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Zone Writer:Edit

CircleMUD, Modified by Taz of Tazmania


Directions:Edit

When you enter the game as an IMM, you will start in room 200, the business office of the God Complex.


History/Story:Edit

Immortals, players that have attained some basic understanding of the game and are ready to help support the day-to-day administration of the game, can be given a room in the god complex in order to conduct business away from active areas in the MUD.

The God Complex is an array of rooms that are dedicated to the support staff of the MUD.



Map IndexEdit

200 Implementors' Business Office (#200) Edit

This is where the implementors of Jedi conduct their day to day dealings with others.  The room is very comfortable with finely upholstered chairs and a mahogany desk, end tables, book shelves, and wall paneling.  A keyboard and monitor emerge from the desk at the push of a button, laying control of the realms at the implementors' fingertips.

Obvious exits: E [274], D [220]

A small red fire alarm has been installed in the wall. [special proc - game exit]


201   <32+>Edit

202   Onivel and Moonbeam's Private Office <32+> Edit

203 Kailyn's Sanctuary <32+>Edit

204   Doc's Office <32+>Edit

205 Free From Distraction <32+>Edit

206   A Haven for Wenches <32+>Edit

207 Kaeli's MountainsideEdit

As the sky above you turns a dusty orange, you find yourself standing on a steep, rocky slope, high in the mountains.  The creek beside you rushes noisily down toward the green valley below as its frigid snow-fed waters clatter over the colored stones in its bed.  Your face turns red as a chilly wind surrounds you with clean, icy air.  Further up the mountain, unclimbable slabs of snow-laden granite near the peak forbid further ascent.  The iced peaks across the valley cover violet rocky crags in the distance, and you realize how tempting it would be to lose yourself up here forever, never to return to the wicked chaos of civilization below.  As you look across the stream and see Kaeli absent-mindedly dropping stones into the water, you wonder if this is not in fact what she has done.  Kaeli looks up at you with a sense of surprise, and begins to smile.  Clearly you are welcome here.


208   Strawberry Fields Edit

All around you is a huge field, full of strawberries and flowers. The man you saw in the raincoat at the entrance is here, up in a tangerine tree and playing an acoustic guitar.  The sky is a marmalade colour and as you look closely, you notice that all the flowers are made of cellophane.  

Rockinghorse people run by you, and a yellow submarine drifts slowly behind them.  Bungalow Bill is off to the north, hunting elephants, but it looks like he isn't doing very well, and he may need a little help from his friends Rocky Racoon and Captain Marvel.  A man with multi-coloured boots tips his hat at you, and then soars off to greet Lucy, who floating in the sky with diamonds.  A walrus appears out of nowhere, and from a hole in the sky come the eggmen and the nowhere man.  Maxwell is having fun bonking the flowers, and pile of Norwegian wood has been left for a campfire.  The fool on the hill is here, contemplating other realities and is seeing the world spin round. The Count's number 9 is here as well, still intoning.  As you stop to wonder where you are, a Rainbow portal opens and the Beatles step out.  All around you, posters appear, seeming to hang in mid-air.  AltheaNig is off to the west, and to the east is Penny Lane.  This place is even sunnier than Sesame Street, and you feel very peaceful and content to stay here and drift to sleep.


209   The Great Hall of CogitasneEdit

To your utter astonishment you find yourself at the northern entrance to an enormous hall.  The flagstones beneath your feet are of polished gray basalt blocks a pace square and the mortar between them is a clean, white color.  The walls are of the same fine stone but you can only see them in a few places where they show through the wall coverings.  Proud battle standards and pennons cover the walls, many of them tattered and not a few are faded, belonging to houses long vanished from the land.  Thick, marble columns flank the polished oaken doors and a roaring fire burns in the delicately carved fireplace set deeply into the southern wall.  Sturdy tables of oak run the length of the great hall and a huge table of fine, white ash sets upon a raised dais before the fire.  All manner of weapons hang from pegs on the southern wall and fierce warriors in gleaming scale mail stand at even intervals along the east and west walls, the right shoulder of their scarlet cloaks thrown back to free their sword arms.

Their hands rest lightly on the hilts of their swords.  On the mantle rest a gleaming broad sword and a brutal mace.  Draped from the wall above is one more standard, this one neither torn nor faded by the mists of time. 

A truly magnificent, scarlet dragon centered on a field of the purest white,this final standard tells you that you have entered the great hall of the warlord Cogitasne.  Cogitasne smiles and warmly welcomes you.


210   JMON's Bar and Grill Edit

You enter a comfortable, dimly lit, smoky pub.  There are pool tables in the back and several dartboards on one side.  The bar shelf has over 150 different kinds of beer and the latest football pool hanging on it.  You also see rows of dart trophies from past victories.  The waitress is here serving the customers with a smile, you can't help but feel comfortable here.  The owner JMON, is intently watching a game of darts until he sees you enter and gives you a hearty welcome.


211   Shanny's Rib ShackEdit

Rickety ceiling fans twirl on the ceiling above you as you enter this establishment. It is crowded here, all the seats are taken and some people are eating standing up. But those that are standing are licking their fingers without complaint. The line at the counter is long and impatient as people try to make up their minds what style of ribs they would like. A tired, sweaty waitress takes orders and shovels them back an obviously overworked cook. The smell of barbecue fills your nostrils and you bounce with delight. You can hardly wait to sink your teeth into a thick, brown piece of meat. There is one round table in the far corner, covered with a red and white checkered tablecloth, that is unoccupied. This table is reserved for the proprietor of Shanny's Rib Shack and personal guests. A large bulletin board hovers here above a halo.


212   Val's Mountain Cabin <32+>Edit

213   The Stateroom in the Beagle Edit

The soft warm glow of a lantern lights the room. A great desk sits in the middle of the room, barely visibile under the mess of papers and maps. A small lonely cot can be seen hidden behind the desk. Through the porthole a little moonlight pokes through.

A small plaque and picture hang above the bed behind the desk. It is exactly what how one imagines a mid 15th century cabin a sailing ship to look, except of course for the Hot Tub spa in the left hand corner, the Pulp Fiction poster with Uma Thurman, displaying all to see, on the back wall, and the Blue Jay's Jersey with 2 bats forming an X underneath it on the right

hand wall ... beside the quaint porthole. The motion of the ship lets you know that we are entering rougher waters. You might want to say why you are here, cause Darwin needs to get the Hot Tub ready for the approaching storm.


Extra descs: picture


On the picture you see the likenesses of several people.

Xap, Jenn, Jasmine, Free, Valaria, Avengerv, Destroyer and Kaeli.

And the inscription along the Edge of the frame reads

      -Friends forever.-


214   Triana's Stellar Fragment Edit

From this vantage point in the heavans you can see the entire galaxy stretching away from you into infinity.  A bluish-purple haze fills the area above you while pink lightning flashes all around you, the white-hot tongues unleashing their fury on the surrounding landscape.  Vast mountains loom in the distance, their majestic forms draped in the loving embrace of towering pines.  Beside you a small brook playfully whispers over thousands of tiny crystal rocks, each emanating a unique, colorful light of their own.  The entire area here is covered with a bed of golden moss making this small secluded glade tranquil, comforting, and inviting.  A single crystal rose has been left here from someone very special.


215   <32+>Edit

216   <32+>Edit

217 Hall of the Dark Lord Edit

Entering this room, a feeling of uneasiness washes over you. Somehow you have been transported, and you dont know where to.  Looking through the orange mist caused by the small, smoky fires on the floor, its hard to distinguish anything, even the door just behind you has faded into the wall.  It appears that the walls of this huge room are carved right out of an onyx vein, probably miles underground judging from the pressure in your ears.  On one wall you can make out a great throne, carved into the onyx itself.  Flanking the throne is a tapestry, with a large tome in front of it, and a large glass showcase.  The other walls look like there is something on them, but you cant make it out. Evil eminates from the throne, but it pales in comparison to the Dark Lord himself.

Extra descs: tapestry painting book tome skull leather dress claw talon glass case fire flame wall onyx throne

This tapestry portrays Kalener back in the days of the crime network.

Fighting along side the great Wamphyre Azathoth, they seem to be fighting through hordes of knights.  Azathoth's blood red eyes, jet black hair and pale skin seem to be the exact opposite of Kalener, with his steel grey eyes, flowing silver hair and ebony skin.  The blood of their victims drenches them.  As you look at this picture for a while, you notice that it is not motionless, and the fight continues still.  Underneath is the inscription:

"As lives the evil in the hearts or mortals, the glory of Azathoth will never fade."

This tome tells the tale of the mortal lives of Kalener.  A servantof the Dark Lord in the second age, he fought valiantly in there service.

