alanthia/area/
alanthia/gods/
alanthia/player/
#AREADATA
Name Old Midgaard~
Builders Fluffy~
VNUMs 700 799
Credits {115 145} Dex         Midgaard Fort~
Security 9
Version 1
End



#MOBILES
#700
platesmith~
A platesmith~
A platesmith stands here forming steel to armor.
~
This man is burnt to a crisp.  He does nothing but make armor all day.  
~
unique~
ABCDEFGM ABCDEFG 1000 0
300 0 0d0+0 0d0+0 0d0+0 none
0 0 0 0
ABCDEFG ABC ABC ABC
stand stand none 100000
ABCHMV ABCDEFGHIJK medium unknown
#701
tall blacksmith~
A tall blacksmith~
A tall muscular blacksmith is here making and selling weapons.
~
He is very well built and has decent manners.  He sells his wares to
support his family.  
~
unique~
ABCDEFGM ABCDEFG 0 0
300 0 0d0+0 0d0+0 0d0+0 none
0 0 0 0
ABCDEFG ABC ABC ABC
stand stand none 100000
ABCHMV ABCDEFGHIJK large unknown
#702
old watchguard man~
An old watchguard~
An angry looking old man stands here.
~
He is a frail old man.  He has wrinkles all over his face.  He even has
that old man smell.  
~
unique~
ABCDEFGT ABCDEFG 5000 0
130 1666 100d100+1000 155d515+515 105d155+300 none
-50 -15 -51 -62
ABCDEFGQ ABC ABCD ABC
stand stand none 10000
ABCHMV ABCDEFGHIJK small unknown
#703
Crying boy~
A crying boy~
A crying boy sits here crying.
~
This boy is no bigger than a 4 feet tall.  His face is bright red and
covered in tears.  
~
unique~
ABCDEFG ABCDEFGVY 1000 0
110 0 0d0+0 0d0+0 0d0+0 slap
0 0 0 0
ABCDEFGKNX ABC ABC ABCH
stand stand male 0
ABCHMV ABCDEFGHIJK medium unknown
#704
bartender troll~
A bartender~
A rather ugly looking bartender stands here cleaning a glass.
~
She is a troll.  Drool is dripping from her mouth and face.  She is
sweating cause of the tempeture of the room.  
~
unique~
ABCDEFG ABCDEFGH 0 0
300 0 0d0+0 0d0+0 0d0+0 none
0 0 0 0
ABCDEFG ABC ABCE ABCHK
stand stand female 100000
ABCHMV ABCDEFGHIJKUV large unknown
#705
stray feline cat~
A stray feline~
A stray feline is here purring.
~
She is a very tierd and hungry looking cat.  She is really thin and boney.  
~
unique~
ABCDEFG ABCDEFGV 1000 0
115 100 150d300+150 100d1001+1000 15d35+100 claw
-30 -50 -21 -16
ABCDEFGH ABC ABC ABCD
stand stand none 100000
ABCGV ABCDEFHJKQUV small unknown
#706
watchguard guard~
The Watchguard~
A large orcish watchguard is watching over the city from here.
~
He is an orc.  He stands 5'5".  He is very well built.  
~
unique~
ABCDEFG ABCDEFG 1000 0
130 0 0d0+0 0d0+0 0d0+0 punch
0 0 0 0
ABCDEFGHIKLNQX ABC ABCDQ ABCS
stand stand none 0
ABCHMV ABCDEFGHIJK huge unknown
#707
large black horse~
a black horse~
A large black horse is eatting its oats.
~
It is an ugly horse, its hair is nappy, it is dirty and grimy, and it
smells like rancid horse crap!  
