The death of [20 Rogue] Illistyn (Drow Elf)

in The Bank of Arachdrathos

from the perspective of [20 Rogue] Illistyn (Drow Elf)

<worn on head>       an angelic ivory skull
<worn about body>    a magenta cloak [superior]
<worn about waist>   an elfskin belt
<worn on belt buckle>a rugged adventurers satchel
<worn on arms>       a pair of tight black sleeves
<worn on hands>      some fragile bronze gloves
<worn on finger>     a twisted clay ring
<primary weapon>     a glowing limestone short sword
<secondary weapon>   a thin steel dagger
<worn on legs>       a pair of tight black pants
<worn on feet>       a pair of tight black slippers

Inn of the Howling
   It is readily apparent why this inn has gained its name. From the north,
even through the noise of the tavern itself, a voracious howling rips through
the doorway. A polished basalt counter is here, containing a ledger of the
guests of the inn. A strange hallway with a hundred doorways completes the
inn to the south.
Obvious exits: -North
A large bipedal creature made out of glowing red stone stands here.

< 118h/118H 120v/120V Pos: standing >
Who do you want to bind?

< 118h/118H 120v/120V Pos: standing >
Saving Illistyn.

< 118h/118H 120v/120V Pos: standing >
Pardon?

< 118h/118H 120v/120V Pos: standing >
Inn
=========================================
An Inn is a place where a character can immediately quit by renting.
Inns are located in every hometown in Duris.  Often there is a few rooms
to the inn, but only one you can rent. When you return to the game, you
will start off at the same inn.  Inns are a good place to meet a group
of people. At an inn you can have multiple characters logged in for
the purpose of exchanging equipment only.

Warning: Players who have been recently attacked by another player may
have to wait a few minutes before being allowed to rent at an inn.

==See also==
* Camp
* Hometowns
* Idle
* Quit
* Reimbursement
* Rent
* Save



The following help topics also matched your search:
 Innate
 Innate disappear
 Innate horse body


< 118h/118H 120v/120V Pos: standing >
Save
=========================================
Syntax:         save

The "Save" command allows you to save the current state of your character.
This includes experience points, statistics, money and equipment. If the 
game crashes, it resets your character to the statistics and equipment it 
had the last time you saved. It is a good idea to manually save your 
character often, especially if you have recently leveled, potioned or 
fragged. Your character is autosaved periodically by the MUD itself, but 
this is a timed event and may not pick up your more recent changes.

	See also:togglesavenotify

The following help topics also matched your search:
 Save Log
 Toggle Savenotify


< 118h/118H 120v/120V Pos: standing >
Hint: Type "score" to get some information about your character.

< 118h/118H 120v/120V Pos: standing >
Rent
=========================================
Syntax:         rent

This command is for use in a reception or inn, which appear throughout the
world. "Rent" will store your items and make you leave the game. The next 
time you enter the game, you'll start out at the inn where you rented.

Warning: Players who have been recently attacked by another player may
have to wait a few minutes before being allowed to rent at an inn.

==See also==
* Camp
* Hometowns
* Idle
* Inn
* Quit
* Reimbursement
* Save

< 118h/118H 120v/120V Pos: standing >
Spawn
=========================================
* Area of effect: <caster>
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Summoning

A Hellspawn may raise an undead follower, from zombie to dracolich depending on
the level of the mob, while under the effects of this spell if he happens to
score the killing blow.

You must consent to use this innate by toggling the affect with innate spawn command.

==See also==
pets, order, follow

The following help topics also matched your search:
 Hellspawn
 Shadow Spawn


< 118h/118H 120v/120V Pos: standing >
Death
=========================================
When you die, you re-enter the game at your birthplace (where you started
the game). You can retrieve your corpse by traveling to where you died and
getting the items from inside. Each time you die you lose a percentage of
experience for your level. It is wise to be careful to avoid death when you
have recently gained a level. If the experience lost due to death is more
than you have gained in your current level, you will "lose a level" and the
maximum hitpoint difference between the two levels. If you were killed by
another player of an opposite racewar side, it is possible that you will
also lose "Frags".

