#AREA   The City of Eternity~



#VERSION 2
#AUTHOR Ithra~

#RANGES
30 50 0 100
$

#RESETMSG A shift in the wind brings with it the smell of death and magic~

#FLAGS
24

#ECONOMY 0 73830332

#CLIMATE 2 2 2

#MOBILES
#32000
skeleton~
a Skeleton~
A Skeleton rattles past you
~
One of the many creations that the necromancers here constantly
churn out, there is not really much that can be said about a skeleton,
besides the fact that it is wandering around and not buried 6 feet under
the ground.
~
65 0 -500 C
30 0 0 0d0+0 0d0+0
0
0 0 50
112 112 0
13 3 3 13 13 3 8
0 0 0 0 0
67 3 0 0 1 1 0
0 0 0 96 1024 16 17 0
#32001
zombie~
a Zombie~
A rather repugent zombie shuffles past
~
As the necromancers advance through ranks, the zombies they
animate also go through changes. This one was created by a novice,
evident by the fact that it is still decomposing, and will become a
skeleton in a matter of days.
~
65 0 -500 C
35 0 0 0d0+0 0d0+0
0
0 0 75
112 112 0
13 3 4 13 13 3 10
0 0 0 0 0
67 3 0 0 1 1 0
0 0 1735 0 1024 0 17 0
> rand_prog 2~
moan
~
|
#32002
zombie~
a Zombie~
A zombie staggers along here
~
One of the more stock standard zombies, these ones are created
by necromancers of intermediate ability, for while they no longer
decompose, they are still rather repungant and disgusting, the
result of the resurrection technique involved and the age of the
corpse used.
~
65 0 -600 C
39 0 0 0d0+0 0d0+0
0
0 0 85
112 112 0
13 4 4 13 13 4 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 0 0 0 0 17 0
#32003
rat~
a Rat~
A small grey rat is rummaging through some garbage here
~
It's a small grey rat, most likely diseased
~
65 65536 0 C
10 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
12 9 9 14 11 7 13
0 0 0 0 0
77 3 0 0 129 128 0
0 0 0 0 0 0 1 0
#32004
novice necromancer~
a Novice necromancer~
A Novice necromancer is wandering around here
~
Thin and gaunt, this fellow looks almost like some of the wandeing
creations that he has animated, he barely notices you looking at him
an wanders off, intent on other matters.
~
65 56 0 C
35 0 -50 0d0+0 0d0+0
0
0 3 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 -2
0 0 0 0 1 1 0
0 0 2047 3072 0 0 64 1
> fight_prog 10~
c 'shocking grasp' $n
~
|
#32005
barmaid zombie~
a Zombie barmaid~
A Zombie barmaid is here serving drinks
~
This barmaid may have once been quite beautiful, while she was still alive,
now she is rather disgusting to look at. Half the skin on her face is missing,
along with a fair amount of the flesh on her body, how anyone could drink
from the mugs she serves is beyond you.
~
67 552 -500 C
42 0 0 0d0+0 0d0+0
0
1 50 0
112 112 2
13 6 6 13 13 6 13
0 0 0 0 0
67 3 0 0 1 1 0
0 0 199 256 2048 0 49 3
#32006
barkeep barman burly inkeeper man~
the Burly barkeep~
A burly man serves drinks to the local clientle
~
A jolly, large man with a bushy beard, much like the stereotypical barkeep
you'd expect to see in a bar, except that this one has his bar in the middle
of a vermin pit.
~
67 552 0 C
45 0 -181 0d0+0 0d0+0
0
1 20 0
112 112 1
16 13 13 14 15 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 2048 0 240 2
> rand_prog 2~
mpecho One of the skeletons spills ale all over the floor
curse
say Blimmin' useless creatures, I oughta smash ye into little pieces!
~
> rand_prog 2~
mpecho $I spits into a mug and polishes it clean
grin