~
unique~
ABCDEFG ABCDEFGV -500 0
150 0 0d0+0 0d0+0 0d0+0 smash
0 0 0 0
ABCDEFGHOW ABC ABCEI ABCH
stand stand none 0
ABCHMV ABCDEFGHIJK medium unknown
#0



#OBJECTS
#0



#ROOMS
#700
Town Square~
A raging bonfire marks the town square of Midgaard.  Travellers have put
up tents near the fire, and nearby, the smell of thick lamb stew wafts from
a pot over someones fire.  Horses may be tied to a hitching post to the
north.  
~
0 0 1
D0
~
~
0 0 701
D1
~
~
0 0 766
D2
~
~
0 0 718
D3
~
~
0 0 736
S
#701
A Hitching Post~
The grass here has been flattened, and along side the dirt path, several
posts have been thrust into the ground for the purpose of tying horses. 
Piles of manure are drawing flies near the posts.  
~
0 0 11
D0
~
~
0 0 702
D2
~
~
0 0 700
S
#702
Wyndhall Way~
A wide road is marked with wagon tracks and footprints here.  Drainage
ditches on either side of the road help keep it dry even in torrential
downpours.  The road marches alongside a wide open field in which dozens of
sheep are roaming.  
~
0 0 11
D0
~
~
0 0 703
D2
~
~
0 0 701
S
#703
Wyndhall Way~
The field here looks well-tended to the west.  The grains have been
neatly cut, and rows through the field look well-travelled.  Mountains loom
in the distance to the north.  
~
0 0 11
D0
~
~
0 0 704
D2
~
~
0 0 702
S
#704
Wyndhall Way~
To the east, a small path leads to an open clearing that appears to be
used as a market.  The fields to the west move from wheat in the south to
rye in the north.  A well-travelled road leads west between the crops.  
~
0 0 11
D0
~
~
0 0 786
D1
~
~
0 0 708
D2
~
~
0 0 703
D3
~
~
0 0 705
S
#705
The Path to Wyndhall Farm~
A dirt path, smoothed by wagon tracks, leads to the west to Wynhall Farm.
A soft hush of rustling wheat and lush ryegrass bespeaks prosperity.  
~
0 0 1
D1
~
~
0 0 704
D3
~
~
0 0 706
S
#706
The Path to Wyndhall Farm~
This dirt road branches off here in several directions.  The main road
continues west towards Wyndhall farm and east to Wyndhall Way - small trails
leading north and south lead to hovels where the farmhands reside.  
~
0 0 1
D1
~
~
0 0 705
D3
~
~
0 0 707
S
#707
The Path to Wyndhall Farm~
Just west of here, Wyndhall farm looms on a high hilltop.  A large stone
house is flanked by wooden stables, the dirt path giving way to a
cobblestone walk leading to the terrace of Lord Wynn's abode.  To the east,
the path leads back to Wyndhall Way and Midgaard.  
~
0 0 1
D1
~
~
0 0 706
S
#708
Entrance to the Market~
The entrance to the farmers market has been well-trampeled by wagons and
humankind alike.  There is a hitching post here, as well as a small pool to
the north filled with water from an underground spring.  To the east lie the
merchant stalls.  
~
0 0 1
D1
~
~
0 0 709
D3
~
~
0 0 704
S
#709
Farmer's Market~
Blackened stones for building fires are found in each of the stalls. 
Roughly built of wood, these stalls separate the merchants and their wares. 
Each merchant pays a tithe to Lord Wynn for the privledge of trading here.  
~
0 0 1
D0
~
~
0 0 714
D1
~
~
0 0 710
D2
~
~
0 0 717
D3
~
~
0 0 708
S
#710
Farmer's Market~
A community pile of wood is available for building fires to ward against
the cold winds that blow year-round here.  The stalls are cheaply made, yet
adequate for their purpose.  
~
0 0 1
D0
~
~
0 0 713
D1
~
~
0 0 711
D2
~
~
0 0 716
D3
~
~
0 0 709
S
#711
Farmer's Market~
A row of trees to the east prevents trespassers from continuing to Lord
Wynn's hunting forests.  The final stalls to the south and the north appear
better made than the rest, and cost a pretty copper more to rent.  
