#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 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 1 2 0 A 5 1 0 A 18 5 0 A 19 5 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 10 1 0 A 13 40 0 A 18 2 0 A 19 2 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 20 5 0 A 22 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 24 10 0 A 21 10 0 A 17 10 0 A 12 -50 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 14 50 0 A 17 5 0 A 2 1 0 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. ~ 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. ~ #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 3 1 0 A 4 1 0 A 18 4 0 A 24 -10 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 3 -1 0 A 4 -1 0 A 1 2 0 A 17 5 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 17 10 0 A 14 -50 0 A 2 -2 0 A 13 50 0 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.~ 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. ~ #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 1 -4 0 A 5 -2 0 A 13 -50 0 A 12 100 0 A 18 -1 0 A 19 -1 0 A 20 5 0 A 21 5 0 A 22 5 0 A 23 5 0 A 24 5 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 4 3 0 A 18 5 0 A 19 5 0 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." ~ 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. ~ #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 4 -6 0 A 18 3 0 A 19 3 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 23 25 0 A 17 10 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 17 10 0 A 6 2 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 3 -5 0 A 4 -5 0 A 17 10 0 A 18 3 0 A 19 3 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 18 -5 0 A 19 -5 0 A 12 100 0 A 13 -100 0 A 3 4 0 A 4 4 0 A 17 75 0 A 1 -4 0 A 5 -5 0 A 14 -100 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 20 8 0 A 21 8 0 A 22 8 0 A 23 8 0 A 24 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 13 100 0 A 18 5 0 A 19 10 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 18 4 0 A 19 5 0 E towel white~ This neatly folded white towel is embroidered with a blue sigel of the paladins of Naytil.~ E sigel~ The sword and cross emblem is on that signifies holiness and the willingness to back up your believes with action if necessary.~ #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 18 5 0 A 19 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 #ROOMDATA #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 1036 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 holy~ This symbol is that of a cross crossed with a sword. It is the symbol of the mighty god Owinpell. ~ 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 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 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 sigel~ The demon behind this door will kill you if you pass. ~ E large sign~ DO NOT CROSS MY THRESHOLD, you have been warned. ~ 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 9224 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 1544 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 artistry~ The artistry in Baladur all tends towards things that are good. So do the paintings in this room. ~ 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. ~ 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 1032 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 #$