#31600 Entering the Guild Area~ As you enter the Guild Area, you notice an immediate change from the street just east of you. The air seems charged with magic and friction. It makes your palms want to sweat, makes your pulse race. All the hubbub and noise from the city has been swallowed up by the tall gray walled buildings which now surround you. You may continue west into the guild area or head east back into the business district. ~ 316 d 0 D1 ~ ~ 0 0 31510 D3 ~ ~ 0 0 31601 E credits info~ Kaan Zone 316 is linked to the following zones: 315 McGintey Business District at 31600 (east ) ---> 31510 315 McGintey Business District at 31666 (east ) ---> 31565 ~ S #31601 Guild Area~ North Street continues to run west into the Guild Area, the strange feeling of power and vitality washing over you strong as ever. A huge stone edifice rises to your south, one which must be at least four stories in height. To the east, the street heads toward the business district. ~ 316 0 0 D1 ~ ~ 0 0 31600 D3 ~ ~ 0 0 31602 S #31602 Guild Area~ North Street head backs west, curving south almost immediately. To the north and south are the walls of buildings whose purpose is unknown. You may head toward the business district to the east. ~ 316 0 0 D1 ~ ~ 0 0 31601 D3 ~ ~ 0 0 31603 S #31603 Dead End to North Street~ North Street ends here, however two alleys run off to the north and south. To the north, the alley seems a bit small, the way a bit tight. To the south, the alley is almost the same width as North Street. ~ 316 0 0 D0 ~ ~ 0 0 31604 D1 ~ ~ 0 0 31602 D2 ~ ~ 0 0 31612 S #31604 Mage Area~ You have entered into the Mage's Area, where the air itself crackles with arcane energies, the forces of good and evil magic strongly at work here. You may continue further into the Mage Area or go south, leaving it. To the east and west are low stone buildings, no signs of any sort proclaiming their function. ~ 316 0 0 D0 ~ ~ 0 0 31608 D1 ~ ~ 0 0 31605 D2 ~ ~ 0 0 31603 D3 ~ ~ 0 0 31606 S #31605 Potions~ These potions are those made by mages for mages. Some will help to aid the common user, one who may not be a mage, but be warned, some have some very harmful side affects. ~ 316 0 0 D3 ~ ~ 0 0 31604 S #31606 Scrolls~ These powerful scrolls help to manipulate the forces of magic which a mage commands. The withered old man who stands here tending shop looks with a disdainful eye upon you, as if you could never reach his standards. ~ 316 d 0 D1 ~ ~ 0 0 31604 S #31607 Mage Weapons~ The weapons for sale in this shop are made exclusively for mages by mages. These weapons will not be of any use to any other class. Rows of weapons lay neatly stacked along the walls and on shelves. The exit is to the east. ~ 316 d 0 D1 ~ ~ 0 0 31608 S #31608 End of the Alley~ The alley ends here, the only direction you may go is south. The closed doors of low stone buildings lay to the east, west, and north however what lies inside those buildings is a mystery. One thing is for sure, they certainly do not look inviting. ~ 316 d 0 D0 ~ ~ 0 0 31610 D1 ~ ~ 0 0 31609 D2 ~ ~ 0 0 31604 D3 ~ ~ 0 0 31607 S #31609 Mage Board Room~ Any messages between mages can be left here on the board and will received at any mage guild throughout the land. The guild for the mages lies directly east of here or you may leave to the west. ~ 316 d 0 D1 ~ ~ 0 0 31611 D3 ~ ~ 0 0 31608 S #31610 Robes and Armor~ This is where a mage may buy armor specifically tailored for him or her. The walls are lined with racks from which robes and leather armor hang. You may exit to the south. ~ 316 d 0 D2 ~ ~ 0 0 31608 S #31611 Mage Guild~ Here one may practice any spells that may need practicing or train skills to perfection. The guildmaster is always free to lend a helpinh hang that just may lift you to the next level. ~ 316 d 0 D3 ~ ~ 0 0 31609 S #31612 West Alley~ The alley heads north and south from here into