~
0 0 1
D0
~
~
0 0 712
D2
~
~
0 0 715
D3
~
~
0 0 710
S
#712
A Fine Merchant Stall~
Sanded wood planks provide a good amount of shelter from wind and harsh
weather in this stall.  The roof is made of thick thatch and is sturdy.  
~
0 0 1
D2
~
~
0 0 711
S
#713
A Merchant Stall~
The dirt floor here is kept clear of clutter, swept flat frequently by
the look of the patterns in the soil.  The walls and roof provide protection
from the elements.  
~
0 0 1
D2
~
~
0 0 710
S
#714
A Shabby Merchant Stall~
A small hole in the roof is wanting repair - the thatch wearing thin in
many places.  The walls are roughly thrown together, looking flimsy yet not
dangerous.  
~
0 0 1
D2
~
~
0 0 709
S
#715
A Fine Merchant Stall~
Cobblestones have been formed into a floor in this stall -- the sanded
walls providing shelter to keep the area warm.  A hollow in the center of
the stall provides space for a small fire.  
~
0 0 1
D0
~
~
0 0 711
S
#716
A Merchant Stall~
The walls here are well made of rough wood, keeping out drafts.  The
thatch roof is recently repaired.  
~
0 0 1
D0
~
~
0 0 710
S
#717
A Shabby Merchant Stall~
This stall is full of filth, drawing flies.  The thatch is rotted in many
places, holes in the walls provide some precious little protection from
harsh weather.  
~
0 0 1
D0
~
~
0 0 709
S
#718
Outside the Half-Moon Inn~
South from the Town Square of Midgaard, the Half-Moon Inn offers lodging
to wayfaring adventurers for a reasonable fee.  Farther to the south, the
road continues to the thick forest.  
~
0 0 1
D0
~
~
0 0 700
D1
~
~
0 0 727
D2
~
~
0 0 719
S
#719
Half-Moon Road~
Along-side this cobbled road, wildflowers grow, giving it a quaint and
homey look.  Far to the west, mountains can be seen, overlooking the
forested lands.  
~
0 0 1
D0
~
~
0 0 718
D2
~
~
0 0 720
S
#720
Half-Moon Road~
The road narrows here, allowing for no more than one wagon at a time.  To
the west, the forest has been cut down for lumber.  
~
0 0 1
D0
~
~
0 0 719
D2
~
~
0 0 721
S
#721
Half-Moon Road~
The road here is no longer of cobblestone but of dirt and trodden down
grass.  Small hovels to the east and west appear to be in good condition.  
~
0 0 1
D0
~
~
0 0 720
D2
~
~
0 0 722
S
#722
A Winding Road~
An anchor has been stuck in the ground here, next to a pile of rocks that
seem to point to the east.  
~
0 0 1
D0
~
~
0 0 721
D1
~
~
0 0 723
S
#723
A Winding Road~
A thin band through a forest, this road is wide enough to allow passage
of wagons carrying boats and skins for trade.  
~
0 0 1
D1
~
~
0 0 724
D3
~
~
0 0 722
S
#724
A Winding Road~
The forest to the east is too thick to past - the roar of the ocean can
be heard in that direction.  
~
0 0 1
D2
~
~
0 0 725
D3
~
~
0 0 723
S
#725
A Winding Road~
A river churns to the south here - to the north, the road leads back to
Midgaard.  The thick forest begins to thin here as it approaches the river
delta.  
~
0 0 1
D0
~
~
0 0 724
D2
~
~
0 0 726
S
#726
A Winding Road~
The forest thins and disappears entirely here on the river delta.  Thick
grass and cattails spread along the east-west river.  Docks to the south and
a small bridge allow passage along the river, and to the lands beyond in the
south.  
