bast/
bast/area/
bast/backup/
bast/clans/
bast/doc/MSP/
bast/doc/OLC11/
bast/doc/OLC11/doc/
bast/doc/OLC11/options/
bast/log/
bast/mobprogs/
bast/player/
#AREADATA
Name        The Castle Naytil~
Author      Draiden~
Levels      5 50
Security    1
VNUMs       10601 10699
Builders    None~
Recall      10601
Reset       You hear the patter of little feet.~
End


#MOBILES
#10601
vizier wizard companion Ifor~
the grand visier~
The kings boon companion, Ifor scrutinizes you.
~
This wizard's sharp eyes scrutinize you as you enter the room.  You can see
the glow of power about him as he observes your every move. His shimmering 
garb and large staff all quake with power whenever you approach.  For the 
first time in your adventuring career have you seen a great and powerful 
wizard.

~
1537 0 900 S
50 2 2 1d1+30000 1d8+32
100000 0
0 Human~ 1
#10602
holy knight sergeant~
the holy knight~
The sergeant at arms challenges your passage.
~
This trusted knight was a sergeant in the lords army.  Now that the land is at
peace he has not been forgotten.  The lord keeps him and all his fine soldiers
well employed keeping the kingdom at peace.  The soldier reminds you to keep
your swords sheathed, but sharp.  With a quick smile and a wink of his eye he
acknowledges the fact that you are a seasoned adventurer and will run you a
little slack.
~
67 8192 800 S
32 2 2 6d10+3900 1d8+22
2000 0
0 Human~ 1
#10603
guard militia militiaman~
the militiaman~
A militiaman guards the streets in Baladur.
~
A big strong man, part of the local population, but volunteering for the kings
service, laughs as he watches the children playing.  He remembers his idle
days of joy and fun and realizes that children need their playtime if they are
to become honest citizens in the future.
~
69 8192 1000 S
27 15 -2 15d15+150 1d4+10
500 0
0 Human~ 1
#10604
janitor~
the janitor~
A janitor yells at you "Clean up your corpses".
~
The janitor pushs a broom around to insure that people visiting this fair city
will be impressed with the beauty and wonders that the city has to offer.  He
is worried that the slightest dirt will mar the wonders that you observe here.
~
1 0 900 S
3 20 9 2d6+10 1d5+0
34 0
0 Gnome~ 1
#10605
mutt hound dog~
the royal hound~
A royal hound stands here cautiously watching you.
~
This dog is a the faithful companion of the royalty of Baladur.  It was bread
to be a quick fast fighter as well as a faithful companion.  It looks on you
with disdain realizing that you are not worthy of it attention.  
~
161 0 -200 S
5 20 10 1d6+4 1d4+0
10 0
0 Animal~ 1
#10606
cutthroat muscle~
the mob muscle~
The mob muscle tries to intimidate you.
~
This cutthroat is a vicous killer.  You can see from his hardened muscles and
his many scars that he has been employed for a long time by the cities
underworld.  He is sizing you up to see if you will be his next victim, or 
even if you might be a potential employee.
~
5 0 -200 S
5 16 5 2d6+60 1d8+0
47 0
0 Human~ 1
#10607
congressman man scum~
the congressman~
A congressman looks longingly at your pocketbook.
~
This Baladurian Congressman assures you that he has your best interest in
mind.  He will take care of you and make you happy.  All things under his 
control will fun efficiently he assures you.  All you have to do is give 
him 75% of all your hard earned cash.
~
69 0 400 S
13 19 8 2d6+22 1d6+0
85 0
0 Human~ 1
#10608
assemblyman woman scum~
the assemblywoman~
An assemblywoman is here, asking for all your coins.
~
This assemblywoman will protect you buy insuring that all street lamps have 
shades and that the gutters are painted puce for better visibility.  She tells
you how much she loves and cares for you.  She explains that she know what is
best for you.  When you try to speak up she tells you to sit down so she can
help  you.  She.... Yes, SHE NEVER SHUTS UP.
~
69 0 400 S
10 20 9 2d6+10 1d5+0
0 0
0 Human~ 2
#10609
kitten black smokey~
a black kitten~
A little, cute kitten purrs at you.
~
This little black kitten looks like Smokey,  the little lost kitten of the
princess.  You hear that there may be a reward for the return of smokey, but
the kitten will not let you pick her up.  You do notice the fine fur coat she
has.  They might make a good pair of mittens.
~
161 0 -200 S
2 20 10 1d6+4 1d4+0
10 0
0 Animal~ 1
#10610
militia guard officer~
the militia officer~
This officer watches you, and his troops intently.
~
This officers job goes far beyond just monitoring the public.  He also 
organizes the local militia and keeps them well trained.  he insures that the
borders are secure and that the shopkeepers prices are in line.  His job 
insures that the good militiaman will stay employed and that the bad apples 
get dumped.  His is an honest man doing a hard job.
~
65 8192 1000 S
35 5 -2 15d15+150 1d4+10
500 0
0 Human~ 1
#10611
border guard~
the border guard~
A gruff guard stands his ground looking for intruders.
~
A border guard is here, watching the border. He is very careful to insure that
no undesirables come into the city.  He loves his city and will make sure that
all who are untrustworthy are kept out.
~
67 8192 1000 S
15 5 -2 15d15+150 1d4+10
500 0
0 Dwarf~ 1
#10612
border guard~
the border guard~
A gruff guard stands his ground looking for intruders.
~
A border guard is here, watching the border. He is very careful to insure that
no undesirables come into the city.  He loves his city and will make sure that
all who are untrustworthy are kept out.
~
67 73730 1000 S
20 0 -7 20d20+200 1d4+15
500 0
0 Human~ 1
#10613
border guard~
the border guard~
A gruff guard stands his ground looking for intruders.
~
A border guard is here, watching the border. He is very careful to insure that
no undesirables come into the city.  He loves his city and will make sure that
all who are untrustworthy are kept out.
~
39 8192 1000 S
15 5 -2 15d15+150 1d4+10
0 0
0 Human~ 1
#10614
wall guard~
the wall guard~
A gruff guard stands his ground looking for intruders.
~
The wall guard stands post at his disignated area faithfully.  He realizes he
is the last defence before the hordes come crashing into beautiful Baladur.
He realizes what his job is and will not discuss the possibilities of
employment with anyone else.  He really wishes you would leave the area.
~
39 8192 1000 S
15 5 -2 15d15+150 1d4+10
0 0
0 Human~ 1
#10615
child sabrina princess~
the young princess~
A beautiful child is looking for something here.
~
This beautiful princess tells you her name is Sabrina.  She is very concerned
because she has lost her pet, Smokey the black cat.  She thinks someone may
kill her beautiful Smokey and make mittens out of her.  She begs you to find
Smokey and to bring her back.
~
193 8320 1000 S
5 5 9 5d8+10 1d4+10
75 0
0 Human~ 2
#10616
dominatrix nanny nannie woman~
the nannie~
A buxom leather clad woman.
~
Obviously this nanny had another occupation before this one.  She looks you
over, up and down.  She licks her lips in anticipation of the joys that she
will have with you.  She understands what it is to be a woman.
~
161 8192 -500 S
12 5 9 5d8+10 1d4+10
75 0
0 Human~ 2
#10617
teacher marm woman schoolmarm~
the schoolmarm~
A pristine conservativily clad woman.
~
The woman has an extremeley important job.  To educate the young princess in
the matters of state, government and in reading, writing and arithmatic.  She
has the responsiblities of the entire country of Baladur at her mercy.
~
129 8320 1000 S
12 5 9 5d8+10 1d4+10
75 0
0 Human~ 2
#10618
cook~
a cook~
A white clad man wearing a bakers hat.
~
This cook prepares meals for people in the castle.  The staff of this castle 
are very hard working and will do whatever necessary to please you.
~
135 524288 0 S
20 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10619
butler~
the butler~
A man in a black tuxedo carrying a tray.
~
This man used to serve the king in his armies, but now that he has gotten
older the king has not discarded him.  He is given a position of respect
and resposibility and a chance to further serve the king and his family.
~
69 532540 500 S
28 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10620
maid~
the maid~
A scullery maid.
~
The scullery maid tends to the cook and his every need.  She makes sure he
is happy and that everything is clean and spotless.  She knows her task and
performs it well
~
135 65536 0 S
6 5 9 5d8+10 1d4+10
75 0
0 Human~ 2
#10621
maid~
the maid~
An upstairs maid.
~
The upstairs maid tends the bedrooms and the living quarters of the family.
She insures that all of the needs and wished of the royalty are met.  The
entire cleanliness of the household is up to her.
~
197 98304 0 S
8 5 9 5d8+10 1d4+10
75 0
0 Human~ 2
#10622
practice dummy~
the practice dummy~
The practice dummy
~
This dummy was created to engage anyone entering the room in combat.  It was
intended to keep the king in shape during the long periods of peacefulness.
~
35 0 0 S
10 5 9 5d8+10 1d4+10
75 0
0 Object~ 0
#10623
queen Salina~
our beloved queen~
Our beloved queen, Salina
~
The beautiful Salina is married to the king(naturally).  She loves to sit and
sew in her room.  She has been trying to get her daughter to take up sewing 
also, but with no luck.
~
579 8892 1000 S
43 5 9 5d8+10 1d4+10
75 0
0 Human~ 2
#10624
cleric Salderon~
the holy cleric~
Salderon the wise
~
The head of the Church of Owinpel stands before you.  He blesses and wishes
you a good day.  He then moves on to others who need his help.
~
1 1581756 1000 S
45 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10625
enchanted chair~
an enchanted chair~
An enchanted chair stands here
~
This magical chair was made by Ifor, Draidens mage in order to ease the 
hard day at work.  The chair is made out of a fine dark oak with cherry and
ash inlays.
~
67 4 0 S
3 5 9 5d8+10 1d4+10
75 0
0 Object~ 0
#10626
Tehctah Demon spawn~
a huge demon~
A huge demon stands here
~
You see a huge demon, Tehctah, standing ensnared in a pentagram.  He is a
high demon from the underdepths of Hell.  This demon was captured to protect
the lab and to study so the paladins could find a good way to destroy them.
~
99 512 -1000 S
35 5 9 5d8+10 1d4+10
75 0
0 Vampire~ 0
#10627
bunny cute~
a cute little bunny~
A cute little bunny hops around here.
~
This cute little bunny is so harmless and so cute that all you want to do 
is to hug him, and squeeze him.  He is very very sweet.
~
1 98304 0 S
3 5 9 5d8+10 1d4+10
75 0
0 Animal~ 0
#10628
deer cuddly bambi~
a sweet cuddly deer~
A sweet cuddly deer eat grass here.
~
This cute little deer is a beloved forest creature and to harm him would
be a true crime.  Considering that he is unarmed and his little brown 
eyes look tenderly at you, you have a hard time thinking of killing it.
~
1 0 0 S
4 5 9 5d8+10 1d4+10
75 0
0 Animal~ 0
#10629
water elemental~
a water elemental~
A large water elemental peacefully sloshes around here.
~
A large elemental who lives in the waterfall plays joyfully in the water
at the edge of the falls.  As he sees you he calls you over and asks if
you would like to play with him.  You reach out and playfully touch his
cool skin and your fingers pass through the watery surface.  The elemental
giggles a little at your suprise.
~
3 0 500 S
20 5 9 5d8+10 1d4+10
75 0
0 Water Elemental~ 0
#10630
clay golem~
a clay golem~
A clay golem stands here looking into the ether.