With his partner Azathoth, they ruled over the Aerie, and corrupted many a young adventurer to the path of evil. Continuing into the third age the dark elf and the Wamphyre fought for evil.  In service to his Lords, right before he was about to ascend the mortal plane, he died the final death.  The Dark Lords deemed Kalener was too valued to them in the mortal world, and they reincarnated him, to further the cause of evil. Working diligently for his Dark Lords he quickly regained his former power,  and as he was again about to ascend to immortalhood, the great cataclysm occured and the plane of the mortals was laid waste.

When the fourth age started, the Dark Lords made sure that Kalener was their to lead their cause on the mortal plane. Reaching the pinacle of power once again, he strove to become a Dark Lord 

himself, and he let nothing stand in his way.  He killed one of the 

gods, and drained the gods life force into himself, granting him his 

immortality.

Now as a Dark Lord, Kalener strives to keep the cause alive on the 

mortal plane, in addition to his duties on other planes.  He has been 

give authority over Hell itself, and his work in evil is never finished. 

Neither is this tome, many pages are still left empty.


Looking closely at this skull it seems that at one time it belonged 

to an immortal being, but the power seems to have been sucked 

dry by the Dark Lord.


The pile of white leather seems to come from the days long past, 

once worn by a powerful mortal whose power is even stronger 

now as a Dark Lord.


This seems to be the talon of the Pit Fiend himself, once wielded 

by Kalener when he fought on the mortal plane for the glory of 

the Dark.


Attached to the wall to the side of the throne is a glass case.  

Inside, resting on a matting of bloodsoaked velvet is a gnarled 

claw from some great demon, a pile of ancient leather, and an 

odd skull, which seems to glow softly.  


Standing near the small fires on the floor gives you the creeps.  

It appears obvious that they are used in unspeakable rituals to 

contain the most powerful of demons when the Dark Lord 

deems necessary to punish them.


The onyx has no seams, no breaks anywhere.  The only 

contrast on its glossy surface is a black tarry substance that 

has been used to write symbols all over.  Glancing back, the 

symbols dont seem quite the same as they were before, 

cautiously you back away towards the safey of the firelight.


Looking closer, you notice arcane symbols drawn all over the 

stone.  Ancient symbols, written on the onyx in some black 

pitchlike substance are only discernable due to the contrast on 

the glossy onyx.  Glancing back, the symbols dont seem quite 

the same as they were before, cautiously you back away from 

this throne.


218 The Haven Edit

Your mistress has led you into an irresistible kingdom.  Upon entering this haven, your eyes are drawn to the huge waterbed in the center of the room and the cute teddy bear sitting in the middle of the bed.  There are also feathers lying on the floor that seem to be from an eagle.  Bach's Fugue in D Minor is softly playing in the background.  Looking around the room, you get the feeling that the owner might have some taste after all. On the walls are all the Beatles posters ever made, and in the one corner is an antique carousel horse.  This place makes you feel like home.


219   The Realm of the BuilderEdit

You stand in the center of a remarkable place.  Cataclysmic forces tore this realm from the fabric of reality, the walls themselves pulse with the raw energy of its creation.  The walls seem to shift with your changing mood, one moment they are made of precisely cut stone blocks and the next they are exquisitely carved wooden paneling.  The walls might not even be there at all, they only appear solid when you look directly at them.  From the corner of your eye you see a valiant fighter wielding a flaming sword but he is gone when you turn to face him.  In the center of the room stands a table and on it in a neat row are five golden chests.  The chests are labeled in an archaic script:  Earth, Air, Fire, Water and Ether the five basic elements from which all things are formed.  You stand in the transient world of the builder.  Anything is possible here, but only if you have the Imagination and the Creativity to create it.

There is a board here with various maps and notes clipped to it.


220   Heart of the God ComplexEdit

You find yourself in the heart of the god complex.  The radiantroom seems to contain infinite space yet it doesn't take any time to get from one place to another.  This is where the Gods enter the game and gather to just socialize.  Long vaulted marble corridors extend for miles in all directions leading to the rest of the complex.  Since there is no ceiling, just by thinking about it you can ascend into the heavens to visit where the Gods live (if they're receiving visitors at the moment).  Below you is the board room of the immortals.

There is a large bulletin board here, chiseled out of the ice.


221 Board Room of the Immortals Edit

This large room is well decorated, and lit from above by a soft magical glow of no particular origin.  Scattered around the room are comfortable chairs and piles of furs of various dimensions, and in the very middle there is a huge oaken table that shimmers in an odd manner.  A large picture window looks down over the whole world, showing the exploits of the many intrepid mortals. A spiral staircase leads down to another part of this room.

A large bulletin board hovers here above a halo.


222 Lower Board Room of the Immortals Edit

This room is a close twin to the main Immortal Board Room 

at the top of the spiral staircase here.  Your mind and body 

cannot help but relax as you gaze around this comfortable 

room, and hope that you will be able to linger here a while.  



A large bulletin board is mounted on a wall here.


223   Social Board Room of the Immortals Edit

This room is a close twin to the Lower Board Room at the

top of the spiral staircase here.  Your mind and body cannot

help but relax as you gaze around this comfortable room and

hope that you will be able to linger here a while.



There is a board here with flashing neon lights that say PARTY.


224 Immortal Ice Box Edit

Here lie the frozen remains of mud players who just 

couldn't play with the other kids in the sandbox.  It looks 

like a very unpleasant way to spend one's gaming career and 

you resolve never to be like these.

Obvious exits: U [223], D [3001]


225   A Garden in a Grand Corridor Edit

Light radiates from everywhere.  As you pass down a marble-lined

corridor that must easily be several hundred feet wide, you come to

an area with a great variety of flowers and bushes.  Paths lead

among the plants and sculpted hedges, and occasional benches are

found in open areas of grass.  Angels and Gods pass casually about

in their discussions.  In the center is a flaming rosebush, and the

fire and the rose are one.




226   A Vineyard in a Grand Corridor (#226) [ INDOORS !SHSTRM ]

Light radiates from everywhere.  As you pass down a marble-lined

corridor that must easily be several hundred feet wide, you come to

a small field growing grapevines.  Members of the divinity come

here  to socialize while they drink the wine pressed directly from

the grapes that grow here.  Not the grapes of wrath, these.

Obvious exits: E [230], W [220], U [220]


227   An Arboretum in a Grand Corridor (#227) [ INDOORS !SHSTRM ]

Light radiates from everywhere.  As you pass down a marble-lined

corridor that must easily be several hundred feet wide, you come to

a pocket of trees in the middle.  Several varieties, both common

and exotic, of trees support orchids and bromeliads and various

tropical flowers.  Paths lead amongst these so that each may be

appreciated properly.  A heavenly fragrance permeates the air.

Obvious exits: N [220], S [231], U [220]


228   A Courtyard in a Grand Corridor (#228) [ INDOORS !SHSTRM ]

Light radiates from everywhere.  As you pass down a marble-lined

corridor that must easily be several hundred feet wide, you come to

an open courtyard, the tall vaulted ceilings opening to reveal the

heavens.  There are benches arranged around the central square,

where some angels and a few Gods can be seen discussing the affairs

of the mortals and immortals.  A feeling of peace pervades

everything you see.

Obvious exits: E [220], W [232], U [220]


A bulletin board for discussion of quests has been erected here.


229   The End of the North Corridor (#229) [ INDOORS !SHSTRM ]

Here, the wide corridor expands into a spacious circular room. 

Tall marble pillars arise from the floor supporting a dome.  A beam

of energy passes up through a central opening of this dome.  The

beam is generated by something in the middle of the room which

defies comprehension.  It is made of pure energy, and seems to be

all forms and all colours at the same time.  This and its

counterparts at the ends of the other corridors are the source of

all that could ever exist or be conceived.  Without them and their

relationship to each other, nothing would be.  This is the reason

for the corridors of the god complex being constructed as they are,

and this is what provides the life and light here and in the mortal

world below.  The corridor leads back to the heart of the complex,

and exits to the east and west lead to lounges.

Obvious exits: E [233], S [225], W [236], U [220]


230   The End of the East Corridor (#230) [ INDOORS !SHSTRM ]

Here, the wide corridor expands into a spacious circular room. 

Tall marble pillars arise from the floor supporting a dome.  A beam

of energy passes up through a central opening of this dome.  The

beam is generated by something in the middle of the room which

defies comprehension.  It is made of pure energy, and seems to be

all forms and all colours at the same time.  This and its

counterparts at the ends of the other corridors are the source of

all that could ever exist or be conceived.  Without them and their

relationship to each other, nothing would be.  This is the reason

for the corridors of the god complex being constructed as they are,

and this is what provides the life and light here and in the mortal

world below.  The corridor leads back to the heart of the complex,

and exits to the north and south lead to lounges.

Obvious exits: N [233], S [234], W [226], U [220]


231   The End of the South Corridor (#231) [ INDOORS !SHSTRM ]

Here, the wide corridor expands into a spacious circular room. 

