several large stables held shut by massive oaken beams. Each stable is occupied by a large powerful creature resembling the spawn of a lion and an eagle, some resting, some pacing about proudly. Several grisly horse carcasses lie half-eaten in the stalls, and many more hang from large hooks on the north wall. Riding tackle in strange shapes and sizes is carefully organized on benches and pegs, and nearby are large, wicked-looking riding whips. There is no east wall in this chamber, but rather a gigantic portcullis that opens out into the windy void. ~ 0 266248 0 D2 ~ ~ 0 0 21024 D3 ~ ~ 0 0 21036 S #21026 Griffin Cage~ The north wall of this hallway is broken up every few paces by floor-to-ceiling arrow slots opening into the outer sky. The hall runs parallel with the outer edge, leading east to a large room that smells strongly of animals. ~ 0 262156 0 S #21027 Hallway~ This small stone hallway runs along the outer edge of the tower's base. To the west is a corner barracks, and to the east you can see a vast cargo area. Floor-to-ceiling arrow slots allow coverage of the ground and sky if need be. ~ 0 8 0 D1 ~ ~ 0 0 21022 D3 ~ ~ 0 0 21028 S #21028 Northwest Barracks~ Rows of triple bunks line the walls of this long barracks room. Locked chests at the foot of each bunk hold the soldiers' personal things, and wash stations consisting of water basins and towels appear every few beds. Other than that, the room is bare. ~ 0 8 0 D1 ~ ~ 0 0 21027 D2 ~ ~ 0 0 21029 S #21029 Hallway~ This hallway runs south from the barracks, and leads further south along the western edge of the tower's base. Floor-to-ceiling arrow slots are cut into the wall every few paces, allowing full coverage by archers. ~ 0 8 0 D0 ~ ~ 0 0 21028 D2 ~ ~ 0 0 21013 S #21030 Ballista Station 1B~ You stand on a wide windy ledge, jutting out from the south wall of the floating fortress. Three huge ballista, spaced out along the ledge, point outward threateningly, daring an attack from the air or earth. Tall racks bolted to the stone wall cradle dozens of massive, heavy-tipped arrows, ready to be loaded at a moment's notice. Soaring upward further into the air is the rest of the tower, blocking out most of the northern sky. ~ 0 0 0 D0 ~ ~ 0 0 21017 S #21031 Ballista Station 1C~ You stand on a wide windy ledge, jutting out from the west wall of the floating fortress. Three huge ballista, spaced out along the ledge, aim threateningly into the west, daring an attack from the air or earth. Tall racks bolted to the stone wall cradle dozens of massive, heavy-tipped arrows, ready to be loaded at a moment's notice. Soaring upward further into the air is the rest of the tower, blocking out most of the eastern sky. ~ 0 0 0 D1 ~ ~ 0 0 21013 S #21032 Ballista Station 1D~ You stand on a wide windy ledge, jutting out from the east wall of the floating fortress. Three huge ballista, spaced out along the ledge, point outward threateningly, daring an attack from the air or earth. Tall racks bolted to the stone wall cradle dozens of massive, heavy-tipped arrows, ready to be loaded at a moment's notice. Soaring upward further into the air is the rest of the tower, blocking out most of the western sky. ~ 0 0 0 D3 ~ ~ 0 0 21021 S #21033 Spiral Stair, Second Floor~ You are on a section of spiral staircase that winds its way up from the floor below and disappears twisting into the shaft above. A big window on the north wall shows a breathtaking vista of mountains and snow. A large oaken door leads south into the second floor of the tower. ~ 0 8 0 D2 ~ ~ 0 0 21037 D4 ~ ~ 0 0 21034 