the depths of the guild area. The feeling of power and strength still eminates all around you, lightening your step just a bit. A very tight little alley heads west from here, almost unnoticable to the naked eye. Gray stone buildings match the gray stone street you walk upon, all in contrast to the wonderful feeling of power all around you. ~ 316 0 0 D0 ~ ~ 0 0 31603 D2 ~ ~ 0 0 31613 D3 ~ ~ 0 0 31620 S #31613 West Alley~ The alley runs north and south from here, hemmed in by buildings on either side. The hush that seems characteristic of this place only makes the feeling of power that much more mysterious and exciting. You almost find yourself holding your breath, afraid to look in any passer-by's eye, afraid you may laugh aloud. ~ 316 0 0 D0 ~ ~ 0 0 31612 D2 ~ ~ 0 0 31614 S #31614 West Alley~ The alley still runs north and south, however there is a small dirt path leading between two stone buildings west from here. The hushed reverence all around makes this whole section of town seem mysterious and thrilling, almost as if you should be thanking someone for their allowing you to be here. ~ 316 0 0 D0 ~ ~ 0 0 31613 D2 ~ ~ 0 0 31667 D3 ~ ~ 0 0 31615 S #31615 Dirt Alley~ The stone of the street is left behind as you begin your way west along this path. Just west of here, the buildings drop away and the path heads toward what looks to be the edge of the plateau, for all you can see ahead is wide open air. ~ 316 0 0 D1 ~ ~ 0 0 31614 D3 ~ ~ 0 0 31616 S #31616 Dirt Path~ The dull gray buildings are gone now, replaced with a grassy field of wild flowers and trees. Butterflies flit about you, and the smell is that of the open sea. Just west of here, the trail leads to a beautiful grove, while east leads back into the dark grayness of the Guild Area. ~ 316 0 0 D1 ~ ~ 0 0 31615 D3 ~ ~ 0 0 31617 S #31617 Ranger's Grove~ This beautiful park, tended by rangers as a place for other rangers to relax and enjoy, perches directly on the edge of the plateau which McGintey Cove rests upon. Looking west, all you can see is the beautiful shoreline following the curve of the Cove which the town is nestled in. To the south is a large tree with a board of some sort affixed to it, and to the east leads the way back into the main Guild Area. ~ 316 0 0 D1 ~ ~ 0 0 31616 D2 ~ ~ 0 0 31618 S #31618 The Old Oak~ You stand before a huge oak tree which holds the board for the Guild of Rangers in McGintey Cove. This tree looks as if it may be as old as the world you stand upon, so huge and impressive is it's girth and height. Why, a single one of it's branches in the upper reaches is easily as big as your waist and then some! ~ 316 e 0 D0 ~ ~ 0 0 31617 D2 ~ ~ 0 0 31619 S #31619 Ranger Guild Room~ More of a park than a Guild, this small plot of well tended land serves as the training and advancement center for the Ranger Guild in McGintey Cove. Instructors work with trainees all around you, teaching various skills and techniques. ~ 316 e 0 D0 ~ ~ 0 0 31618 S #31620 Back Street~ The way through this 'street' - actually more of an alley - is quite narrow, grimy, and dark. East from here you can see a faint trickle of light and another road. To the west it only gets darker, looking quite unappealing. ~ 316 a 0 D1 ~ ~ 0 0 31612 D3 ~ ~ 0 0 31621 S #31621 Back Street~ The alley ends here, seeming to lead nowhere except back the way you came. As you scan the walls surrounding you, you can't help but feel as if maybe someone is watching your every move, however it is too dark for you to be sure. ~ 316 a 0 D0 ~ door~ 1 0 31623 D1 ~ ~ 0 0 31620 D2 ~ door~ 1 0 31622 D3 ~ door~ 1 0 31625 S #31622 Thieven Weaponsmith~ This is a pathetically small workroom - dimly lit, grimy as hell, and reeking of beer. A small, wiry man works here with a sanding stone and a small bladed knife of which you've never before seen the like. At first the you think the man doesn't notice