~
A large clay statue stands here looking into nowhere with his far away eyes. 
His slightly heaving chest is the only sign that there may be life in clay
body.  You can sense the strong life force leaves you with a sense of awe
as you look at the golem
~
3 8320 1000 S
35 5 9 5d8+10 1d4+10
75 0
0 Object~ 0
#10631
Severn weaponsmith man~
The weaponsmith~
A large man stand hammering on the hearth here.
~
This huge man was a general in Draidens army before he decided to retire.
In his late 60's you do not see signs of weakness, just a group of wrinkles
around the eyes that betray his age.  His meaty hands weld the hammer as well
as he used to wield his sword.  A fine adventurer should think twice before
stealing from this man.
~
71 8320 1000 S
45 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10632
Argon armorer~
Argon the armorer~
Argon the armorer stands before you.
~
Argon the armorer stands before you with muscles that glisten from the sweat
that rolls down him.  As he swings his hammer while working on his clients
armor his muscles ripple with power.  You see the force transmit from his 
legs to the arms and finally, in a well define clang, to the hammer.
~
71 8320 1000 S
46 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10633
Varnar grocer~
Varnar the grocer~
The grocer greets you with a smile
~
This happy man was an officer that served under Severn in the great war 
between the Dwarves and the orcs.  He was a fine officer who is now happy to 
swap tails and stories with those who pass by.  He started selling food goods
as a way to greet all the visitors who come into the castle.  It is also a
good way to screen these same visitors.
~
67 8320 1000 S
39 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10634
Kamar proprietor~
Kamar the proprietor~
Kamar looks carefully at your items when you enter
~
This shrewd man, Kamar, was a recent addition to the castle.  He appeared
about 5 years ago with a small business of selling and buying merchandise
from the paladins.  He opened up shop inside the castle walls with the
blessings of Draiden, but people are not sure why it was allowed.
~
71 572 0 S
35 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10635
Sheila kennelkeeper~
Sheila the kennelkeeper~
Sheila is caring for her dogs
~
Sheila is a beautiful and loving woman who values here dogs as much as her
human companions.  She was the sister of one of Draidens colonels who begged
to be allowed to fight after her brother died.  She was allowed to join the
corps and became one of the only female paladins to walk the earth.
~
67 8352 1000 S
37 5 9 5d8+10 1d4+10
75 0
0 Human~ 2
#10636
stableboy boy~
a stableboy~
A stableboy carefully tends his horses here.
~
This slight youth is serving his apprenticeship to the paladins of Naytil by
taking care of their mounts.  He is a very concientious boy who want nothing
more than to fight for good in the Kings army.  He is a very nice boy, but 
because of his liberal upbringing he is having a difficult time maintaining
his virtues.
~
199 8192 400 S
27 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10637
horse warstallion~
a huge stallion~
A huge warstallion stomps and snorts at you.
~
This huge horse will be armored and ridden by the knights of baladur in times
of trouble.  It has been raised to be very high spirited whereas is a very
dangerous horse to be around if is is angered.
~
536870979 8192 0 S
18 5 9 5d8+10 1d4+10
75 0
0 Animal~ 1
#10638
mother hound bitch~
the mother dog~
A mother hound is here taking care of her litter.
~
This mother is very tenderly cleaning and protecting her litter.  She snarls
at you when you approach to inform you that you are not welcome around her
pups.  You understand how dangerous a female can be while protecting her
offspring.
~
67 8192 0 S
8 5 9 5d8+10 1d4+10
75 0
0 Animal~ 2
#10639
puppy~
royal puppies~
A cute puppy suckles on it mother here.
~
These cute little puppies are the next generation of wardogs for the castle.
The dogs are raised to protect the occupants and to act as protectors when
the owners go into battle.  Right now though they are just tender and loving.
~
67 0 0 S
2 5 9 5d8+10 1d4+10
75 0
0 Animal~ 1
#10640
guard militia militiaman~
the militiaman~
A militiaman stands guard here.
~
A big strong man, part of the local population, but volunteering for the kings
service, laughs as he watches the children playing.  He remembers his idle
days of joy and fun and realizes that children need their playtime if they are
to become honest citizens in the future.
~
71 8192 1000 S
15 15 -2 15d15+150 1d4+10
500 0
0 Human~ 1
#10641
citizen baladurian~
a Baladurian citizen~
A citizen wanders past minding his own business.
~
The Baladurian is a hearty man who has made his life wonderful through hard
work.  The Baladurians have no welfare so each citizen must be productive, if
not they will starve.  This is a way of weeding out the bad apples and 
insuring a good thriving society.
~
129 0 650 S
9 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10642
inmate prisoner~
an inmate~
A wretched inmate sits silently in his cell
~
This wretch has been here for a while and will be here for a while more. He
was caught stealing from the local vendors and is now paying the stiffest of
penalties for that crime.  His sentence has not been eased because he has not
show that he is repentant for the crime.
~
195 1024 -400 S
4 5 9 5d8+10 1d4+10
75 0
0 Human~ 1
#10643
troll beast~
a huge troll~
A huge troll claws viciously at you.
~
This huge ugly troll has decide that you will be his dinner and that he
is going to devour you.  He might even end up giving a little to his 
horrid family.  The whole problem first is to catch you, which with his
long claws he should have no problem in doing.
~
37 8744 -1000 S
22 5 9 5d8+10 1d4+10
75 0
0 Troll~ 1
#10644
trollette troll~
a female troll~
The female troll here decides you will be lunch. 
~
The female troll is truly a sight to behold.  With her huge drooping breasts
which have never seen a braand her hairy legs she looks like an ex-hippy 
from the 60's.  The big difference is instead of eating you up mentally
she wants to eat you up physically.
~
39 8744 -1000 S
17 5 9 5d8+10 1d4+10
75 0
0 Troll~ 2
#10645
trolling troll~
A little troll~
A little troll here thinks you would be a good snack.
~
This small trolling is busy doing what a trolling does, rending rabbits and
removing eyeballs from sweet deers.  These horrible little monsters should
be killed to keep them from growing up to be their horrible parents.
~
39 8744 -1000 S
9 5 9 5d8+10 1d4+10
75 0
0 Troll~ 2
#10646
keywords~
descriptor~
What you see when you enter room
~
What you see when you look at creature.
~
67 8892 1000 S
43 5 9 5d8+10 1d4+10
75 0
0 Human~ 2
#0


#NEWOBJECTS
#10601
sword shining broadsword~
a shining broadsword~
These large swords are very sharp and are specially made for the guards in 
Baladur.  You will not find them elsewhere in the world unless taken from 
the dead hands of one of their wielders.~
~
5 320 8193
0~ 0~ 0~ 1~ 0~
14 0 0
A
19 5 0
A
18 5 0
A
5 1 0
A
1 2 0
#10602
breast shining breastplate~
a shining breastplate~
The shining breastplate is not only armor, but carries the Cross and Sword 
emblem of the Baladurian Paladins.  It is not only a protective device, but 
a badge of honor.~
~
9 67 9
1~ 0~ 0~ 0~ 0~
24 0 0
A
19 2 0
A
18 2 0
A
13 40 0
A
10 1 0
#10603
shining helm~
a shining helm~
The silver helm is given to each paladin as he passes out of the ranks of 
the squire and into knighthood.  It is a priveledge to wear such a fine  
peice of armor.~
~
9 65 17
4~ 0~ 0~ 0~ 0~
4 0 0
A
4 3 0
#10604
shining gauntlets~
a pair of shining gauntlets~
These gloves are made of a special metal and of a special design to  
protect the hands of the paladin from crushing blows they allow him 
to use a sword with minimal effort.~
~
9 67 9
4~ 0~ 0~ 0~ 0~
8 0 0
A
2 2 0
#10605
belt pride~
a belt of pride~
After the knights first successful mission he is given this intricate belt  
with its fine weaving to protect his midsection and show that he has 
been deemed worthy of knighthood.~
~
9 257 2049
2~ 0~ 0~ 0~ 0~
4 0 0
A
22 5 0
A
20 5 0
#10606
purple cloak dark~
a dark purple cloak~
The dark purple cloak is made to enclose and protect the paladins from all 
sides.  Paladins have long been stron warriors, but need more protection 
from the evil mages who would throw spells at large distance.  Pedrin and 
the bards guild invented this cloak to assorb magic.~
~
9 3332 1025
0~ 0~ 0~ 0~ 0~
5 0 0
A
12 -50 0
A
17 10 0
A
21 10 0
A
24 10 0
E
assorb~
Unfortunately the cloak assorbs magic from both the caster and the user of 
the cloak.  This makes the cloak dangerous to mages, but helpful to the
fighters of any type.
~
#10607
cladding arm~
an arm cladding~
Thick metal plates protect the arms and neck area of the fighters who wear
them.  This virtually makes the paladin into a tank when in combat.  It
was created by the order of armorers to protect the paladin.~
~
9 7168 257
10~ 0~ 0~ 0~ 0~
34 0 0
A
17 10 0
E
cladding~
Unfortunately the armor is heavy and the armorers are looking for some way to
make it a little lighter.
~
#10608
leggings shining chain~
shining leggings~
The rare shining leggings are magically enhanced to add to the paladins
efficiency by allowing them to travel farther faster.  This allowed
the king to have a very mobile and potent force.~
~
9 3136 33
0~ 0~ 0~ 0~ 0~
9 0 0
A
2 1 0
A
17 5 0
A
14 50 0
E
benefit~
The benefit is that the king does not have to have a huge supply line to
feed his troops.  The training of his men and potency of their armor and
weapons allow for a small, but potent force.
~
E
rare~
The rarity of this chain has forced the king to keep the size of his forces 
to a minimum.  There is a benefit to this.
~
#10609
baladurian pendant~
a baladurian pendant~
The baladurian pendant is a simple pendant that was made to offset the
ill effects of the neckguard worn by the knights. The way this was a
accomplished resulted in a mishap for the knight. his pendant is a
standing symbol of Truth, Justice and the Baladurian way.~
~
9 3329 5
0~ 0~ 0~ 0~ 0~
2 0 0
A
24 -10 0
A
18 4 0
A
4 1 0
A
3 1 0
E
mishap~
The mishap the poor knights suffered is a lessing of their magic resistance
the amulet had to break the magical bond between them and the neckguard and
in doing so allowed magic to have a greater effect on the knights.
~
#10610
neck guard neckguard~
a shining neckguard~
The shining neckguard protects the knight from an accidental breech in his
defenses.  This allows the knight to keep his head, even in combat. This 
has an an unfortunate side effect though.~
~
9 4161 5
0~ 0~ 0~ 0~ 0~
5 0 0
A
17 5 0
A
1 2 0
A
4 -1 0
A
3 -1 0
E
side effect~
This intelligent neckguard is actually a living being who is so intent upon
protecting its wearer that it will not let go once in place.  This makes 
taking showers real difficult
~
#10611
shield cross sword~
a cross and sword shield~
The shield of Baladur is emblazoned with a cross and overlaid with a sword. 
This symbolizes the mission of Baladur to decimate evil whereever it may be
and to promote the cause of right and godliness.  The foes of the knights who
wear these shields have good cause to fear them.~
~
9 3137 513
0~ 0~ 0~ 0~ 0~
18 0 0
A
13 50 0
A
2 -2 0
A
14 -50 0
A
17 10 0
E
cause~
The foes who see this shield know the man behind it is a brave warrior
who is intelligent enough to have friends around to aide the cause of
justice.  Otherwise, where there is one, there are more.