D5 ~ ~ 0 0 21022 S #21034 Spiral Stair, Third Floor~ You are next to a large grey stone door leading south into the third floor of Cloud Tower. A spiral stair winds its way around the narrowing shaft, leading down to the lower floors and up into the shaft above. A large window cut into the northern wall offers a spectacular vista of the surrounding geography. ~ 0 8 0 D2 ~ ~ 0 0 21048 D4 ~ ~ 0 0 21035 D5 ~ ~ 0 0 21033 S #21035 Spiral Stair, Fourth Floor~ You find yourself on a steep spiral staircase winding around this circular shaft. Looking down, the stair plunges several stories to the bottom floor, narrowing as it rises. Above, the stair narrows and meets in the middle, obscuring your view further up the tower. Directly to the south is a steel door, and to the north a window offers a view of the landscape and the base of the tower hovering over the clouds below. ~ 0 8 0 D4 ~ ~ 0 0 21052 D5 ~ ~ 0 0 21034 S #21036 Hallway~ The north wall of this hallway is broken up every few paces by floor-to-ceiling arrow slots opening into the outer sky. The hall runs parallel with the outer edge, leading east to a large room that smells strongly of animals. ~ 0 0 0 D1 ~ ~ 0 0 21025 D3 ~ ~ 0 0 21022 S #21037 Hallway, 2F~ You stand at the beginning of a long straight hallway running south from the door on the north wall. Torches rest in iron sconces, lighting the way. There are oak doors on the east and west walls, and the corridor continues south to more doors. ~ 0 8 0 D0 ~ ~ 0 0 21033 D1 ~ door~ 1 0 21043 D2 ~ ~ 0 0 21038 D3 ~ door~ 0 0 21042 S #21038 Hallway, 2F~ You are midway down a long hall leading north and south. Torches light the way next to a door on each side of you to the east and west. Paintings of famous generals decorate the walls in places. ~ 0 8 0 D0 ~ ~ 0 0 21037 D1 ~ door~ 0 0 21044 D2 ~ ~ 0 0 21039 D3 ~ ~ 0 0 21045 S #21039 Hallway, 2F~ You are at the end of a long hall leading north. To the south the hall ends in a large archway, emblazoned with the words "General Mess." There are doors on the east and west walls. ~ 0 8 0 D0 ~ ~ 0 0 21038 D1 ~ ~ 1 0 21047 D2 ~ ~ 0 0 21040 D3 ~ ~ 0 0 21046 S #21040 Mess Hall~ You find yourself in a large chamber filled with rows of rough wooden tables and benches. This is the mess hall, where the regular soldiers take their meals. A long counter near the east wall holds buckets and trays of different coarse foodstuffs, just enough to keep a soldier alive and healthy. A tall archway on the north wall leads to a hallway, and a smaller door leads west. ~ 0 8 0 D0 ~ ~ 0 0 21039 D3 ~ ~ 0 0 21041 S #21041 Officers' Mess~ This medium-sized, comfortable room is the Officers' Mess. This is where the commanders of Cloud Tower's troops eat their meals. There is a long table in the middle of the room, with enough chairs to easily seat the officers and any important guests as well. Candles and lamps fill the room with an ambient glow, lighting the room well. There is a well-stocked bar in the corner, and several comfortable chairs nearby. ~ 0 0 0 D1 ~ ~ 0 0 21040 S #21042 Junior Officers' Quarters~ This carpeted room contains a double bunk bed against one wall. Two empty armor stands rest in the corner beneath two sword hooks. The room is lit by a lamp hanging from a chain in the center of the ceiling. The only exit is a door on the east wall. ~ 0 8 0 D1 ~ door~ 0 0 21037 S #21043 Junior Officers' Quarters~ This carpeted room contains a double bunk bed against one wall. Two empty armor stands rest in the corner beneath two sword hooks. The room is lit by a lamp hanging from a chain