Syla's Temple

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Once your eyes adjust to this candle-lighted Temple, you begin to perceive beyond the shadows. The gothic walls are constructed of ancient stones, from the sacred land of Syla's birthplace. You sense this is no ordinary room, and can feel the black magic which lurks here. Nothing is as it seems, or perhaps your eyes are just playing tricks on you. You get the distinct impression you are not alone.
(Red Aura) A petrified, onyx fish is here.
(Red Aura) Two eyes blink at you from a ball of fur.

Look Altar:
With resemblance of a giant fish, this Altar is finely-crafted with emeralds and onyx.

Look Kitten:
A Familiar to a very powerful Mistress of Mischief stares at you in wonder, and curiosity.

Holy Symbol: a silken, scarlet letter, 'S'
Long Description : An embroidered cloth wiggles on the ground.
Look cloth: The embroidered cloth of a once Notorious Following,wiggles here on the ground.

LOOK NORTH:
This is where the Altar of Syla rests. The entire wall is adorned with glowing candles. An immortal inscription burns in the stones, it reads, Evil Shall Prevail Through Mischief. Under it you spy a plaque of rules.

LOOK EAST:
You see the dim outline of a darkened cage. Upon closer examination, you hear the pulsing breath of one of Syla's pets. Perhaps you should move to a safer distance from this cage.

LOOK SOUTH:
You search in vain to find the passage from which you entered. It seems you must count on blind faith for safe passage through this ancient stonewall.

LOOK WEST:
There is a crawling, mystical vine which grows along a milky, stone wall. It appears to be moving of its own accord towards you. You will have to get hold of your nerves and deal with it if you want to enter the portal in the wall.

LOOK UP:
You see bats in the belfry.

LOOK DOWN:
This dark floor is unlike any you have ever seen before. It seems to 'sense' your presence and you notice a slight glow emitting from where your feet touch the tiles.

LOOK PLAQUE:
Rules:
Followers of the Cult of Mischief abide by six rules:
1. (Rule 1 is *never* to be spoken of or written (typed). This is all that need be known of the first rule.)
2. No grouping with Good unless Evil benefits significantly outweigh Good benefits.
3. No physical aid (i.e. defensive spells, equipment, picking locks, etc.) for Good players.
4. Random PKing is forbidden. PKing shall only be allowed (and encouraged) for retaliation and defense. No alignments restrictions.
5. Followers of Pyros are to be considered and treated as family.
6. Do not ever, under any circumstance, impersonate a duck in Syla's presence.