~
E
foes~
The foes of the Baladurian Knights are the servants of Darkeness.  The one
whos name you do not say is the evil that comes under all guises.  Most of
thier foes are Drow, orcs and goblins.  They also come under the guise of
humans and even elfs.~
#10612
robe white bright~
a bright white robe~
This bright robe was manufactured out of a white dragons hide.  The dragon
was killed by Ifor the wizard long before Draiden established Baladur and
the holy order of knights.  This robe bestows its wearer with mighty powers,
but at a cost.~
~
9 3137 9
0~ 0~ 0~ 0~ 0~
6 0 0
A
24 5 0
A
23 5 0
A
22 5 0
A
21 5 0
A
20 5 0
A
19 -1 0
A
18 -1 0
A
12 100 0
A
13 -50 0
A
5 -2 0
A
1 -4 0
E
cost~
The robe artificially enhances the wizards magic abilities, but it does this by
drawing the strength from the wizard himself.
~
#10613
staff ifor~
the staff of Ifor~
This staff is of unknown origin.  It was given to Ifor by his father with the
understanding that it was only to be used for good purposes.  His father gave
him a warning if he failed to observe maintain his virtues.~
~
5 7491 8193
0~ 0~ 0~ 7~ 0~
5 0 0
A
19 5 0
A
18 5 0
A
4 3 0
E
father~
Ifors father was a great wizard of the ages past.  He was a marvelous ruler,
but when the hords of dragons came he wished his son away before his ancient
city was wiped out.
~
E
warning~
He told his son "Do not ever become evil because there is a dark beast who 
will attempt to take your mind and your soul.  If you wish to remain with 
the living you must stay good, not neutral, but good."
~
#10614
ball striped~
sabrina's red striped ball~
The red stiped ball was given to Sabrina by her father to protect her.  After
she got the ball she met an old man who said he would make the ball help her
be brave.  He then cast a spell on the ball.  She is no longer fearful at
playing on the top of the stairs.~
~
5 4162 8193
0~ 0~ 0~ 0~ 0~
1 0 0
A
19 3 0
A
18 3 0
A
4 -6 0
#10615
bed~
Sabrina's pink canopied bed~
Sabrina's pink canopied bed~
~
15 0 0
11200~ 5~ 0~ 0~ 0~
10000 0 0
#10616
pillow satin fluffy~
a soft fluffy pillow~
This soft fluffy satin pillow is a real jewel.  It is stuffed with an ultra
soft down and has gold embroidering on it.  The princess rests her head on 
it at night for a wonderful sleep.~
~
8 0 1
0~ 0~ 0~ 0~ 0~
2 0 0
#10617
drawers dresser~
Dresser drawers~
Dresser drawers~
~
15 0 0
11200~ 5~ 0~ 0~ 0~
10000 0 0
#10618
pink panties~
a pair of pink panties~
Pink panties are what all little girls wear for comfort and protection.~
~
9 4098 2049
0~ 0~ 0~ 0~ 0~
2 0 0
A
17 10 0
A
23 25 0
#10619
training bra~
a lace trimmed training bra~
For a young girl coming of age this is a necessary item.~
~
9 4096 9
0~ 0~ 0~ 0~ 0~
2 0 0
A
6 2 0
A
17 10 0
#10620
chest toychest~
A toy chest~
A toy chest~
~
15 0 0
11200~ 5~ 0~ 0~ 0~
10000 0 0
#10621
chest toychest~
A toy chest~
A toy chest~
~
15 8 0
11200~ 13~ 10623~ 0~ 0~
10000 0 0
#10622
magazine~
a magazine called "The Young Lady"~
A necessary reading for all young girls who want to survive to become young
ladies.  This magazine outlines some of the critical problems and solves for
a young ladies who is coming of age.~
~
2 65 16385
13~ change sex~ charm person~ know alignment~  ~
2 0 0
#10623
golden key~
golden key~
This key may fit something, but not Sebrina's chastity belt.~
~
18 0 16385
10621~ 0~ 0~ 0~ 0~
2 0 0
#10624
wand brush ivory~
an ivory handled brush~
A brush to that is powerful enough to get out all those split ends is an item
that a young lady keeps locked up.  This brush is made for the hair.  It's 
handle is made from a fine ivory and has and intricate pattern etched into it.~
~
3 33 16385
14~ 10~ 1~ dispel magic~ 0~
2 0 0
E
pattern~
This intricate pattern is a sword and a cross done in a filigreed gold.~
#10625
jacks~
a set of jacks~
These jacks have come to diuse.  The little Sebrina is getting a little to
old to play with them so she keeps them here in her chest.~
~
8 8192 16385
0~ 0~ 0~ 0~ 0~
2 0 0
#10626
pink pill~
a pink pill~
These little mothers helpers are to help the nanny overcome the curse of a
very active child.  You can see that she has finished all but one of these
little pills.~
~
26 0 1
31~ destroy cursed~ remove curse~ blindness~  ~
1 0 0
#10627
black teddy~
a black teddy~
This nanny must have a skeleton or two in the closet.  Perhaps this skimpy
leather outfit is a sign of upcoming fun.~
~
9 0 9
0~ 0~ 0~ 0~ 0~
2 0 0
#10628
whip bullwhip~
a long black bullwhip~
A long black whip awaits for the little princess when she next steps out of
line.  Perhaps someone should warn her not to be unwise.~
~
5 16400 8193
0~ 0~ 0~ 4~ 0~
3 0 0
#10629
collar black leather~
a black leather collar~
The dog this comes off of is obviously a fighting dog.  The thick black 
leather is meant to protect the dog from stray bite or cuts to the neck.
You are not sure, but you believe dog collars are in vogue now.~
~
9 4096 5
0~ 0~ 0~ 0~ 0~
3 0 0
A
19 3 0
A
18 3 0
A
17 10 0
A
4 -5 0
A
3 -5 0
#10630
yard stick yardstick wooden~
a wooden yardstick~
The marm uses this to make sure that you measure up to her standards.  This 
is a wooden stick with increments measured on it.  If you step out of line 
then WHACK, you are fixed again.~
~
5 0 8193
0~ 0~ 0~ 7~ 0~
2 0 0
#10631
chalk piece~
a piece of chalk~
This is a white piece of chalk.  It is used to teach the lessons of the day.
If you do not learn the lessons the WHACK, you are fixed.~
~
5 0 8193
0~ 0~ 0~ 0~ 0~
1 0 0
#10632
refridgerator fridge icebox~
an icebox~
An icebox sits here~
~
15 8 0
11200~ 5~ 0~ 0~ 0~
10000 0 0
#10633
tray~
a silver tray~
A beautiful silver tray lies here.~
~
8 0 1
0~ 0~ 0~ 0~ 0~
4 0 0
E
silver tray~
This expensive silver tray is a family relic of the Bansted clan.  It has
served many meals and still is used to serve today.~
#10634
turkey~
a cold turkey~
This cold turkey looks like it might be tomorrows meal.~
~
19 0 1
8~ 0~ 0~ 0~ 0~
2 0 0
#10635
roast beef~
a cold roast beef~
This delicious roast beef has been prepared for the mid day meal.~
~
19 0 1
8~ 0~ 0~ 0~ 0~
2 0 0
#10636
flour sack~
a sack of flour~
The sack of flour stands here.~
~
19 0 1
5~ 0~ 0~ 0~ 0~
4 0 0
#10637
water pool~
a pool of cool water~
A pool of cool water silently calls to you.~
~
25 0 0
0~ 0~ 0~ 0~ 0~
10000 0 0
#10638
hat~
a chefs hat~
A white chefs hat lies here.~
~
9 0 17
0~ 0~ 0~ 0~ 0~
1 0 0
E
hat chefs~
The chefs hat is a white hat that is only worn by the master chefs.  Any one
else caught wearing it could be severly fined.~
#10639
duster featherduster~
a feather duster~
You see a feather duster laying here.~
~
13 0 16385
8~ 0~ 0~ 0~ 0~
2 0 0
A
12 35 0
E
featherduster duster~
This is a tool that all good maids use.  They use it to tickle the fancy of
anyone who likes a clean home.~
#10640
slippers~
a pair of soft cotton slippers~
A pair of soft cotton slippers lie here.~
~
9 65 65
0~ 0~ 0~ 0~ 0~
2 0 0
A
14 100 0
E
cotton slippers~
This pair of slippers was made for comfort and silence so the maid can glide
along without upsetting anyone at night.~
#10641
key iron~
an iron key~
A huge iron key lies forgotten here.~
~
18 0 16385
10632~ 0~ 0~ 0~ 0~
1 0 0
E
key iron~
This chunk of iron was wrought into an iron key that could not be lost.~
#10642
key iron~
an iron key~
A huge iron key lies forgotten here.~
~
18 0 16385
10604~ 0~ 0~ 0~ 0~
1 0 0
E
key iron~
This heavy key has the words "Naytil" scribed upon it.~
#10643
sword broadsword~
a broadsword~
A sharp broadsword lies here.~
~
5 4 8193
0~ 0~ 0~ 1~ 0~
8 0 0
E
sword broadsword~
This sword is what the regulars use to protect their town.
~
#10644
mace iron~
an iron mace~
A nice iron mace lies here.~
~
5 4 8193
0~ 0~ 0~ 7~ 0~
8 0 0
E
mace iron~
This iron mace is used by the town regulars to protect their town.
~
#10645
spear bronze~
a bronze spear~
A bronze spear lays glistening here.~
~
5 16384 8193
0~ 0~ 0~ 11~ 0~
8 0 0
E
spear~
This bronze spear is used by the town regulars to protect their town
~
#10646
staff nyrobia~
the cursed staff of Nyrobia~
The cursed staff of Nyrobia is kept here out of the hands of evil wizards.~
~
4 4820 16385
35~ 25~ 25~ blindness~ 0~
8 0 0
A
14 -100 0
A
5 -5 0
A
1 -4 0
A
17 75 0
A
4 4 0
A
3 4 0
A
13 -100 0
A
12 100 0
A
19 -5 0
A
18 -5 0
#10647
breast bronze breastplate~
a bronze breastplate~
This bronze breastplate protects the body of the regulars.~
~
9 0 9
1~ 0~ 0~ 0~ 0~
18 0 0
#10648
shield hex~
a hex etched shield~
These shields protect the regulars from distance spells.~
~
9 64 513
4~ 0~ 0~ 0~ 0~
7 0 0
A
24 8 0
A
23 8 0
A
22 8 0
A
21 8 0
A
20 8 0
#10649
shinguards bronze~
a pair of bronze shinguards~
These bronze shinguards are used by the local regulars.~
~
9 0 33
4~ 0~ 0~ 0~ 0~
3 0 0
#10650
armguards bronze~
bronze armguards~
These bronze armguards are used by the local regulars.~
~
9 0 4097
2~ 0~ 0~ 0~ 0~
3 0 0
#10651
bed masterbed~
a large master bed~
A large canopied bed stands here~
~
12 0 0
0~ 0~ 0~ 0~ 0~
10000 0 0
E
bed~
You see a large masterbed here which Draiden and Salina share.  This fine
bed is stuff with duck down and provides a cushy nights sleep for the king
and his queen
~
#10652
hammer~
a large hammer~
A large hammer lies here.~
~
5 0 8193
0~ 0~ 0~ 8~ 0~
5 300 0
A
19 10 0
A
18 5 0
A
13 100 0
E
hammer~
This well worn hammer must have been a wonderful item at one time because
is still looks like a very potent weapon.