Tall marble pillars arise from the floor supporting a dome.  A beam

of energy passes up through a central opening of this dome.  The

beam is generated by something in the middle of the room which

defies comprehension.  It is made of pure energy, and seems to be

all forms and all colours at the same time.  This and its

counterparts at the ends of the other corridors are the source of

all that could ever exist or be conceived.  Without them and their

relationship to each other, nothing would be.  This is the reason

for the corridors of the god complex being constructed as they are,

and this is what provides the life and light here and in the mortal

world below.  The corridor leads back to the heart of the complex,

and exits to the east and west lead to lounges.

Obvious exits: N [227], E [234], W [235], U [220]


232   The End of the West Corridor (#232) [ INDOORS !SHSTRM ]

Here, the wide corridor expands into a spacious circular room. 

Tall marble pillars arise from the floor supporting a dome.  A beam

of energy passes up through a central opening of this dome.  The

beam is generated by something in the middle of the room which

defies comprehension.  It is made of pure energy, and seems to be

all forms and all colours at the same time.  This and its

counterparts at the ends of the other corridors are the source of

all that could ever exist or be conceived.  Without them and their

relationship to each other, nothing would be.  This is the reason

for the corridors of the god complex being constructed as they are,

and this is what provides the life and light here and in the mortal

world below.  The corridor leads back to the heart of the complex,

and exits to the north and south lead to lounges.

Obvious exits: N [236], E [228], S [235], U [220]


A large bulletin board is mounted on a wall here. (commerce)


233   A Corner Lounge (#233) [ INDOORS !SHSTRM ]

Joined to the ends of two of the corridors is a rather 

comfortable lounge.  The walls are panelled in fine hardwoods 

and a plush, richly-coloured carpet covers the floor.  Various 

means of recreation can be found here ranging from pool to 

chess.  A great-grandfather clock marks the time of the 

universe.  In the corner of the room is a stairway down to a 

smaller chat room.

Obvious exits: S [230], W [229], U [220], D [237]


234   A Corner Lounge (#234) [ INDOORS !SHSTRM ]

Joined to the ends of two of the corridors is a rather 

comfortable lounge.  The walls are panelled in fine hardwoods 

and a plush, richly-coloured carpet covers the floor.  Various 

means of recreation can be found here ranging from pool to 

chess.  A great-grandfather clock marks the time of the 

universe.  In the corner of the room is a stairway down to a 

smaller chat room.

Obvious exits: N [230], W [231], U [220], D [238]


235   A Corner Lounge (#235) [ INDOORS !SHSTRM ]

Joined to the ends of two of the corridors is a rather 

comfortable lounge.  The walls are panelled in fine hardwoods 

and a plush, richly-coloured carpet covers the floor.  Various 

means of recreation can be found here ranging from pool to 

chess.  A great-grandfather clock marks the time of the 

universe.  In the corner of the room is a stairway down to a 

smaller chat room.

Obvious exits: N [232], E [231], U [220], D [239]


236   A Corner Lounge (#236) [ INDOORS !SHSTRM ]

Joined to the ends of two of the corridors is a rather 

comfortable lounge.  The walls are panelled in fine hardwoods 

and a plush, richly-coloured carpet covers the floor.  Various 

means of recreation can be found here ranging from pool to 

chess.  A great-grandfather clock marks the time of the 

universe.  In the corner of the room is a stairway down to a 

smaller chat room.

Obvious exits: E [229], S [232], U [220], D [240]


237   A Chat Room (#237) [ INDOORS !SHSTRM ]

This room is surprisingly ordinary looking.  Just a cozy 

place to meet and talk about things.  There are comfy chairs 

and a large soft sofa, nice end tables, everything you'd want 

to make you feel at home.  Out of the way enough for some 

privacy, but with an open door welcoming company.

Obvious exits: U [233]


238   A Chat Room (#238) [ INDOORS !SHSTRM ]

This room is surprisingly ordinary looking.  Just a cozy 

place to meet and talk about things.  There are comfy chairs 

and a large soft sofa, nice end tables, everything you'd want 

to make you feel at home.  Out of the way enough for some 

privacy, but with an open door welcoming company.

Obvious exits: U [235]


239   A Chat Room (#239) [ INDOORS !SHSTRM ]

This room is surprisingly ordinary looking.  Just a cozy 

place to meet and talk about things.  There are comfy chairs 

and a large soft sofa, nice end tables, everything you'd want 

to make you feel at home.  Out of the way enough for some 

privacy, but with an open door welcoming company.

Obvious exits: U [235]


240   A Chat Room (#240) [ INDOORS !SHSTRM ]

This room is surprisingly ordinary looking.  Just a cozy 

place to meet and talk about things.  There are comfy chairs 

and a large soft sofa, nice end tables, everything you'd want 

to make you feel at home.  Out of the way enough for some 

privacy, but with an open door welcoming company.

Obvious exits: U [236]


241   A Chat Room (#241) [ INDOORS !SHSTRM !MAGIC PRIVATE ]

This room is surprisingly ordinary looking.  Just a cozy 

place to meet and talk about things.  There are comfy chairs 

and a large soft sofa, nice end tables, everything you'd want 

to make you feel at home.  Luckily, casual passers-by won't be 

interrupting meetings here.


A friendly, long-haired gray cat often sleeps on the sofa here, earning the 

room its nickname: the 'Cat Room.'


242   A Chat Room (#242) [ INDOORS !SHSTRM !MAGIC PRIVATE ]

This room is surprisingly ordinary looking.  Just a cozy 

place to meet and talk about things.  There are comfy chairs 

and a large soft sofa, nice end tables, everything you'd want 

to make you feel at home.  Luckily, casual passers-by won't be 

interrupting meetings here.


243   A Chat Room (#243) [ INDOORS !SHSTRM !MAGIC PRIVATE ]

This room is surprisingly ordinary looking.  Just a cozy 

place to meet and talk about things.  There are comfy chairs 

and a large soft sofa, nice end tables, everything you'd want 

to make you feel at home.  Luckily, casual passers-by won't be 

interrupting meetings here.


244   A Chat Room (#244) [ INDOORS !SHSTRM !MAGIC SOUNDPROOF ]

This room is surprisingly ordinary looking.  Just a cozy 

place to meet and talk about things.  There are comfy chairs 

and a large soft sofa, nice end tables, everything you'd want 

to make you feel at home.  Luckily, casual passers-by won't be 

interrupting meetings here, and you notice the soundproofing is 

exceptionally good.


245   A Chat Room (#245) [ INDOORS !SHSTRM !MAGIC PRIVATE ]

This chat room isn't quite as cozy as the others.  The 

chairs are made for function, not comfort, and there are less 

furnishings in general.  The other thing that strikes your 

attention now is that there are no exits.  Did the room just 

get smaller?


246   A Chat Room (#246) [ INDOORS !SHSTRM !MAGIC PRIVATE ]

This chat room isn't quite as cozy as the others.  The 

chairs are made for function, not comfort, and there are less 

furnishings in general.  The other thing that strikes your 

attention now is that there are no exits.  Did the room just 

get smaller?


247   A Drifting, Spiral Ascent (#247) [ INDOORS !SHSTRM ]

You float upward for what seems like either an eternity or 

an instant.  Eventually you sense the presence of the Gods who 

live here.  The Gods have their own rooms which may or may not 

be open to others.  You will just have to look to see.  You 

can continue ascending toward yet higher Gods until you reach 

the implementors, or you can fall back to the heart of the god 

complex.

Obvious exits: U, D


North     - Althea's Room [253]

East      - Hall of the Dark Lord [217]

South     - Mandy's Room [257]

West      - A Haven for Wenches [206]

Up        - A Drifting, Spiral Ascent [270]

Down      - Heart of the God Complex [220]

Northeast - Evening at the Folies-Bergere [254]

Southeast - In a Dinky Apartment [256]

Southwest - The Haven [218]

Northwest - Free From Distraction [205]


248    Drifting, Spiral Ascent (#248) [ INDOORS !SHSTRM ]

You float upward for what seems like either an eternity or 

an instant.  Eventually you sense the presence of the Avatars

who live here.  They have their own rooms which may or may not 

be open to others.  You will just have to look to see.  You 

can continue ascending toward yet another level of Avatars or

beyond to higher Gods until you reach the implementors, or you 

can fall back to the heart of the god complex.