you standing here in his little hole, but after a short time he glances up and asks in a quiet, deadly voice if there is anything you need. ~ 316 0 0 D0 ~ door~ 1 0 31621 S #31623 Board Room~ It looks more like a band of street punks got to this room, rather than a group of professional thieves. What passes for the board is the western wall which is made of brick and covered in scrawlings from the many thieves who frequent this guild. The guild and training area is directly north of you. ~ 316 c 0 D0 ~ ~ 0 0 31624 D2 ~ door~ 1 0 31621 S #31624 Thieve's Guild~ This room, set in the back room of looks to have been a small warehouse at one time, is the resting and training place of the Thieves in McGintey Cove. Cots are thrown haphazardly in all corners of this room. Obviously, many of the thieves in McGintey Cove cannot afford their own homes and bunk here instead. Better watch your wallet, some sneaky associate of yours just may decide to try some 'practice training' on it. ~ 316 0 0 D2 ~ ~ 0 0 31623 S #31625 Darkened Room~ This small, darkened room gives you the foreboding feeling that you are surrounded by enemies. As you get deeper into the room, you feel the fabric of someone's sleeve brush you. Whirling around and grabbing the sleeve, you realize it is an empty jacket hanging on a hook. Feeling your way around the room, you find that there are wearables hanging all around. A low voice rumbles out of the darkness. ~ 316 d 0 D1 ~ door~ 1 0 31621 S #31626 Warrior Way~ This wide promenade, so named for the guild area it traverses, looks to be a well used street. To the north is a very loud, very bawdy tavern. A sign out front proclaims it 'The Broken Spleen'. To the south is a huge building which looks to be off-limits, except to particular clientele. Two well muscled guardsmen stand on either side of the door leading into the building, arms crossed. To the east the road continues, leading the way to a HUGE building, one who's girth you can only imagine, being that you can only see a fraction of it from between the buildings you currently stand between. West is the way out of the Warrior Guild's area into the West Alley. ~ 316 0 0 D0 ~ ~ 0 0 31629 D1 ~ ~ 0 0 31637 D2 ~ ~ 0 0 31627 D3 ~ ~ 0 0 31667 S #31627 Lounge and Board Room~ This large antechamber serves as a resting, meditation, stretching out, and board room for the Warrior Guild in McGintey Cove. Very atypical of this class, the men and women who congregate here seem almost nervous as they stretch out or concentrate on whatever skills they will be attempting to learn in the arena which is the Warrior's Guild in this town. Just south of you is the guild room, north is the exit to the outside. ~ 316 de 0 D0 ~ ~ 0 0 31626 D2 ~ ~ 0 0 31628 S #31628 Warrior's Guild - Arena~ This huge arena turned practice and advancement station is rumored to be the best and most thorough training guild for Warriors in Dibrova. The numbers of trainers to the number of trainees is almost double, a rarity for most guilds. You may exit to the north when you have finished. ~ 316 de 0 D0 ~ ~ 0 0 31627 S #31629 The Broken Spleen~ Your first thought as you enter into this building is that if ever it has been cleaned, it wasn't anytime during this last year. Your second thought is that you had best duck, as a chair goes flying past your head, just inches from your right ear! This flying chair is, of course, accompanied by drunken laughter and calls of 'Newbie! ' and 'Incoming! '. This chair throwing must be a ritual here at the Broken Spleen. How quaint. The exit is just south of you. ~ 316 d 0 D2 ~ ~ 0 0 31626 S #31630 The Warrior's Boutique~ This little store sells an assortment of deadly implements used by the warrior class to wreak havoc amongst their many enemies. The exit lies to the east. ~ 316 d 0 D1 ~ ~ 0 0 31632 S #31631 The Sword Store~ The many different types of swords