~
#10653
potion blue~
a blue potion~
A blue potion has been left here.~
~
10 64 1
15~ poison~ poison~ harm~  ~
2 1000 0
E
potion blue~
It has a sick blue vomit color and a smell like death.
~
#10654
potion red~
a bright red potion~
A bright red potion is here.~
~
10 64 1
15~ harm~ poison~ harm~  ~
2 1500 0
E
potion red~
It has a blood red cast to it that spells death
~
#10655
potion green~
a green potion~
A green potion is here.~
~
10 64 1
20~ blindness~ poison~ harm~  ~
2 1500 0
E
potion green~
This sick green potion has an oily cast that spells death to the one it 
touches.
~
#10656
white towel~
a blue embrodered white towel~
A blue embroidered white towel lies here~
~
5 0 8193
0~ 0~ 0~ 6~ 0~
1 0 0
A
19 5 0
A
18 4 0
E
sigel~
The sword and cross emblem is on that signifies holiness and the willingness
to back up your believes with action if necessary.~
E
towel white~
This neatly folded white towel is embroidered with a blue sigel of the
paladins of Naytil.~
#10657
sheet white~
a starched white sheet~
A neatly folded white bed sheet lies here~
~
9 0 1025
2~ 0~ 0~ 0~ 0~
3 0 0
A
1 2 0
E
sheet white~
This neatly folded sheet is for use on the beds in the castle, of course
Sabrina also uses them when she plays dressup.~
#10658
key iron~
an iron key~
A huge iron key lies forgotten here.~
~
18 0 16385
10685~ 0~ 0~ 0~ 0~
1 0 0
E
key iron~
This heavy key has the words "Cells" scribed upon it.~
#10659
teeth necklace~
a human teeth necklace~
A heap of human teeth are lying in a heap here~
~
9 532 5
0~ 0~ 0~ 0~ 0~
1 0 0
A
19 5 0
A
18 5 0
E
teeth necklace~
This string of teeth is a remnant of some of the missing prisoners~
#10660
wand command willow stick~
a wand of command~
A straight willow stick lies here.~
~
3 2113 16385
45~ 10~ 10~ charm person~ 0~
1 0 0
E
willow stick~
Thie willow tree holds lots of power, even more when magically enhanced.
The brandch you hold before you is a finely crafted wand making use of both
of these qualities.  This wand of command is the last resort of the 
commander when he has a problem to deal with.~
#0


#BASTROOMS
#10601
Baladurs Throne Room~
You are in the the beautiful home of Draiden Bansted.  You see murals of great
battles taking place on the wall.  The battle scenes depict great tiger shaped
demons fighting groups of fight groups of adventurers.  The scenes show bards
wielding their harps and wizards throwing massive spells.  The land is heaving
and the sky darkens.  In the center of most of these pictures is a grand
knight in shining platemail.  The center of this room is dominated by a large
figure with a huge humming sword at ready.  This is the king who established 
this land.  The throne you are kneeling in front of is his throne.  At the
base of this throne is a humble brass plaque.
~
0 65548 0
E
plaque~
The City of Baladur was dedicated to Pedrin and Melana on 1995 September 27
~
D2
You see the a large banquet hall to the south.
~
~
0 -1 10602
S
#10602
The Great Hall, north end~
You are standing at the end of the Great hall.  Painted on the walls here
are the murals depicting the rise of Draiden to the hallowed status of 
King.  It shows his former enemies coming and giving tribute to him and
of great banquets being held in his honor.  Beyond this point is the blessed
throne of the Paladin King. To your west you see a large marble staircase and
looking east is a huge dining room.
~
0 8 0
D0
You see the throne of his majesty, Draiden Bansted.
~
~
0 -1 10601
D1
You see the magnificent banquet hall of Naytil.
~
~
0 -1 10605
D2
You see the center of the Great Entrance Hall.
~
~
0 -1 10603
D3
YA large sweeping marble staircase disappears into the second floor.
~
~
0 -1 10611
S
#10603
The Great Entrance Hall, Center~
You are standing in the middle of the Great Entrance hall.  The walls are
plastered with murals depicting a great Paladin Knight leading his troops
and a gathering of people to a desolate area.  Then a little further down
the hall it shows a large city being built in the wilderness.  The final
panel shows a sign reading "Baladur" being put up on the outside of the
city walls.
~
0 8 0
D0
You see the north end of the Great Entrance Hall.
~
~
0 -1 10602
D2
You see the beginning of the Great Entrance Hall.
~
~
0 -1 10604
S
#10604
Beginning of the Great Entrance Hall~
The great doors still stand ready to fend off the evils outside the castle
of Naytil.  This castle is the last defence of the city of Baladur.  Naytil
was the original castle around which the city of Baladur was built and
founded.
~
0 8 0
D0
You see the center of the Great Entrance hall.
~
~
0 -1 10603
D2
A large oak door hangs here.  You can see that this door is not an ornamental
door, but one of purpose.  Originally it served to protect the original keep
from intruders and is still locked in anticipation of these events today.
~
~
87 10642 10662
D3
A plain door with a sign on it reading "Staff Only Please" leads to the west.
~
~
3 -1 10652
S
#10605
the Great Banquet Hall, North End~
You are walking through a huge marbled hall.  The roof is 18 feet high and has
large arching columns holding it up.  In the middle of the room is a huge 
table waiting for a feast to be set upon it.  Looking around the room you do
not see a speck of food, nor any dust.  You do smell food cooking to the east.
The aroma of fresh roast beef wafts through the dining hall.
~
0 8 0
D2
The banquet hall continues to the south.
~
~
0 -1 10606
D3
You see the great entrance hall of the castle Naytil.
~
~
0 -1 10602
S
#10606
The Great Banquet Hall, South End~
You are walking through a huge marbled hall.  The roof is 18 feet high and has
large arching columns holding it up.  In the middle of the room is a huge 
table waiting for a feast to be set upon it.  Looking around the room you do
not see a speck of food, nor any dust.  You do smell food cooking to the east.
The aroma of fresh roast beef wafts through the dining hall.
There is a swinging door leading east.
~
0 8 0
D0
The dining hall continues north.
~
~
0 -1 10605
D1
You finally discover where the wonderful smells are coming from.
~
~
3 -1 10607
S
#10607
a huge kitchen.~
This huge kitchen has large iron stoves and great stocks of wood in it. It
is obviously not only meant to be the kitchen for the Castle, but for the
entire city if necessary.  Large knifes and stones are used here to cut and
prepare food.
There is a stone door leading north.
There is a metal door leading east.
There is a cedar door leading south.
There is a swinging door leading west.
~
0 8 0
D0
You see a door marked 'Water Stores" to the north.
~
~
3 -1 10608
D1
You see a door marked 'Cold Storage' to the east.
~
~
3 -1 10609
D2
You see a door marked 'Pantry' to the south.
~
~
3 -1 10610
D3
You see a large dining hall.
~
~
3 -1 10606
S
#10608
A water cistern~
You are walking through a huge marbled cistern.  The roof is 18 feet high and
has a flow of water streaming down it on the south side.  The large arching
columns are a fabulous feat of engineering.  The spectacular scintillating
water droplets splashing into the pool are a sight that many songs have been
written about.
There is a stone door leading south.
~
0 8 0
D2
You see a huge kitchen.
~
~
1 -1 10607
S
#10609
a cold room~
This room has sides of beef, chicken, fish and all sorts of perishables
stored in it.  Large blocks of ice keep this place cold.  You are not sure 
why they do not melt, but they do not.  You think you hear something or 
someone breathing in here.
There is a metal door leading west.
~
0 8 0
D3
You see a huge kitchen.
~
~
1 -1 10607
S
#10610
the Pantry of Naytil~
This pantry is a huge room with interdiminsional closets that are stocked
with enough food to supply the entire populace of Baladur with food for
over a year.  This allows for a long drawn out seige.  Hopefully it will
never come to this, but who knows with the dark one about.
There is a cedar door leading north.
~
0 8 0
D0
You see a huge kitchen.
~
~
1 -1 10607
S
#10611
a grandois sweeping marble staircase~
A large marble staircase extends far up to the second floor.  The large
blocks of marble each must weigh 15 tons each.  To cut such large blocks
and to shape them with such expertise was truly an engineering feat.
~
0 8 0
D1
The Great Hall is off to the east.
~
~
0 -1 10602
D4
The staircase continues up from here.
~
~
0 -1 10612
S
#10612
a grandois sweeping marble staircase~
This large marble staircase has been the center piece for many paintings. 
The huge blocks and open design have left many painters with a wonderous
feeling of contentment after viewing their masterpieces on it.
~
0 8 0
D4
The top of the stairs lead into a hallway.
~
~
0 -1 10613
D5
The bottom of the staircase extends below you.
~
~
0 -1 10611
S
#10613
The upstairs hallway~
This hallway is paneled in a white oak.  It is still shows a splendid amount 
of artwork in it, but not quite as much as downstairs.  Many people have
come to the upstairs rooms to sleep, but they are not meant for entertaining 
as the downstairs is.
~
0 8 0
D1
A fine oak paneled hallway extends to the east.
~
~
0 -1 10614
D3
A fine oak paneled hallway extends to the west.
~
~
0 -1 10618
D5
A large marble staircase extends into the floor from this level.
~
~
0 -1 10612
S
#10614
An oak paneled hallway.~
A fine oak hallway is paneled in fine oak.  The dark wood contrasted
to the crushed brown carpenting leaves you with a warm, at home feeling.
There is a nice door to the north.
There is an armored door to the south.
~
0 8 0
D0
A fine polished cherrywood inlaid ash door is here.
~
~
3 -1 10634
D1
A fine oak paneled hallway extends to the east.
~
~
0 -1 10615
D2
An armored door blocks the way to the south.
~
~
87 10641 10633
D3
You see an area where a large stairway meets the hallway.
~
~
0 -1 10613
S
#10615
An oak paneled hallway.~
This nicely paneled hallway is very clean and shows that someone who cares
for the castle takes special care in making sure this area remains clean and
proper.  You stand and whiff and the smell of rose comes from the south.  
There is a metal grating to the north.
There is a rosewood door to the south.
~
0 8 0
D0
A heavy black metal grate blocks your way north.
~
~
3 -1 10635
D1
A fine oak paneled hallway extends to the east.
~
~
0 -1 10616
D2
A pristine rosewood door has a sign reading 'Quiet Please' upon it.
~
~
3 -1 10637
D3
A fine oak paneled hallway extends to the west.
~
~
0 -1 10614
S
#10616
An oak paneled hallway.~
You are oddly pulled in this hallway.  A bipolar force of the arcane and the
divine pull you in opposite directions.  Heavy forces of power seduce you to
the north while the peaceful bliss of the immortals pull you to the south.  
There is a door to the north.
There is a door to the south.
~
0 8 0
E
Owinpell~
Owinpell is the king of the gods of Baladur.  This pantheon leads and 
controls the daily lives of the city of Baladur.  Owinpell is a good and
lawful god.  He is the god of Paladins and protects the good of the world.
~
E
arcane~
This arcane symbol symbolizes power.  The arcane power is the magical force 
which drives the world.  This also serves as a protective device for the 
rooms occupant.
~
E
holy~
This symbol is that of a cross crossed with a sword.  It is the symbol of the
mighty god Owinpell.
~
D0
A door with arcane symbols leads to the north.
~
~
3 -1 10638
D1
You see the end of the hallway to the east.
~
~
0 -1 10617
D2
A door with a holy symbol of Owinpell leads to the north.
~
~
3 -1 10639
D3
A fine oak paneled hallway extends to the west.