Obvious exits: U, D


Obvious exits:

North     - The Mosh Pit [261]

East      - The Obsidian Tower [263]

South     - MOSHING Team HQ [265]

West      - Zooropa's Music Store [267]

Up        - A Drifting, Spiral Ascent [249]

Down      - Heart of the God Complex [220]

Northeast - Stormblade's Sanctum [262]

Southeast - The Shoe Box [264]

Southwest - The Montreal Canadien's Locker Room [266]


249   A Drifting, Spiral Ascent (#249) [ INDOORS !SHSTRM ]

You float upward for what seems like either an eternity or 

an instant.  Eventually you sense the presence of the Demigods

who live here.  They have their own rooms which may or may not 

be open to others.  You will just have to look to see.  You 

can continue ascending toward yet another level of Avatars or

beyond to higher Gods until you reach the implementors, or you 

can fall back to the heart of the god complex.

Obvious exits: U, D


Obvious exits:

North     - Myst's Forest Hideaway [258]

East      - The Fall of Man -- Throne Room of JackyBlaque [255]

South     - Crank's Rock'n Bedroom [271]

West      - JMON's Bar and Grill [210]

Up        - A Drifting, Spiral Ascent [250]

Down      - Heart of the God Complex [220]


250   A Drifting, Spiral Ascent (#250) [ INDOORS !SHSTRM ]

You float upward for what seems like either an eternity or 

an instant.  Eventually you sense the presence of the Gods 

who live here.  They have their own rooms which may or may not 

be open to others.  You will just have to look to see.  You 

can continue ascending toward yet higher Gods until you reach 

the implementors, or you can fall back to the heart of the god 

complex.

Obvious exits: S, U, D


Obvious exits:

North     - On the Quad [268]

East      - Val's Mountain Cabin [212]

South     - Triana's Stellar Fragment [214]

West      - The Realm of Silence [269]

Up        - A Drifting, Spiral Ascent [251]

Down      - Heart of the God Complex [220]


251   A Drifting, Spiral Ascent (#251) [ INDOORS !SHSTRM ]

You float upward for what seems like either an eternity or 

an instant.  Eventually you sense the presence of the CIMPS who 

live here.  They each have their own rooms which may or may not 

be open to others.  You will just have to look to see.  You can 

continue ascending toward until you reach the implementors, or 

you can fall back to the heart of the god complex.

Obvious exits: E, U, D


Obvious exits:

East      - The Great Hall of Cogitasne [209]

South     - Doc's Office [204]

Up        - A Drifting, Spiral Ascent [252]

Down      - Heart of the God Complex [220]


252   A Drifting, Spiral Ascent (#252) [ INDOORS !SHSTRM ]

You float upward for what seems like either an eternity or an 

instant.  Eventually you sense the presence of the Implementors 

who live here.  The Implementors have their own rooms which may 

or may not be open to others.  You will just have to look to see.  

You can continue ascending toward the Implementor's business office 

or you can fall back to the heart of the god complex.

Obvious exits: U, D


Obvious exits:

East      - Onivel and Moonbeam's Private Office [202]

Up        - Implementors' Business Office [200]

Down      - Heart of the God Complex [220]


253 Althea's Room (#253) [ INDOORS !SHSTRM PRIVATE ]

Please send a room description to Cogitasne via mudmail.

Thanks =)


254 Evening at the Folies-Bergere (#254) [ INDOORS !SHSTRM PRIVATE ]

Welcome to the legendary Folies-Bergere, the crown jewel of Fin-de-

Siecle Parisian nightclubs. There is a heady atmosphere of high culture

and jubilation which permeates the air. The seductive lights and fine

jazz music in the backround hearken back to another era, one of

sophistication and decadence. Low-hanging crystal chandeliers adorn the

elegant marble tables which lie scattered about the main floor.


Your attention is drawn to a large Tiffany mirror which hangs on the

far rear wall of the club. In front of the mirror is a circular

Louis XVI table surrounded by several high-backed brass chairs.


255 The Fall of Man -- Throne Room of JackyBlaque (#255) [ INDOORS !SHSTRM PRIVATE ]

You are in an enormous eight sided room with obsidian and garnet 

walls.  Pillars made of bloodstone are in each corner, and the room is 

lit by a huge pyre burning in a pit in the centre of the room. Lines 

radiate out from the pit,ending and connecting at the corners of the 

room forming a star with eight points. Between the pillars, there are 

men, women and children, all shackled by the hundreds to the walls. 

They are crying out in fear and despair, but their cries are silent.

On each wall, there is a portrait. On one wall, there is a portrait 

of the Marquis de Sade, which reads "Lust" under it. On the next wall, 

a portrait of Judas reads "Envy." They continue: Donald Trump - "Greed", 

Lucifer - "Pride", Ted Kennedy - "Sloth", Caligula - "Gluttony", and 

Cain - "Wrath".  On the final wall, there is just a gaping star of 

blackness over the Throne of the Unforgivable Sin, Despair, upon which 

sits Her Excellency of Evil. The throne is comprised of the souls of 

suicides, the wills of men she has seduced, and the hearts of lost 

innocents. Jacky's various demon lovers and human slaves polish every 

inch of the room constantly, and look at you with dread, hatred and 

lust.


On the stand next to her throne, there is a cheap 286, a phone and her 

Universal Compact Stereo (tm) which transmits her messages of joy all 

over the cosmos. A drawer reads "My Special Friend", but is magically

locked. A picture of her and a relatively normal looking guy sits on 

top of her computer with a rose. This makes you think to yourself, 

"One of these things does not belong."  You feel evil, nonetheless.


256 In a Dinky Apartment (#256) [ INDOORS !SHSTRM PRIVATE ]

You suddenly find yourself standing in the middle of a cramped, smoky

apartment.  Cracked walls, plated with dozens of worn street signs stare

blankly at you from every which way.  A soft, blue glow illuminates this room

creating various faces within the drifting smoke and casting shadows into less

friendly corners.  Across this room and atop an oaken desk, a grey terminal

surrounded by numerous papers and electronic gadgets displays a JediMUD login

screen and prompts for a password.  To your left you notice a comfortable

looking green and white, plaid couch slouching against the wall.  A small,

glass table, situated in the center of this den, proudly displays a bronze

statue of Lady Justice.  On one side of her balance she guards a single Bardic

Signet-Ring, and on the other side rests a small, unopened block of Krrf.  Upon

closer inspection, an engraving on the ring reads, 'the Shadow Scribe of Krrf'.


257 Mandy's Room (#257) [ INDOORS !SHSTRM PRIVATE ]

This is where Mandy prepares himself for his next concert.  As far as 

dressing rooms go, it isn't bad.  There are box office posters on the wall from

his past musicals "Evita", "Sunday in the Park with George", and "The Secret 

Garden", and various movies through the years. 

The room feels very powerful, as if just by being here the creative energies

of the universe threaten to sweep you out of your dreary existence and into a

life of excitement.  The closet reveals Mandy's trademark clothes: white

sneakers, jeans, and of course the pink t-shirt, and a refrigerator in the

corner hosts his vast supply of Pepsi(tm) and Pringles(tm).

You can't help but wonder to yourself how Mandy manages to enter and leave

the room.  The lack of doors hints that Mandy Patinkin is more than he first

appears.


258 Myst's Forest Hideaway (#258) [ INDOORS !SHSTRM PRIVATE ]

You find yourself in a cozy forest castle. In the soft, flickering

candlelight you can make out a comfy, velvety sofa, and on the walls there

are breathtakingly beautiful paintings and framed photographs of every type

of feline known to man. As your eyes come to rest on one of a white siberian

tiger, you hear something stir. The hair on the back of your neck bristles,

and your heart begins to race. You feel something watching you intently...

and you would MUCH prefer that low, guttural rumble you just hear to be a

small earthquake! Turning your head slowly, you see an enormous white

tiger tensed to spring at your slightest aggressive move. Uh oh...

A White Siberian Tiger lies here quietly at Myst's feet.


Extra descs: tiger white siberian


This magnificent animal has snow-white fur striped with perfect coal-black

tiger markings. His eyes are a pale green with glittering flecks of gold,

and his body is smooth, sleek, and in prime condition. You realize that he

could tear you to pieces in a heartbeat... but Myst seems to have him in a

state of relaxation. His eyes, however, seem to remain fixed on you.

the White Siberian Tiger is in excellent condition.


259   Nightmare's Place (#259) [ INDOORS !SHSTRM PRIVATE ]

  As you look around the room, you notice nothing out of the ordinary.

In the middle of the room, you see a 20" television and next to it, a stereo

system. To the left of it is a small, comfortable bed with a couple stuffed

animals on it. Above the bed is a picture of a girl whom you assume as his

girlfriend. On the right side of the room, you see a tidy desk with a 

computer on it and next to that desk is a pile of books and files of some

sort. You can see that he is all business when it comes down to it. In the

corner of the room is a pair of Rollerblade and a hockey stick. As you 

survey the room, you suddenly feel a presence behind you. It's .....