~
|
#32007
skeleton~
a Skeleton~
A Skeleton sits at one of the tables drinking(?)
~
One of the many creations that the necromancers here constantly
churn out, there is not really much that can be said about a skeleton,
besides the fact that it is not buried 6 feet under the ground and that
it is trying to drink (not very sucessfully), which seems to be agitating
the barkeeper.
~
67 0 -600 C
35 0 0 0d0+0 0d0+0
0
0 0 25
112 112 0
13 3 3 13 13 3 8
0 0 0 0 0
67 3 0 0 1 1 0
0 0 0 96 1024 16 17 0
#32008
zombie~
a Strong looking zombie~
A Strong looking zombie is standing here
~
It is not hard to tell which of the undead were animated by novices and
which were animated by masters. This zombie was definetely created
by a master necromancer, for it appears to have been created by a
freshly slain corpse and looks a lot sturdier and stronger than most zombies
do.
~
65 0 0 C
42 0 0 0d0+0 0d0+0
0
0 40 0
112 112 0
13 13 5 5 13 3 13
0 0 0 0 0
67 3 0 0 1 1 0
0 0 1735 2048 1024 0 49 2
#32009
necromancer~
a Necromancer~
A Necromancer stands here, pondering strange and forbidden things
~
Of the populace that is living, the necromancers make up a large
proportion of it, after all, this is the city of necromancers. Pale and
thin, they don't look much healthier than the zombies that wander
around here, but at least they don't smell so bad.
~
65 56 -750 C
40 0 -75 0d0+0 0d0+0
0
0 20 0
112 112 1
13 14 14 13 13 13 13
-1 0 0 0 -2
0 0 0 0 1 1 0
0 0 2047 2100224 0 0 48 1
#32010
thief shady~
a Thief~
A Shady looking character lurks in the shadows
~
Aware that you can see him, he gulps and tries his best to look innocent
~
193 98304 0 C
40 0 0 0d0+0 0d0+0
0
0 30 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 2 0 0 1 1 0
0 0 2047 3072 0 0 0 2
#32011
skeleton dog skeletal~
a Skeletal dog~
A Skeletal dog wanders the streets
~
~
193 0 -400 C
25 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 3 3 13 13 3 8
0 0 0 0 0
67 3 0 0 1 1 0
0 0 0 96 1024 16 1 0
#32012
guard city~
a City guard~
A black clad guard patrols the city
~
Dressed in studded black leather, these guards patrol the city, keeping
an eye out for trouble makers
~
1 40 -600 C
45 0 -181 0d0+0 0d0+0
0
0 20 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 2098432 2048 0 0 3
#32013
guard gate~
a Gate guard~
A black clad man guards the gate here
~
Dressed in studded black leather armor, these guards protect the city
from attack
~
67 40 -600 C
40 0 -150 0d0+0 0d0+0
0
0 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 2098432 2048 0 0 3
> time_prog 18~
unlock gate
open gate~
> time_prog 6~
close gate
lock gate~
|
#32014
vampire alchemist shopkeeper~
the Vampire alchemist~
A Vampire alchemist is here selling potions
~
A pale skinned, beautiful woman smiles at you, displaying a pair of
viscious looking fangs. Any idea of trying to steal merchandise would
probably be a bad idea.
~
3 680 -750 C
51 0 -200 0d0+0 0d0+0
0
2 0 0
112 112 2
13 13 13 13 13 13 13
-5 -5 -5 -5 -5
5 0 0 0 1 1 0
0 0 1999 0 2100480 0 369098801 7
> all_greet_prog 100~
if isnpc($n)
else
if ispc($n)
if sex($n) == 1
say Velcome to my shop handsome
wink $n
else
say Velcome to my shop
endif
endif
endif
~
|
#32015
jeweler shopkeeper~
the Jeweler~
A beautiful woman is here selling jewelry
~
This is possibly the most odd thing you have seen in this city, a person
who walks the path of light who has actually set up a shop here.
~
3 680 1000 C
51 0 -218 0d0+0 0d0+0
0
2 0 0
112 112 2
13 13 13 13 13 16 13
-5 -5 -5 -5 -5
0 0 0 0 1 1 0
0 0 2047 0 2100480 0 1006633008 7
> all_greet_prog 100~
if isnpc($n)
else
curtsey $n
endif
~
|
#32016
wizard shopkeeper~
the Wizard shopkeeper~
A bony, yellow skinned wizard sells magical items
~
His sunken eyes, yellow skin and sharp teeth clearly indicate that this
man is a gith, he has set up a roaring trade here selling magical
trinkets to the local necromancers.
~
3 680 0 C
51 0 -218 0d0+0 0d0+0
0
2 0 0
112 112 1
13 15 15 13 11 13 13
-5 -5 -5 -5 -5
10 0 0 0 524289 1 0
0 0 2047 0 2100480 0 1912606768 7
#32017
butcher~
the Butcher~
A man wearing a blood covered apron hacks at some meat
~
A tall, well built man, wielding a rather nasty looking cleaver, it appears
that no-one would ever want to give him trouble.
~
3 680 0 C
51 0 -218 0d0+0 0d0+0
0
2 0 0
112 112 1
17 13 13 13 16 13 13
-5 -5 -5 -5 -5
0 21 0 0 1 1 0
0 0 2047 0 2100480 0 432 7
> rand_prog 2~
mpecho $I hacks a large slab of meat
~
|
#32018
baker~
the Baker~
A stocky dwarf, covered in flour sells baked goods
~
Covered from head to toe in flour, it appears that this fellow gets right
into his job, but how difficult must it be to get all that flour out of his
beard?
~
3 680 0 C
51 0 -218 0d0+0 0d0+0
0
2 0 0
112 112 1
15 13 13 13 15 13 13
-5 -5 -5 -5 -5
2 20 0 0 5 1 0
0 0 2047 0 2100480 0 240 7
> all_greet_prog 100~
if isnpc($n)
else
nod $n
endif
~
|
#32019
weaponsmith shopkeeper~
the Weaponsmith~
A weaponsmith is here, fashioning a new blade
~
A tall, well built man covered in sweat and cursing while he works,
eager to get the blade finished and onto the display racks.
~
3 680 0 C
51 0 -218 0d0+0 0d0+0
0
2 0 0
112 112 1
18 13 13 13 16 13 13
-5 -5 -5 -5 -5
0 3 0 0 1 1 0
0 0 2047 0 2100480 0 1008 7
> rand_prog 2~
curse
~
|
#32020
armorer shopkeeper~
the Armorer~
An Armorer attempts to sell you a suit of armor
~
This man is tall and well built, he looks remarkably like the weaponsmith,
perhaps they are brothers.
~
3 680 0 C
51 0 -218 0d0+0 0d0+0
0
2 0 0
112 112 1
17 13 13 13 17 13 13
-5 -5 -5 -5 -5
0 3 0 0 1 1 0
0 0 2047 0 2100480 0 1008 7
> give_prog hide demon byzantial~
mpecho $I's eyes light up as $e looks at the hide
say Hmm, this hide could make a fine suit of armor
say for the right price of course, say oh... 10 million coins
if goldamt($n) > 10000000
mpforce $n give 10000000 coin armorer
nod
say Will get to work on it right away
mpecho $I goes out the back for a while then comes
mpecho back carrying a strange cuirass
mpoload 32047 48
give cuirass $n
mpjunk coin
mpjunk hide
else
say I take it by that look that you don't have
say that sort of money?
sigh
give hide $n
endif
~
|
#32021
blacksmith~
the Blacksmith~
A tall, well muscled woman repairs an axe
~
At a guess you would have to say that this woman probably originated
from a barbarian tribe on some faraway plane.
~
3 680 0 C
51 0 -218 0d0+0 0d0+0
0
2 0 0
112 112 2
18 13 13 13 15 13 13
-5 -5 -5 -5 -5
0 22 0 0 1 1 0
0 0 2047 0 2100480 0 1008 7
> all_greet_prog 100~
if isnpc($n)
else
say Welcome stranger, come to have something repaired?
endif
~
|
#32022
bard ferinan~
Ferinan~
A bard is here, playing a wonderful tune
~
Dressed in a simple leather jerkin and pants and wearing a travel stained
cloak around his body, Ferinan travels around, offering his services as a
bard to make a living.
~
3 40 0 C
38 0 0 0d0+0 0d0+0
0
1 20 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 7 0 0 1 1 0
0 0 2047 1280 2048 0 404750448 18
> rand_prog 2~
mpecho $I strums the strings of his lute and plays a lovely tune
~
|
#32023
banker~
the Banker~
A banker stands behind the counter, adding up a sum
~
A short balding man with glasses, you wonder how he can protect the
citys money, there must be more to him than meets the eye.
~
3 168 0 C
45 0 -181 0d0+0 0d0+0
0
2 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 256 3072 0 112 19
> all_greet_prog 100~
if isnpc($n)
else
mpechoat $n $I looks up at you
say Only citizens of the city may use our services
endif
~
|
#32024
golem stone~
a Stone Golem~
A Stone Golem stands silently here
~
Standing at least 12 feet high and weighing what must be close to 10
tonnes, this creature would no doubt be able to crush the skulls of all
but the strongest of foes, and perhaps that is why it is the guardian of
the citys money.
~
1073741827 4203176 0 C
51 0 -218 10d3+25000 5d6+60
0
0 0 0
112 112 0
18 13 13 14 18 13 13
-5 -5 -5 -5 -5
40 3 0 0 1 1 0
0 0 0 644 2100576 0 65968 8199
> rand_prog 20~
mpat 3 c heal
~
> act_prog p flees head over heels!~
mprestore self 500
~
> fight_prog 100~
if isnpc($n)
mpecho $I lands a devastating blow against $n, crushing $s skull!
mpslay $n
else
if rand(20)
mpechoat $n $I plants a large stone fist into your gut
mpechoaround $n $I plants a large stone fist into $n's gut
mpdamage $n 600
mprestore self 400
else
if rand(25)
yell $n is trying to rob the bank, sound the alarm!
mpecho A guard arrives from above
mpmload 32012
mpforce 'guard city' murder $n
mprestore self 500
endif
endif
endif
~
|
#32025
executioner troll~
the Executioner~
A tall, green skinned person hefting a large axe stands here
~
Judging by the height and muscular build of this fellow, you'd have to
guess that he is a troll, although you can't be too sure, for he wears a
dark leather hood. Regardless, it is obvious what his duty is.
~
3 4203196 -1000 C
100 0 -231 1d150+30000 23d5+76
0
0 0 1
112 112 1
25 13 13 15 18 13 13
0 0 0 0 0
8 3 0 0 1 1 0
0 0 2047 640 2100480 0 1008 2097159
> act_prog flees~
mpe As $n flees, $I snickers and hurls his axe at $m!
mpat $n mea $n As you flee out of the room the executioner hurls his
mpat $n mea $n axe straight in your back!!
mpat $n mpdamage $n 300
mpat $n mer $n The executioner's axe connects with $n's back.
~
> fight_prog 2~
evilgrin
c 'elemental rage' $n
c 'elemental rage' $n
c 'elder power'
~
> speech_prog p equipment~
if level ($n) <= 5
say Sure thing, $n! You can come back and do this until you are level five.
drop all
mpoload 10300 2
mpoload 10301 2
mpoload 10302 2
mpoload 10303 2
mpoload 10304 2
mpoload 10305 2
mpoload 10306 2
mpoload 10307 2
mpoload 10308 2
mpoload 10309 2
mpoload 10310 2
mpoload 10313 2
mpoload 10320 2
put all bag
give bag $n
else
say Sorry, but you are no longer in need of my assistance.
endif
~
> rand_prog 20~
wield axe
mpat 3 c heal
~
> death_prog 100~
mpjunk axe
~
> fight_prog 100~
if isnpc($n)
wield axe
mpecho _red $I swings his axe at $n, severing $s head from $s body!
mpslay $n
else
if rand(20)
stun
bash
wield axe
else
if rand(30)
wield axe
if sex($n) == 1
mpechoat $n _lbl $I swings his axe up between your legs!
mpechoaround $n _lbl $I swings his axe up between $n's legs!
mpforce $n say By the wraith of the Gods, Slay me please!
mpdamage $n 800
mpforce $n flee
else
if rand(40)
wield axe
mpechoat $n _whi $I's axe connects with your head!
mpechoaround $n _whi $I's axe connects with $n's head!
mpecho _red Now that HURT!
mpdamage $n 999
else
wield axe
endif
endif
endif
endif
endif
~
> rand_prog 2~
mpecho A bedraggled looking human is brought out and his head
mpecho placed onto the chopping block...
mpecho _red $I raises $s axe high and brings it down on the mans neck!
mpecho _whi SPLAT! The mans head falls into the basket, followed by
mpecho _whi the cheering of the crowd.
mpecho Two imps come scurrying out to drag the body away.
grin
~
|
#32026
guard silent~
a Silent guard~
A guard stands here in complete silence
~
The rulers of Eternity don't like executions to be interrupted, therefore
they employ some of their best guards to make sure that things go
smoothly.
~
3 168 -1000 C
50 0 -212 32d4+5000 1d9+45
0
0 5 0
112 112 1
17 13 13 15 16 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 2100480 0 496 7
> fight_prog 33~
wield longsword
~
|
#32027
master necromancer~
a Master necromancer~
A master necromancer wanders around, deep in thought
~
There is an almost noble look about the master necromancers, being
better dressed and walking around with an aura of confidence. They
exude authority and have little patience for foolish behaviour or the riff-
raff from above.
~
65 568 -1000 C
45 0 -181 0d0+0 0d0+0
0
1 30 0
112 112 1
13 19 19 13 13 10 13
-2 -2 0 0 -2