~
~
0 -1 10615
S
#10617
The end of the oak paneled hallway.~
In you hear the sound of shuffling and weapons clanging to the south.  You
have a ominous feeling that you might be in for trouble if you move through
the south door.  To the north you see the entrance to the chamber of the
lord of this castle.
There is a door north.
There is a door south.

~
0 8 0
D0
You see a fine gold inlaid door to the north.  The craftsmenship is superb.
~
~
3 -1 10640
D2
A beat up door leads the to south.
~
~
3 -1 10641
D3
A fine oak paneled hallway extends to the west.
~
~
0 -1 10616
S
#10618
An oak paneled hallway.~
You smell roast beef, duck and turkey in this hallway.  You must be catching
a wiff of the fine food that was cooked downstairs earlier.  Your stomach
growls and you realize that all these good smells make you hungry.
You see a worn door to the north.
You see a armored door to the south.
~
0 8 0
D0
This door, though in good condition is still worn.
~
~
3 -1 10630
D1
You see an area where a large stairway meets the hallway.
~
~
0 -1 10613
D2
An armored door blocks the way to the south.
~
~
87 10641 10632
D3
A fine oak paneled hallway extends to the east.
~
~
0 -1 10619
S
#10619
An oak paneled hallway.~
The hallways continues here.  You feel a breeze mildly blowing through your hair as you walk through the hallway. 
The crushed brown carpet is just resiliant enough to feel good walking upon, 
yet stiff enough to keep you from feeling the pain of a weary day.
There is a gate leading north.
An oak door leads to the south.
~
0 8 0
D0
A wrought iron gate leads to a beautiful stairwell.
~
~
3 -1 10627
D1
A fine oak paneled hallway extends to the east.
~
~
0 -1 10618
D2
A oak door leads to a room.  You hear sounds of chalk through the door.
~
~
3 -1 10629
D3
A fine oak paneled hallway extends to the west.
~
~
0 -1 10620
S
#10620
An oak paneled hallway.~
As you enter this hallway you notice a musty odor.  This is anomalous to the
usually clean air you have sample in other parts of the castle.  You stop to
consider the source of this smell when you notice a low moaning to the south.
There is a door to the south.
There is a door to the north.
~
0 8 0
D0
You see a dark oak door to the north.~
~
3 -1 10625
D1
A fine oak paneled hallway extends to the east.
~
~
0 -1 10619
D2
A black laquered door with scratch marks on it is here.
~
~
3 -1 10624
D3
You see the west end of the hallway.
~
~
0 -1 10621
S
#10621
The west end of an oak paneled hallway.~
In this light oak paneled hallway you feel a fresh breeze.  This castle seems
to have a system for circulating air through it.  On the wall you see several
paintings.  They are paintings by the princess Sebrina.  They are pictures, 
drawn with crayons, of her family.  You can see that she loves her family a
lot and looks forward to the day when she can go on trips with her father.
There is a door to the north.
There is a door to the south.
~
0 8 0
D0
A pink painted door leads to the north.
~
~
3 -1 10622
D1
A fine oak paneled hallway extends to the east.
~
~
0 -1 10620
D2
A pink painted door with bears on it leads to the south.
~
~
3 -1 10623
S
#10622
Sebrina's bedroom.~
You see a large canopied bed in this room.  The motif is pink with lots of
fluffy pillows and many pictures on the walls.  The entire room has bears 
and childrens stuff stuck to walls and on chairs.  The room has been made
to be a very pleasant place for a female child.
A pink door leads to the south.
~
0 8 0
D2
A pink painted door leads to the south.
~
~
3 -1 10621
S
#10623
Sebrinas Playroom.~
Toys and chest, bears and dolls all line this room.  Balls and jumpropes and
many toys embelish this room with a childs imagination.  You look around and 
notice that even though there are many toys, Sebrina must be very neat
because she has them all locked neatly in glass faced cabinets.
You see a door to the north.
~
0 8 0
D0
You see a pink door with bears on it to the north.
~
~
3 -1 10621
S
#10624
The black leather lined room.~
This is the nannies room.  Perhaps the castles occupants do not know about it
or have not said anything about it.  The room is done in a soft black leather
and bright silver studs.  The bed in the center of the room has black satin 
bedding on it and shackles.  You wonder what the nanny does in here that
requires the binding of people.
There is a door to the north.
~
0 8 0
D0
A black leather lined door leads to the north.
~
~
3 -1 10620
S
#10625
the lavanderia.~
The daily duties of the royal family are taken care of here.  The comforting 
atmosphere and warm seats make the trip a satisfying and fullfilling one.
There is a glass paneled door leading to a steamy room north of here.
There is a dark oak door leading south here.
~
0 8 0
D0
a glass paneled door lead to the north.
~
~
3 -1 10626
D2
a dark oak door leads to the south.~
~
3 -1 10620
S
#10626
The shower room.~
The steam in this room makes it hard to see and even harder to breath. You
wish you could clear the steam up, but it seems perpetual.  The white tiled
walles and silver fixtures give this warm place a nice feel to it.  You to 
the feeling that you should not be dressed in here though.
There is a glass paneled door leading to the lavanderia south of here.
~
0 8 0
D2
A windowed door leaves this room.
~
~
3 -1 10625
S
#10627
The bottom of a slim long stairwell~
This stairwell is very intricatly painted with Unicorns and pegasi.  The 
brilliant blue colors of the sky and the greens of the grasses of this
mural extend from the bottom of the stairwell to the top of it.
~
0 8 0
D2
A silverwrought barred door leads south into a hallway.
~
~
3 -1 10619
D4
A green carpeted stair leads upwards.
~
~
0 -1 10628
S
#10628
The top of a long slim staircase.~
The mural ends here with a night/day mixture of stars and the sun.  The dark 
sky here interlaced with the daytime sky gives you the feeling of peace and
harmony mixed with the awesome power of the elements. You see a sign on the
wall here
You see a door leading north.
~
0 8 0
E
sign~
This tower room has been preserved for those of you who love to sit
and watch nature at its best.
~
D0
A green door leads north.  The door feels like it is made of coarse fiber.
~
~
3 -1 10646
D5
A green carpeted stairs lead to the landing of the second floor.
~
~
0 -1 10627
S
#10629
The classroom.~
The classroom is where little Sebrina is sent to be educated.  She is taught
the intricate job of being a princess, and learning the three M's.  The hopes
that someday she will marry and have a King who is worthy of the throne of
Baladur is what is the root cause of this intensive education.
~
0 8 0
D0
An oak door is north.
~
~
3 -1 10619
S
#10630
a small kitchen.~
This small kitchen is obviously here for the royal family.  Since the lower 
kitchen is obviously made to serve large groups of people, this one was made
to serve only small family gatherings.  The smells waft about this room as
the cook goes about his business.
A swinging door leads east.
A worn door leads south.
~
0 8 0
D1
A swinging door leads east.
~
~
3 -1 10631
D2
A worn, but well kept door, leads south.
~
~
3 -1 10618
S
#10631
a small pantry.~
this pantry is stocked with enough stuff for the immediate future.  It was
created to keep the cook from wearing himself out from running up and down
the stairs.  The most notable item in this room is the wonderous cold box
that always seems to keep the food cold.
a swinging door least west.
~
0 8 0
D3
A swinging door is made for quick entries and exits.
~
~
3 -1 10630
S
#10632
The weapons armory.~
Most of the weapons are securely locked up, but a few lie around just in 
case a stray intruder needs to be taken care of.  The occupants of this
castle realize the importance of protection, and have taught their children
well enough so they do not have to fear the weapons that protect them.
~
0 8 0
D0
An armored door leads north.
~
~
87 10641 10618
S
#10633
The armory.~
Armory is locked in glass cases in this room.  Some were left out by a
careless soldier.  Eventually they will be put back again.
An armored door lies to the north.
~
0 8 0
D0
This heavily armored door is meant to keep intruders out.
~
~
87 10641 10614
S
#10634
The private dining hall.~
The dining hall only has a few tables and no big tables.  It is obviously
meant to be used only for private family meals.
There is a nice door to the south.
~
0 8 0
D2
This ash door has been nicely polished and inset with cherrywood.
~
~
3 -1 10614
S
#10635
The bottom of the stairwell.~
This white stairwell leads up to an 'even so white' stairwell.  You do not
feel fresh air circulating, but the air does not feel stagnant.  You feel a 
tingle on the back of your neck as you enter this stairwell.
There is a stairs up here.
There is a black grate to the south. 

~
0 8 0
E
warning~
Do not go further if you value your soul.  There is a protective beast up
the stairs to protect my workshop from pillagers.
~
D2
A heavy black grate blocks your way south.
~
~
3 -1 10615
D4
Fine white stairs lead upwards.  There is a warning on the steps.
~
~
0 -1 10636
S
#10636
The top of the stairwell.~
The top of this white stairwell is perfectly clean.  There is not a minute
bit of dust or dirt on it.  The stairwell has been cleaned and maintained 
by an inhuman persistance. There is a LARGE sign hanging here.
~
0 8 0
E
large sign~
DO NOT CROSS MY THRESHOLD, you have been warned.
~
E
sigel~
The demon behind this door will kill you if you pass.
~
D0
This ominous black door has a sigel attached to it.
~
~
3 -1 10642
D5
The white stairs down look very inviting to you, considering the sign.
~
~
0 -1 10635
S
#10637
The teachers quarters.~
This musty area is the abode of an old and stodgy teacher.  She does not have
any air circulation in her room.  She says it upsets the harmonic balance and
interfers with her creative ideas.  This room shows those ideas as bare walls
and well polished, waxed floors.
A pristine rosewood door leads north.
~
0 8 0
D0
This pristine door resembles the rest of the room.  It is bare and boring.
~
~
3 -1 10615
S
#10638
The wizards sleeping quarters.~
This bare, plain room has more mysteries to it than are apparent.  You can
not believe that a mage does not have anything in his room at all.  
Apparently Alderon has hid all of his stuff with a powerful magic spell.
A door leads south
~
0 65608 0
E
protective~
This symbol protects anyone who is in this room.  Things will be at peace in
this room.  The spell guarantees it.
~
D2
A protective symbol is prominently displayed on this door.
~
~
3 -1 10616
S
#10639
The quarters of the Salderon.~
The high cleric of Owinpell uses this area as his sleeping quarters.  The 
cleanliness of this room reflects it occupants interest in the good part
of man kind.
A clean door leads north.
~
0 66056 0
E
Owinpell~
Owinpell is the king of the gods of Baladur.  This pantheon leads and 
controls the daily lives of the city of Baladur.  Owinpell is a good and
lawful god.  He is the god of Paladins and protects the good of the world.
~
D0
This door shows no signs of anything, fingerprints, wear, nothing.
~
~
3 -1 10616
S
#10640
The King and Queen's bedroom~
You are stunned by the magnificent artistry present in this room.  Every 
detail is a monument to Baladurian craftmentship. The beauty this room
exudes overwhelms your senses.
A door leads to the south.
~
0 8 0
E
painting paintings~
The paintings of the King and Queen are very well done.  You have seen the
King before and the queen looks like the person standing before you.
~
E
artistry~
The artistry in Baladur all tends towards things that are good.  So do 
the paintings in this room.
~
D2
A fine gold inlaid door leads to the south.
~
~
3 -1 10617
S
#10641
The exercise room.~
This practice room was made to keep the king in good condition.  The practice
dummies manage to keep the king from getting lax during his long days at the
bargaining table.
A door leads to the north.