                                                  Peter


260   Pythe's A to D room (#260) [ INDOORS !SHSTRM PRIVATE ]

As you enter this candle-lit room, you notice that your environment is not

a part of the real physical world, but instead is a whole new universe

with unlimited potential.  As your mind merges with the circuitry, you

realize you no longer have mass.  As a living entity on the huge TCP/IP

network, you have a sense that you can do anything and go anywhere,

except that you must watch out for those dreaded NetPigs who

try to keep the cyberpunks under control.  At least the Turing Police

are harmless, as their only purpose is to prevent the AI computers from

taking control over the network or any part of the physical world.

In a state of pseudo-meditation, an old twentieth century song enters and

your mind, but you can only recall part of it:


"His world is under anaesthetic, subdivided and synthetic

His reliance on the giants, in the science of the day"

--from "Digital Man" lyrics by Neil Peart 1982


261 The Mosh Pit (#261) [ INDOORS !SHSTRM PRIVATE ]

You discover yourself in a churning, thrashing, pit.  People are all

around you shoving, kicking and slamming in a catastrophic orgy of ferocity.

You glance out over the horde and realize the pit stretches as far as you

can see.  As the thunderous discord begins to thrash ever more so the pit

goes into an insane frenzy, and you are swallowed under a tide of flailing

fists and combat boots.  A particularly vicious kick from a Darky little

champion mosher sends you head first into a clearing, the eye of this storm.

You look up and see the indisputable maestro of this pit, standing with

one foot on the corpse of a football guy Rache throws back his head and

cackles with insane glee.


262 Stormblade's Sanctum (#262) [ INDOORS !SHSTRM PRIVATE ]

Within the confines of this Sanctum you can see murals of great battles

fought by Stormblade and his companions.  To the south is an alter adorned 

with many holy writings.  Upon the alter rest artifacts you thought only to

be mythical.  Light shines through the stained glass ceiling high above you.

Planted in the center of the marbled floor is a Holy Avenger sword revealing

a multi-faceted ruby within its hilt.  You can just make out the Temple of

Midgaard through a portal to the north.  To the east is another portal

leading to the fountain in the center of Skara Brae.  The heart of New Thalos

appears to be throught the western portal.

Obvious exits: N [3001], E [2112], W [12206] 


263 The Obsidian Tower (#263) [ INDOORS !SHSTRM PRIVATE ]

You are in a round room carved from a 60-foot tall spire of obsidian.  

The effect is cold and eerie, yet still beautiful.  The ceiling ends in a

point and at the peak of the ceiling is a golden orb, giving off a dim glow.

Further light and heat is provided by 5 charcoal braziers, set around the 

perimeter of the room.  The room itself is richly furnished with plush chairs,

a sofa, and a table made of marble.  Bookshelves, curved to fit flush with 

the round walls line approximately half the room, and contain arcane volumes 

of ancient lore.  A window looks out upon a flat, bleak plain, and a strong 

wind howls outside.

Obvious exits: D [220]


Extra descs: window bookshelves


Looking out the window, you see a dry, blasted landscape.  Not so much as 

lichen grows on the rocks below.  The sky is a dark purple color and the 

twin suns glow a fiery red.


The bookshelves are wrought of bronze and contain such volumes as:

"Natural Disasters for Fun and Profit", "Einstein's Relativity", and

"101 Uses for a Warrior".


264   The Shoe Box (#264) [ INDOORS !SHSTRM PRIVATE ]

You find yourself in a boxlike room.  It appears to be at least twice as

long as it is wide, and you have to stoop to avoid hitting your head on the

ceiling.  The walls of this room are covered in posters bearing the

likenesses of major sports celebrities.  Various swooshes and other logos

can be seen on every poster.  The corners are piled high will old pairs of

sneakers, loafers, and wingtips.  There is a rack of shoe horns on the far

wall, and a cupboard full of Dr. Scholl's products next to you.  You wonder

where the owner of this place is.  If you listen closely, you can hear the

unforgettable jingles from sneaker television commercials.  You find youself

wanting to be like Mike.


Extra descs: owner Pile Shoes Corner Poster Walls


Brett Domue.  okeedokee@pipeline.com


Description: You see here a pile of old, discarded shoes.  This must be

the fabled footwear graveyard.


You see posters of some of the most popular sports figures

of the 1990's.  Michael Jordan, Charles Barkley, Emmit Smith, and the rest

of the superstars are here.  Every poster has the markings of a major

sneaker manufacturer on some part of the image.


265 MOSHING Team HQ (#265) [ INDOORS !SHSTRM PRIVATE ]

This is the most secret laboratory of the MOSHING team, owned by its

most powerful spellcaster, Tyrex. At one side of the room you see

a row after row of huge file cabinets full of information about everyone

and everything on JediMUD.

At the other side of the room hidden by the deep shadows, you can see a

bookcase containing 13 midnight-blue spellbooks.

Standing against the fireplace you notice a black onyx desk, covered with

different devices of magical kind, some of them are even glowing with a

strange and magical glow. As you turn away from the desk you feel a sudden

urge to look at a black book, resting on a shadowy pedestal.

As you look closer, you see a full detailed description of how Tyrex is

planning to take over this Mud, and even overthrow the all the Implementors.

Standing against the northwestern corner you spot a portal guarded by

five dragon heads, all seeming to scream in never-ending agony. This must

be the legendary portal leading into the Dark Planes of Hell and Nirvana

where the Queen of evil the ruler of devils, Tarkhisis, rests.

Atop one of the cabinets you see a statue, and a bunch of files.

As you turn around to leave the room, Tyrex appears from within a blood red

portal, and my god he is FUMING with rage, how did you dare to disturb the

silence of this dark and hidious place.


Extra descs: books spellbooks statue files bunch


As you look at these dark and mysterious spellbooks, they seem to

emit a faint humming sound as if they wait for some stupid nonbeliever

to open them. The question is : Do you dare ?.

On the cover of the books there are some silvery viking runes, you can't

seem to undestand them.


This is a statue of the evil queen Takhisis. It emits a faint glow and

after a while of staring at it, you can see a swirling formation of

different colors inside.


In here is everything you've ever wanted to know about everyone on the mud.

You can find out anyone's real name, their Social Security Number, and

even how many kids they beat up as a child.  You delve further into the

files, and see it.  The info on Kaeli.  It's too horrible to be repeated.


266 The Montreal Canadien's Locker Room (#266) [ INDOORS !SHSTRM PRIVATE ]

You have entered the locker room of the Montreal Canadiens.  It was here

that coaches have spurred the Habs through times of adversity, and glory

to twenty-four Stanley cup victories.  The stale smell of sweat fills

the room, and all manners of hockey equipment is lying around.  A large

banner hangs from the far wall, and on a small table beneath the banner

stands Lord Stanley's cup.  Xap, the Canadien's greatest hockey fan, is

here wearing his Habs jersey, and reading the names of his childhood.

Obvious exits: D [221]


Extra descs: banner plaque stanley cup


                     CCCCCCCCCCCCCCCCC   CCC   

                  CCCCCCCCCCCCCCCCCCCCCCCCCCCC               

                CCCCCCCCCCCCCCCCCCCCCCCCCCCCCC                    

              CCCCCC      HH     HH     CCCCC                  

             CCCCC        HH     HH                            

            CCCCC         HH     HH              

            CCCCC         HHHHHHHHH                   

            CCCCC         HHHHHHHHH                               

            CCCCC         HH     HH                              

             CCCCC        HH     HH                             

              CCCCCC      HH     HH     CCCCC        

                CCCCCCCCCCCCCCCCCCCCCCCCCCCCCC                   

                  CCCCCCCCCCCCCCCCCCCCCCCCCC

                      CCCCCCCCCCCCCCCCC


You see the coveted Lord Stanley's cup, the symbol of excellence in

hockey, standing on a small table before you.  A small plaque with the

years Montreal has won the cup is attached to its base.


Due to their years of hockey excellence the National Hockey League is

proud to award the Montreal Canadiens this plaque listing their record

twenty-four Stanley cup victories:


 1916/17          1953/54          1965/66          1976/77 

 1924/25          1956/57          1966/67          1977/78

 1930/31          1957/58          1968/69          1978/79

 1931/32          1958/59          1969/70          1979/80

 1944/45          1959/60          1971/72          1986/87

 1946/47          1960/61          1973/74          1993/94


267 Zooropa's Music Store (#267) [ INDOORS !SHSTRM PRIVATE ]

The walls of this room are lined with thousands of compact discs.  Upon 

closer inspection, you notice that all walls are lined with U2 CDs!  You 

can't help but envy the owner of this room.  Obviously, he is a man of 

immense taste in music.  A large banner on the wall reads "Vorsprung 

Durch Technik" and a small placard on the door reads "Achtung!"


268   <32+>


269   <32+> The Realm of Silence (#269) [ INDOORS !SHSTRM PRIVATE GODROOM ]

It is hard to wait so long for something so simple, but that is always the

nature of the game. They say that when you die, you should die quickly, for

it changes nothing. The same is true of living, and beyond doubt your life

here has been quicker than most. And has it changed a thing? You think

briefly of the old parable. A student asks the master, "Where did you learn?"