in the center of the ceiling. The only exit is a door on the west wall. ~ 0 8 0 D3 ~ door~ 1 0 21037 S #21044 Junior Officers' Quarters~ This carpeted room contains a double bunk bed against one wall. Two empty armor stands rest in the corner beneath two sword hooks. The room is lit by a lamp hanging from a chain in the center of the ceiling. The only exit is a door on the west wall. ~ 0 8 0 D3 ~ ~ 0 0 21038 S #21045 Junior Officers' Quarters~ This carpeted room contains a double bunk bed against one wall. Two empty armor stands rest in the corner beneath two sword hooks. The room is lit by a lamp hanging from a chain in the center of the ceiling. The only exit is a door on the east wall. ~ 0 8 0 D1 ~ ~ 0 0 21038 S #21046 The General's Office~ The walls of this office are covered in smooth, fine marble. Your feet sink into the thick woolen carpet on the floor. A massive wooden desk takes up most of the space in half of the room, and behind the desk sits a tall oak chair. Paintings of the General's forebears decorate the walls, and oil lamps in each corner illuminate the surroundings. There is a large door leading out to the east, and a smaller door in the west wall beyond the desk. ~ 0 8 0 D1 ~ ~ 0 0 21039 D3 ~ door~ 0 0 21049 S #21047 The Chaplain's Room~ This small yet comfortable room is carpeted with tightly woven wool, dyed a dark brown. Several lamps throw light on the bookcases lining the walls, and a large {gtriple-circle symbol{x dominates the east wall behind a wooden desk. A neatly made bed rests in the corner, the edges squared away and smoothed precisely. ~ 0 8 0 E triple~ {B _________ {B / _______ \ {B / / \ \ {B | | | | {B | | | | {B | | | | {B | |{r__ {W__{B| | {r / {B\ \ {r\{B___{W/ {B/ / {W\ {r / /'{B\_{r\ \{B_{W/ /{B_/{W'\ \ {r | | | {W| | | | {r | | | {W| | | | {r \ \___/ / {W\ \___/ / {r \_____/ {W\_____/{x ~ E circle~ {B _________ {B / _______ \ {B / / \ \ {B | | | | {B | | | | {B | | | | {B | |{r__ {W__{B| | {r / {B\ \ {r\{B___{W/ {B/ / {W\ {r / /'{B\_{r\ \{B_{W/ /{B_/{W'\ \ {r | | | {W| | | | {r | | | {W| | | | {r \ \___/ / {W\ \___/ / {r \_____/ {W\_____/{x ~ E symbol~ {B _________ {B / _______ \ {B / / \ \ {B | | | | {B | | | | {B | | | | {B | |{r__ {W__{B| | {r / {B\ \ {r\{B___{W/ {B/ / {W\ {r / /'{B\_{r\ \{B_{W/ /{B_/{W'\ \ {r | | | {W| | | | {r | | | {W| | | | {r \ \___/ / {W\ \___/ / {r \_____/ {W\_____/{x ~ D3 ~ ~ 1 0 21039 S #21048 An obsidian corridor~ The walls, floor and ceiling in this narrow walkway have been fused into dully shining black glass. It ends to the north at a stone door, and continues south where it appears to become a chamber. ~ 0 8 0 D0 ~ ~ 0 0 21034 D2 ~ ~ 0 0 21050 S #21049 The General's Quarters~ This richly-furnished room is the General's private quarters. There is a large feather bed with soft furs and thick pillows on it in one corner. The walls are adorned with grimacing paintings of the General's parents, and there is a portrait of the General and his wife hung over the bed. ~ 0 8 0 D1 ~ door~ 0 0 21046 S #21050 Chambers of the CloudMagi~ You stand in a circular room, ringed with tall windows except to the north where a hall leads out. The floor and ceiling are polished obsidian, causing the illusion of standing in a void with thousands of copies of yourself stretching out to infinity. A metal catwalk leads out of the tower to the south. ~ 0 8 0 D0 ~ ~ 0 0 21048 D2 ~ ~ 0 0 21051 S #21051 The Elemental Cage~ Iron bars make up a large cage floating several meters away from the stone wall of the tower. Metal mesh fills in the space between the bars, and