~
0 8 0
D0
This beat up door shows the signs of a huge struggle that took place here.
~
~
3 -1 10617
S
#10642
The pentagram~
You were fairly warned and now you have crossed the magical pentagram that
protects this room.  A huge demon feels compelled to rip out your inners and
feed them to his underlings.  He has been put here to observe as well as to 
protect the room. 
There is a black door leading south.
~
0 8 0
D0
You see a large workbench with plenty of to the north.
~
~
0 -1 10643
D1
A large statue stands in the eastern part of this room.
~
~
0 -1 10644
D2
The black sigel on this door is a warning to those before they entered it.
~
~
3 -1 10636
S
#10643
The messy workbench~
This workbench holds some very dangerous stuff.  You look at the items here
and decide that it would be best to leave well enough alone.  You see a book
on the bench turned to a page describing some of the experiments.
~
0 8 0
E
book page~
I have been testing weapons and items today, Unfortunately they all seem to
be sticking to me.  I have not been successful in creating the perfect vorpal
weapon.  They all seem to have ill effects.  I am off to discard(and to have 
removed) this latest failure.
~
D1
The smell of chemicals sting your nose in this area.  You feel a little
queasy at the thought of having to go in this direction.
~
~
0 -1 10645
D2
A huge pentagram made to contain a demon makes this area very undesirable to 
enter.
~
~
0 -1 10642
S
#10644
The golem creation area~
The bits and pieces of iron, clay and flesh that have been pushed into the
corners have very little interests to you.  Your full attention is on the 
golem that has been created.  You see a book opened to a page sitting on
a table in here.
~
0 8 0
E
book page~
I have finally done it.  A living creature.  I have created a creature that
can react to different circumstances.  With a few more modifications he may
be a perfect replacement for the soldiers in the kings army.  This may mean 
that our boys do now have to die anymore to protect their homes.
~
D0
The smell of chemicals sting your nose in this area.  You feel a little
queasy at the thought of having to go in this direction.
~
~
0 -1 10645
D3
A large pentagram that is made to contain a demon is directly east of you.
~
~
0 -1 10642
S
#10645
The potion creation laboratory~
This messy workbench contains a few leftover vials of experiment that bubble
and boil.  You consider yourself foolish for even considering experimenting 
with these hazardous chemicals.  You see a notebook on the table explaining
the experiments.
~
0 8 0
E
notebook ~
I have not been successful today in making a specific teleport potion for
the king.  It seems as though outside influences are fighting me on this 
project.  Everytime I seem to get close to the answer all the potions seem
to turn to poison.  I am getting very disappointed.
~
D2
A large statue stands silently to the south of you.
~
~
0 -1 10644
D3
You see a messy workbench with plenty of dangerous tools on it.
~
~
0 -1 10643
S
#10646
the meadow~
This marevelous meadow is bathed with light from a dome which seems to supply
a beautifully warm sunlight evenly to the entire room.  The wildlife roams
free in this room and entices you to relax with them.
~
0 0 2
D0
A peaceful meadow lays to the north.
~
~
0 -1 10647
D1
You hear the roaring of water moving over a huge cliff.
~
~
0 -1 10648
D2
You see a green door that seeem to be made of plantlike material.
~
~
3 -1 10628
S
#10647
A light meadow~
This light forest gives the animals something to play it.  Sabrina can be
caught here often playing with the bunnies and deer.  Although you do not
see the animals you see their tracks everywhere you look.
~
0 0 2
D1
A sweet meadow rolls away from you to the south.
~
~
0 -1 10649
D2
A huge oldgrowth forest stretchs out to the east.
~
~
0 -1 10646
S
#10648
The Great Falls~
The raging water holds a power that is unbelievable.  Roaring over a 100 foot
drop to fall at your feet leaves you awestruck.  You look on incredulously as
the mist from the falls gently drifts across your lips.  If there ever was a 
paradise you must have now found it.
~
0 0 3
D0
An old growth forest stretchs to the north.
~
~
0 -1 10649
D3
A beautiful meadow leads to the west from here.
~
~
0 -1 10646
S
#10649
Deep inside a heavy forest~
The dark green conifers of this forest send a distinct message to your nose
telling you that your home has been found.  The blissfully cool air 
circulates around you as the trees whisper your name softly in your ears.
How such a thick old growth has appear in this castle is beyond explanation.
You do not even question it, you just enjoy it. You hear a shuffling sound,
but try as you might you can not locate it.
A wobbly ladder leads up a huge tree.
~
0 0 3
D2
The sound of water from the south is deafening..
~
~
0 -1 10648
D3
A light forest stretches out to the west.
~
~
0 -1 10647
D4
Wobbly boards are nailed into the tree making a very precarious ladder.
~
~
0 -1 10650
S
#10650
Up a tree~
After climbing up the small wobbly planks nailed on this tree by a little
hand you wonder how come an OSHA safety commitee has not condemned it.
The view up here is spectacular allowing you to view the roaring waterfall
and the gorgeous meadows that stretch out below you.  The wonder of nature
and magic mixed leave you feeling peaceful and serene.
Above you is a small trap door.
Below you are wobbly boards nailed into the tree to form a ladder.
~
0 0 3
D4
A small trap door is set in the planking about your head.
~
~
3 -1 10651
D5
Down below you the trees and meadows of the arboreum lay..
~
~
0 -1 10649
S
#10651
The treehouse~
Sabrina's small tree house allows her to look around at a the world outside 
the castle without being put into danger.  To the north you see a sweeping 
mountain range that wraps around the east and west sides of the castle.  This
provides weather and war protection for the castle.  To the south is a large
wall closing in the box canyon that the castle was built in with a heavy iron
bound gate guarding the entrance. You feel very safe here.
You see a small door in the floor.
~
0 65544 0
D5
A small trap door is set in the floor here.
~
~
3 -1 10650
S
#10652
The servants hallway~
This clean hallway is used only by the staff of the castle.  It was
placed close to the main hallway for easy access to all of the castle.
The floors of this hallway are scrubbed clean and the walls are immaculate.
You find it hard to believe that anything can be so ultraclean.
There is a door north.
There is a door east.
There is a door south.
~
0 8 0
D0
This plain door has a pink rose fastened to the outside of it.
~
~
3 -1 10656
D1
You listen at this door and hear a bustling hallway on the otherside.
~
~
3 -1 10604
D2
This plain door has a sign on it that says "Please Knock"
~
~
3 -1 10655
D3
You see an immaculate hallway.
~
~
0 -1 10653
S
#10653
The center of the Servants hallway~
The center of this hallway is unadorned.  It is as clean as the rest of the
castle, but does not seem to have any signs or adornments on it.
There is a plain door leading north.
There is a plain door leading south.
~
0 8 0
D0
A plain door with flour powder on the knob leads north.
~
~
3 -1 10658
D1
You see an immaculate hallway.
~
~
0 -1 10652
D2
A plain door with a sign on it reading "Restroom" leads south.
~
~
3 -1 10657
D3
A faint puff of steam and the smell of lye come from this direction.
~
~
0 -1 10654
S
#10654
The end of the Servants Hallway~
The end of this very clean hallway is a little more humid than the rest of
the hallway.  You see a little steam slipping under the west and south doors
of the room.
There is a door to the north.
There is a door to the south.
There is a door to the west.
~
0 8 0
D0
a plain door with a sign reading "linen Closet" leads north.
~
~
3 -1 10660
D1
You see an imaculate hallway.
~
~
0 -1 10653
D2
a plain door with a sign reading "Showers" leads south.
~
~
3 -1 10659
D3
a plain door with a sign reading "laundry" leads west
~
~
3 -1 10661
S
#10655
The butlers room~
The unwaivering butlers of Naytil are ready to serve.  The entire room is
arranged so they can get out quickly to either defend the castle or serve
the paladins that inhabit it.  This room is very plain without much to look
at in it.
There is a door leading north.
~
0 8 0
D0
A plain door with a sign reading "Serve as you would like to be served" is
neatly fastened to the door here.
~
~
3 -1 10652
S
#10656
The maids chambers~
This pink room is trimmed with white lace and is very frilly.  It serves as
the living quarter for the castles staff of maids.  They keep it clean as
they do the rest of the castle.  Looking around you do not see a speck of
dirt, nor an item that is out of place. 
a plain door leads south.
~
0 8 0
D2
This plain door has a sign on it reading "Cleanliness is happiness"
~
~
3 -1 10652
S
#10657
The servants bathroom~
This plain, but clean room is where the servants do their daily duty. Even
though is is the servants facilities it is still very clean and spotless.
A plain door leads north.
~
0 8 0
D0
a plain worn door with the word "Exit" stands here.
~
~
3 -1 10653
S
#10658
The cooks quarters~
This plain room is the quarters of the entire cooking staff of Naytil.
It is a large room which has many beds in it.  Largly it is unadorned
except for a few insignificant mommentoes which each cook keeps.
~
0 8 0
D2
This plain door has a logo on it reading "To cook well is to please the 
customer".
~
~
3 -1 10653
S
#10659
The servants showers~
The steam and fresh scent of lye permeate this room.  The servants use the
steam and water showers to cleanse their bodies at the end of a hard day.  
They like the residents of Naytil find that Cleanliness is next to godliness.
There is a door leading north.
~
0 8 0
D0
a plain worn door with the word "Exit" stands here.
~
~
3 -1 10654
S
#10660
The castle linen closet~
You must have caught the castle on cleaning day because this usually full
closet is almost empty.  In here you can usually find bedding and tablecloths
and napkins of all types that are used to keep Naytil a clean and pleasant
place.
A plain door leads south.
~
0 8 0
D2
a plain worn door with the word "Exit" stands here.
~
~
3 -1 10654
S
#10661
The laundry room~
The humidity in this room is very high.  You see large machines connected
to  huge rotating gears which are driven by large belts which disappear 
into the walls here.  Looking into the machines you see the clothing of the
castle swirling and rotating in them.  A sign above the machines read "please
clean the lint traps when you are finished".
A plain worn door leads east.
~
0 8 0
D1
a plain worn door with the word "Exit" stands here.
~
~
3 -1 10654
S
#10662
The courtyard gate~
This large courtyard serves as the main trading area for the city of Baladur.
The city grew up around the front of this courtyard because of the protection
the paladins residenting inside offer.
A huge iron bound gates blocks the way north.
~
0 0 0
D0
A large iron bound gate stands here waiting guarding the residents of the
glorious castle Naytil.
~
~
87 10642 10604
D1
Sounds from the courtyard greet your ears.
~
~
0 -1 10667
D2
The large porticulus that guards the courtyard there.
~
~
0 -1 10663
D3
Sounds from the courtyard greet your ears.
~
~
0 -1 10664
S
#10663
The Entrance Courtyard~
The entrance to the courtyard of Naytil, is still guarded after all these 
years.  The inside of courtyard serves as a main trading center for the
city of Baladur.  Many traders and folk come to see the wonders of the 
city and manage to find there way to the bazaar in the center.
There is a portculis to the south
~
0 0 0
D0
The entrance proper to the castle looms ahead of you.
~
~
0 -1 10662
D1
The distant hawkings of a vendor trading riches becons you east.
~
~
0 -1 10666
D2
A heavy portculis is the castles first line of defense.
~
~
87 10642 10680
D3
You detect a faint smell of food coming from the west.
~
~
0 -1 10665
S
#10664
In the courtyard~
Standing against the wall of Naytil is not as spectacular as one might think.
The castle is a relatively modest one without a major adornment.  The only 
thing you note is the fine craftsmenship that went into building the keep
itself.  This keep would fend off all forms of wallwreckers for a long time.