0 0 0 0 1 1 0
0 0 2047 1280 2048 0 402653232 18
#32028
master necromancer~
a Master necromancer~
A master necromancer wanders around, deep in thought
~
There is an almost noble look about the master necromancers, being
better dressed and walking around with an aura of confidence. They
exude authority and have little patience for foolish behaviour or the riff-
raff from above.
~
65 568 -1000 C
45 0 -181 0d0+0 0d0+0
0
1 30 0
112 112 2
13 19 19 13 13 10 13
-2 -2 0 0 -2
0 0 0 0 1 1 0
0 0 2047 1280 2048 0 402653232 18
#32029
hall guard elite~
a Hall guard~
An elite guards patrols the hall
~
The most powerful and experienced guards in the city of Eternity have
the honour of defending the underground halls from attack, they are
fanatical and will die to protect them.
~
65 552 0 C
46 0 -187 0d0+0 0d0+0
0
0 80 0
112 112 1
17 13 13 16 15 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 2097408 3072 0 240 19
> greet_prog 30~
if ispc($n)
say Pray be on your best behaviour stranger
mpecho $I's grip tightens ever so slighlty on $s weapon
endif
~
|
#32030
miner dwarf~
a Dwarven miner~
A dwarf works at a seam of precious ore
~
At first you suspect that these dwarves are slaves, forced to mine
metals for the city's rulers, but it is apparent that they are here by
their own free will (or they are under some form of mind control) as
they are not shackled in any way and whistle while they work.
~
67 512 0 C
40 0 -150 0d0+0 0d0+0
0
0 40 0
112 112 1
17 13 13 13 15 13 13
0 0 0 0 0
2 3 0 0 5 1 0
0 0 2047 3072 0 0 48 1
#32031
devourer beast~
the Devourer~
A large hairy beast rips at a fresh corpse
~
Standing some 11 feet high and covered in dark, matted hair, this
beast is truly awesome. Staring at it's long claws and razor sharp
teeth, you shudder slightly, hoping you won't be next on it's menu.
~
35 544 -1000 C
35 0 0 0d0+0 0d0+0
0
0 0 12
112 112 0
14 13 13 13 14 5 13
0 0 0 0 0
89 3 0 0 1 1 0
0 0 263231 1026 2048 1 35 2
> rand_prog 2~
mpecho $I savagely rips a chunk of flesh off the corpse
~
|
#32032
teacher necromancer~
the Teacher~
An old woman teaches the ways of necromancy
~
Short, gnarled and with thin greying hair, this woman does not look
much like a challenge, but the magical powers she has accumulated
over the years will no doubt make up for all that.
~
3 696 -1000 C
48 0 -200 1d55+3000 2d12+13
0
5 0 0
112 112 2
11 19 19 11 10 8 13
-2 -3 0 0 -3
0 0 0 0 1 1 0
0 0 2047 2097408 3072 0 2046820352 97
> rand_prog 2~
mpecho $I smacks a student on the back of the head
say Bah, you fools will never get it right!
~
|
#32033
necromancer student~
a Student~
A young man is here, learning the ways of the necromancer
~
A man in his early twenties, he has fallen for the temptations of dark
magic and now seeks to better his understanding.
~
3 40 0 C
30 0 0 0d0+0 0d0+0
0
0 5 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 2047 3072 0 0 268435456 0
#32034
summoner necromancer~
the Summoner~
A necromancer is here, summoning a demon
~
This woman is attempting to open a gateway to another plane in
order to bring forth one of the denziens to consult with. Since this
is a long and arduos process, she will be very angry with you.
~
35 696 0 C
47 0 -193 0d0+0 0d0+0
0
2 0 0
112 112 2
13 18 18 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 2047 256 3072 0 2013265920 2082
#32035
tarilus lich ruler~
Tarilus~
The ruler of Eternity sits on a throne of bone here
~
The frail looking , skeletal being before you is the ruler of Eternity,utterly
evil and wielding powers that could fell even the mightiest of foes, Tarilus
is a force to be reckoned with.
~
1073741827 67109560 -1000 C
52 0 -300 12d6+17500 5d2+45
0
200 0 0
112 112 0
13 20 20 13 13 13 13
-7 -7 -7 -7 -7
67 0 0 0 1 1 0
0 0 0 1048576 2100480 16 939524096 1
> rand_prog 15~
if mobinroom(32036) > 1
say Your services are no longer required minion
grin
mpslay skeleton
mppurge corpse
endif
~
> give_prog head byzantial~
mpecho $I looks down at the head
say By the Dark Gods!
mpechoat $n $I looks up at you
mpechoaround $n $I looks up at $n
say You defeated Byzantial, that is truly an impressive feat
say and we are deeply in your debt
mpecho $I taps his skull and appears to be thinking
say take this as a reward
mpoload 32049 50
give ring $n
mpjunk head
say Wear it as a sign of our gratitude
bow $n
~
> rand_prog 20~
mpat 3 c heal
~
> act_prog p flees head over heels!~
mpecho $I extends a bony finger and shoots a bolt of black lightning at $n
mpat 0.$n mpechoat 0.$n A bolt of black lightning flies from the south
mpat 0.$n mpechoat 0.$n striking you in the back!
mpat 0.$n mpdamage 0.$n 350
~
> death_prog 100~
mpecho A scream erupts from $I's mouth, shattering the air and
mpecho making your ears ache with it's force, $s body crumples
mpecho to the ground, ending $s reign of evil.
if rand(15)
mpecho _red As $I dies, a black spark escapes $s now lifeless
mpecho _red form, the power that made $m who $e was, it forms
mpecho _red itself into a shimmering black crystal.
mpoload 32005 50
else
if rand(25)
mpecho _whi As $I dies, a white flames escapes $s now lifeless
mpecho _whi form, the last remaining trace of good left in $m, it
mpecho _whi forms itself into a brilliant white crystal.
mpoload 32004 50
endif
endif
~
> fight_prog 75~
if isnpc($n)
mpecho $I shoots flame from his skeletal fingers, burning $n!
mpdamage $n 800
mpforce $n flee
else
if rand(15)
wield sceptre
c flamestrike $n
c 'chill touch' $n
c 'magnetic thrust' $n
c unravel $n
c earthquake
cackle
else
if rand(20)
wield sceptre
mpecho _whi $I hurls wild magic around the room!
c fireball $r
c weaken $r
c harm $r
c curse $r
c blindness $r
else
if rand(10)
wield sceptre
if mobinroom(32036) < 5
say Come help me, servants of the dark!
mpecho With a flash a skeleton appears!
mpmload 32036
mpforce skeleton mpkill $n
else
endif
endif
endif
endif
endif
~
> all_greet_prog 100~
if isnpc($n)
else
mpechoat $n $I's eyes flare up as you enter
say Welcome $n, I don't often get visitors from outside the city
say tell me, what is the purpose of your visit?
endif
~
|
#32036
skeleton guardian~
a Skeleton~
A skeleton is here, ready to protect Tarilus
~
~
35 552 0 C
25 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
67 3 0 0 1 1 0
0 0 0 0 0 16 0 0
#32037
byzantial demon~
Byzantial~
A huge black demon belches fire at you
~
This twelve foot tall, leathery skinned monstrosity is a truly fearsome
looking creature, foolishly summoned by a Necromancer who couldn't
control him, he has been imprisoned here and has grown rather angry.
~
1073741859 33555128 -1000 C
52 0 -300 10d5+21212 2d9+45
0
300 0 0
112 112 1
19 13 13 15 18 13 13
-8 -8 -8 -8 -8
89 0 0 0 1 1 0
0 0 0 256 2100481 2 335552647 2097154
> rand_prog 30~
mpat 3 c heal
~
> act_prog p flees head over heels!~
cackle
yell Yes! Flee $n, your fear feeds me and makes me stronger!
mprestore self 250
c kindred
c troll
c gas
~
> death_prog 100~
mpecho _whi $I releases an unearthly scream as $e dies.
mpecho _whi The walls shake from the sheer force and
mpecho _whi you find yourself stumbling, trying to stay upright.
mpecho _whi Falling silent, $I crashes to the floor.
if rand(20)
mpecho _yel As $I dies, a strip of $s skin is torn off
mpoload 32046 48
else
if rand(40)
mpecho _yel As $I dies, $s head is severed from $s body
mpoload 32048 48
else
mpecho _yel As $I dies, his wings are torn from his back
mpoload 32006 50
endif
endif
~
> fight_prog 85~
if rand(10)
mpechoat $n _red $I stamps the floor hard and you erupt into flame!
mpdamage $n 450
else
if rand(15)
wield midnight
mpechoat $n $I grabs ahold of you and slams you into the wall
mpechoaround $n $I grabs $n and slams $m into the wall
mpdamage $n 150
else
if rand(20)
wield midnight
disarm
disarm
muhaha
else
if rand(25)
c 'faerie fire' $n
c flamestrike $n
bash
stun
bite
bite
feed
endif
endif
endif
endif
~
> all_greet_prog 100~
if isnpc($n)
mpecho $I breaths fire at $n, burning $m to a crisp!
mpslay $n
else
mpecho $I bellows loudly
say Foolish whelp, do you honestly think you can
say defeat me?
growl
say If that coward Tarilus couldn't, what makes you
say think you can?
endif
~
|
#32038
lich skeleton~
a Lich~
A skeleton of immense power is here
~
The ultimate power in the undead, liches are not result of resurrections
by necromancers, rather they are necromancers who traded their body
and soul for immortality. Cold and emotionless, they fear nothing and
feel nothing.
~
97 568 -1000 C
45 0 -150 0d0+0 0d0+0
0
0 56 0
112 112 0
12 18 18 13 12 5 13
-3 -3 -1 -1 -3
67 0 0 0 1 1 0
0 0 0 100 3328 16 805306368 10240
#32039
orc~
an Orc~
A smelly orc who has just woken up is here
~
The rulers of Eternity employ outside mercenarys for various tasks, including
the procurement of prisoners for execution, protection and anything that
requires muscle.
~
3 131584 -500 C
30 0 0 0d0+0 0d0+0
0
0 20 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
53 3 0 0 1 1 0
0 0 2047 0 0 0 0 2
#32040
troll~
a Troll~
A troll is here, playing a game of dice
~
The rulers of Eternity employ outside mercenarys for various tasks, including
the procurement of prisoners for execution, protection and anything that
requires muscle.
~
3 512 -500 C
40 0 0 0d0+0 0d0+0
0
0 30 0
112 112 1
15 13 13 13 16 13 13
0 0 0 0 0
8 3 0 0 1 1 0
0 0 2047 0 0 0 0 2
> rand_prog 2~
burp
~
|
#32041
ogre~
an Ogre~
An ogre is here, keeping warm by the fire
~
The rulers of Eternity employ outside mercenarys for various tasks, including
the procurement of prisoners for execution, protection and anything that
requires muscle.
~
3 512 -500 C
36 0 0 0d0+0 0d0+0
0
0 30 0
112 112 1
15 13 13 13 16 13 13
0 0 0 0 0
6 3 0 0 1 1 0
0 0 2047 0 0 0 0 2
> rand_prog 2~
fart
~
|
#32042
orc~
an Orc~
This unfortunate orc is being used as a punching bag
~
This unlucky orc has had the misfortune of being chosen as a punching
bag, he grunts and moans as the blows land deep in his guts, you almost
feel sorry for him.
~
3 512 -500 C
30 0 0 0d0+0 0d0+0
0
0 2 50
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
53 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> fight_prog 100~
if mobinroom(32043) == 1
mpforce troll mpkill $n
else
if mobinroom(32044) == 1
mpforce ogre mpkill $n
endif
endif
~
|
#32043
troll~
a Troll~
This troll is fairly laying into the poor orc
~
Feeling the urge release a little excess energy, this brute has decided to
turn an unfortunate orc into his own personal punching bag.
~
3 512 0 C
40 0 0 0d0+0 0d0+0
0
0 25 0
112 112 1
15 13 13 13 15 13 13
0 0 0 0 0
8 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> fight_prog 100~
if mobinroom(32042) == 1
mpecho Now that it's tormentors are distracted
mpecho the orc makes good it's escape
mppurge orc
else
if mobinroom(32044) == 2
mpforce ogre mpkill $n
endif
endif
~
> rand_prog 2~
mpecho $I lands a heavy blow in the orc's gut
mpecho The orc groans in pain
~
|
#32044
ogre~
an Ogre~
This ogre is holding the poor orc, preventing him from getting away
~
Having nothing better to do, this ogre has elected to help the troll beat up
the orc.
~
3 512 -500 C
36 0 0 0d0+0 0d0+0
0
0 16 0
112 112 1
14 13 13 13 15 13 13
0 0 0 0 0
6 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> fight_prog 100~
if mobinroom(32042) == 1
mpecho Now that it's tormentors are distracted
mpecho the orc makes good it's escape
mppurge orc
else
if mobinroom(32043) == 1
mpforce troll mpkill $n
endif
endif
~
|
#32045
horse skeletal~
a Skeletal horse~
The remains of a horse have been animated
~
What a suprise, a skeletal horse in a city populated by necromancers
and the undead :P
~
3 0 0 C
30 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
67 3 0 0 1 1 0
0 0 0 0 0 0 32 0
#0