sold here vary depending on the stature and level of warrior wielding them. Many of the swords sold here may not be used by inferior leveled warriors, however the only way to find out which sword applies to which level is to buy one . ~ 316 d 0 D2 ~ ~ 0 0 31632 S #31632 Warrior Way~ The road ends here in a small court which allows access to two small stone buildings, one west and one north of you. The mammoth wall of the Gladiator Pit runs along on your east, the clashes, clangs, and cries coming faintly to your ears from within. ~ 316 0 0 D0 ~ ~ 0 0 31631 D2 ~ ~ 0 0 31633 D3 ~ ~ 0 0 31630 S #31633 Warrior Way~ The road runs north to a small court surrounded by stone buildings. To the south the road heads into an intersection in front of the main entrance to the enormous Gladiator Pit. To the east and west you are hemmed in by the gray stone walls of buildings owned by the Warrior Guild. ~ 316 0 0 D0 ~ ~ 0 0 31632 D2 ~ ~ 0 0 31637 S #31634 Spectator Balcony~ From this vantage point you can see the entire Pit spread out below you. Every punch, every kick, every stab and pierce can be seen from this point. A sign hangs on the wall, explaining the rules for placing wagers on the fights which ensue below. ~ 316 d 0 D5 ~ ~ 0 0 31636 S #31635 Gladiator Pit - Center~ You stand at the center of a huge dirt floored arena. All around you are rows and rows of screaming spectators, seated in the bleachers which climb the upward slope of the arena wall. You may move in any cardinal direction in attempt to find and vanquish your opponent. ~ 316 g 0 D3 ~ ~ 0 0 31636 S #31636 The Pit~ In this room, one may pay to enter into mortal combat with another combatant of equal stature. Screams from spectators and cries of pain from the combatants accompanied by the clash of steel reaches your ears from the arena, which lies directly east from here. ~ 316 d 0 D1 ~ ~ 0 0 31635 D3 ~ ~ 0 0 31637 D4 ~ ~ 0 0 31634 S #31637 Warrior Way~ The road comes to a wide intersection here, heading north and south, and of course west back toward the entrance to this guild. In front of you is the arched entrance to a huge arena, one whose rounded walls tower above you a good five or six stories. From inside you hear the catcalls and screams from all who watch the fights, and also the clanging and clashing of steel from all those who battle. ~ 316 0 0 D0 ~ ~ 0 0 31633 D1 ~ ~ 0 0 31636 D2 ~ ~ 0 0 31638 D3 ~ ~ 0 0 31626 S #31638 Warrior Way~ The road runs south toward a small court where two low stone buildings stand to the west and south. To the north the road heads into the main intersection of Warrior Way where one may enter into the gladiator pit if desired. ~ 316 0 0 D0 ~ ~ 0 0 31637 D2 ~ ~ 0 0 31639 S #31639 Warrior Way~ The road heads farther south, ending in a small court. To the north is the way leading to the main intersection of Warrior Way. On your east is the huge rounded wall of the Gladiator Pit, it's enormous bulk still amazing to you, even though you stand beside it. ~ 316 0 0 D0 ~ ~ 0 0 31638 D2 ~ ~ 0 0 31641 S #31640 Shield 'n' Helms~ This small shop sells exactly what it proclaims to sell, helms and shields. The goods may be browsed at your leisure. A permanet employee of the Guild always stands at attention to help with your purchase. ~ 316 0 0 D1 ~ ~ 0 0 31641 S #31641 Warrior Way~ This small court is home to two small stone buildings, one west and one south of here. The road heads north from here, running along the west wall of the gladiator pit toward it's entrance. ~ 316 0 0 D0 ~ ~ 0 0 31639 D2 ~ ~ 0 0 31642 D3 ~ ~ 0 0 31640 S #31642 Body Armor~ Racks of armor, both full bodied and upper torso are scattered all through the shop. A permanent member of the warrior guild is here to serve you as your needs demand. ~ 316 d 0 D0 ~ ~ 0 0 31641 S #31643 West Alley~ This dark, dripping alleyway leads south toward the many guilds housed in