~
0 0 1
D0
~
~
0 0 725
D2
~
~
0 0 792
D4
~
~
0 0 793
S
#727
Half-Moon Inn: Foyer~
This inn is decorated in a somewhat elaborate manner, compared to its
surroundings.  The stone floor is polished, and antlers mounted to the walls
offer places to hang one's hat.  To the north there is a dining hall, and to
the south, a saloon.  
~
0 8 1
D0
~
~
0 0 731
D2
~
~
0 0 728
D3
~
~
0 0 718
D4
~
~
0 0 733
S
#728
Half-Moon Inn:  Saloon~
Small tables with four chairs each sit scattered, at which patrons can
play games or watch the scantily-clad entertainment.  Moonshine and ale flow
freely here.  
~
0 8 1
D0
~
~
0 0 727
S
#729
Half-Moon Inn:  A Guest Room~
Two sets of bunk beds along two walls and a washbasin on top of a simple
dressing table are the only items of furniture in this room.  
~
0 8 1
D3
~
~
0 0 733
S
#730
~
The washbasin in this room is slightly cracked but still servicable.  Two
set of bunk beds provide sleeping quarters for four in this simple room.  
~
0 8 1
D1
~
~
0 0 733
S
#731
Half-Moon Inn:  Dining Hall~
Three tables with benches made of pine offer seating for six per table. 
A fourth table, for more important guests, boasts eight padded chairs around
a finely made circular table.  To the east, a small kitchen provides the
fare for the diners.  
~
0 8 1
D1
~
~
0 0 732
D2
~
~
0 0 727
S
#732
Half-Moon Inn:  Kitchen~
From hooks in the ceiling, legs of lamb and ham hocks hang.  A large iron
kettle hangs inside a hollow in the wall in which a fire can be made.  In
another hollow, coals can be used for baking bread.  On a large table, a
mortar and pistle lie next to a bag of wheat.  
~
0 8 1
D3
~
~
0 0 731
S
#733
Half-Moon Inn:  Hallway~
A low hallway, lit with a single sconce, reveals doors to the north, east
and west into guest lodgings.  The north door is more elaborate than the
other two.  
~
0 8 1
D0
~
~
0 0 734
D1
~
~
0 0 729
D3
~
~
0 0 730
D5
~
~
0 0 727
S
#734
Half-Moon Inn: A Fine Guest Parlor~
A simple parlor with its own fireplace, as well as two padded chairs and
a small table, appears to be for more important guests.  
~
0 8 1
D1
~
~
0 0 735
D2
~
~
0 0 733
S
#735
Half-Moon Inn: A Fine Guest Bedroom~
A comfortable bed with linens and a feather-filled mattress sits
alongside a dresser.  On the opposing wall, a dressing table and a small
bath basin are for the comfort of the important guests of the Half-Moon Inn.
~
0 8 1
D3
~
~
0 0 734
S
#736
Smithy Way~
The blacksmith shop to the south looks to be quite profitable - smoke
rises from the chimney, made of stone.  The road to the west looks heavily
travelled.  
~
0 0 1
D1
~
~
0 0 700
D2
~
~
0 0 789
D3
~
~
0 0 737
S
#737
Smithy Way~
The cobblestone has been worn flat here by horses and wagons that travel
this road day and night.  To the east is the center of town and farther
beyond, the ocean.  
~
0 0 1
D1
~
~
0 0 736
D2
~
~
0 0 790
D3
~
~
0 0 738
S
#738
Smithy Way~
The road widens here, cobblestone giving way to a wide dirt trail.  To
the south, the forest has been clear cut for lumber to build homes and
shops.  
~
0 0 1
D1
~
~
0 0 737
D2
~
~
0 0 739
S
#739
Smithy Way~
The grasses here have been trodden down by the horses that run to and
from the military compound to the west.  
~
0 0 1
D0
~
~
0 0 738
D3
~
~
0 0 740
S
#740
Smithy Way~
Houses here are run down, with broken thatched walls that offer little
protection from biting winds.  Wildflowers among them have been cut and
broken down.  