#OBJECTS
#32000
robes dirty black~
Dirty black robes~
A set of dirty black robes have been tossed here~
~
9 592 9
5 0 0 0
4 0 50 0 500
A
24 -1
A
4 1
A
3 1
#32001
staff black wooden~
a Black wooden staff~
A Black wooden staff lays here

~
5 592 8193
0 0 0 7
5 1 50 0 1500
A
21 -3
A
12 35
A
19 4
A
18 3
#32002
crown undead~
the Crown of the Undead~
An Exquisite jeweled crown is here

~
9 66133 17
12 0 0 0
3 50 0 0 50000
E
crown undead~
Made from gold and surrounded by a myriad of different jewels, it has a
delicate chain cowl that covers the back and sides of the head.
~
A
9 500
A
3 2
A
4 2
A
12 111
A
13 50
A
18 4
A
19 4
> wear_prog 100~
if isgood($n)
else
mpforce $n cackle
endif
~
|
#32003
sceptre tarilus~
the Sceptre of Tarilus~
A Gleaming black sceptre lays here

~
5 8487519 8193
0 0 0 7
8 60 0 0 60000
A
20 -8
A
24 -8
A
12 100
A
18 9
A
19 9
#32004
shard white crystal~
a Shard of white crystal~
A small shard of white crystal is laying here~
~
9 3139 65537
11 0 0 0
1 30 98 6 30980
E
crystal white shard~
A small piece of white crystal, about 2 inches long that feels slightly
warm to the touch
~
A
12 45
A
13 55
A
18 4
A
19 5
> wear_prog 100~
if isgood($n)
mpechoat $n As you affix the crystal it blesses you with the power of goodness
c bless $n
c protection $n
c shield $n
endif
~
|
#32005
shard black crystal~
a Shard of black crystal~
A Shard of black crystal has been left here~
~
9 2643 65537
9 0 0 0
1 40 60 4 40600
E
shard black crystal~
A small piece of black crystal, about 2 inches long, it makes you
slightly nauseous as you hold it
~
A
12 35
A
13 38
A
18 4
A
19 4
> wear_prog 100~
if isevil($n)
mpechoat $n As you affix the crystal you are imbued with subtle magicks
c armor $n
c refresh $n
c shield $n
endif
~
|
#32006
wings demon bat~
a Pair of demon wings~
A Set of bat-like wings flap around on their own accord

~
9 262228 1025
20 0 0 0
27 0 0 10 1
E
wings demon bat~
A large pair of black wings that were torn from the back of a demon
~
A
26 524288
A
17 -10
A
1 2
A
12 66
A
13 77
A
18 8
A
19 8
> wear_prog 100~
mpechoat $n _whi As you don the wings they beat wildly
mpechoat $n _whi lifting you off the ground
mpechoaround $n _whi As $n dons the wings they start beating
mpechoaround $n _whi wildly lifting $m off the ground
~
|
#32007
sword midnight~
the Sword of midnight~
A gleaming black sword is stuck in the ground~
~
5 2639 8193
0 0 0 3
9 100 0 0 100000
E
sword midnight~
A magnificent blade, it is well balanced and exceptionally well crafted,
even if it does reek with an aura of intense evil
~
A
23 -5
A
12 65
A
13 111
A
18 12
A
19 14
> wear_prog 100~
if isevil($n)
mpechoat $n _red The sword glows in a hellish light as you grasp it
mpechoaround $n _red The sword glows in a hellish light as $n grasps it
mpforce $n grin
endif
~
|
#32008
mug deaths-head grog ale~
a Mug of deaths-head grog~
This ale seems to corrode the mug it sits in~
~
17 0 1
5 5 3 0
1 0 0 60 6
#32009
spiritshade wine~
Spiritshade wine~
A glass of deep red wine sits here~
~
17 0 1
4 4 2 0
1 0 0 75 7
#32010
heartstopper shot~
a Shot of heartstopper~
A shot of dark brown whiskey sits here~
~
17 0 1
1 1 5 0
1 0 0 88 8
> use_prog 100~
mpechoat $n The liquid burns your throat as you toss it back
mpechoaround $n $n's face goes red as $e tosses back a shot of Heartstopper
~
|
#32011
vial vampire blood~
a Vial of vampire blood~
A vial of vampires blood sits here~
~
10 20 1
45 -1 142 182
1 2 10 3 2100
'heal' 'float' 'kindred strength'
#32012
tears saint flask~
Saints tears~
A flask containing tears sits here~
~
10 2 1
45 -1 233 237
1 1 0 0 2321
'restore mana' 'restore mana' 'sagacity'
#32013
potion hell hound blood~
a potion of hell hound blood~
A Dark red potion, made from blood sits here