The master replies, "Weeden," drinking from the fountain. The student nods:

"I was there once." The master replies, "I am there now," and drinks again

from the fountain.

A breeze whispers through the land. You remember dying at the gargoyle, and

it makes you think of home.


An unplugged Black-n-Decker is here, making you uncomfortable.


270 A Drifting, Spiral Ascent (#270) [ INDOORS !SHSTRM ]

You float upward for what seems like either an eternity or 

an instant.  Eventually you sense the presence of the Gods who 

live here.  The Gods have their own rooms which may or may not 

be open to others.  You will just have to look to see.  You 

can continue ascending toward yet higher Gods until you reach 

the implementors, or you can fall back to the heart of the god 

complex.

Obvious exits: U, D


Obvious exits:

North     - The Realm of Silence [269]

Up        - A Drifting, Spiral Ascent [248]

Down      - Heart of the God Complex [220]



271 Crank's Rock'n Bedroom (#271) [ INDOORS !SHSTRM ]

You see a Huge poster of Kalven Metallica hanging on the wall with a picture

of Old Anthrax Posters all over the place.  A nice 57 inch Television set

sits along with a cool full entertainment set.  A bunch of oldie cd's sits

on Crank's coffee table along with a buncha porno magazines with Miss December

1991 and coffee stains all over it.  A HUGE disco ball hangs down from top of

the roof. You see a Sega Genesis (tm) and a bunch of magazines on how to play

Mortal Kombat (tm) sitting down on the floor of the room.  A picture of his

girlfriend with this huge Heart around it sitting on his dresser.  A Dart Board

hangs down above his computer with packet of old condoms with a pen.

You see a dirty clothes all over the bedroom with this foul smell coming

from the closet.  As you try to walk farther along, you find yourself getting

dizzy from smell of old shoes sitting under a pile of trash.  A lava lamp sits

next to a mirror near the window and a List with a mark of TIAMAT 0 Crank 10

and a old blue plate and Mcgriff Bat sitting in a trophy cup.


272 <32+>

273 <32+>


274 The Surveillance Center (#274) [ INDOORS !SHSTRM PRIVATE GODROOM ]

Carved out of the nether space in which the immortals of JediMUD reside

is this experimental chamber, a hollow and unearthly room designed simply

to accomodate the Oracles of the Gods, to view quests as they occur, and

to watch any other interesting developments in the lands below.

Obvious exits: W [200]


275 <32+>


276 The Queen's Bedchamber (#276) [ NOBITS ]

The room radiates an air of nobility.  The wall panels are 

made of an unfamiliar dark hardwood more beautiful than any 

you've seen.  Magically lit lamps shine on several portraits 

tapestries depicting the origin and growth of the land of Jedi 

as well as numerous fanciful thema.  By the window is a large 

beautifully-canopied bed like something out of a faerie tale.  

The delicate scent of roses wafts in through the window from 

the gardens below.


Extra descs: tapestry portrait


This is the classical 'Lady with the Unicorn' tapestry.  It 

features the unicorn and lion drawing back the rich fabric of 

a noblewoman's tent.  Inside, the lady inspects her jewels.  


This is a portrait of the Lord Mandragora.  Somehow, in the 

black background, you can detect a humanoid form.  Letting 

your eyes go unfocussed, you get the impression of a handsome 

and noble lord... an image sharply contrasting the shadowy 

shapes rendered to be his likeness.


277   The Antechamber (#277) [ INDOORS !SHSTRM ]

Adjacent to the bedchamber, this is where guards are stationed 

to defend the Lady of the realm.  The room is tastefully 

furnished and a fireplace is present should the guards need 

the extra warmth.  Tapesties on the walls depect scenes of 

heroic valour and sacrifice in the service of the Lady.


278 The Coffeehouse (#278) [ INDOORS !SHSTRM ]

The place is half full, tables cluttered with cups and newspapers.

Faces peer from chipped murals, surveying the crowd; ghosts of then

guarding the now.  The espresso machine belches forth steam, conveying

the smell of coffee, pervasive and intoxicating.  Individuals hunch over

in the dim light, wrapt in the stories contained within dog-eared books.

Groups involve themselves in animated conversations and games.  Or speak

in lower tones, hushed, discussing intricate conspiracies.  The workers

cluster behind the counter, glaring with a practiced ennui at those

waiting to be served.  Each is empowered by the knowledge that someday,

once his novel is sold, he can give up waiting on the bourgeoisie.  A

breath of wind envelops your table carrying the warm smell of spring,

reminding you of another world outside.  A world of sunshine.  You sit

and contemplate that world here, surrounded by an eternal dusk.


279 Inside the folds of a dark cloak (#279) [ NO_MOB !SHSTRM PRIVATE ]

Falling into the depths of the cloak, you find yourself looking 

around at a whole other world inside.  A small castle sits off in the 

distance, and in a clearing in the wood surrounding it, you spot a 

dark-haired woman wearing golden armor and a white mask.  She looks up at 

your approach, waiting to see what you do.


280 Spiritwalker's Dreamchamber (#280) [ NO_MOB INDOORS !SHSTRM CAMPSITE ]

The walls are cloud-like transparent yet multi-coloured and constantly

changing. There is a note here with your name on it. Around the room you see

trophies of Spiritwalker's crusades: many pieces of drow weaponry and armour.

undoubtably taken in combat with evil. Along one wall you see a workstation,

and along the other you see a comfortable chair.


Extra descs: cd stereo TV remote chair computer dreamcatcher trophies note walls


You see a couple of CD cases sitting on top of the unit -- The

Tragically Hip and The Cult.


There's a movie playing -- Hey! -- It's Army of Darkness -- Cool!


This must be where Spiritwalker does his work.  You see a

powerful looking computer, engineering books, and papers with

incomprehensible formulae scrawled upon them.


It looks like an original dreamcatcher that an Iroquois shaman

may have used -- you wonder why Spiritwalker has it.


On display directly under the dreamcatcher is the severed head of

the Dracolich, the most deadly creature of the drow underworld.


Among the whirling shapes and colours you see a piece of the dream

you had last night.


281 The Garden of Eden (#281) [ !SHSTRM PRIVATE ]

Now the Lord God had planted a garden in the east, in Eden; and there

he put the man he had formed.  And the Lord God made all kinds of trees grow

out of the ground - trees that were pleasing to the eye and good for food.

In the middle of the garden were the tree of life and the tree of the

knowledge of good and evil.

Then the Lord God made a woman from the rib he had taken out of the

man, and he brought her to the man.

When the woman saw that the fruit of the tree was good for food and

pleasing to the eye, and also desirable for gaining wisdom, she took some

and ate it.  She also gave some to her husband, who was with her, and he

ate it.  Then the eyes of both of them were opened.

And the Lord God said, "The man has now become like one of us, knowing

good and evil.  He must not be allowed to reach out his hand and take also

from the tree of life and eat, and live forever.  So the Lord God banished

him from the Garden of Eden to work the ground from which he had been

taken.

After he drove the man out, he placed on the east side of the Garden of

Eden cherubim and a flaming sword flashing back and forth to guard the way to

the tree of life.


282 The Shadows (#282) [ DARK INDOORS !SHSTRM ]

You have somehow managed to leave the lit areas of the world and now

walk in shadow.  Reality hides in the corners of your vision, only to

retreat back into the twilight darkness when you turn to grasp it.  You

get the feeling that if you knew the right path you could go anywhere or

find anything... if you just weren't so lost and confused!  One pattern

is slightly more prominent -- you get the impression of a lovely Goddess

amidst a bright and fragrant garden, and your heart leaps with hope.

But something more solid coalesces before you.  Mandragora grins at you

and says, "So nice of you to drop in...."

Obvious exits: N [282], E [282], S [282], W [282], U [282], D [282],

SE [203], NW [18156]


283 Byson's Room (#283) [ INDOORS !SHSTRM ]

You stand on the beautiful island continent of Australia.  Here, you

find several kangaroos bouncing around and a koala munching a gum leaf.

From the mountain you are standing on, you can see the ocean reach in all

irections. On the very top of the mountain, you see a huge gum tree.  Under

he tree sits a curious figure.  He wears a pair of shorts and a t-shirt and

has a computer on his lap which somehow seems to be plugged into the tree!

He basks in the sun, as he furiously taps away at his keyboard. The figure

looks lost in thought and at his feet are several pages of notepaper with

some scrawled writing on them.


Extra descs: paper notes notepaper reminder


1: Save your cash you doh. 

2: Buy ticket to USA

3: Get presents for Nix and Tara

4: Get a Roo for Dutch

5: Remember to remember my reminder notes

6: Get my blow up doll for Jason

7: Bug Alan and Jay some more.