this district. To the north lies much of the same, with a section heading off east into the warrior guild. To the west is the entrance to the Paladin's Guild, a strong sense of power and devotion radiating from its entrance. ~ 316 0 0 D0 ~ ~ 0 0 31667 D2 ~ ~ 0 0 31644 D3 ~ ~ 0 0 31662 S #31644 West Alley~ The alley heads north and south, the cold, dark grey walls of stone buildings surrounding you on every side. Just south of you lies an offshoot of the main alleyway which heads west into the cleric's guild. ~ 316 0 0 D0 ~ ~ 0 0 31643 D2 ~ ~ 0 0 31645 S #31645 West Alley~ The alley still runs north and south from here, the whole looking quite dreary and dismal. To the west is a small cobbled path leading into the cleric's guild. That path looks as if it may be the only part of this district that is not only maintained, but cheerful as well. The cobblestones which line the path are scrubbed almost white, the walls of the buildings white stucco. You feel that even someone who is not a cleric may be drawn to this part of the district just to escape the grey monotony everywhere else. ~ 316 0 0 D0 ~ ~ 0 0 31644 D2 ~ ~ 0 0 31655 D3 ~ ~ 0 0 31646 S #31646 The God's Path~ The white cobblestones beneath your feet glisten brightly as you walk past. Obviously the clerics who belong to this guild take great pride in their place here in McGintey Cove. Just north of you is a large marble temple with huge oaken double doors in front. This temple must be the main guild housing for this guild. The path heads west into more of the cleric's area or east out into the West Alley. ~ 316 0 0 D0 ~ ~ 0 0 31647 D1 ~ ~ 0 0 31645 D3 ~ ~ 0 0 31649 S #31647 Sitting Room~ This large, ornate room is laden with plush couches, comfortable easy chairs and food free for the taking. To the north is the entrance to the main practice and meditation area, south is the exit out to the God's Path. ~ 316 d 0 D0 ~ ~ 0 0 31648 D2 ~ ~ 0 0 31646 S #31648 Meditation and Advancement~ A large altar rests near the far northern wall of this temple. Small pads of cloth line the eastern wall where many of your class pray and meditate, searching for advancement and enlightenment. You may exit to the south. ~ 316 0 0 D2 ~ ~ 0 0 31647 S #31649 The God's Path~ With the temple wall still to the north of you, the path heads west into a broad court surrounded by white stucco buildings. Directly south of you is another such building, the entranceway wide open and inviting. To the east the path heads out past the temple entrance into the West Alley. ~ 316 0 0 D1 ~ ~ 0 0 31646 D2 ~ ~ 0 0 31654 D3 ~ ~ 0 0 31650 S #31650 The God's Court~ This large allows entrance to any of three white stucco buildings which lie north, south, and west of you. You may exit to the east toward the temple and West Alley. ~ 316 0 0 D0 ~ ~ 0 0 31651 D1 ~ ~ 0 0 31649 D2 ~ ~ 0 0 31653 D3 ~ ~ 0 0 31652 S #31651 Robes~ This quiet room has a small wooden desk sitting at the north end, a monk from the guild seated serenely behind it. On the east and west walls are lines of robes hung in an extremely orderly fashion. ~ 316 d 0 D2 ~ ~ 0 0 31650 S #31652 Holy Relics~ Small wooden stands spread throughout the room hold trinkets, baubles, and wearables, all for sale. A monk from the guild wanders about the room, helping those in need of assistance. ~ 316 d 0 D1 ~ ~ 0 0 31650 S #31653 Books of the Gods~ Small wooden bookshelves line the east, west, and south walls of this room, all spotlessly clean and filled with books of all shapes and sizes. ~ 316 0 0 D0 ~ ~ 0 0 31650 S #31654 Holy Weapons~ Although physical battle is not condoned by the guild, it is realized that in this day and age every man or woman must need defend themselves at some time or another. Hence this small shop dedicated to those weapons deemed fit to be wield by a cleric in Dibrova. ~ 316 d 0 D0 ~ ~ 0 0 31649 S #31655 West Alley~ The alley heads