~
10 6 1
35 -1 92 225
1 0 10 50 670
'cure critical' 'detect magic' 'refresh'
#32014
wand protection red~
a Wand of protection~
A bright red wand lays here~
~
3 66 1
40 1 1 -1
1 1 20 0 1200
'sanctuary'
#32015
scroll discerning~
a Scroll of discerning~
A Scroll of discerning has been dropped here~
~
2 0 1
35 -1 91 92
1 0 20 0 500
'detect hidden' 'detect invis' 'detect magic'
#32016
crystal glowing~
a Glowing crystal~
A small crystal glows brightly here~
~
1 65 1
0 0 -1 0
1 1 20 0 1200
A
3 1
A
4 1
#32017
bag skin runes rune~
a Human skin bag~
A bag made from human skins, covered in runes lies here

~
15 22 1
300 0 0 0
3 0 20 0 200
#32018
wand fireballs~
a Wand of fireballs~
This wand gives off an immense amount of heat~
~
3 65 16385
40 3 3 -1
1 0 50 0 500
'fireball'
#32019
slab beef~
a Slab of beef~
A big slab of beef lays here~
~
19 0 1
25 0 0 0
4 0 0 95 9
#32020
lamb leg~
a Leg of lamb~
A leg of lamb lays here~
~
19 0 1
20 0 0 0
3 0 0 75 7
#32021
chiecken~
a Chicken~
A whole chicken lays here~
~
19 0 0
15 0 0 0
2 0 0 50 5
#32022
bread loaf~
a Loaf of bread~
A fresh loaf of bread lays here~
~
19 0 1
12 0 0 0
1 0 0 45 4
#32023
pie~
a Fresh baked pie~
A fresly baked pie lays here~
~
19 0 1
15 0 0 0
1 0 0 55 5
#32024
doughnut~
a Yummy doughnut~
A yummy looking doughnut lays here~
~
19 0 1
10 0 0 0
1 0 0 30 3
> use_prog 100~
mpechoat $n You hungrily stuff the doughnut into your mouth
mpechoaround $n $n hungrily stuffs the doughnut into $s mouth
mpforce $n say Mmmm... doughnuts
mpforce $n drool
~
|
#32025
black iron plate~
a Black iron plate~
A suit of black iron plate has been left here~
~
9 524292 9
8 0 0 0
35 1 60 0 1600
A
1 1
A
18 3
A
19 3
A
17 -20
#32026
black iron helmet~
a Black iron helmet~
A black iron helmet has been left here~
~
9 524292 17
6 0 0 0
15 1 40 0 1400
A
18 4
A
1 1
A
17 -5
#32027
black iron gauntlets~
a Pair of black iron gauntlets~
A pair of black iron gauntlets have been left here~
~
9 524292 129
6 0 0 0
6 1 25 0 1250
A
19 2
A
18 1
A
17 -5
#32028
black iron boots~
a Pair of black iron boots~
A pair of black iron boots have been left here~
~
9 524292 65
6 0 0 0
7 1 15 0 1150
A
1 1
A
19 3
A
2 -1
A
17 -3
#32029
black iron pauldrons~
a Pair of black iron pauldrons~
A pair of black iron pauldrons have been dropped here~
~
9 524292 257
7 0 0 0
8 1 30 0 1300
A
18 -1
A
19 3
A
17 -7
#32030
black iron greaves~
a Pair of black iron greaves~
A pair of black iron greaves have been droped here~
~
9 524292 33
7 0 0 0
7 1 20 0 1200
A
5 1
A
18 1
A
17 -2
#32031
longsword dark~
a Dark longsword~
A dark longsword is stuck in the ground~
~
5 524308 8193
0 0 0 3
7 1 40 0 1400
A
12 -15
A
13 25
A
18 2
A
19 4
#32032
dagger dark~
a Dark dagger~
A dark dagger lays on the ground here~
~
5 524308 8193
0 0 0 11
2 1 30 0 1300
A
31 2
A
13 22
A
18 2
A
19 2
#32033
whip dark~
a Dark whip~
A dark whip is coiled up here~
~
5 276 8193
0 0 0 4
3 1 25 0 1250
A
13 40
A
2 -1
A
18 1
A
19 4
#32034
staff dark~
a Dark staff~
A dark staff is laying here~
~
5 276 8193
0 0 0 7
5 1 10 0 1100
A
3 2
A
12 40
A
18 1
A
19 1
#32035
bracelet sapphire~
a Sapphire bracelet~
A bracelet, encrusted with sapphires is here

~
9 524352 4097
4 0 0 0
1 2 50 0 2500
A
12 10
A
13 5
A
18 2
A
19 1
A
25 2
#32036
ruby ring~
a Ruby ring~
A ring with a single ruby on it lies here~
~
9 524352 3
4 0 0 0
1 3 20 0 3200
A
13 15
A
2 1
A
18 3
A
19 1
#32037
diamond earring stud~
a Diamond earring~
A diamond stud lays on the ground here~
~
9 524352 65537
3 0 0 0
1 3 0 0 3000
A
25 1
A
4 2
A
3 1
#32038
axe executioner~
the Executioners axe~
A long bladed axe is covered in blood and gore~
~
5 25346644 8193
0 0 0 3
40 10000 0 0 10000000
#32039
leather black studded~
Black studded leather armor~
A suit of studded black leather armor has been left here~
~
9 336 9
12 0 0 0
5 0 70 0 700
A
17 -25
#32040
longsword black~
a Black longsword~
A shiny black longsword lays here

~
5 524884 8193
0 0 0 3
8 1 0 0 1000
A
18 4
A
19 4
#32041
key southern~
A key to Eternity's southern gate~
A key to Eternity's southern gate lies here~
~
18 0 1
0 0 0 0
1 0 0 0 0
#32042
key northern~
A key to Eternity's northern gate~
A key to Eternity's northern gate lies here~
~
18 0 1
0 0 0 0
1 0 0 0 0
#32043
dark blue robes~
Dark blue robes~
A set of dark blue robes lay in a heap here

~
9 596 9
9 0 0 0
4 1 0 0 1000
A
19 3
A
18 3
A
12 45
A
4 2
A
3 2
#32044
crown lich liches~
a Liches crown~
A gold crown with a chain cowl lays here~
~
9 2644 17
10 0 0 0
9 2 0 0 2000
A
19 2
A
18 2
A
4 1
A
12 70
A
17 10
#32045
corpse massacred~
a Massacred corpse~
A rather massacred corpse lays here

~
13 0 0
0 0 0 0
105 0 0 0 0
#32046
hide demon byzantial~
A strip of demon hide~
A strip of hide, torn from the body of Byzantial, lays here~
~
13 0 1
0 0 0 0
15 0 0 0 0
#32047
demonhide hide cuirass~
Demonhide Cuirass~
A cuirass, fashioned from the hide of a demon, lays here~
~
9 262726 9
35 0 0 0
20 100 0 0 100000
A
27 1
A
17 -30
A
1 1
A
19 7
A
18 7
A
12 -55
A
13 135
> wear_prog 100~
mpechoat $n _red The cuirass flares brilliantly as you wear it
mpechoaround $n _red The cuirass flares brilliantly as $n wears it
c fireshield $n
~
|
#32048
head byzantial~
the Head of Byzantial~
The head of Byzantial lays here, smouldering~
~
13 0 1
0 0 0 0
12 0 0 0 0
#32049
ring eternity band~
the Ring of Eternity~
A glowing black band hovers in the air here~
~
9 69 3
8 0 0 0
1 32 0 0 32000
A
26 3145728
A
3 1
A
19 3
A
18 3
A
12 25
A
13 40
#32050
torch~
a torch~
~
~
1 0 0
0 0 48 0
1 0 0 5 0
#32051
sign~
A scorched sign~
A scorched sign has been propped up against a tree~
~
12 0 0
0 0 0 0
50 0 0 0 0
E
sign~
Welcome to the city of Eternity.

Be on your best behaviour or you
will end up joining the skeletons
and zombies in eternal undeath.


Recommended for levels 30 - 50

- Ithra
~
#32052
basket heads~
A basket of heads~
A large wicker basket, full of heads is here~
~
12 0 0
0 0 0 0
300 0 0 0 0
#32053
bodies~
A whole heap of bodies~
A whole heap of bodies are scattered all about the room~
~
12 0 0
0 0 0 0
800 0 0 0 0
#0


