#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 #$