north deep into the guild area for McGintey Cove, the gray walls of guild-owned buildings surrounding the way ahead. To the south is the intersection of the Alley and South St, the road leading east into the business district of McGintey Cove. ~ 316 0 0 D0 ~ ~ 0 0 31645 D2 ~ ~ 0 0 31656 S #31656 South Street~ You stand at the intersection of West Alley and South Street. To the north is the dark, grey walled alley which heads deep into the guild area. East, the way gets a bit lighter as it heads it's way back toward the main business district of McGintey Cove. To the south the alley heads into a shadowed section, one which must be the Assassin's Guild area. ~ 316 0 0 D0 ~ ~ 0 0 31655 D1 ~ ~ 0 0 31664 D2 ~ ~ 0 0 31657 S #31657 West Alley~ Although still technically in the West Alley, you are in the area of town owned by the Deathknight's guild. Good advice would be to watch your step around these deadly beings. To the west is a tall, slender door leading into the main guild room, where deathknights practice to advance themselves. To the east is a door leading into a very small building, one which gives you a decidedly uneasy feeling. South is the end of West Alley and north leads the way out of the Deathknight's Guild. ~ 316 0 0 D0 ~ ~ 0 0 31656 D2 ~ ~ 0 0 31661 D3 ~ ~ 0 0 31658 S #31658 Deathknight's Board Room~ This small, dark room affords a few low divines for the reclining comfort of those who wish to relax in the comfort of their guild. Glass display cases hold an array of weapons along the walls, many of which considered antique by today's standards of assassination. To the west is the entrance to the training and advancement room. East leads out to West Alley. ~ 316 d 0 D1 ~ ~ 0 0 31657 D3 ~ ~ 0 0 31659 S #31659 Guild Room~ You are all alone in a completely darkened room... Or so you think. ~ 316 ade 0 D1 ~ ~ 0 0 31658 S #31660 Dark Wearables~ All manner of clothing, cloakwear, and hoods are for sale in this shop. All wearables sold here are to aid the deathknight in his/her profession. ~ 316 d 0 D1 ~ ~ 0 0 31661 S #31661 South Dead End to West Alley~ This seems to be the end of the way. Doors lead off to the east, west, and south. The alley heads north. Watch your step. ~ 316 0 0 D0 ~ ~ 0 0 31657 D2 ~ ~ 0 0 31663 D3 ~ ~ 0 0 31660 S #31662 Paladin Row~ The whole area strikes you as clean and well-organized as soon as you enter. With all the gray building and their lack of color out in the main guild area, this place is a stark contrast indeed. The alley continues west, with a door to the north leading into a small tavern. ~ 316 0 0 D1 ~ ~ 0 0 31643 D3 ~ ~ 0 0 31668 S #31663 Weapons of Choice~ All weapons sold here are made specifically for the lethal and many times secretive killing arts. Browse and be merry, but remember, they are not cheap for a reason! ~ 316 d 0 D0 ~ ~ 0 0 31661 S #31664 South Street~ The street, now completely enclosed on the north and south side by grey stone walls of guild buildings, leads west to an intersection of some sort, or east out into the main business district of McGintey Cove. ~ 316 0 0 D1 ~ ~ 0 0 31665 D3 ~ ~ 0 0 31656 S #31665 South Street~ The street heads west into the darkened guild area of McGintey, where it seems the very air around it carckles with mystical energy and magic. To the east is the main business district of McGintey Cove. A small, unobtrusive alley leads south from here. ~ 316 0 0 D1 ~ ~ 0 0 31666 D2 ~ ~ 0 0 31674 D3 ~ ~ 0 0 31664 S #31666 South Street~ The high traffic business area to the east seems almost a memory only as you enter into this entirely different section of town. The wide open expanse that was typical of the bazaar and the main streets of town are replaced by tight streets with stone walled buildings to either side. ~ 316 0 0 D1 ~ ~ 0 0 31565 D3 ~ ~ 0 0 31665 S #31667 West Alley~ The alley continues to run north and south from here, the