~
0 0 1
D1
~
~
0 0 739
D3
~
~
0 0 741
S
#741
Smithy Way~
Smithy way ends here at the military complex.  To the north, the barracks
lie.  South can be found the training grounds.  East, Midgaard.  
~
0 0 1
D0
~
~
0 0 742
D1
~
~
0 0 740
D2
~
~
0 0 759
D3
~
~
0 0 380
S
#742
Barracks Road~
To the south, the military training grounds can be seen.  To the north, a
watchtower guards the entrance to the barracks.  
~
0 0 1
D0
~
~
0 0 743
D2
~
~
0 0 741
S
#743
Barracks Road~
Here, a large watchtower has been erected of heavy granite stone.  A
stone wall prevents passage to the west without going underneath the tower. 
~
0 0 1
D2
~
~
0 0 742
D3
~
~
0 0 744
D4
~
~
0 0 775
S
#744
Barracks Road~
Far to the west, mountains can be seen on the horizon.  To the east, the
land is forested and city, with the ocean lying beyond.  
~
0 0 1
D1
~
~
0 0 743
D3
~
~
0 0 745
S
#745
Barracks Road~
The road abruptly ends at a large fortress here.  Crafted of stone and
protected by a port terrace, the military compound looks impenetrable.  
~
0 0 1
D1
~
~
0 0 744
D3
~
~
0 0 746
S
#746
Entrance to the Barracks~
Inside this stone building, the ambient temperature is cold.  Tapestries
depicting battle scenes are hung in the entryway.  To the east, a nearly
impassable port terrace protects the barracks from attack.  
~
0 8 1
D0
~
~
0 0 747
D1
~
~
0 0 745
D3
~
~
0 0 748
S
#747
Barracks:  Mess Hall~
The mess hall is filled with tables and benches.  A giant fireplace along
the east wall has hooks above it for hanging stewpots.  There doesn't appear
to be a kitchen nearby.  
~
0 8 1
D2
~
~
0 0 746
S
#748
Barracks: Hallway~
A high cathedral ceiling accents this cold stone hallway.  There are
doors to the north and south.  
~
0 8 1
D0
~
~
0 0 750
D1
~
~
0 0 746
D2
~
~
0 0 749
D3
~
~
0 0 752
S
#749
Barracks:  Office Entry~
There is a heavy wooden door to the south in this room.  The tapestries
on the wall here are spattered with blood.  
~
0 8 1
D0
~
~
0 0 748
D2
~
~
0 0 751
S
#750
Barracks:  Armor Storage~
The walls of this room are lined with grates, designed to contain helms,
gloves, boots, and other bits and pieces of platemail.  
~
0 8 1
D2
~
~
0 0 748
S
#751
Barracks:  Commander Draeken's Chamber~
This large room is comfortably outfitted - a table with two chairs, a
fireplace, a bed, and a table full of weapons.  
~
0 8 1
D0
~
~
0 0 749
S
#752
Barracks:  Hallway~
The hallway is lit with four lamps filled with bear fat.  The peculiar
smell of rendered fat and flax fills the hallway.  
~
0 8 1
D0
~
~
0 0 754
D1
~
~
0 0 748
D2
~
~
0 0 753
D3
~
~
0 0 755
S
#753
Barracks:  Sleeping Quarters~
Eight beds, each two feet apart on either wall, take up nearly all the
space in this room.  A very small fireplace is along the southern wall,
opening to the outside.  
~
0 8 1
D0
~
~
0 0 752
S
#754
Barracks: Sleeping Quarters~
Eight beds, each two feet apart on either wall, take up nearly all the
space in this room.  A very small fireplace is along the northern wall,
opening to the outside.  
~
0 8 1
D2
~
~
0 0 752
S
#755
Barracks:  Hallway~
Dimly lit and cold, this hallway leads east-west through the entire
complex.  