284 Jo's Chambers (#284) [ INDOORS !SHSTRM PRIVATE ]

You're not sure whether you should be awed or terrified of this cavernous 

room.  You are greeted by a scantily clad male attendant who has nothing but 

your best interests at heart.  He leads you over to the soft, plush, satin-

covered pillows, hands you a garment that reminds you of a hospital gown, 

and bids you to partake of the food and drink near you.  Gazing adoringly at 

all of the beautiful people, you can't help thinking this might be where 

you belong.  Yet, something seems out of place.  Looking around, your 

eyes are drawn to an ominous-looking door, and an all-powerful feeling 

forces you to open it....As the door automatically closes and locks 

behind you, Jo greets you with a gleam in her eye.  "We've been expecting 

you!" she says as she leads you to a chair.  Wait!  This isn't like the 

other room, as you finally look around at all the apparatus.  To one side 

is a steel gurney equipped with restraints; near it is a box-like machine 

with electrodes attached to it.  


A few feet distant from the gurney is a huge, tube-shaped porcelain 

container filled with water and ice.  You watch in horror as the 

attendants lower some poor soul into it and close the top, barring his 

escape.  A small rectangular electronic device with a blue button lies on 

a table close to the tub.  As you listen to the screams, you look around 

at the other people in here.  Nalia sits in a corner by herself, drooling 

and babbling, 'I'm not wifey2!  I'm not wifey2!'  You see Steppin 

wandering around with a vacant look on his face, yelling, 'Where are 

those damn sheep?'  You run for the exit, but Uriel blocks your way, 

crying, 'Beer and rice cakes, beer and rice cakes!'  Zookeeper drags you 

away and in a sultry voice tells you, 'Hey, you big stud, take me to 

bed or lose me forever!'  Terrified, you run to Raid, but he is busy 

arguing with an imaginary person: 'No, I don't happen to think I have 

ENOUGH mudwives!'  You're trapped in this room, and with nowhere to go, 

you return to your chair, frightened and helpless.  Jo now turns to you 

and says, 'Next!'

No Obvious Exits.


A box with a large blue button that says PUSH ME rests on a table. [224]


285 El Estudio del Famoso Maestro de Ilusion (#285) [ INDOORS !SHSTRM !MAGIC PRIVATE ]

This dusty room might show no other evidence of occupation, had he not 

been aware of your presence.  From the moment you exhaled, Ruelorians had 

his eyes on you.  Things appear, at first, as you want them to appear: a 

medium-sized, dusty habitation with all the refinements of one who 

indulges in the ancient art of illusion.


Suddenly, everything changes.  You are standing in the middle of a room 

engulfed in flames.  You can smell the molecular structure of your flesh 

bend to the will of temperatures hot enough to fuse pieces of metal.


Now you stand upon a granite ledge that overlooks a great wasteland.  You 

can almost hear the screams of agony coming up from the undead denizens 

below.  Would if they could climb up here to indulge in the pleasures of 

living flesh.  A cold, bony hand clutches the nape of your neck!!  You 

struggle to breathe!!


You turn around and you're back where you first started, a nondescript 

room in a nondescript part of the land.  Somehow, you happen to be holding 

a small piece of parchment folded in half.  You open the makeshift letter 

to reveal these words:


Welcome to my abode.


286 The Beach (#286) [ INDOORS !SHSTRM PRIVATE ]

A cool refreshing breeze blows upon you as you stand upon the sand

before the ocean.  Pearly-blue waves crash onto the shore, and the

cool water runs just up to your feet, before returning to the ocean's

embrace.  The sand is warm from the sunrays, and you feel the urge

to bury yourself underneath it, to be enveloped by the warmth.  The

beach seems to stretch endlessly to both the north and the south.

A few wispy clouds hang high over the ocean to the west - perhaps a

harbringer of an approaching storm, or perhaps just merely high wispy

clouds to provide contrast to the sapphire-blue skies.  The puffy

clouds that arise to the east assure you that the meadow still lies

there, past the sand dunes that the wind has carved over the years. 


287 Loehbech's Chamber of Sexual Assistance (#287) [ INDOORS !SHSTRM PRIVATE ]

As you enter the room, you can't help but feel a little ashamed. You 

notice right away that there are other numbered doors in this room that 

lead to God knows where.  Behind some doors you hear faint, muffled 

sounds and behind others violent screaming. You begin to wonder if 

you belong here. In a far corner you see a prophylactic dispenser with 

a barely legible sign on the front that you think says "Out of Order." 

Where are you?  Behind you there is a video camera and as you look 

around you realize that the entire ceiling is one huge viewing screen. 

It is currently off and reflecting the floor below. You realize that that's 

probably best.  But suddenly your mood changes and you feel strangely 

aroused. You don't know why, but if you don't get satisfaction soon 

you think you might commit some heinous crime. A sinful smile grows 

on your face and suddenly you are confident that you will leave this 

place satisfied.


288 Rust's Forum (#288) [ INDOORS !SHSTRM PRIVATE ]

As you look about you, blinking in sudden sunlight, you see a large,

open plaza surrounded by numerous buildings of marble, with long,

colonnaded walkways and mythic friezes and statues.   At one edge of 

the stone-flagged square is an area of greenery, with shade provided 

by trees and grassy areas to sit on and relax.  To the west, a large

open-air amphitheater stands, gleaming white marble.  To the east, 

a magnificient library with the wall engraved and gilded with quotations 

from many lands and books, with many tall windows to let in the sun. 

And to the north is another small garden area with a few small buildings

comprising the residence and study of the main resident of this place.

Several felines are at play in the gardens of the residence, avoiding

only the smoothly raked stones of a small Zen garden to one side.


289 <32+>

290 <32+>


291 Pils's Brewery and Poutine House (#291) [ INDOORS !SHSTRM PRIVATE ]

You feel very relaxed and at home as you enter Pils's house through the

massive oak front doors. The house is enormous and is decorated in an

old Victorian style. In the corner of the living room is the most

impressive bar you have ever seen, which is only appropriate for the most

well known and famous Brewery owner in North America. You look out the

window to see a lush vinyard and a winery in the background. You knew

Pils was famous for his beers and lagers but didnt know he had a vinyard

too! In the other corner is this weird looking unit that doesnt seem to

belong in this magnificent house. There is a sign on it that reads

'Poutine Machine'. You can only wonder what that might be used for.

As you continue through the house you can here the sounds of voices and

music coming from the end of a long corridor. You open these large french

doors and are encompassed in the biggest party of your life. There is

dancing and music and most of all alcohol! Soon you have a drink in your

hand and are enjoying ever minute of it, you hope the night never ends.

Next time you see Pils you must ask him about the Poutine Machine and

definately thank him for the biggest shaker, that you were able to be a

part of! Come again and drink lots, because the drinks are always on the

house!


The brass Poutine Machine stands alone in a corner.

(proc-access to a large bowl of poutine)


292   <32+> Cow Creek Ridge Cabin (#292) [ NO_MOB !SHSTRM PRIVATE GODROOM ]

You stand on Cow Creek Ridge in Humbolt County, California, USA.

You are on a road which goes between 4 buildings, 2 on the north,

and two on the south.  All around the buildings are Oaks, Chinkapin,

Sugar Pine, Douglas Fir, and a few trees you do not recognize.

Two high voltage transmission lines run out of sight east to west.

A squirrel barks then scampers up one of the hardwood trees.  You see

a variety of birds and other animals moving about.  In the meadow

south of the cabin you see some black tailed deer grazing.  You can

see a bear scratch in one of the trees just to the north northwest.

You shiver as you know you can not reach the top of the scratch even

stretching on your toes, then you relax as you see it is very old.

You also see a full hookup for an RV, often used at the family reunions.

To the south are two cabins, the western one fairly nice, the eastern

cabin is very old.  As you move a large jack rabbit makes her standard

zigzag dash for the high grass and brush to the east.  Moving on down

the road east you will pass the 100 yard practice range, then the road

will fork.  To the left is a locked gate only 1/2 mile away, the lower

road to the right leads to a locked gate after 2 and 1/2 miles.  If

instead you wish to go back west from the buildings, you will come to

locked gate after 1 mile down the road.  You feel pleasantly removed

from the large crowds in the cities.  Even knowing that you only had

to drive 100 minutes from Arcata, about 50 air miles west, to get here.

If it were not from some old logging areas, and the power lines, you

could not see the hand of man as far as you can see in any direction.