~
0 0 0
D1
The entrance proper of Naytil looms ahead of you.
~
~
0 -1 10662
D2
The courtyard to the south bustles with activity.
~
~
0 -1 10665
D3
The courtyard continues along the sunlit wall.
~
~
0 -1 10669
S
#10665
Inside the courtyard~
Standing inside the outerwall of the keep give you a comfortable feeling. You
understand that you will not be harmed and are safe from all outside 
antagonists.  The wall next to you is thick and warm and very well made.  The
craftsmen were dwarves that were the original inhabitants of this area.
There is a door to the west.
~
0 0 0
D0
The castle looms ahead of you.
~
~
0 -1 10664
D1
You see the entrance porticulus of Naytil rising to the east.
~
~
0 -1 10663
D3
A brown door has the sign "Grocer" nailed to the outside of it.
~
~
3 -1 10668
S
#10666
Inside the courtyard~
Standing inside the safty of the courtyard give you a nice warm feeling.  The
feeling that you get is that of safety and security.  Even though there are 
not a lot of people here, the reflection of the sound off the wall gives the
impression of the sound of a lot of people.
There is a door to the west.
~
0 0 0
D0
The walls of the keep loom ahead.
~
~
0 -1 10667
D1
A door with the sign "We buy and sell" stands here.
~
~
3 -1 10671
D3
The entrance portculis to Naytil is ahead of you.
~
~
0 -1 10663
S
#10667
Against the keep wall~
The warmth of the keep wall seems to fend off the coolness of the breeze up
here.  The courtyard seems to be at a perfectly balanced temperature because
of the natural airconditioning and the natural heating.  The architect of 
the keep kept in mind the comfort of the soldiers who had to be out in the
courtyard hours on end.
~
0 0 0
D1
A well trodden ally heads to the east.
~
~
0 -1 10670
D2
The outer wall of the keep stands to the south.
~
~
0 -1 10666
D3
The entrance proper to Naytil looms ahead of you.
~
~
0 -1 10662
S
#10668
The Rich Bounty~
The "Rich Bounty" is operated inside of the gate of Naytil.  It sells several
of the local products and is willing to trade for some of the exotic products
from far away places like Midgaard.  The proprietor was an old soldier in 
the original army that settled this place and will tolerate not tomfoolery
in his store.
There is a door to the east.
~
0 8 0
D1
A brown door leads back to the street.
~
~
3 -1 10665
S
#10669
Western Alley~
You are standing in a small allyway that rounds the castle.  The well worn
walk is worn with the tread of many armored feet.  You hear the sound of
battle going on somewhere to the west.
~
0 0 0
D1
You feel the sun warmed courtyard to the east.
~
~
0 -1 10664
D3
You see the turn in the alley to the west of you.
~
~
0 -1 10672
S
#10670
Eastern Alley~
This alley has the signs of horse all over it.  You see tracks or horses
coming and going.  You also smell animals to the east of you and hear the 
sounds of the stables and stables hands.
~
0 0 0
D1
The smell of dog and horse waft from the east to sting your nose.
~
~
0 -1 10675
D3
The warm sounds of the bartering in the courtyard entice your ears.
~
~
0 -1 10667
S
#10671
The Adamantium Piece~
The establishment of this store was done in order to give that Paladins a
place to trade thier riches so that they could give a more managable tender
to those who needed it.  It eventually evolved into a full fledge store that
traded with those around.
There is a door to the west.
~
0 8 0
D3
A door leads to the west.
~
~
3 -1 10666
S
#10672
A bend in the western alley.~
This area show a lot of traffic. This seems to be a main staging area for
soldiers.  From the looks of the people around you this is one alley that
the common folk tend to avoid.  Hopefully you will escape in one piece from
this area.
There is a door leading west.
There is a door leading south.
~
0 0 0
D0
You hear the sounds of combat coming from the north.
~
~
0 -1 10678
D1
You see a safe exit from this area, and one you might consider taking
~
~
0 -1 10669
D2
The sound of a hammer on an anvil ring merrily to the south.
~
~
3 -1 10674
D3
The smell of a stoked fired drifts in on the wind.
~
~
3 -1 10673
S
#10673
The Double Irons~
The "Double Irons" manufactures most of the weapons for the soldiers and
paladins at Naytil and the locals in Baladur.  The bright coals glowing in
the hearth and the steam from the swords that are plunged into the quenching
bucket show that a vast amount of weapons come out of this place and that 
the owner really enjoys his task.
There is a door to the east.
~
0 8 0
D1
You see a door that leads back to the alley.
~
~
3 -1 10672
S
#10674
The Golden Shield~
The armorer creates his works in this humble shop.  His hammers resound with
a ringing chime as he raises and lower them on the armor her is working on.
The majority of the armor that is worn, including those of the King himself.
This shop is backed by the wall of the citadel itself showing how much trust
the lord of the citadel puts into the armorer.
There is a door to the north.
~
0 8 0
D0
The door leads north into the alley.
~
~
3 -1 10672
S
#10675
Eastern corner of Naytil~
You are standing in the eastern corner of the castle of Naytil.  Looking at
the smooth granite wall that extend 40 feet about your head you admire the
craftsmenship of those who built it.  As you admire the wall you see a 
cornerstone at your feet.
~
0 0 0
E
cornerstone~
This castle built by the dwarves of Kilnara in thanks to Draiden and the
Naytrillian Knight.  We wish to thank then for coming to our aide when 
times were dire during the Dwarf/Orc wars.
~
D0
You see horse stables running up the east side of the castle.
~
~
0 -1 10677
D2
The smell of canine wiffs from the open kennels to the south.
~
~
0 -1 10676
D3
The sounds of vendors and people echo in the alley to the west.
~
~
0 -1 10670
S
#10676
the kennels~
The royal hounds are raised in this kennel.  They are intelligent enough to
know that it is here they must return.  The kennel is more of an open 
sleeping and eating establishment for the hounds.  There are no doors nor
gates and the hounds have a free run or the compound.
~
0 8 0
D0
The eastern corner of the castle looms ahead of you.
~
~
0 -1 10675
S
#10677
The stables~
The stables of Naytil were built along the wall in order to provider warmth
and shelter for the bold mounts of the city.  Because the castle was built
inside a boxed canyon the wind at this point is minimal so the designers 
opted to build without large doors so the horses see a better airflow an
cleaner living conditions.
~
0 8 0
D2
Looking around the horses you can barely make out the corner of the castle.
~
~
0 -1 10675
S
#10678
The practice grounds~
The soldiers of the castle find this quiet out of the way place a perfect 
area for training and practicing.  They are very content along the west wall
because no outsiders can get hurt and due to the thick walls, they can be as 
noisy as they want while practicing.
There is a door to the north.
~
0 0 0
D0
A battered door with a sigh "Barracks, do not enter" blocks your way.
~
~
19 -1 10679
D2
The faint sound of hammering is heard.
~
~
0 -1 10672
S
#10679
The barracks~
The guards barracks are nestled up against the back wall of the canyon.  They
were the original hold in the area and when the castle was built the guards
took over.  They like this place because it is invulnerable to damage.  They
can have their tests of strength and valor here at nights if they wish 
without worrying about destroying anything or hurting anyone.
There is a door leading south.
~
0 8 0
D2
A battered door with the word "exit" leads to the practice field.
~
~
19 -1 10678
D5
The cells do not look like a place you want to be.
~
~
0 -1 10681
S
#10680
Owinpell Ave, in front of Naytil~
You are standing in front of the Castle Naytil.  The castle was built in
the crook of a canyon in order to afford protection from the rear.  They
then walled off the mouth of the canyon with this huge wall in order to
provide protection from the front
~
0 0 0
D0
The heavy portculis is the castles first line of defense.
~
~
87 10642 10663
D4
You see the Temple of Midgaard through this glowing portal.
~
~
0 0 3005
S
#10681
holding cell corridor~
This is the middle of the corridor of the holding cells for those arrested
in the Castle Naytil and the for the ones arrested by the guards in Baladur.
Although clean, the corridor is very bleak and barren.  Obviously no creature
comforts have been given to the prisoners.
~
0 8 0
D0
This wall echos softly as you tap on it.
~
~
19 -1 10689
D1
The east end of the corridor lies before you.
~
~
0 -1 10682
D3
The west end of the corridor lies before you.
~
~
0 -1 10683
D4
The nice clean air of the barracks tickles your nose.
~
~
0 -1 10679
S
#10682
The east end of the prison corridor~
The two holding cells on this end of the corridor are locked up tight.  Even
when they are empty they are kept locked just as a form of mental discipline
for the jailers in order to make sure that they never have a lapse that will
imperil that citizens of Baladur, nor the occupants of Naytil.
There is a door to the north.
There is a door to the east.
There is a door to the south.
~
0 8 0
D0
This yellow painted iron bound door has a sign on it saying "Cell #1".
~
~
55 10658 10685
D1
This blue painted iron bound door has a sign on it saying "Cell #2".
~
~
103 10658 10684
D2
This orange painted iron bound door has a sign on it saying "Cell #3".
~
~
7 10658 10686
D3
The smell of fresh air come from the west.
~
~
0 -1 10681
S
#10683
The west end of the prison corridor~
The west end of this corridor has two holding cells attached to them.  The
cells have been made strong and impassible so as to hold and "visitor" that
happens to wander along the path of evil, only to be nabbed by the righteous.
There is a door to the north.
There is a door to the south.
~
0 8 0
D0
This red painted iron bound door has a sign on it saying "Cell #4".
~
~
87 10658 10687
D1
A fresh breeze points the way out.
~
~
0 -1 10681
D2
This green painted iron bound door has a sign on it saying "Cell #5".
~
~
119 10658 10688
S
#10684
Blue Cell~
This blue coated cell is made to contain prisoners. It is made very strong
and has several spells cast upon it to keep the criminals incarcerated.  This
is done as a selling feature to people who wish to invest in the city of 
Baladur.
There is a door to to the west.
~
0 9 0
D3
An iron door leads to the prison corridor.
~
~
103 10658 10682
S
#10685
Yellow cell~
This yellow coated cell is made to contain prisoners. As you stop and look 
around in this cheery sell you hear a slight shuffling sound behind the
north wall.  You tap on it gently and hear a hollow echo behind it.
There is a door to the south.
~
0 9 0
D2
An iron door leads to the prison corridor.
~
~
55 10658 10682
S
#10686
Orange cell~
This orange coated cell is made to contain prisoners. It is made very strong
and has several spells cast upon it to keep the criminals incarcerated.  This
is done as a selling feature to people who wish to invest in the city of 
Baladur.
There is a door to the north.
~
0 9 0
D0
An iron door leads to the prison corridor.
~
~
7 10658 10682
S
#10687
Red cell~
This red coated cell is made to contain prisoners. It is made very strong
and has several spells cast upon it to keep the criminals incarcerated.  This
is done as a selling feature to people who wish to invest in the city of 
Baladur.
There is a door to the south.
~
0 9 0
D2
An iron door leads to the prison corridor.
~
~
87 10658 10683
S
#10688
Green cell~
This green coated cell is made to contain prisoners. It is made very strong
and has several spells cast upon it to keep the criminals incarcerated.  This
is done as a selling feature to people who wish to invest in the city of 
Baladur.
There is a door to the north
~
0 9 0
D0
An iron door leads to the prison corridor.