	See also:decay ,experience ,drag ,consent ,get ,resurrect ,frag ,raid

The following help topics also matched your search:
 Death Blessing
 Death Field
 Death Magus
 Death rider
 Deathknight
 Deathlord
 Deaths Door
 Embrace Death
 Feign death
 Hand of Death
 Undeath to death

The following character attributes are used in execution of this ability (if any):

< 118h/118H 120v/120V Pos: standing >
Inn of the Howling
Obvious exits: -North
A large bipedal creature made out of glowing red stone stands here.

< 118h/118H 120v/120V Pos: standing >
Hint: Save money and buy a boat!  There's a whole world out there waiting for you! Use help ship to learn how.

< 118h/118H 120v/120V Pos: standing >
Tavern of the Howling
  Named for the endless shriek of the wind against the cliff face just to the
north of the plaza to the east, this tavern boasts some of the most violent
clientel, and wines of the realms. Heavy mushroom stalk tables are scattered
across the floor with mushroom stalk benches scattered around them. A large
basalt bar travels near the west wall, in front of polished basalt shelves
displaying the vast array of wines of the Tavern of the Howling.
Obvious exits: -East -South
(Q)A stern looking drow is tending the bar.

< 118h/118H 119v/120V Pos: standing >
The North Plaza
   This plaza connects to the Inn of the Howling to the west. To the east it
continues to connect to the noble shops of Arachdrathos. Above, the cavern
stretches high above towards an endless void. Out of this void a massive wind
rips in to splash against this cliffside plaza before tumbling into the
remainder of the chasm just to the north.
Obvious exits: -North -East -West
A young noble walks along in blood red garb.

< 118h/118H 118v/120V Pos: standing >
The Cliffside Plaza
   The Marketplace opens up here, as the roof climbs away into the cavern
wall of a great chasm. The new cavern ceiling disappears from sight into a
windy void. The plaza continues to the north towards a cliff edge that marks
the end of the marketplace. To the south, many of the noble houses of the city
have set up shops to market their House Specialties.
Obvious exits: -North -South -West
A young noble walks along in violet garb.

< 118h/118H 118v/120V Pos: standing >
Magic Square
   The two houses of Sorcery, Sa'Zarn and Olipth have set up shops along the
side of the cavern here. Both houses have put considerable funds and magics
into their advertising. Shimmering lightshows coat the basalt walls of the
shopfronts of these two stores. The one bearing the sigil of Sa'Zarn is to
the west and called 'The Bone Yard.' To the east, the store is named
'Illustrium Arcana.'
Obvious exits: -North -East -South -West

< 118h/118H 119v/120V Pos: standing >
North of the Reflecting Pool
   A glimmering refelcting pool lies directly south of here, with a mirror
surface reflecting the numerous durithalite veins of the ceiling of this
cavern as they glow from dark to pink in a slow rhythmic pulsing. To the
west and east the marketplace expands into a marvelous plaza.
Obvious exits: -North -East -South -West
A young noble walks along in green garb.

< 118h/118H 118v/120V Pos: standing >
The Reflecting Plaza
   The plaza here is bordered on the north by a large basalt building, and to
the east by a shop bearing the sigil of House Slin. The polished basalt floor
borders the reflecting pool both to the west and south from here as it softly
shimmers under the pulsating durithalite veins of the vaulted cavern ceiling.
Obvious exits: -East -South -West
A young noble walks along in ghost white garb.
A young noble walks along in blood red garb.

< 118h/118H 118v/120V Pos: standing >
The Bank of Arachdrathos
   This simple shop has no shelves nor no wares, only a large table
surrounded by eight chairs. The table is made of heavy overworld oak as are
the chairs, possibly obtained from one of many raids on the surface by the
runners of Slin. A large ledger sits on table with a list of names and
services provided. A very large vault sits behind the table.
Obvious exits: -North -West
A large wooden counter is here, with a sign posted on it.
A thick book of mushroom paper lays on the table.
A large table made of some strange wood sits in the center of the room.
A young noble walks along in ghost white garb.
A large drow sits before the table, ready to take your deposit.