~
0 8 1
D0
~
~
0 0 756
D1
~
~
0 0 752
D2
~
~
0 0 757
D3
~
~
0 0 758
S
#756
Barracks:  Sleeping Quarters~
Eight beds, each two feet apart on either wall, take up nearly all the
space in this room.  A very small fireplace is along the northern wall,
opening to the outside.  
~
0 8 1
D2
~
~
0 0 755
S
#757
Barracks:  Sleeping Quarters~
Eight beds, each two feet apart on either wall, take up nearly all the
space in this room.  A very small fireplace is along the southern wall,
opening to the outside.  
~
0 8 1
D0
~
~
0 0 755
S
#758
Barracks:  Hallway~
The hallway continues east to the front of the complex.  The dungeons are
located down from this point.  
~
0 0 0
D0
~
~
0 0 777
D1
~
~
0 0 755
D2
~
~
0 0 776
D5
~
~
0 0 778
S
#759
Entrance to the Training Grounds~
A very narrow trail, allowing only single horses with riders or footmen,
leads south to the hacked down clearing in the middle of the southern
forest.  
~
0 0 1
D0
~
~
0 0 741
D2
~
~
0 0 760
S
#760
Military Training Grounds~
Stumps and soil are the only features of this landscape.  Targets have
been thrust into the ground near the stumps.  
~
0 0 1
D0
~
~
0 0 759
D1
~
~
0 0 762
D2
~
~
0 0 761
D3
~
~
0 0 763
S
#761
Military Training Grounds~
A large stuffed straw horse invites sword thrusts here.  To the south,
the clearing narrows.  
~
0 0 1
D0
~
~
0 0 760
D1
~
~
0 0 765
D2
~
~
0 0 764
S
#762
Military Training Grounds~
Scarecrows have been outfitted with armor here.  Various holes in the
armor appear to have been made with rapiers.  
~
0 0 1
D2
~
~
0 0 765
D3
~
~
0 0 760
S
#763
Military Training Grounds~
Around the perimiter of the cleared area, a track provides racing space
for horses.  Here, a starting post is stuck in the ground.  
~
0 0 1
D1
~
~
0 0 760
S
#764
Military Training Grounds~
Thick trees to the south prevent further passage.  A number of wooden
pegs have been thrust into the ground here, upon each balances a pin, to be
knocked off with thrown stones.  
~
0 0 1
D0
~
~
0 0 761
S
#765
Military Training Grounds~
A deep pit has been dug here.  At the bottom, weapons of all types are
stored beneath a cover of leaves.  
~
0 0 1
D0
~
~
0 0 762
D3
~
~
0 0 761
S
#766
Ocean Road~
The cobblestone road here is flanked by a clearing on each side in which
horses can be equipped for the journey to the ocean.  To the west, the
center of Midgaard and the military training grounds lie.  
~
0 0 1
D0
~
~
0 0 791
D1
~
~
0 0 767
D3
~
~
0 0 700
S
#767
Ocean Road~
Far to the west, the mountains can be seen looming over Midgaard.  East
of here is a small residential area.  
~
0 0 1
D1
~
~
0 0 768
D3
~
~
0 0 766
S
#768
Ocean Road~
The huts along this road seem better kept up than those in the rest of
Midgaard proper.  To the west is the center of town.  
~
0 0 1
D1
~
~
0 0 769
D3
~
~
0 0 767
S
#769
Ocean Road~
To the east, the terrain becomes nearly impassable as fallen trees
prevent wagons and horses from safely travelling.  The forest is dense to
the north.  West of here is Midgaard.  
~
0 0 1
D0
~
~
0 0 797
D1
~
~
0 0 354
D3
~
~
0 0 768
S
#770
A trail to the Ocean~
A hitching post to the south provides rest and succor for the horses that
travel this path.  A small clearning has been made for lumber there, and the
grasses that have grown in place of the trees are healthy and green.  
~
0 0 1
D2
~
~
0 0 797
D3
~
~
0 0 771
S
#771
A trail to the Ocean~
The forest becomes impassable by wagon at this point along the ocean
trail.  West of here lies the city of Midgaard.  To the east, the ocean
roars in the distance.  