#ROOMS
#32000
A darkened forest~
The forest here is dark, incredibly dark, it is as if the sun refuses
to show itself over this area. The ancient trees creak ever so slightly
in the wind, the feeling is eerie and has no doubt sent more than the
odd one or two novice adventurers fleeing in terror.
~
0 4 3
D0
Exit description
~
~
0 0 32001
D2
~
~
0 -1 10711
S
#32001
The path to Eternity~
The path gets darker and more menacing as you make your way towards
the fabled city of necromancers. The gloom wraps around you like a blanket
sending a slight shiver up your spine, trying hard to peer over the treetops
to try and catch a glimpse of the city, you can make out very little, mayhaps
if you continue on you will be able to make out more.
~
0 0 3
D0
Exit description
~
~
0 0 32002
D2
Exit description
~
~
0 0 32000
S
#32002
A desolate clearing~
The clearing around the city seems to convey what sort of evil must lurk
within; dry, dusty and littered with tree stumps. Could it be that the evil
of the city is bringing this death and desolation? Whatever the case may be
there is little doubt that this city is dangerous.
~
0 0 2
D0
Exit description
~
~
0 0 32003
D2
Exit description
~
~
0 0 32001
S
#32003
The citys southern entrance~
You are standing before the southern gate to the city. Huge, ugly, black
iron gates bar the entrance, however it appears that they are only locked
during the day. The dark grey walls run east and west of here, although
there seems to be little of interest outside the walls, the adventure is no
doubt to be had inside the city.
~
0 0 18
D0
~
gate~
1 32041 32004
D2
~
~
0 0 32002
R M 0 32013 2 32003
 R E 0 32039 0 5
 R E 0 32040 0 16
 R E 0 32050 0 0
 R G 0 32041 0
S
#32004
An intersection~
You are standing at a four way intersection, bustling with traffic. Unlike
most cities however, Eternity is populated heavily by the undead, the likes
of zombies and skeletons stagger mindlessly past, and you try your hardest
to avoid touching any of them. To the north runs main street, to the east
and west runs resurrection street and south leads back out of the city.
~
0 0 14
D0
~
~
0 0 32005
D1
~
~
0 0 32029
D2
~
gate~
3 32041 32003
D3
~
~
0 0 32032
R D 0 32004 2 1
S
#32005
Main Street~
The traffic here is thick here, which wouldn't be so much of a problem
except for the fact that the undead aren't the most pleasant of "people"
to be bumping into. All around loom the shapes of simple grey buildings,
the shops and homes of the necromancers who live here.
~
0 0 14
D0
~
~
0 0 32006
D2
~
~
0 0 32004
R M 0 32001 6 32005
S
#32006
Main Street~
It seems that apart from the necromancers, very little lives, or choose
to live in this city, even the weeds don't last long, dying within days
of taking root. Main street heads north into the Town Square and south
towards the southern exit.
~
0 0 14
D0
~
~
0 0 32007
D2
~
~
0 0 32005
R M 0 32003 3 32006
S
#32007
The Town Square~
The Town Square is overflowing with all manner of zombies, skeletons
and necromancers, bustling past, or in the case of zombies, staggering
past. A fountain in the center contains remarkably cool and clear water,
untainted by the evils that surround it. Main street lies to the north and
south, while Merchants avenue lies to the east and west.
~
0 0 14
D0
~
~
0 0 32008
D1
~
~
0 0 32017
D2
~
~
0 0 32006
D3
~
~
0 0 32020
R M 0 32012 1 32007
 R E 0 32039 0 5
 R E 0 32040 0 16
 R E 0 32050 0 0
R M 0 32000 8 32007
R M 0 32008 4 32007
R M 0 32002 4 32007
R M 0 32004 4 32007
 R E 0 32001 0 16
 R E 0 32000 0 5
S
#32008
Main Street~
The assault of the stench, caused by the undead gets stronger as you get
closer towards the centre of the city, as does the amount of traffic, it
seems that the Town Square is always a popular converging spot.
~
0 0 14
D0
~
~
0 0 32009
D2
~
~
0 0 32007
R M 0 32011 3 32008
S
#32009
Main Street~
This is the residential section of the city, although from the outside
appearances of the buildings, you could hardly tell, they are all squat,
grey stone dwellings, windowless and featureless. To the west lies an
alley, while Main street continues to the north and south.
~
0 0 14
D0
~
~
0 0 32010
D1
~
~
3 0 32097
D2
~
~
0 0 32008
D3
~
~
0 0 32051
R D 0 32009 1 1
S
#32010
Main Street~
The smell of this portion of the city is a mixture of death and urine,
a fact which becomes clear when you see a woman lean out of one of the
second floor windows and dump a bucket of horrid, smelly stuff onto a
zombie below, the zombie does not even notice and slowly makes it's way
along.
~
0 0 14
D0
~
~
0 0 32011
D2
~
~
0 0 32009
S
#32011
An Intersection~
You stand at the intersection of Horizon road and Main Street, marking
the start of the residential section of the city. While the odd one or
two zombies shamble along, most of the citizens here are necromancers,
possibly to do with the fact that the necromancers undoubtedly don't
want the zombies wandering into their houses.
~
0 0 14
D0
~
~
0 0 32012
D1
~
~
0 0 32023
D2
~
~
0 0 32010
D3
~
~
0 0 32026
S
#32012
Main Street~
You stand just south of the cities northern entrance, which is barracaded
by a black iron gate to prevent unwanted guests from entering. To the
south runs a wide cobblestone road, imaginitively titled Main Street for it
is the main street of the city.
~
0 0 14
D0
~
gate~
0 32042 32013
D2
~
~
0 0 32011
D3
~
~
0 0 32053
S
#32013
The citys northern entrance~
You are standing before the northern gate to the city. Huge, ugly, black
iron gates bar the entrance, however it appears that they are only locked
during the day. The dark grey walls run east and west of here, although
there seems to be little of interest outside the walls, the adventure is no
doubt to be had inside the city.
~
0 0 18
D0
~
~
0 0 32014
D2
~
gate~
0 32042 32012
R M 0 32013 2 32013
 R E 0 32039 0 5
 R E 0 32040 0 16
 R E 0 32050 0 0
 R G 0 32042 0
S
#32014
A desolate clearing~
The clearing around the city seems to convey what sort of evil must lurk
within; dry, dusty and littered with tree stumps. Could it be that the evil
of the city is bringing this death and desolation? Whatever the case may be
there is little doubt that this city is dangerous.
~
0 0 2
D0
~
~
0 0 32015
D2
~
~
0 0 32013
R O 0 32051 1 32014
S
#32015
The path to Eternity~
The path gets darker and more menacing as you make your way towards
the fabled city of necromancers. The gloom wraps around you like a blanket
sending a slight shiver up your spine, trying hard to peer over the treetops
to try and catch a glimpse of the city, you can make out very little, mayhaps
if you continue on you will be able to make out more.
~
0 0 4
D0
~
~
0 0 32016
D2
~
~
0 0 32014
S
#32016
A darkened forest~
The forest here is dark, incredibly dark, it is as if the sun refuses
to show itself over this area. The ancient trees creak ever so slightly
in the wind, the feeling is eerie and has no doubt sent more than the
odd one or two novice adventurers fleeing in terror.
~
0 0 2
D0
~
~
0 -1 10642
D2
~
~
0 0 32015
S
#32017
Merchant Avenue~
It is apparent why this road was called Merchant Avenue, all around are
a whole manner of shops, selling a whole manner of items and the road
bustles with shoppers, eager to get their shopping finished. To the west
lies the Town Square, north is the armor shop, south the weapon shop,
and Merchant avenue continues east.
~
0 0 14
D0
~
~
0 0 32068
D1
~
~
0 0 32018
D2
~
~
0 0 32069
D3
~
~
0 0 32007
R M 0 32012 1 32017
 R E 0 32050 0 0
 R E 0 32039 0 5
 R E 0 32040 1 16
S
#32018
Merchant Avenue~
The sounds of metal clanging and someone cursing shoplifters can be
heard quite clearly above the bustle of the city, from the south can be
felt the heat of a forge, indicating that it must be a blacksmith there.
Merchant avenue continues east and west.
~
0 0 14
D1
~
~
0 0 32019
D2
~
~
0 0 32070
D3
~
~
0 0 32017
S
#32019
Merchant Avenue~
This portion of Merchant avenue is devoid of any shops, it appears that
they are more towards the Town Square, this section of the street gives
way to houses, which from all outward appearances look just like the shops.