a humming sound fills the air. Crackling energy causes small bolts of lightning to leap from surface to surface, creating the smell of burnt air and ozone. ~ 0 0 0 D0 ~ ~ 0 0 21050 S #21052 Turret Stairway~ The grey stone blocks of the walls curve closely around you, and the spiral stairway winds up above your head. Narrow slots stepped up a few feet from each other let in shafts of light from the outside, illuminating the richly carved post running up the center of the tower, holding the stairs up. ~ 0 8 0 D4 ~ ~ 0 0 21053 D5 ~ ~ 0 0 21035 S #21053 Midway up the Turret~ The grey stone blocks of the walls curve closely around you, and the spiral stairway winds up above your head. Narrow slots stepped up a few feet from each other let in shafts of light from the outside, illuminating the richly carved post running up the center of the tower, holding the stairs up. ~ 0 8 0 D4 ~ ~ 0 0 21054 D5 ~ ~ 0 0 21052 S #21054 The Top of the Turret Stairs~ The spiral stair ends suddenly at a blank wall. Several small windows let in light from outside, casting rays on some footprints in the dust that end abruptly at the {ynorth wall... {x{X{X{X{X{X{X{X{X{X{X{X{X{X{X{X {/There is a {Dsign{x posted on the wall here. ~ 0 8 0 E sign~ Attention: No admittance without the General's {cseal {xof approval. ~ D5 ~ ~ 0 0 21053 S #21055 A Small Entry~ You find yourself in a small round chamber, with a large open doorway leading south to some downward stairs. A steel ladder bolted to the wall leads up to a steel hatch in the ceiling. ~ 0 8 0 D2 ~ ~ 0 0 21054 D4 ~ hatch~ 1 0 21056 S #21056 Room of Beholding~ This room is made up of a huge bubble of glass or crystal affixed to the sharp tip of the tower. The platform on which you stand is set down a few steps from the middle of the room, and the floor around you is taken up by tables covered with strange texts and instruments. A set of 5 large polished stone steps leads south to a dais in the center of the room, elevated to the heart of the sphere for unbroken viewing of the world for leagues around. ~ 0 8 0 D2 ~ ~ 0 0 21057 D5 ~ ~ 1 0 21055 S #21057 Beholder's Throne~ You stand upon a mirrored circle of floor raised above the surrounding area. No amount of scuffing could even mark the polished surface beneath you. Miles upon miles of earth stretch away in all directions, and the details of the ground are strangely clear without seeming any closer. You can see everything from sailors swabbing decks in Aachen to a sandmouse gathering food far to the west. Come to think of it, the sky seems a little unnaturally clear from in here... ~ 0 8 0 D0 ~ ~ 0 0 21056 S #0 #SPECIALS M 21006 spec_cast_mage M 21008 spec_cast_cleric M 21014 spec_cast_adept S #RESETS D 0 21055 4 1 D 0 21056 5 1 M 0 21000 1 21000 1 M 0 21004 1 21004 1 M 0 21022 1 21005 1 M 0 21023 4 21005 1 M 0 21022 15 21006 1 M 0 21023 4 21006 1 M 0 21023 4 21007 1 M 0 21023 4 21008 1 M 0 21022 15 21009 1 M 0 21022 15 21010 2 M 0 21022 15 21010 2 M 0 21022 15 21011 2 M 0 21022 15 21011 2 M 0 21022 15 21012 2 M 0 21022 15 21012 2 M 0 21025 3 21015 2 M 0 21025 3 21015 2 M 0 21026 2 21015 1 M 0 21003 3 21019 3 M 0 21003 3 21019 3 M 0 21003 3 21019 3 M 0 21024 4 21023 1 M 0 21001 1 21025 1 M 0 21002 1 21026 1 M 0 21025 3 21028 1 M 0 21024 4 21030 1 M 0 21024 4 21031 1 M 0 21024 4 21032 1 M 0 21007 1 21035 1 M 0 21027 2 21042 1 M 0 21027 2 21043 1 M 0 21028 2 21044 1 M 0 21028 2 21045 1 M 0 21029 1 21046 1 M 0 21013 1 21046 1 M 0 21014 1 21047 1 M 0 21009 1 21054 1 M 0 21008 1 21056 1 M 0 21006 1 21057 1 S #SHOPS 21001 0 0 0 0 0 100 50 0 23 0 #$