~
0 0 1
D1
~
~
0 0 770
D3
~
~
0 0 772
S
#772
A trail to the Ocean~
A ragged stump has been covered with moss over the ages, and provides an
excellent resting place along side the trail to the ocean.  
~
0 0 1
D1
~
~
0 0 771
D3
~
~
0 0 773
S
#773
A trail to the Ocean~
The dense undergrowth here is difficult to navigate on foot, let alone on
horseback.  The ocean lies just to the north.  
~
0 0 1
D0
~
~
0 0 774
D1
~
~
0 0 772
S
#774
Bluffs overlooking the Ocean~
The trail terminates abruptly here, overlooking a seemingly endless body
of water.  Light glinting off the ocean gleams brightly, the pure intensity
of the blue water is captivating in its brilliance and simplicity.  One
might scale the bluffs down to the oceanside.  
~
0 0 1
D2
~
~
0 0 773
D4
~
~
0 0 794
S
#775
Watchtower~
The top of this watchtower allows a sentry to see in every direction. 
Arsenal can be stored in cubbyholes in the walls.  
~
0 0 1
E
north~
Beyond the north forest, snow-capped mountains can be seen.  
~
E
south~
The southern forest has been partially cleared for lumber and to create
training grounds for the military forces.  Beyond the grounds, the forest is
broken by a river that isolates Midgaard from the rest of the continent.  
~
E
west~
To the west, the military barracks lie, surrounded by a stone wall. 
Beyond them, mountains can be seen in the distance.  
~
E
east~
Beyond Midgaard, the ocean stretches out in a vast blue lanscape.  
~
D5
~
~
0 0 743
S
#776
Barracks:  Sleeping Quarters~
Eight beds, each two feet apart on either wall, take up nearly all the
space in this room.  A very small fireplace is along the southern wall,
opening to the outside.  
~
0 8 1
D0
~
~
0 0 758
S
#777
Barracks:  Sleeping Quarters~
Eight beds, each two feet apart on either wall, take up nearly all the
space in this room.  A very small fireplace is along the northern wall,
opening to the outside.  
~
0 8 1
D2
~
~
0 0 758
S
#778
Barracks:  Dungeon Corridor~
The damp floor in this corridor reeks of mold and feces.  Puddles on the
floor are filled with viscous liquid, sticky and red.  The lighting in here
is from two sconces, very very dim.  
~
0 8 1
D1
~
~
0 0 779
D4
~
~
0 0 758
S
#779
Barracks:  Dungeon Corridor~
The corridor is dimly lit with cells on the north and south side.  The
floor is covered with a sticky substance.  
~
0 8 1
D0
~
~
0 0 784
D1
~
~
0 0 780
D2
~
~
0 0 785
D3
~
~
0 0 778
S
#780
Barracks:  Dungeon Corridor~
The corridor is dimly lit here, ending with cells to the east, north and
south.  The floor is covered with a foul-smelling ooze.  
~
0 8 1
D0
~
~
0 0 783
D1
~
~
0 0 781
D2
~
~
0 0 782
D3
~
~
0 0 779
S
#781
Barracks:  Prisoner Cell~
The cell reeks of sewage and decay.  The bedframe is broken, the mattress
infested.  The walls are damp and covered in mold.  
~
0 8 1
D3
~
~
0 0 780
S
#782
Barracks:  Prisoner Cell~
A tight, cramped cell with a wet floor and a small bedframe.  The
mattress, made of straw tick, has been infested with mice and various bugs. 
~
0 8 1
D0
~
~
0 0 780
S
#783
Barracks:  Prisoner Cell~
This cell has bars thinner than normal, closer together, near to a
screen.  The walls have been scratched into.  
~
0 8 1
D2
~
~
0 0 780
S
#784
Barracks:  Prisoner Cell~
A tight, cramped cell with a wet floor and a small bedframe.  A puddle on
the floor has begun to grow a family of maggots.  