gray, dismal walls surrounding it unending. To the east is a wide stretch of cobbled street that looks a bit more well travelled than any any of the previous offshoots from this alley. ~ 316 0 0 D0 ~ ~ 0 0 31614 D1 ~ ~ 0 0 31626 D2 ~ ~ 0 0 31643 S #31668 Paladin Row~ Nothing. The alley ends just west of here at the entrance to the Guild itself. It appears that a small area in front of the guild has been set up as a resting spot for paladins who wish to rest their feet after a day of saving innocent women and children. ~ 316 0 0 D1 ~ ~ 0 0 31662 D3 ~ ~ 0 0 31669 S #31669 Paladin Court~ This comfortable cobblestoned court hosts a small array of comfortable chairs and low tables, all for resting and relaxing upon before heading back out into the wilds of Dibrova. To the west is the entrance to the Guild, south is a weapon shop and north is an armor shop. Both shops are maintained by the Guild and specialize in Paladin equipment. ~ 316 c 0 D0 ~ ~ 0 0 31672 D1 ~ ~ 0 0 31668 D2 ~ ~ 0 0 31673 D3 ~ ~ 0 0 31670 S #31670 Paladin Board Room~ This is a small hallway leading into the main Audience Hall for the Paladin's Guild where the Master grants level gain by virtue of experience in the field. A bulleltin board has been posted on the south wall, a small writing implement attached so that anyone who wishes to may post a message to their fellow clannies. ~ 316 c 0 D1 ~ ~ 0 0 31669 D3 ~ ~ 0 0 31671 S #31671 Paladin Guild Hall~ This hall is what is considered to be the oldest structure existing on the rock that is McGintey Cove today. It is said that upon this very spot, Amos McGintey erected his temporary hideout when hiding from the Ionian Knights who plagued the seas back in his day. Now this ancient has been converted into a place of respect and devotion where Paladins may increase their level if so desired. ~ 316 c 0 D1 ~ ~ 0 0 31670 S #31672 Paladin Outfitters~ Cloaks and armor, boots and gauntlets all are arrayed in this clean and bright room. The colors of the wearables are all vibrant and catching to the eye, signifying the pride of the Paladin and what the class stands for in a world ridden with evil and pestilence. ~ 316 0 0 D2 ~ ~ 0 0 31669 S #31673 Weapons of Honor~ This wide open area serves as both a smithy for the Guild and a shop where class members may purchase the fine weapons produced here. Paladins, being a very meticulous and demanding class, prefer to make and enchant their own weapons rather than import weapons from the dwarven craftsmen or magus weavers. Browse these fine weapons, but remember - they are not cheap. ~ 316 0 0 D0 ~ ~ 0 0 31669 S #31674 A Quiet Back Street~ The sounds of the bazaar, the hustle and bustle of all the city-goers all seems to get swallowed up by the walls of this alley. You feel a bit of peace, your body begins to relax a bit as you begin down this alley. You can see that it ends just south of here at a small door. ~ 316 0 0 D0 ~ ~ 0 0 31665 D2 ~ ~ 0 0 31675 S #31675 End of a Quiet Back Street~ You stand before a small door, a very unmentionable place if not for the man standing just to side of it - as if guarding it. Strange that all sounds of the city have completely vanished now, though you know that you have no travelled that far from the main section. ~ 316 0 0 D0 ~ ~ 0 0 31674 D2 ~ door~ 1 0 31676 S #31676 Monk Board Room~ You would almost think that this place were abandoned, so quiet of an air persists here. However, looking south you see the main room and the Guidlmaster tutoring his disciples. The Board for your clan is mounted here - any messages you wish to pass along can be passed via this board. ~ 316 cd 0 D0 ~ door~ 1 0 31675 D2 ~ ~ 0 0 31677 S #31677 Monk Guild Room~ There is absolutely nothing at all in this room save for the man who will advance you to your next level if you are deemed worthy. The exit lies to the north. ~ 316 cd 0 D0 ~ ~ 0 0 31676 S $~