~
0 0 14
D0
~
~
3 0 32061
D1
~
~
0 0 32038
D2
~
~
3 0 32060
D3
~
~
0 0 32018
R D 0 32019 0 1
R D 0 32019 2 1
S
#32020
Merchant Avenue~
The strong smell of magic floats on the air here, and the occasional
flash and explosion that happens makes it obvious that this side of
Merchant avenue is for the selling of potions and other magical items.
To the east lies the Town Square while Merchant avenue continues
west.
~
0 0 14
D0
~
~
0 0 32064
D1
~
~
0 0 32007
D2
~
~
0 0 32065
D3
~
~
0 0 32021
R M 0 32009 5 32020
 R E 0 32001 0 16
 R E 0 32000 0 5
R M 0 32001 6 32020
R M 0 32000 8 32020
S
#32021
Merchant Avenue~
Pushing your way through the crowd, trying hard not to touch any of the
undead with your skin, you can make out even more shops, although the
only one here that appears to be of any interest is a jeweler shop to the
north.
~
0 0 14
D0
~
~
0 0 32066
D1
~
~
0 0 32020
D3
~
~
0 0 32022
R M 0 32004 4 32021
 R E 0 32001 0 16
 R E 0 32000 0 5
R M 0 32003 3 32021
R M 0 32000 8 32021
S
#32022
Merchant Avenue~
The amount of people and undead is less here than towards the centre of
the city, mainly due to the fact that there is little of interest here,
with the exception of a bank to the south, although it appears that it
is open only to citizens of the city.
~
0 0 14
D0
~
~
3 0 32099
D1
~
~
0 0 32021
D2
~
~
0 0 32067
D3
~
~
0 0 32046
R D 0 32022 0 1
S
#32023
Horizon Road~
Horizon road marks the residential section of the city, all around are dark
grey buildings, like all the buildings in Eternity, that serve as houses to
the citys living ocupants. To the south are houses while large barracks lie
to the north.
~
0 0 14
D0
~
~
0 0 32056
D1
~
~
0 0 32024
D2
Exit description
~
~
3 0 32101
D3
~
~
0 0 32011
R M 0 32004 4 32023
 R E 0 32001 0 16
 R E 0 32000 0 5
R D 0 32023 2 1
S
#32024
Horizon Road~
Horizon road marks the residential section of the city, all around are
dark grey buildings, like all the buildings in Eternity, that serve as
houses to the citys living ocupants. To the south is the Town Hall while
large barracks lie to the north.
~
0 0 14
D0
~
~
0 0 32057
D1
~
~
0 0 32025
D2
Exit description
~
~
0 0 32059
D3
~
~
0 0 32023
R M 0 32011 3 32024
S
#32025
Horizon Road~
Horizon road marks the residential section of the city, all around are
dark grey buildings, like all the buildings in Eternity, that serve as
houses to the citys living ocupants. To the south are houses while large
barracks lie to the north.
~
0 0 14
D0
~
~
0 0 32058
D1
~
~
0 0 32042
D2
~
~
3 0 32098
D3
~
~
0 0 32024
R M 0 32009 5 32025
 R E 0 32001 0 16
 R E 0 32000 0 5
R D 0 32025 2 1
S
#32026
Horizon Road~
Horizon road marks the residential section of the city, all around are
dark grey buildings, like all the buildings in Eternity, that serve as
houses to the citys living ocupants. To the south are houses while an
execution platform lies to the north.
~
0 0 14
D0
~
~
0 0 32053
D1
~
~
0 0 32011
D2
~
~
3 0 32100
D3
~
~
0 0 32027
R D 0 32026 2 1
S
#32027
Horizon Road~
Horizon road marks the residential section of the city, all around are
dark grey buildings, like all the buildings in Eternity, that serve as
houses to the citys living ocupants. To the south are houses while a
large stable lies to the north.
~
0 0 14
D0
~
~
0 0 32054
D1
~
~
0 0 32026
D3
~
~
0 0 32028
R M 0 32010 2 32027
S
#32028
Horizon Road~
Horizon road marks the residential section of the city, all around are
dark grey buildings, like all the buildings in Eternity, that serve as
houses to the citys living ocupants. To the south are houses while a
large stable lies to the north.
~
0 0 14
D0
~
~
0 0 32055
D1
~
~
0 0 32027
D2
~
~
3 0 32096
D3
~
~
0 0 32050
R D 0 32028 2 1
S
#32029
Resurrection Street~
While this road is appropriately named for such a city, very little
resurrecting goes on here, this road is home to the food shops and a bar,
and the occasional house. To the north is the bar while the road continues
east and west.
~
0 0 14
D0
~
~
0 0 32073
D1
~
~
0 0 32030
D3
~
~
0 0 32004
S
#32030
Resurrection Street~
While this road is appropriately named for such a city, very little
resurrecting goes on here, this road is home to the food shops and a
bar, and the occasional house. To the north is the bar, although it
appears the entrance is further west while the road continues east
and west.
~
0 0 14
D1
~
~
0 0 32031
D3
~
~
0 0 32029
R M 0 32008 4 32030
R M 0 32000 8 32030
S
#32031
Resurrection Street~
While this road is appropriately named for such a city, very little
resurrecting goes on here, this road is home to the food shops and a
bar, and the occasional house. To the north is a house while the road
continues east and west.
~
0 0 14
D1
~
~
0 0 32035
D3
~
~
0 0 32030
R M 0 32001 6 32031
S
#32032
Resurrection Street~
While this road is appropriately named for such a city, very little
resurrecting goes on here, this road is home to the food shops and a
bar, and the occasional house. To the north is a bakery while the road
continues east and west.
~
0 0 14
D0
~
~
0 0 32072
D1
~
~
0 0 32004
D3
~
~
0 0 32033
R M 0 32011 3 32032
S
#32033
Resurrection Street~
While this road is appropriately named for such a city, very little
resurrecting goes on here, this road is home to the food shops and a
bar, and the occasional house. To the north is a butcher while the
road continues east and west.
~
0 0 14
D0
~
~
0 0 32071
D1
~
~
0 0 32032
D3
~
~
0 0 32034
R M 0 32000 8 32033
R M 0 32000 8 32033
S
#32034
Resurrection Street~
While this road is appropriately named for such a city, very little
resurrecting goes on here, this road is home to the food shops and a
bar, and the occasional house. To the north is a house while the road
continues east and west.
~
0 0 14
D1
~
~
0 0 32033
D3
~
~
0 0 32043
R M 0 32002 4 32034
S
#32035
The meeting of Resurrection street and Artificer road~
There is a junction here between Resurrection street and Artificer road,
although the junction itself is simply a case of where the cobbled street
of Resurrection street ends, for Artificer road is merely a dirt track.
~
0 0 14
D0
~
~
0 0 32036
D3
~
~
0 0 32031
S
#32036
Artificer Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32037
D2
~
~
0 0 32035
R M 0 32001 6 32036
R M 0 32000 8 32036
S
#32037
Artificer Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32038
D2
~
~
0 0 32036
S
#32038
The meeting of Merchant Avenue and Artificer Road~
This would have to be the busiest part of Artificer road, mainly due to
the fact that it connects to Merchant Avenue here. The bustling noise of
people and the undead going about their business can be heard from the
west, while to the north and south it is remarkably quiet.
~
0 0 14
D0
~
~
0 0 32039
D1
~
~
0 -1 10643
D2
~
~
0 0 32037
D3
~
~
0 0 32019
R M 0 32003 3 32038
R M 0 32001 6 32038
R M 0 32002 4 32038
S
#32039
Artificer Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32040
D2
~
~
0 0 32038
S
#32040
Artificer Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32041
D2
~
~
0 0 32039
S
#32041
Artificer Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32042
D2
~
~
0 0 32040
R M 0 32004 4 32041
 R E 0 32001 0 16
 R E 0 32000 0 5
S
#32042
The meeting of Horizon Road and Artificer Road~
There is a junction here between Horizon road and Artificer road,
although the junction itself is simply a case of where the cobbled street
of Horizon road ends, for Artificer road is merely a dirt track.
~
0 0 14
D2
~
~
0 0 32041
D3
~
~
0 0 32025
S
#32043
The meeting of Resurrection street and Talon road~
There is a junction here between Resurrection street and Talon road,
although the junction itself is simply a case of where the cobbled street
of Resurrection street ends, for Talon road is merely a dirt track.
~
0 0 14
D0
~
~
0 0 32044
D1
~
~
0 0 32034
R M 0 32008 4 32043
S
#32044
Talon Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32045
D2
~
~
0 0 32043
R M 0 32002 4 32044
S
#32045
Talon Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32046
D2
~
~
0 0 32044
R M 0 32009 5 32045
 R E 0 32001 0 16
 R E 0 32000 0 5
S
#32046
The meeting of Merchant Avenue and Talon Road~
This would have to be the busiest part of Talon road, mainly due to the
fact that it connects to Merchant Avenue here. The bustling noise of
people and the undead going about their business can be heard from the
east, while to the north and south it is remarkably quiet.
~
0 0 14
D0
~
~
0 0 32047
D1
~
~
0 0 32022
D2
~
~
0 0 32045
S
#32047
Talon Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32048
D2
~
~
0 0 32046
R M 0 32001 6 32047
S
#32048
Talon Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32049
D2
~
~
0 0 32047
R M 0 32008 4 32048
S
#32049
Talon Road~
Clearly this road is not that important, mainly due to the fact that
it isn't exactly a road, more like a long stretch of trodden down dirt.
It runs north and south and connects Resurrection, Merchant and Horizon
roads.
~
0 0 14
D0
~
~
0 0 32050
D2
~
~
0 0 32048
R M 0 32000 8 32049
S
#32050
The meeting of Horizon Road and Talon Road~
There is a junction here between Horizon road and Talon road,
although the junction itself is simply a case of where the cobbled street
of Horizon road ends, for Talon road is merely a dirt track.
~
0 0 14
D1
~
~
0 0 32028
D2
~
~
0 0 32049
S
#32051
An Alley~
It is surprisingly quiet in here, a little too quiet compared to the
bustle of the city. All the buildings in this section seem to have two
storeys on them, which blocks off a large amount of light and makes
this alley seem even eerier than the rest of the city, which is truly
saying something.
~
0 0 1
D1
~
~
0 0 32009
D3
~
~
0 0 32052
S
#32052
An Alley~
It is surprisingly quiet in here, a little too quiet compared to the
bustle of the city. All the buildings in this section seem to have two
storeys on them, which blocks off a large amount of light and makes
this alley seem even eerier than the rest of the city, which is truly
saying something.
~
0 0 1
D1
~
~
0 0 32051
R M 0 32010 2 32052
S
#32053
The Execution Square~
It's not surprising that an execution square would be in a place like
this, what better way to add to the growing number of undead by executing
people. There are a variety of devices here to execute people, including
gallows, a garroting chair and the ever popular beheading block. The
square packed full of people, keen to watch the next poor berk get his
head removed.
~
0 0 1
D1
~
~
0 0 32012
D2
~
~
0 0 32026
R M 0 32025 1 32053
 R E 0 32038 0 16
R M 0 32026 2 32053
 R E 0 32039 0 5
 R E 0 32040 0 16
 R E 0 32050 0 0
R M 0 32026 2 32053
 R E 0 32039 0 5
 R E 0 32040 0 16
 R E 0 32050 0 0
R O 0 32052 0 32053
S
#32054
The Stables~
This place is rather empty, besides the horses there is nothing else in
here, no hay or water troughs, though you get the impression this would
have something to do with the fact that skeletons don't eat or drink.
High above in the arched roof, you can make out the fluttering of wings,
though to what they belong to is a mystery, the thick cobwebs strands
that are all over the place block them from view.
~
0 0 0
D2
~
~
0 0 32027
D3
~
~
0 0 32055
R M 0 32045 3 32054
R M 0 32045 3 32054
S
#32055
The Stables~
This place is rather empty, besides the horses there is nothing else in
here, no hay or water troughs, though you get the impression this would
have something to do with the fact that skeletons don't eat or drink.
High above in the arched roof, you can make out the fluttering of wings,
though to what they belong to is a mystery, the thick cobwebs strands
that are all over the place block them from view.
~
0 0 0
D1
~
~
0 0 32054
D2
~
~
0 0 32028
R M 0 32045 3 32055
S
#32056
The Barracks~
This large, oaken building serves as barracks for the mercenaries that
the city employs. Most of the creatures in here are orcs, trolls and
ogres, and the rooms here smell strongly of them. Littered all over
the floor are numerous furs, blankets, cooking utensils and clothing;
the possessions of the inhabitants here.
~
0 0 0
D1
~
~
0 0 32057
D2
~
~
0 0 32023
R M 0 32041 1 32056
R M 0 32040 2 32056
R M 0 32040 2 32056
S
#32057
The Barracks~
This large, oaken building serves as barracks for the mercenaries that
the city employs. Most of the creatures in here are orcs, trolls and
ogres, and the rooms here smell strongly of them. Littered all over
the floor are numerous furs, blankets, cooking utensils and clothing;
the possessions of the inhabitants here.
~
0 0 0
D1
~
~
0 0 32058
D2
~
~
0 0 32024
D3
~
~
0 0 32056
R M 0 32042 1 32057
R M 0 32043 1 32057
R M 0 32044 1 32057
S
#32058
The Barracks~
This large, oaken building serves as barracks for the mercenaries that
the city employs. Most of the creatures in here are orcs, trolls and
ogres, and the rooms here smell strongly of them. Littered all over
the floor are numerous furs, blankets, cooking utensils and clothing;
the possessions of the inhabitants here.
~
0 0 0
D2
~
~
0 0 32025
D3
~
~
0 0 32057
R M 0 32039 1 32058
S
#32059
The Townhall~
This room is empty, you expect that there would be some sort of diplomats
or the rulers of the city in here, but none are to be seen. At the far
end of the room is a large table with several chairs around it, although
judging by the amount of dust on it, it hasn't been used in a while. The
only other item of interest in here is a remarkably brilliant blood red
rug in the centre of the room.
~
0 0 0
D0
~
~
0 0 32024
D5
~
trapdoor~
11 0 32076
R D 0 32059 5 1
E
rug~
There's something odd about this rug, so it occurs to you to lift it up and
look underneath. Uh huh! A trapdoor, what lays under it you wonder.
~
S
#32060
Inside a house~
The houses in Eternity appear to be the only buildings that are two
storey high, and while they appear rather bland and tasteless from the
outside, from the inside they are a whole different story. Rich tapestrys
line the walls, which themselves are made from stained oak, shelves
containing curious artifacts and various other trinkets stand at various
places along the walls and the house itself is warmed by a roaring fire.
For all their outward appearances, these necromancers sure know how to
live it up.
~
0 65537 0
D0
~
~
3 0 32019
D10
As you look into the jar, a big ocean lies.
~
jar~
8 -1 30001
R D 0 32060 0 1
E
jar~
As you look into the Jar, you feel like going into the ocean!
~
S
#32061
A rather bare house~
This house has been abandoned by it's owner, and now lies in a state of
disrepair. Smashed furniture and shredded tapestries lay scattered all
over the place, deep gouges and claw marks can be seen all over the walls,
whatever did this obviously had a bad temper and nasty set of claws to
complement it. Lying under the rubble you can make out a trapdoor,
leading down.
~
0 0 0
D2
~
~
3 0 32019
D5
~
trapdoor~
3 0 32062
R D 0 32061 5 1
R D 0 32061 2 1
S
#32062
The cellar~
You descend the cold stone steps into the gloom that is a cellar, cold,
grey and musty, much like the city above. There is a large collection
of wooden boxes here, all have been ripped open and their contents
spilled out, many bottles of fine wine, smashed on the floor. Picking
your way through the refuse you spy a door on the western wall, leading
further into darkness.
~
0 1 0
D3
~
~
3 0 32063
D4
~
trapdoor~
3 0 32061
R D 0 32062 4 1
R D 0 32062 3 1
S
#32063
A dark vault~
You have entered a small, grey stoned room, the walls, floor and ceiling
covered in blood splatters and small chunks of flesh. Who ever lives here
now must have a veracious appetite.
~
0 1 0
D1
~
~
3 0 32062
R M 0 32031 1 32063
R O 0 32045 0 32063
R D 0 32063 1 1
S
#32064
The Magick Shoppe~
Talk about cluttered, the shelves in this store are literally overflowing
with every possible magical item you could imagine. Books, scrolls and
wands are just a small portion of the items that are available.
~
0 0 0
D2
~
~
0 0 32020
R M 0 32016 1 32064
 R G 0 32018 0
 R G 0 32016 0
 R G 0 32017 0
 R G 0 32015 0
 R G 0 32014 0
S
#32065
Phials and Elixers~
The smell of various chemicals fills the air of this room, the compunds
used by the local alchemist to form the various potions on sale here.
At the back of the room, hidden behind a curtain, you can just make
a large table covered in various beakers and burners, evidently used
in the preparation of potions.
~
0 0 0
D0
~
~
0 0 32020
R M 0 32014 1 32065
 R G 0 32011 0
 R G 0 32012 0
 R G 0 32013 0
S
#32066
The Jewelery Shop~
The sweet smell of incense hazily lingers in the air as you enter the
shop, all along the walls are cabinets containing some of the most
fantastic jewelery you have ever seen, protected by glass to keep
unwanted hands from making off with them.
~
0 0 0
D2
~
~
0 0 32021
R M 0 32015 1 32066
 R G 0 32035 0
 R G 0 32036 0
 R G 0 32037 0
S
#32067
The Bank of Eternity~
You have entered the cramped stone building that serves as the bank
of Eternity. The ceilings have strands of cobwebs hanging from them,
swaying ever so slightly from the open door. Behind the counter stands
an equally musty old man, serving the citizens of the city.
~
0 0 0
D0
~
~
0 0 32022
D5
~
~
0 0 32075
R M 0 32023 1 32067
S
#32068
The Battered Cuirass~
This shop is filled with all manner or armors, plates and cuirasses have
been placed on wooden dummies in the middle of the room, shields hang
on the walls and various miscellaneous pieces lay on shelves around the
walls. Everything has been carefully arranged and placed, evidently the
owner of this shop takes great care in their work.
~
0 0 0
D2
~
~
0 0 32017
R M 0 32020 1 32068
 R G 0 32025 0
 R G 0 32026 0
 R G 0 32027 0
 R G 0 32028 0
 R G 0 32029 0
 R G 0 32030 0
S
#32069
The Silver Rapier~
The shelves in this shop are carefully arranged with a whole manner of
weapons, ranging from swords and axes to whips and infantry forks. Care
has been taken to display items to their best advantage, evidently by
someone who cares about what they sell.
~
0 0 0
D0
~
~
0 0 32017
R M 0 32019 1 32069
 R G 0 32031 0
 R G 0 32032 0
 R G 0 32033 0
 R G 0 32034 0
S
#32070
The Broken Sword~
It is rather obvious that this is the blacksmith, posibly due to the
fact that there is a large forge in the middle of the room that gives
off immense heat. Scattered all around the room are various items that
have been repaired, and are waiting to be picked up by their owners.
~
0 0 0
D0
~
~
0 0 32018
R M 0 32021 1 32070
S
#32071
The Butcher Shop~
The smell of meat, both fresh and slightly old permeates the air here.
The carcasses of all sorts of creatures hang from hooks around the walls,
and various parts of the animals lay in trays on counters below them.
The whole scene is rather disturbing, but then again, compared to what
wanders around the city, it isn't so bad.
~
0 0 0
D2
~
~
0 0 32033
R M 0 32017 1 32071
 R G 0 32019 0
 R G 0 32020 0
 R G 0 32021 0
S
#32072
The Bakery~
The aroma of fresh baked bread and pasteries is mouth watering, and all
the goods that are lined behind the counter look just delicious. Behind
some of the shelves you can see tables where people kneed dough to be
baked into more fresh loaves.
~
0 0 0
D2
~
~
0 0 32032
R M 0 32018 1 32072
 R G 0 32022 0
 R G 0 32023 0
 R G 0 32024 0
S
#32073
The Smashed Goblin~
Many alcohol stained tables lie littered around the main floor of the
bar, slumped at them are a whole manner of undead creatures, who seem to
enjoy quaffing beers and whiskey more than the living citizens. Behind the
bar lie shelves contain many different exotic drinks, which seem more for
show than for actual consumption.
~
0 0 0
D1
~
~
0 0 32074
D2
~
~
0 0 32029
R M 0 32006 1 32073
 R G 0 32008 0
 R G 0 32009 0
 R G 0 32010 0
R M 0 32005 1 32073
R M 0 32007 2 32073
R M 0 32007 2 32073
S
#32074
The Lounge~
This room looks so relaxing, the sweet aroma of pipe smoke fills the
air, all around the room are various cushions and lounges, that look
so inviting and relaxing. A fire warms the room nicely, contributing
to the overall feel of the room.
~
0 0 0
D3
~
~
0 0 32073
R M 0 32022 1 32074
S
#32075
The Vault~
Never before have you seen so much money in one place, there is literally
enough money to sink a galleon, but the idea of absconding with any of it
might not be a good idea, for the money would definetely not be unguarded.
~
0 0 0
D4
~
~
0 0 32067
R M 0 32024 1 32075
S
#32076
The Spiral Staircase~
Dark gray, stone steps descend into the darkness, the sounds of magic and
the faint sound of mining can be heard. All along the walls grows strange
moss, while water trickles down, making the steps damp and slippery. What
lurks below? Only one way to find out.
~
0 5 13
D4
~
~
1 0 32059
D5
~
~
0 0 32077
S
#32077
The base of the Stairs~
You have entered some sort of underground lair, to the north and south run
a hallway, while a staircase here leads back up into town. Lining the walls
are various tapestries, depicting scenes of wild magic and battle, and a
few less eye pleasing sites, and strange statues have been placed
periodically along the walls.
~
0 0 13
D0
~
~
0 0 32078
D2
~
~
0 0 32091
D4
~
~
0 0 32076
R M 0 32029 4 32077
 R E 0 32050 0 0
 R E 0 32039 0 5
 R E 0 32040 0 16
S
#32078
The Northern Hallway~
Judging by the people you see wandering around down here, you assume this
is where the master necromancers make their home. The strong aura of magic
floats in the air, but there is no hint of death or decay like in the city
above, possibly due to the fact that they are not the most pleasant of
creatures to be around.
~
0 0 13
D0
~
~
0 0 32079
D2
~
~
0 0 32077
R M 0 32038 3 32078
 R E 0 32043 0 5
 R E 0 32044 0 6
S
#32079
The Northern Hallway~
The hallway widens into a well lit room here, the high domed ceiling
supported by four marble pillars of exceptional workmanship. Paintings
on the walls here show pictures of different liches and necromancers,
judging by their importance, you'd hazard a guess and say they were the
rulers of this city in past years. To the north and south the hallway
continues, while to the east and west stand oak doors.
~
0 0 13
D0
~
~
0 0 32080
D1
~
~
3 0 32095
D2
~
~
0 0 32078
D3
~
~
3 0 32106
R D 0 32079 1 1
R D 0 32079 3 1
S
#32080
An Intersection~
You are standing at a three way intersection, to the south lies the main
hallway, to the west the sounds of mining can be heard and to the east you
can hear the sounds of magic. In front of you, set in the north wall, there
is a huge steel door, on the door is a warning that might be an idea to
investigate.
~
0 0 13
D0
~
~
3 0 32108
D1
~
~
0 0 32085
D2
~
~
0 0 32079
D3
~
~
0 0 32081
R M 0 32029 4 32080
 R E 0 32050 0 0
 R E 0 32039 0 5
 R E 0 32040 0 16
R D 0 32080 0 1
E
door~
On the door there is a warning posted~
E
warning~
It reads:

    Due to the presence of the demon Byzantial
    No one is permitted to go beyond this door
    Those that do will be at the mercy of the
    demon himself.

    By order of Tarilus
~
S
#32081
The Western Hallway~
As you proceed down the hallway, you can hear the sounds of mining and
whistling coming from the west. Using your best judgement skills, you
deduce that this must lead to a mine, no doubt where the citizens of
Eternity get their wealth.
~
0 0 13
D1
~
~
0 0 32080
D3
~
~
0 0 32082
R M 0 32028 3 32081
 R E 0 32043 0 5
S
#32082
The Mine Entrance~
The hallway gives way to rough hewn rock here, the start of a mine. Set
up on either side of the tunnel are shelves, containing mining picks,
helmets and various other pieces of mining gear.
~
0 0 13
D1
~
~
0 0 32081
D9
~
~
0 0 32083
S
#32083
The Mines of Eternity~
Judging by the height of these tunnels, you'd say that only dwarves, and
maybe halflings or goblins, work these mines, which would make sense seeing
as how dwarves are the best creatures at mining.
~
0 0 0
D3
~
~
0 0 32084
D6
~
~
0 0 32082
R M 0 32030 4 32083
R M 0 32030 4 32083
> rand_prog 2~
mpechoat $r A chunk of rock falls from the ceiling and hits you on the head
mpechoaround $r A chunk of rock falls from the ceiling and hits $r on the head
mpdamage $r 45
mpforce $r say Ouch!
~
|
S
#32084
A Rubble Strewn Chamber~
It looks as though a cave-in happened here recently, all around are
various chunks of rock, broken beams and scattered mining equipment.
It might not be a bad idea to leave here and head to a safer place.
~
0 0 13
D1
~
~
0 0 32083
D7
~
~
0 0 32102
R M 0 32030 4 32084
> rand_prog 2~
mpecho A slight rumbling can be heard and the ground shakes ever so slightly
mpechoat $r A large piece of rock falls from the ceiling and smashes you on the head!
mpechoaround $r A large piece of rock falls from the ceiling and smashes $r on the head!
mpdamage $r 150
mpforce $r wince
mpforce $r say Now that really Hurt!
~
|
S
#32085
The Eastern Hallway~
Judging by the sounds and smell, this area is used for various magical
experiments, no doubt somewhere nearby is where the ressurecting of the
undead is done.
~
0 0 13
D1
~
~
0 0 32086
D3
~
~
0 0 32080
R M 0 32027 3 32085
 R E 0 32043 0 5
R M 0 32028 3 32085
 R E 0 32043 0 5
S
#32086
The Hallway Ends~
The hallway comes to an end here, to the west the hallway leads back
to the main hall, two oak doors sit in the north and south walls. From
the north the sound of someone chanting can be heard, while to the south
can be heard the sounds of magic and someone yelling.
~
0 0 13
D0
~
~
3 0 32087
D2
~
~
3 0 32088
D3
~
~
0 0 32085
R M 0 32029 4 32086
 R E 0 32050 0 0
 R E 0 32039 0 5
 R E 0 32040 0 16
R D 0 32086 2 1
R D 0 32086 0 1
S
#32087
The Summoning Room~
Upon entering this room you are forced to half close your eyes, all along
the walls and on the floor sit hundreds of burning candles, filling the
room with an immense, if unnatural light. Drawn in the centre of the floor
is a large circle, invoked by a black pentagram, on each point sits a bowl
of incense giving off a rather strange odour. Looks as though you have
stumbled into a summoning room.
~
0 0 0
D2
~
~
3 0 32086
R M 0 32034 1 32087
R D 0 32087 2 1
S
#32088
The Training Room~
This is where the pupils of Eternity receive the training they need to
become necromancers, and judging by the smell and marks all over the walls,
they take a while to learn their craft. A few boxes along the eastern wall
contain an assortment of dead animals such as rats, cats and dogs, it
appears that the students use these to practice on, not being trusted with
more valuable bipedal corpses.
~
0 0 13
D0
~
~
3 0 32086
D2
~
~
0 0 32089
R M 0 32032 1 32088
 R E 0 32001 0 16
R M 0 32033 2 32088
R M 0 32033 2 32088
R D 0 32088 0 1
S
#32089
The Resurrecting Room~
This rather barren room is where the undead are brought back to "life".
There is little in the room save for an altar next to the western wall
and a kneeling pad in front of it. From the east comes a rather bad
smell, like that of a butcher shop.
~
0 0 13
D0
~
~
0 0 32088
D1
~
~
3 0 32090
R D 0 32089 1 1
S
#32090
Corpse Storage~
Upon first entering this room you could be mistaken for thinking that
a battle had occured here, but this is where all the corpses are stored
in preparation for resurrection. There are literally hundreds of bodies
in here, and despite the necromancers best atempts to keep this room cold
and therefore try to prevent any decomposing, the smell here is bad and
would make those with a weak stomach lose their last lot of rations.
~
0 0 13
D3
~
~
3 0 32089
R O 0 32053 0 32090
R D 0 32090 3 1
S
#32091
The Southern Hallway~
The hallway here is eerily silent, the stone walls seem more dark and
menacing, and the air is slightly colder. The silent master necromancers
walk past you, not caring or even noticing that you are here, more intent
on some strange, twisted and evil things.
~
0 0 13
D0
~
~
0 0 32077
D2
~
~
0 0 32103
R M 0 32027 3 32091
 R E 0 32043 0 5
R M 0 32038 3 32091
 R E 0 32043 0 5
 R E 0 32044 0 6
S
#32092
A room of Doors~
The hallway comes to an end here, on the western and eastern walls stand
oak doors, while to the south is an impressive door made of some strange
black metal, inlaid with all sorts of gems and crystals, forming strange
and powerful patterns on it's surface, whatever lays behind it is of great
importance.
~
0 0 13
D0
~
~
0 0 32103
D1
~
~
3 0 32094
D2
~
~
3 0 32107
D3
~
~
3 0 32093
R M 0 32029 4 32092
 R E 0 32050 0 0
 R E 0 32039 0 5
 R E 0 32040 0 16
R D 0 32092 3 1
R D 0 32092 1 1
R D 0 32092 2 1
S
#32093
Storage Room~
This room is full of shelves which contain a whole manner of items. All
along one wall are stacked barrels of wine and ale, and along the back
wall are shelves full of a variety of non-perishable foodstuffs. Despite
a quick look around, you cannot find anything of value, if there were
anything of value it would not doubt be locked up safe.
~
0 0 13
D1
~
~
3 0 32092
R M 0 32038 3 32093
 R E 0 32043 0 5
 R E 0 32044 0 6
R D 0 32093 1 1
S
#32094
The Latrine~
There's nothing better than the sight and 'sniff sniff' a yes, smells
of a latrine, especially one that sits in the bowels (no pun intended)
of a sanctum of evil. This room is poorly kept, and would probably make
you sick if you stay in here too long.
~
0 0 0
D3
~
~
3 0 32092
R D 0 32094 3 1
> rand_prog 2~
mpforce $r puke
mpdamage $r 35
mpechoat $r _whi Being in this room is making you ill!
~
|
S
#32095
A Bedroom~
It appears that the necromancers here like to live in style, against the
far wall is a huge four poster bed, covered in soft, colourful quilts,
against the walls are exquistly carved wardrobes and cupboards, and hanging
from the walls are oil paintings, with rich vivid colours, done by talented
artists.
~
0 0 0
D3
~
~
3 0 32079
R D 0 32095 3 1
S
#32096
Inside a house~
The houses in Eternity appear to be the only buildings that are two
storey high, and while they appear rather bland and tasteless from the
outside, from the inside they are a whole different story. Rich tapestrys
line the walls, which themselves are made from stained oak, shelves
containing curious artifacts and various other trinkets stand at various
places along the walls and the house itself is warmed by a roaring fire.
For all their outward appearances, these necromancers sure know how to
live it up.
~
0 0 0
D0
~
~
3 0 32028
R D 0 32096 0 1
S
#32097
Inside a house~
The houses in Eternity appear to be the only buildings that are two
storey high, and while they appear rather bland and tasteless from the
outside, from the inside they are a whole different story. Rich tapestrys
line the walls, which themselves are made from stained oak, shelves
containing curious artifacts and various other trinkets stand at various
places along the walls and the house itself is warmed by a roaring fire.
For all their outward appearances, these necromancers sure know how to
live it up.
~
0 0 0
D3
~
~
3 0 32009
R D 0 32097 3 1
S
#32098
Inside a house~
The houses in Eternity appear to be the only buildings that are two
storey high, and while they appear rather bland and tasteless from
the outside, from the inside they are a whole different story. Rich
tapestrys line the walls, which themselves are made from stained oak,
shelves containing curious artifacts and various other trinkets stand
at various places along the walls and the house itself is warmed by a
roaring fire. For all their outward appearances, these necromancers
sure know how to live it up.
~
0 0 0
D0
~
~
3 0 32025
R D 0 32098 0 1
S
#32099
Inside a house~
The houses in Eternity appear to be the only buildings that are two
storey high, and while they appear rather bland and tasteless from
the outside, from the inside they are a whole different story. Rich
tapestrys line the walls, which themselves are made from stained oak,
shelves containing curious artifacts and various other trinkets stand
at various places along the walls and the house itself is warmed by a
roaring fire. For all their outward appearances, these necromancers
sure know how to live it up.
~
0 0 0
D2
~
~
3 0 32022
R D 0 32099 2 1
S
#32100
Inside a house~
The houses in Eternity appear to be the only buildings that are two
storey high, and while they appear rather bland and tasteless from
the outside, from the inside they are a whole different story. Rich
tapestrys line the walls, which themselves are made from stained oak,
shelves containing curious artifacts and various other trinkets stand
at various places along the walls and the house itself is warmed by a
roaring fire. For all their outward appearances, these necromancers
sure know how to live it up.
~
0 0 0
D0
~
~
3 0 32026
R D 0 32100 0 1
S
#32101
Inside a house~
The houses in Eternity appear to be the only buildings that are two
storey high, and while they appear rather bland and tasteless from
the outside, from the inside they are a whole different story. Rich
tapestrys line the walls, which themselves are made from stained oak,
shelves containing curious artifacts and various other trinkets stand
at various places along the walls and the house itself is warmed by a
roaring fire. For all their outward appearances, these necromancers
sure know how to live it up.
~
0 0 0
D0
~
~
3 0 32023
R D 0 32101 0 1
S
#32102
The Mines of Eternity~
Judging by the height of these tunnels, you'd say that only dwarves, and
maybe halflings or goblins, work these mines, which would make sense
eeing as how dwarves are the best creatures at mining.
~
0 0 0
D8
~
~
0 0 32084
R M 0 32030 4 32102
S
#32103
The Southern Hallway~
The hallway widens into a well lit room here, the high domed ceiling
supported by four marble pillars of exceptional workmanship. Paintings
on the walls here show pictures of different liches and necromancers,
judging by their importance, you'd hazard a guess and say they were the
rulers of this city in past years. To the north and south the hallway
continues, while to the east and west stand oak doors.
~
0 0 13
D0
~
~
0 0 32091
D1
~
~
3 0 32104
D2
~
~
0 0 32092
D3
~
~
3 0 32105
R D 0 32103 3 1
R D 0 32103 1 1
S
#32104
A Bedroom~
It appears that the necromancers here like to live in style, against the
far wall is a huge four poster bed, covered in soft, colourful quilts,
against the walls are exquistly carved wardrobes and cupboards, and hanging
from the walls are oil paintings, with rich vivid colours, done by talented
artists.
~
0 0 0
D3
~
~
3 0 32103
R M 0 32027 3 32104
 R E 0 32043 0 5
R D 0 32104 3 1
S
#32105
A Bedroom~
It appears that the necromancers here like to live in style, against the
far wall is a huge four poster bed, covered in soft, colourful quilts,
against the walls are exquistly carved wardrobes and cupboards, and hanging
from the walls are oil paintings, with rich vivid colours, done by talented
artists.
~
0 0 0
D1
~
~
3 0 32103
R D 0 32105 1 1
S
#32106
A Bedroom~
It appears that the necromancers here like to live in style, against the
far wall is a huge four poster bed, covered in soft, colourful quilts,
against the walls are exquistly carved wardrobes and cupboards, and hanging
from the walls are oil paintings, with rich vivid colours, done by talented
artists.
~
0 0 0
D1
~
~
3 0 32079
R M 0 32028 3 32106
 R E 0 32043 0 5
R D 0 32106 1 1
S
#32107
The Throne of Tarilus~
You have entered a large room, the high ceilings lost in the shadows,
hanging on the walls are long black tapestries depicting scenes of battle
and demons eating men and various other unpleasantrys. Sitting in the
middle of the room on a raised dais is a throne made from the bones of
various hapless creatures, a truly demonic force rules from this room.
~
0 3153920 0
D0
~
~
3 0 32092
R M 0 32035 1 32107
 R E 0 32003 0 16
 R E 0 32002 0 6
R D 0 32107 0 1
R D 0 32107 0 1
S
#32108
A Misty Portal~
You have entered a small room, with little save a strange portal set in
the north wall. Gazing into it, you can see nothing but strange mists, mists
that you could quite easily get lost in.
~
0 0 0
D0
~
~
0 0 32109
D2
~
~
3 0 32080
R D 0 32108 2 1
S
#32109
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32119
D1
~
~
0 0 32115
D2
~
~
0 0 32114
D3
~
~
0 0 32110
R R 0 32109 4
S
#32110
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32109
D1
~
~
0 0 32110
D2
~
~
0 0 32111
D3
~
~
0 0 32113
R R 0 32110 4
S
#32111
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32110
D1
~
~
0 0 32123
D2
~
~
0 0 32112
D3
~
~
0 0 32115
R R 0 32111 4
S
#32112
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32111
D1
~
~
0 0 32115
D2
~
~
0 0 32115
D3
~
~
0 0 32116
R R 0 32112 4
S
#32113
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32114
D1
~
~
0 0 32109
D2
~
~
0 0 32113
D3
~
~
0 0 32121
R R 0 32113 4
S
#32114
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32122
D1
~
~
0 0 32112
D2
~
~
0 0 32112
D3
~
~
0 0 32110
R R 0 32114 4
S
#32115
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32116
D1
~
~
0 0 32113
D2
~
~
0 0 32115
D3
~
~
0 0 32114
R R 0 32115 4
S
#32116
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32122
D1
~
~
0 0 32124
D2
~
~
0 0 32110
D3
~
~
0 0 32115
R R 0 32116 4
S
#32117
A Dark Chamber~
You step out of the mists and into a strange dark chamber. The walls
are made rough black stone, fitted crudely together to form a tunnel
that leads north into another chamber. From the north can be heard the
breathing of some unknown creature and a fair bit of heat can be felt
coming from that direction.
~
0 3153921 0
D0
~
~
0 0 32118
D2
~
~
0 0 32108
S
#32118
The Cell of Byzantial~
This room feels like you have just stepped into hell. All over the walls,
floor and ceiling are runes that glow with a strange reddish hue, it
appears that they were put there to keep whatever creature is here
imprisoned.
~
0 36708353 0
D2
~
~
0 0 32117
R M 0 32037 1 32118
 R E 0 32007 0 16
S
#32119
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32115
D1
~
~
0 0 32123
D2
~
~
0 0 32115
D3
~
~
0 0 32120
R R 0 32119 4
S
#32120
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32124
D1
~
~
0 0 32122
D2
~
~
0 0 32109
D3
~
~
0 0 32111
R R 0 32120 4
S
#32121
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32110
D1
~
~
0 0 32119
D2
~
~
0 0 32116
D3
~
~
0 0 32125
R R 0 32121 4
S
#32122
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32111
D1
~
~
0 0 32123
D2
~
~
0 0 32115
D3
~
~
0 0 32122
R R 0 32122 4
S
#32123
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32123
D1
~
~
0 0 32113
D2
~
~
0 0 32110
D3
~
~
0 0 32126
R R 0 32123 4
S
#32124
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32112
D1
~
~
0 0 32119
D2
~
~
0 0 32116
D3
~
~
0 0 32114
R R 0 32124 4
S
#32125
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32122
D1
~
~
0 0 32123
D2
~
~
0 0 32111
D3
~
~
0 0 32121
R R 0 32125 4
S
#32126
A Maze of Mists~
All around you is thick mist, swirling around you, obscuring your vision
and making it difficult to tell which way you are going.
~
0 0 0
D0
~
~
0 0 32117
D1
~
~
0 0 32110
D2
~
~
0 0 32111
D3
~
~
0 0 32109
R R 0 32126 4
S
#0


#SHOPS
32006    0  0  0  0  0   115  95         0 23    ; the Burly barkeep
32014   10  0  0  0  0   120  90         0 23    ; the Vampire alchemist
32015    0  0  0  0  0   120  90         0 23    ; the Jeweler
32016   15  3  4  0  0   115  90         0 23    ; the Wizard shopkeeper
32017    0  0  0  0  0   110  90         0 23    ; the Butcher
32018    0  0  0  0  0   110  90         0 23    ; the Baker
32019    5  0  0  0  0   115  90         0 23    ; the Weaponsmith
32020    9  0  0  0  0   115  90         0 23    ; the Armorer
0


#REPAIRS
32021    9  5  0         100   0         0 23    ; the Blacksmith
0


#SPECIALS
M  32003 spec_fido
M  32010 spec_thief
M  32025 spec_executioner
M  32035 spec_cast_mage
M  32037 spec_cast_mage
S


#$