Extra descs: raccoon Raccoon Bob bobcat bobcats Bobcat Bobcats bob lion mountainlion mountain Lion 

Mountain Mountainlion spotted owl Spottedowl Owl spottedowl Spotted Grouse grouse wildturkey Wild 

Turkey wild turkey Wildturkey mountain quail california Quail California Mountain pigeons pigeon 

Pigeons Pigeon palliated wood woodpecker pecker Wood Palliated Pecker Woodpecker hawks Hawks Golden

Eagle Eagles Goldeneagle golden eagle eagles goldeneagle squirrel Squirrels Squirrel squirrels 

Bunny rabbit Rabbits Rabbit rabbits Hair Hairs hair hairs bunny  animals critters Animals beasts game

Game Critters Power power lines transmission Transmission Lines Bear bear blackbear deer Deer

blacktailed black Black Murphy murphy out outhouse Outhouse Mrs mrs Tin tin barn Barn Large large

Shed shed Lineshack Line shack northern long Northern Long Shack line Old second old 2nd other

eastern Cabin House New Nice Western cabin house new nice western


293   <32+>

294   <32+>


295 Sweety's Boom Box (#295) [ INDOORS !SHSTRM PRIVATE ]

There is a big couch set against the wall, and the walls are white 

with green, blue, red, yellow, and purple paint splattered all over. A

bookcase sits in the corner and each shelf is packed with books of all 

sorts. There are a few posters on the walls, mostly of animals. The floor 

is covered with an ocean blue plush carpet.

You are drawn to the full length mirror that hangs on the far wall. 

You peer into the mirror, expecting to see your own reflection, but 

instead, you find a picture of your dreams. You reach out your hand to 

touch the dream world, but your hand is stopped when it crashes into the 

glass of the mirror. Slowly, you turn from the mirror, and you notice 

the blaring music coming from a rather large, rather old radio that sits 

on a small table.  Your hips begin to move with the beat of the music, 

and before you know it, you are dancing wildly around the room.


296   <32+>


297 Fortress of Solitude (#297) [ NO_MOB INDOORS !SHSTRM ]

The walls of this large study are covered with shelves, which are all

filled with books and collectibles. On one side of the room is a large

oak desk, which is covered with paperwork. On the other side of the

room is a large fireplace surrounded by a few large chairs and a

well-used couch. A large skylight and ample windows give the feeling

of being outdoors.


298 Ego's Library (#298) [ INDOORS !SHSTRM PRIVATE ]

As you enter the room, you are immediately greeted with the gentle scent 

of burning hickory and the passionate strains of Corelli's "Follia" in D 

minor.  The rectangular space is not particularly large, but cozy, 

well-lit, and warm.  The wood floor beneath your feet is mostly covered 

by a beautiful, hand-woven Oriental rug depicting various scenes of great 

battles fought long ago.  The far end of the room is dominated by a 

mantle and large fireplace flanked by bookshelves.  A roaring blaze gives 

forth light, heat, and a merry crackle. Before the fireplace is a pair of 

overstuffed easychairs, turned slightly towards each other, and between 

them is a small, antique table with a bottle of aged Bordeaux and two 

glasses resting atop it.  Above the fireplace hangs a print of Leonardo 

da Vinci's "Study of the Proportions of Man."  At the other end of the 

room is a large oak desk with a padded leather chair pulled up to it.  

Its surface contents are neatly arranged: several framed pictures of a 

young woman and Ego standing together, a family portrait, several more 

pictures of Ego with his closest friends, a miniature of Michelangelo's 

"Pieta," an old copy of Tolstoy's "War and Peace," and a maroon mug with 

a Phoenix symbol and the words, "Crescat Scientia, Vita Excolatur" etched 

upon it. Most puzzling of all, a large skull, obviously human, stares 

from the desk at whomever sits in the chair.  Behind the desk hangs a 

print of Raphael's "The School of Athens" and a sheathed Mameluk sword 

with an ivory hilt, the weapon of an officer of the Marine Corps.  

Engraved on the scabbard are the words, "Ductus Exemplo," and, "Semper 

Fidelis."  Off in the corner near the desk is a music stand, and in a 

display case behind it rests what can only be a Stradivarius violin.  The 

rest of the room is lined with bookshelves containing many well-read 

volumes.  Four windows spaced between the shelves on the opposite wall 

look out on a tiaga landscape lit by twilight's blue glow.  A perpetual 

snow drifts down, buffeted by a strong wind. Judging by the weather 

outside, you are glad to be nice and warm inside Ego's library.  You feel 

very welcome here.

No Obvious Exits.


A board made of lightning stands here.


299 Umi's Hideout (#299) [ INDOORS !SHSTRM PRIVATE ]

Hidden deep within the God Complex, this room is where

Umi and his cohorts do all of their plotting.  Only a 

select few of Umi's band of criminals who have proven 

themselves dedicated to his cause know the exact location

of this place.  Maps and complex diagrams of what appears

to be a great pyramid are scattered across the floor.

The shelves that hang on the east wall are filled with 

tools, weapons and various poisons which are used to 

carry out Umi's far-fetched plans.  A small fireplace 

built into the north wall contains the ashes of what 

appear to be old books and paintings which were probably

stolen from another Immortal.  The rest of the room is

pretty bare, as Umi is not an accomplished writer.  A 

small journal sits on top of a tiny desk in the northeast

corner of the room.  Maybe it contains some of their 

future plans.  Then again, maybe you should get out of 

here before someone finds you.


Extra descs: journal book



A board made of lightning stands here.



1000 Inside the belly of a huge creature (#1000) [ DARK INDOORS !SHSTRM MOVING ]

You are inside the belly of an absolutely huge creature. You assume

this because of the large amounts of room around you. It seems wierd though,

all around you are translucent body parts! The only thing solid is the 

skin of the creature you are in. Various organs are evident from your 

vantage point. Slowly, you sink into who knows what! You hear the 

incessant gushing of blood making an artery pulse in rhythm to the 

thumping you hear from far above. In chorus with the thumping you hear 

gurgling, whining and squeaks both long and short. You might be able to 

squeeze your way up the esophagus, climb out the bellybutton or slide out 

its anus. 

Obvious exits: N [220], U [200], D [3001]


[spec proc]

All of a sudden you are jerked about and mucus almost engulfs you. You are

drenched in body fluids and remain close to the where you entered. Hopefully

you will not be flushed!


1001 The Circus of the Bizarre (#1001) [ INDOORS !SHSTRM OVERWHELMING_EVIL ]

Freakish ornamentations hang from tent poles stretched high into the air, and

vendors hawk such edible treats as frozen fish heads (eat them up, yum), lark's

vomit, and "burnt winter" ale (ale with a fried egg floating within the mug)

under its canopy.  Crowds gather to see such attractions as Wonko the Sane and

his puppy grenades, the juggler with no ass, and the infernal parade of demonic

clowns.  But if they're not entertained by the attractions, they come to enjoy

the games including cat-darts, whirl-a-dervish, and death trap poker.  Gilda

the Enormous (one of ProtoClown's experiments in breeding dwarves with whales)

takes your ticket as you enter what is surely to be the most bizarre of circuses.

Obvious exits: U [220], D [219]

A board made of lightning stands here.


1002 <32+> Atop a Wind-Swept MesaEdit

Time stands still, a frozen moment of eternity. The desert wind screams past,

pelting you with sand and blurring your eyes with tears, and you get a vague

sensation of motion, or rather, of displacement. When your vision clears, you

find yourself here, standing atop a lonely mesa with no idea how you got here,

and the night wind howling all around. It stirs the yuccas at your feet, their

seed-pods filling the air with a haunting, ghostly rattle. As you take a few

tentative steps, narrowly missing a prickly pear cactus, you feel both fine

desert sand and wind-sculpted rock beneath your feet. The warning of a

diamondback, nearly lost in the sound of the yuccas, is noticed just in time,

and the snake slides off through the sand, with nary a glance your way. Your

gaze wanders to the sky just as the shadow of an owl momentarily eclipses the

thin crescent moon. The stars glitter coldly, an untold number of diamonds

strewn across the black velvet sky. The stark view is softened only by the

occasional cloud, scudding by in the swift desert wind, and the gauzy haze of

the Milky Way. In the distance, the cries of a pack of coyotes rise up through

the night, an unearthly dirge sung in a minor key. The wind picks up again, and

suddenly you feel buoyed up by a strange power, a magic from some unknown

source. At this moment, you are absolutely sure that an invisible presence

watches your every move. You are most definitely not alone.    


A board made of lightning stands here.


North     - The Matrix [17987]


18156 Nowhere (#18156) [ DARK !MAGIC SOUNDPROOF ]

No walls.

No floor.

No light.

No substance.

No way out!

You're not sure how you got here, but you certainly don't want 

to stay.  Assuming, that is, that you can find some way out.  

There is a pervasive sense of deadness.  Your breath seems to 

fall and die as soon as it leaves your lips.  If you try to 

talk or scream to the gods above, you only hear the vibration 

it makes in your head.  You don't know if any sounds are able 

to leave you at all.  You suddenly feel VERY claustrophobic in 

this cage without walls.