~
~
119 10658 10683
S
#10689
The rank passage~
This passage is dirty and smelly.  This makes it VERY different from the rest
of the immaculate castle of Naytil.  You see moss hanging from the ceiling 
and dirt on the floor.  The passage does not show signs of being abandoned
because so far as you can see there is no undisturbed dust anywhere.
There is a door to the south.
~
0 9 0
D0
The rank passage continues to the north.
~
~
0 -1 10690
D2
A secret door leads to the prison corridor.
~
~
19 -1 10681
S
#10690
The rank passage~
This dirty passage is getting worse the deeper you get.  The smells are
horrible.  You try to hold your nose as if to fend off the Clintons fiscal
policies.  Things are very unpleasant in here.
~
0 9 0
D0
It looks like the passage turns right up ahead.
~
~
0 -1 10691
D2
The rank passage seems to end to the south.
~
~
0 -1 10689
S
#10691
The filthy corner~
This corner has been used as a toilet stop for some ungodly creature.  The
fecies it left behind are piled high.  The walls show handprints(a little
larger than man) which have smeared the smelly stuff on it.  In general
this passage is dirty and probably disease ridden.
~
0 9 0
D1
The corridor heads to an even darker corridor.
~
~
0 -1 10692
D2
The corridor continues to the south.
~
~
0 -1 10690
S
#10692
an even ranker passage~
footprints lead from the west to the east.  The footprints are tracks formed
of fecies.  When you inspect them(YUCK) you see that they are clawed and 
belong to a large bipedal creature.  It does look as though they are heading
east.
~
0 9 0
D1
The filthy, dirty, rank east passage does not look very safe.
~
~
0 -1 10693
D3
The smell eminating from this corner is horrid.
~
~
0 -1 10691
S
#10693
South turn in a rank passage~
The smell is unbearable.  You feel stifled and seriously contemplate 
screaming.  The filth and smell in this tunnel, coupled with the sick 
grey green moss hanging from the walls make this a place you would not
even want to visit.
~
0 9 0
D2
You listen intently and hear a shuffling sound to the south.
~
~
0 -1 10694
D3
Even though the smell is bad it may be better than going south.
~
~
0 -1 10692
S
#10694
The horrid interchange~
You are at an intersection and no way seems safe.  This dirty passage is as
easily rank as the rest of it.  You hear snuffling and shuffling coming from
everywhere around you.  The walls here echo every sound making it impossible
to tell where the noise is coming from.  Of course, the walls also seem to
intensify the smell.
~
0 9 0
D0
This smelly rank hallway is starting to look REAL inviting.
~
~
0 -1 10693
D1
The musty smell from this hallway leaves a sick taste in your mouth.
~
~
0 -1 10696
D3
Mired in muck and sludge this area shows a lot of those big tracks.
~
~
0 -1 10695
D4
A crude stone ladder has been carved into the sides of the shaft heading up.
~
~
0 -1 10697
S
#10695
The trolls den~
The filth and the smell has gotten real bad in this area.  All the worst 
things you can believe in have been tied up and spread out over this room.
Such filth makes is impossible and unsafe to search.  You have never been 
in such a filthy place in your life.  Bones, guts, smashed bits of armor.
It is amazing that the paladins never found this place in their time at
Naytil.
~
0 9 0
D1
The intersection looks safer than this joint..
~
~
0 -1 10694
S
#10696
Hallway of mushrooms~
This hallway is full of various fungi.  Unfortunatly none of it is good to
eat. The poison of all these mushrooms is so potent that you can smell it
in the air.  The stench of the rot of the fungi and the animals that have
fallen for it makes this room as unbearable as the rest of the joint.
~
0 9 0
D3
The intersection now look VERY good.
~
~
0 -1 10694
S
#10697
In the shaft~
The breeze in the shaft starts to flush the smell of rot and death out of 
your nose.  You dread the thought of having to go back down to leave this
place and pray that the breeze means and exit ahead.
~
0 9 0
D4
The shaft continues upward.
~
~
0 -1 10698
D5
The shaft continues down to a disgusting intersection.
~
~
0 -1 10694
S
#10698
the mossy tunnel~
This mossy tunnel has the huge tracks in it heading both ways, there are
also a few deer and rabbit bones strewn about, but generally it is a 
pleasant sight from what you saw below.  You hope never to have to go
down to face that mess again.
~
0 9 0
D1
You see a light at the end of this tunnel.
~
~
0 -1 10699
D5
You see a large airy shaft heading downwards.
~
~
0 -1 10697
S
#10699
mossy tunnel mouth~
You are at the end of a tunnel looking to the south.  You are standing on a
12 foot drop off that leads into a deep thick green forest.  You do not see
an easy way down except for the southern drop.
~
0 9 0
D2
a dangerous looking drop will land you in a thick forest.
~
~
0 -1 10649
D3
this nice safe passage leads back towards the depths.
~
~
0 -1 10698
S
#0


#SPECIALS
M 10601 spec_cast_mage
M 10602 spec_guard
M 10603 spec_guard
M 10610 spec_guard
M 10611 spec_guard
M 10612 spec_guard
M 10613 spec_guard
M 10614 spec_guard
M 10623 spec_cast_cleric
M 10624 spec_cast_adept
S


#GAMES
S


#RESETS
M 0 10602 2 10601
E 0 10601 0 16
E 0 10602 0 5
E 0 10603 0 6
E 0 10604 0 9
E 0 10605 0 13
E 0 10606 0 12
E 0 10607 0 10
E 0 10608 0 7
E 0 10609 0 3
E 0 10610 0 4
E 0 10611 0 11
M 0 10601 1 10601
E 0 10612 0 5
E 0 10613 0 16
M 0 10624 1 10601
M 0 10603 4 10603
E 0 10611 0 11
E 0 10609 0 3
E 0 10610 0 4
E 0 10601 0 16
E 0 10602 0 5
G 0 10642 0
M 0 10604 2 10603
M 0 10619 2 10606
E 0 10601 0 16
E 0 10609 0 3
M 0 10618 4 10607
M 0 10618 4 10607
E 0 10638 0 6
M 0 10618 4 10607
M 0 10620 3 10607
M 0 10620 3 10607
O 0 10635 0 10607
O 0 10637 0 10608
O 0 10634 0 10609
O 0 10636 0 10610
M 0 10615 1 10613
E 0 10614 0 16
E 0 10623 0 17
M 0 10621 2 10617
E 0 10640 0 8
M 0 10621 2 10621
E 0 10639 0 17
O 0 10615 0 10622
P 0 10616 0 10615
O 0 10617 0 10622
P 0 10618 0 10617
P 0 10619 0 10617
O 0 10620 0 10623
P 0 10622 0 10620
P 0 10625 0 10620
O 0 10621 0 10623
P 0 10624 0 10621
M 0 10616 1 10624
G 0 10626 0
E 0 10627 0 5
E 0 10628 0 16
M 0 10617 1 10629
E 0 10630 0 16
E 0 10631 0 18
M 0 10618 4 10630
E 0 10638 0 6
M 0 10619 2 10630
E 0 10609 0 3
E 0 10601 0 16
G 0 10633 0
M 0 10620 3 10630
O 0 10635 0 10630
O 0 10632 0 10631
P 0 10634 0 10632
O 0 10636 0 10631
O 0 10643 0 10632
O 0 10644 0 10632
O 0 10645 0 10632
O 0 10646 0 10632
O 0 10647 0 10633
O 0 10648 0 10633
O 0 10649 0 10633
O 0 10650 0 10633
M 0 10625 2 10638
M 0 10623 1 10640
O 0 10651 0 10640
M 0 10622 4 10641
E 0 10643 0 16
E 0 10647 0 5
M 0 10622 4 10641
E 0 10644 0 16
E 0 10650 0 10
M 0 10622 4 10641
E 0 10649 0 7
E 0 10645 0 16
M 0 10622 4 10641
E 0 10649 0 7
E 0 10650 0 10
E 0 10647 0 5
E 0 10645 0 16
M 0 10626 1 10642
M 0 10630 1 10644
O 0 10653 0 10645
O 0 10654 0 10645
O 0 10655 0 10645
M 0 10628 5 10646
M 0 10627 7 10647
M 0 10629 1 10648
O 0 10633 0 10655
O 0 10640 0 10656
O 0 10638 0 10658
O 0 10656 0 10659
O 0 10656 0 10660
O 0 10657 0 10660
O 0 10657 0 10661
M 0 10640 1 10662
E 0 10649 0 7
E 0 10650 0 10
E 0 10647 0 5
E 0 10645 0 16
M 0 10640 2 10662
E 0 10602 0 5
E 0 10601 0 16
G 0 10641 0
M 0 10609 1 10664
M 0 10607 2 10665
M 0 10641 7 10665
E 0 10644 0 16
M 0 10641 7 10665
E 0 10644 0 16
M 0 10641 7 10665
E 0 10644 0 16
M 0 10608 2 10666
M 0 10633 1 10668
G 0 602 0
G 0 603 0
G 0 605 0
G 0 610 0
G 0 611 0
M 0 10603 8 10670
E 0 10611 0 11
E 0 10609 0 3
E 0 10610 0 4
E 0 10601 0 16
E 0 10602 0 5
G 0 10642 0
M 0 10634 1 10671
M 0 10631 1 10673
E 0 10652 0 16
G 0 10643 0
G 0 10645 0
M 0 10632 1 10674
E 0 10652 0 16
G 0 10647 0
G 0 10649 0
G 0 10650 0
M 0 10610 1 10675
E 0 10601 0 16
E 0 10602 0 5
E 0 10603 0 6
E 0 10604 0 9
E 0 10605 0 13
E 0 10606 0 12
E 0 10607 0 10
E 0 10608 0 7
E 0 10609 0 3
E 0 10610 0 4
E 0 10611 0 11
G 0 10660 0
M 0 10635 1 10676
M 0 10605 5 10676
E 0 10629 0 3
M 0 10638 2 10676
M 0 10639 10 10676
M 0 10639 10 10676
M 0 10639 10 10676
M 0 10636 2 10677
M 0 10637 3 10677
M 0 10603 6 10678
E 0 10611 0 11
E 0 10609 0 3
E 0 10610 0 4
E 0 10601 0 16
E 0 10602 0 5
G 0 10642 0
M 0 10602 1 10679
E 0 10601 0 16
E 0 10602 0 5
E 0 10603 0 6
E 0 10604 0 9
E 0 10605 0 13
E 0 10606 0 12
E 0 10607 0 10
E 0 10608 0 7
E 0 10609 0 3
E 0 10610 0 4
E 0 10611 0 11
M 0 10603 1 10679
E 0 10611 0 11
E 0 10609 0 3
E 0 10610 0 4
E 0 10601 0 16
E 0 10602 0 5
G 0 10641 0
O 0 10658 0 10679
M 0 10640 2 10680
E 0 10645 0 16
E 0 10609 0 3
E 0 10610 0 4
M 0 10640 2 10680
E 0 10611 0 11
E 0 10601 0 16
G 0 10642 0
M 0 10642 1 10684
M 0 10642 1 10685
M 0 10642 1 10686
M 0 10606 1 10687
M 0 10642 1 10688
M 0 10644 1 10695
M 0 10645 2 10695
M 0 10645 2 10695
M 0 10643 3 10695
E 0 10649 0 7
E 0 10650 0 10
E 0 10659 0 3
S


#SHOPS
10631 5 0 0 0 0 120 75 0 23
10632 9 0 0 0 0 110 65 0 23
10633 1 8 13 15 19 120 80 0 23
10634 8 0 0 0 0 110 80 7 20
0


#$