~
0 8 1
D2
~
~
0 0 779
S
#785
Barracks:  Prisoner Cell~
A cell much larger than the rest, though in no better condition, this
cell seems fit for holding creatures of a larger stature than humankind.  
~
0 8 1
D0
~
~
0 0 779
S
#786
Wynn's Selling Stables~
The stables are grand, with several pens to show available horses.  Along
the west wall, a table is lined with teasel for brushing and grooming, and
leather for bridles and stirrups.  
~
0 0 1
D1
~
~
0 0 787
D2
~
~
0 0 704
S
#787
Wynn's Selling Stables~
Large stables, spacious, with freshly changed hay that smells slightly of
clover, are specifically designed to show off horses to their best
advantage.  
~
0 0 1
D1
~
~
0 0 788
D3
~
~
0 0 786
S
#788
Wynn's Selling Stables~
The finest horseflesh is kept in the rear of the stables, farthest from
the drafty entrance.  Warm and comfortable, the horses lucky enough to live
here live in better comfort than the serf population of Midgaard.  
~
0 0 1
D3
~
~
0 0 787
S
#789
Blacksmith's Shop~
A hot fire is kept blazing in the fire pit of this room.  The walls are
tinged black with smoke - the cobblestone floor worn smooth.  A large table
has ample space for the smith's tools.  
~
0 8 1
D0
~
~
0 0 736
S
#790
Town Armory~
A large stone building is used by the platesmith to create and store
armor for sale.  The room is warmed by a fire in the fireplace.  
~
0 1032 1
D0
~
~
0 0 737
S
#791
Weaponsmith's Shop~
A blazing fire and a table with molds for creating swords and axes take
up most of the space in this small stone structure.  A wall is lined with
ready-made weapons for sale.  
~
0 8 1
D2
~
~
0 0 766
S
#792
River Pass Docks~
Set into the river, these floating wooden docks are anchored by long
poles, tethered with leather to the shore.  Boats can be tied to posts along
the shore, near the docks, and launched with ease into the swift river.  
~
0 0 1
D0
~
~
0 0 726
S
#793
Watchtower~
A large watchtower has enough space to be manned by four soldiers.  A
ram's horn, tied to a post, can be used to sound an alarm when unwanted
visitors approach from the river pass to the south.  
~
0 0 1
E
south~
The river can be seen from here, and a clear view of the docks allows for
careful inspection of new visitors to Midgaard.  
~
D5
~
~
0 0 726
S
#794
Watchtower~
The watchtower gives a clear view of the beautiful, serene ocean and the
beach and bluffs that provide minimal access to Midgaard.  A ram's horn can
be used to signal danger from here.  
~
0 0 1
E
east~
The ocean gleams beautifully, the picture of serenity and lovliness.  
~
E
west~
The city of Midgaard can be observed from here.
~
D5
~
~
0 0 774
S
#795
Connection to Lost Vale~

~
0 4 0
S
#796
Connection to the Lost Vale~

~
0 0 0
D0
~
~
0 0 20001
D1
~
~
0 0 380
S
#797
A trail to the Ocean~

~
0 0 0
D0
~
~
0 0 770
D1
~
~
0 0 360
D2
~
~
0 0 769
D3
~
~
0 0 361
S
#0



#SPECIALS
S



#RESETS
M 0 705 3 720 1
M 0 703 6 736 3
M 0 702 1 736 2
M 0 703 6 737 1
M 0 703 6 738 2
M 0 706 2 775 1
M 0 707 1 787 1
M 0 701 1 789 1
M 0 700 1 790 1
M 0 706 1 793 1
S



#SHOPS
700 0 9 0 0 0 100 50 0 23
701 5 0 0 0 0 100 50 0 23
704 0 0 0 0 0 100 50 0 23
0



#$