< 118h/118H 118v/120V Pos: standing >
You stop using a rugged adventurers satchel.

< 113h/113H 120v/120V Pos: standing >
A young zochran enters from the west.

< 113h/113H 120v/120V Pos: standing >
You get a small pile of coins from your rugged adventurers satchel.
There were: 75 gold coins. 

< 113h/113H 120v/120V Pos: standing >
A trustworthy banker stares blankly at you.
Sorry, but you cannot do that here!

< 113h/113H 120v/120V Pos: standing >
Exchange
=========================================
Banks can be found throughout the Realms, and it is the wise adventurer 
indeed that utilizes them often. Carrying large amounts of money around
with you can be hazardous: you could not only lose the cash you are
carrying if you die, but you would also be welcome prey to any thief.

You can also "exchange" the money that you are carrying for that of smaller
or higher denominations, usually for some surcharge. See below for correct
syntax.

The following commands can be used at any banks:

        BALANCE
        DEPOSIT <amount> <coin_type>
        WITHDRAW <amount> <coin_type>
        EXCHANGE <amount> <coin_type> <desired_coin_type>

Examples of monetary exchange:

        exchange 1000 gcoins pcoins
        exchange 1000 copper platinum
        exchange 5 platinum scoin
        
The standard Duris currency values equate as:

        10 copper =1 silver
        10 silver =1 gold
        10 gold =1 platinum
        
        Be aware that many banks will have a higher exchange rate as they
        like to charge an processing fee!
        

	See also:coins ,currency

< 113h/113H 120v/120V Pos: standing >
A young Sa'Zaran leaves west.

< 113h/113H 120v/120V Pos: standing >
A gentle rothe enters from the north.

< 113h/113H 120v/120V Pos: standing >
A gentle rothe leaves north.

< 113h/113H 120v/120V Pos: standing >
Hint: Ask a cleric to bless your weapon - it will strike more accurately. If the blessing wears off, do it again.

< 113h/113H 120v/120V Pos: standing >
You exchange 70 gold coins for 5 platinum coins.

< 113h/113H 120v/120V Pos: standing >
Your account contains:
    5 platinum, 0 gold, 0 silver, 0 copper coins.

< 113h/113H 120v/120V Pos: standing >
The Bank of Arachdrathos
Obvious exits: -North -West
A large wooden counter is here, with a sign posted on it.
A thick book of mushroom paper lays on the table.
A large table made of some strange wood sits in the center of the room.
A young noble walks along in blood red garb.
A large drow sits before the table, ready to take your deposit.

< 113h/113H 120v/120V Pos: standing >
A young zochran leaves west.

< 113h/113H 120v/120V Pos: standing >
Made from the hides of various animals, this satchel is rugged and could probably
hold a decent amount of equipment or items.

A rugged adventurers satchel is made of iron and appears to be of average quality.
A rugged adventurers satchel has an item value of 5.
a rugged adventurers satchel can hold around 136 pounds, and is as good as empty.
a rugged adventurers satchel currently contains:
[5] a set of lockpicks

< 113h/113H 120v/120V Pos: standing >
You attach a rugged adventurers satchel to your belt.

< 113h/113H 120v/120V Pos: standing >

A small black velvet bag is made of hide and appears to be of average quality.
A small black velvet bag has an item value of 1.
a small black velvet bag can hold around 15 pounds, and is as good as empty.
a small black velvet bag currently contains:
[10] a small bandage
a small pile of coins
a thin steel dagger
some interplanetary dust
a magenta cloak [superior]
some horny reptile scales
a map made of silk-paper

< 118h/118H 120v/120V Pos: standing >
You get a small pile of coins from your small black velvet bag.
There were: 180 silver coins. 

< 118h/118H 120v/120V Pos: standing >
A vampire necromancer snaps into visibility.
Out of nowhere, a vampire necromancer stabs you in the back, RIP...
Your black leather mask was completely destroyed by the massive blow!